Difference between revisions of "Item Placement"

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(Added loading custom binary ipl section,updated Binary Decompier Link)
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The header is followed by the arrays of the entries. For more information about their format see the articles about the sections.
 
The header is followed by the arrays of the entries. For more information about their format see the articles about the sections.
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==== Loading a Custom Binary IPL ====
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There are few minor differences between a normal <code>.ipl</code> and a binary <code>.ipl</code>.The object name becomes dummy and decimal values are 5.
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'''Normal:'''
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15072, PLS_carpark, 0, 2579.8796445, 645.50208432, 9.93, 0, 0, 0, 1, -1
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'''Binary:'''
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15072, dummy, 0, 2579.87964, 645.50208, 9.93000, 0, 0, 0, 1, -1
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Now for converting a normal <code>.ipl</code> to binary form and vice-versa,we can use [https://gtaforums.com/topic/857375-fastman92-processor/ fastman92-processor].Its a pretty simple program we can get most of the work done by editing the <code>fastman92_processor.bat</code>(Or can use Binary (De-)Compiler).
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After converting to binary form we have to create a normal <code>.ipl</code> file and index it in [[Gta.dat]].Suppose the name of our <code>.ipl</code> is
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 +
test.ipl
 +
 +
So the name of our binary <code>.ipl</code> would be as below,
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 +
test_stream0.ipl
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test_stream1.ipl
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test_stream2.ipl
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...
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etc
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Then we'll need to import them in any of the [[IMG_archive|IMG Archives]].Finished.
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For a detailed tutorial see [https://gtaforums.com/topic/911878-sacreating-custom-binary-ipl/ here].
  
 
== Format ==
 
== Format ==
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* [[MEd]] &ndash; By {{U|Tonywob}}
 
* [[MEd]] &ndash; By {{U|Tonywob}}
 
* {{GTAF|315944|IPL Helper}} &ndash; By {{U|Xmen}}
 
* {{GTAF|315944|IPL Helper}} &ndash; By {{U|Xmen}}
* [http://www.gta.ocram-net.de/index_all.php?downloadsa=11 Binary (De-)Compiler] &ndash; By {{U|ocram88}}
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* [https://www.gtainside.com/en/sanandreas/tools/120305-binary-de-compiler/ Binary (De-)Compiler] &ndash; By {{U|ocram88}}
 
* {{GTAF|429526|SA Binary IPL Exporter for 3DS Max}} &ndash; by {{U|Gforce}}
 
* {{GTAF|429526|SA Binary IPL Exporter for 3DS Max}} &ndash; by {{U|Gforce}}
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* [https://gtaforums.com/topic/857375-fastman92-processor/ fastman92processor] &ndash; By {{U|fastman92}}
  
 
== See also ==
 
== See also ==

Revision as of 15:37, 15 February 2019

Item Placement
IPL Sections:
2DFX AUZO BLOK CARS CULL ENEX GRGE
INST JUMP LINK LODM MLO+ MULT OCCL
PATH PICK RTFX SLOW TCYC VNOD ZONE

Item placement files, usually identified by the file extension .ipl, are a part of the map system and used to create and place (for example) different objects, zones of special behaviour or paths in the world. All games support standard item placement files which are mostly stored in plain text format that can be opened and edited using any text-editing program (like Notepad), but there are tools to simplify editing. San Andreas is the first game to introduce a binary format for item placement files. Most of the placement information in GTA IV is stored inside of binary files (see WPL).

Overview

See also: Item Definition § Overview

The structure and format of the plain text item placement files are similar to that of the item definition files.

Binary format

San Andreas introduced an simple binary format of item placement files. They are stored as "streaming files" inside the archive files. Editing them requires an special editor (see below). The format is pretty simple and their possibilities are not completely used by Rockstar. By default they do only support inst and cars sections. It is unconfirmed if other sections also can be used or if they are just stubs which are not implemented. Anyway their binary format is completely unknown.

This section is incomplete. You can help by fixing and expanding it.

Header

Each binary placement information file starts with an 4-Byte identifier followed by a header containing information about the files content.

4b  - CHAR[4]   - Always "bnry"
4b  - INT32     - Number of item instances
4b  - INT32     - Number of unknown 1 (CULL ?)
4b  - INT32     - Number of unknown 2 (GRGE ?)
4b  - INT32     - Number of unknown 3 (ENEX ?)
4b  - INT32     - Number of parked cars
4b  - INT32     - Number of unknown 4 (PICK ?)
4b  - INT32     - Offset of item instances (0x4C by default)
4b  - INT32     - Size of item instances (unused - always 0)
4b  - INT32     - Offset of unknown 1
4b  - INT32     - Size of unknown 1 (unused - always 0)
4b  - INT32     - Offset of unknown 2
4b  - INT32     - Size of unknown 2 (unused - always 0)
4b  - INT32     - Offset of unknown 3
4b  - INT32     - Size of unknown 3 (unused - always 0)
4b  - INT32     - Offset of parked cars
4b  - INT32     - Size of parked cars (unused - always 0)
4b  - INT32     - Offset of unknown 4
4b  - INT32     - Size of unknown 4 (unused - always 0)

The header is followed by the arrays of the entries. For more information about their format see the articles about the sections.

Loading a Custom Binary IPL

There are few minor differences between a normal .ipl and a binary .ipl.The object name becomes dummy and decimal values are 5.

Normal:

15072, PLS_carpark, 0, 2579.8796445, 645.50208432, 9.93, 0, 0, 0, 1, -1

Binary:

15072, dummy, 0, 2579.87964, 645.50208, 9.93000, 0, 0, 0, 1, -1

Now for converting a normal .ipl to binary form and vice-versa,we can use fastman92-processor.Its a pretty simple program we can get most of the work done by editing the fastman92_processor.bat(Or can use Binary (De-)Compiler).

After converting to binary form we have to create a normal .ipl file and index it in Gta.dat.Suppose the name of our .ipl is

test.ipl

So the name of our binary .ipl would be as below,

test_stream0.ipl 
test_stream1.ipl 
test_stream2.ipl 
...
etc

Then we'll need to import them in any of the IMG Archives.Finished.

For a detailed tutorial see here.

Format

The following table contains all known sections in the item placement. The supported games column lists games that support the sections but it doesn't necessarily means they're functional in the games.

Section Supported games Description
inst GTA III Vice City San Andreas GTA IV Places objects defined in objs, tobj, anim, or tanm into the world.
zone GTA III Vice City San Andreas GTA IV Creates map, navigation, and info zones.
cull GTA III Vice City San Andreas GTA IV Creates zones with special attributes.
pick GTA III (not functional) Vice City (not functional) San Andreas GTA IV (not functional) Creates pickups. This section is only functional in San Andreas.
path Vice City Creates waypoints for random NPC spawns.
Note: this section is also present in San Andreas and GTA IV. It is used as a base for Rockstar's paths compiler, but gets ignored by the games. For more information see: Paths.
occl Vice City San Andreas GTA IV Creates occlusion zones.
mult San Andreas (not functional) GTA IV (not functional) This section is not functional.
grge San Andreas GTA IV Creates garages.
enex San Andreas GTA IV Creates entry-exit markers.
cars San Andreas GTA IV Creates car generators (parked cars).
jump San Andreas GTA IV (not functional) Creates stunt jumps. This section is not functional in GTA IV.
tcyc San Andreas GTA IV Creates time cycles modifiers.
auzo San Andreas GTA IV (not functional) Creates audio zones. This section is not functional in GTA IV.
mzon GTA IV
vnod GTA IV Extended format of path – apparently only used for multiplayer mode.
link GTA IV
blok GTA IV (not functional) This section is not functional. Appears to be used to allocate responsibilities during the development stage of GTA IV, but also could be used to place decision makers.
mlo+ GTA IV mlo placement – Used to place offsets for GTA IV's interiors. The interiors themselves get placed inside the IDE file section mlo.
2dfx GTA IV Used to make many game effects, for example - Particle.
lodm GTA IV
slow GTA IV Unknown for what it is responsible, used very rare and only in two extended .WPL. Section contains a box.

Tools

See also

External links