Difference between revisions of "Item Placement"

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Although technically an IPL section, this is usually only used in [[zone]] files (extension <code>.zon</code>).
 
Although technically an IPL section, this is usually only used in [[zone]] files (extension <code>.zon</code>).
  
 +
==External Tool==
 +
* [http://www.gtaforums.com/index.php?showtopic=315944 IPL Helper] - by Xmen
 
==External Links==
 
==External Links==
 
* [http://www.gtaforums.com/index.php?showtopic=202532 GTA SA IPL Documentation] - Topic by spaceeinstein covering details of the IPL format in GTA SA.
 
* [http://www.gtaforums.com/index.php?showtopic=202532 GTA SA IPL Documentation] - Topic by spaceeinstein covering details of the IPL format in GTA SA.

Revision as of 05:15, 8 June 2008

Item PLacement files are map files used to place objects into the GTA world, as well as define zones, paths, garages, interior portals, and a lot more. IPL files can easily be opened using any text-editing program like Notepad.

Structure

The .ipl files are split up into many sections. Not all of them have to be used, leaving them empty works as well. Each section starts with a section identifier and ends with the keyword "end", both in a separate line.

Example:

inst
...
end

INST

Locations and properties for instances of static and dynamic (object.dat) map objects.

GTA3 format:

id, name, x, y, z, sx, sy, sz, rx, ry, rz, rw

GTAVC format:

id, name, int, x, y, z, sx, sy, sz, rx, ry, rz, rw

GTASA format:

id, name, int, x, y, z, rx, ry, rz, rw, lod
ID
Unique object identifier. Must match in IDE file identifier. (integer)
Name
Usually same as the .dff model file, without extension. (string)
int
Interior number; zero for outside. (integer)
x, y, z
Item placement coordinates. (floating point numbers)
sx, sy, sz
Item scale, scales visible model only, doesn't scale the collision model. (floating point numbers)
rx, ry, rz, rw
Item rotations. Defined as quaternion, quite sophisticated math is needed to translate it to Euler angles. A map editing program should be used to edit these.
lod
San Andreas only. This is the line number in the current IPL file for the LOD which belongs to this object. The first item in IPL file is line number 0, second is number 1 and so on. A value of -1 means no LOD is used. (integer)

CULL

This creates rainfree zones, wastefree zones, map reflections, TV screens, and temporary fixed camera positions.
GTA3 and VC format:

x1, y1, z1, x2, y2, z2, x3, y3, z3, flag, 0
x2, y2, z2
lower-left corner of the areabox
x3, y3, z3
upper-right corner of the areabox

SA format 1:

centerX, centerY, centerZ, 0 (some kind of rotation), Ywidth, bottomZ, Xwidth, 0 (some kind of rotation), topZ, Flag, Flag 2

SA format 2:

centerX, centerY, centerZ, 0 (some kind of rotation), Ywidth, bottomZ, Xwidth, 0 (some kind of rotation), topZ, Flag, Vx, Vy, Vz, Cm

Cull zone boundaries in San Andreas are aligned to the nearest world unit.
Flags:
1 Camera close in into player using closest third-person view camera mode, does not close in if in first person or cinematic mode, camera mode cannot be changed while in the zone
2 camera remotely placed outside the zone, no control of camera, camera mode cannot be changed while in the zone
4 Unknown
8 Rain-free, police helicopter-free zone
4096 5-star military zone

PATH

Ped, Car and Boat Paths, defines paths relative to the world centre. Only used in GTA VC, this format is much easier than in GTA3 where the paths were stored in IDE files, and GTA-SA paths which are stored in **nodes.dat inside gta3.img. This is a quite complicated format and hardly usable without an editing program (such as Ked).

GTA SA uses compiled binary files for its paths.

GRGE

This creates garages for the main.scm to use. Only used in San Andreas.
SA only:

X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Door, Type, Name
X1, Y1, Z1
Lower left front
frontX, frontY
Lower right front
X2, Y2, Z2
Upper left rear
Door
Type of door
Type
Type of garage
Name
Used to edit garage through the SCM

ENEX

This creates entrances to exits or interior connections to real world by placing yellow markers on the map for CJ to walk through. Note that you have to start a new game for newly placed markers to take effect. Add the markers at the very end of the gta.dat else it can negatively affect currently placed markers.
SA only:

X1, Y1, Z1, ROT, R1, R2, C8, X2, Y2, Z2, Rot2, Int, Flag, Name, Sky, I2, Time On, Time Off
X1, Y1, Z1
entrance location
ROT
 ???
R1
X radius of entry
R2
Y radius of entry
C8
constant 8
X2, Y2, Z2
exit location
Rot2
exit rotation in degrees
Int
The target interior number
Flag
The type of marker
Name
Interior name, used to find the counterpart and to identify via mission script
Sky
Sky color changer
I2
unknown integer flags, could be weather related
Time On
enables the marker at this time
Time Off
disables the marker at this time

Enex Flags

Flag Name Description
1 unknown interior Only used for interior markers
2 unknown pairing Used mostly for interior markers; also Big Ear & LS Skyscraper
4 Create linked pair Pair with unflagged mate during new game start
8 Reward interior Sets flag 0010 on pair mate when used
16 Used reward entrance Set by accessing reward interior
32 Cars and aircraft Enable for cars and aircraft
64 Bikes and motorcycles Enable for bikes and motorcycles
128 Disable on foot No foot traffic. Use for cars and/or bikes only
256 Accept NPC group Group members accepted at destination of pair
512 Food date flag Set and cleared by food date (cut-scene related)
1024 unknown burglary Set on Bayside and Temporary Burglary doors
2048 Disable exit Player can enter but cannot exit a two-way pair
4096 Burglary access Enabled and disabled during Burglary
8192 Entered without exit Set by Entrance, Cleared by Exit; Applies to one side of a two
16384 Enable access Enabled by default; often cleared by scripts
32768 Delete enex Enex is deleted when used

Enex Sky Colors

Sky Color Descriptions
0 blue sky
1 white fading to black
2 Black with yellow lights.
3 same as 1
4 same as 2
5 white fading to purple fading to black with yellow lights
6 white fading to black with yellow lights.
7 white fading to green fading to black with yellow light (probably clouds)
8 same as 6
9 same as 6
10 same as 2
11 Purple (gay) retarded shadows not much sight.
12 same as 6
13 same as 6
14 same as 7 only green is ocean blue
15 same as 6
16 same as 2.....
17 Nightly Mist
18 Blue fading yellow (sunrise i think)
19 Blue air with white clouds
20 darker blue air with lightblue clouds
21 Darker Blue air with white clouds
22 Orange with white clouds
23 Orange fading gray with orange clouds (weird)
24 this is red fading PURPLE with no seeing rang that you can't even see yourself
25 Dark Purple to grey with nice sun reflection
27 same as 19
28 the best one: big sun white clouds and blue air
29 Blue air white clouds HUGE SUN
30 Orange with dark orange clouds

PICK

This creates permanent weapon pickups. Rockstar only used this to create fire extinguisher pickups at fast food restaurants.
SA only:

Weapon ID, X, Y, Z

Pick Weapon IDs

ID Weapon Name Ammo
4 Brass Knuckles -
5 Nightstick -
6 Knife -
7 *Nothing* -
8 *Nothing* -
9 Golf Club -
10 Bat -
11 Shovel -
12 Pool Cue -
13 Katana -
14 Chainsaw -
15 Molotov 8
16 Grenades 8
17 Satchels 5
18 9mm Pistol 30
19 Silenced 9mm 10
20 Desert Eagle 10
21 Shotgun 15
22 SPAS Shotgun 10
23 Tec 9 60
24 Micro SMG 60
25 MP5 60
26 AK47 80
27 M4 80
28 Country Rifle 20
29 Sniper Rifle 10
30 *Nothing* -
31 Flamethrower 100
32 Minigun 500
33 Large Purple Dildo -
34 Small White Dildo -
35 Large White Vibrator -
36 Small Black Vibrator -
37 Flowers -
38 Cane -
39 Ringbox -
40 Necklace Box -
41 Cellphone -
42 *Nothing* -
43 Teargas 8
44 Minigun (Duplicate) 500
45 SPAS Shotgun (Duplicate) 10
46 Rocket Launcher 4
47 Heat Seeking Rocket Launcher 3
48 Detonator -
49 Spray can 500
50 Fire Extinguisher 500
51 Camera 36
52 Nightvision Goggles -
53 Infrared Goggles -
54 Jetpack -
55 Parachute -

JUMP

Creates a Unique Stunt Jump based on the minimum and maximum coordinates for the starting and landing zones. This format conforms with the encoding provided by opcode 0814.
SA only:

startXmin, startYmin, startZmin, startXmax, startYmax, startZmax, landXmin, landYmin, landZmin, 
landXmax, landYmax, landZmax, camX, camY, camZ, reward

TCYC

Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather?
SA only:

X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?

AUZO

This creates an audio if you enter the zone.
SA Type 1:

Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2
Name
Name of the zone
ID
Sound played in this zone
Switch
Makes it always on or always off. Can be forced using the main.scm using opcode 0917

SA Type 2:

Name, ID, Switch, X, Y, Z, Volume
Name
Name of the zone
ID
Sound played in this zone
Switch
Makes it always on or always off. Can be forced using the main.scm using opcode 0917
Volume
The distance the sound will be heard

Auzo Audio IDs

ID What sound it plays Description of sound in the unmodified audio streams
4 Ambience track 9 St Mark's violin music
5 Ambience track 6 Beach party bkgd song
8 Ambience track 31 Unused loud hum
10 Ambience track 5 Awards ceremony music
12 Ambience track 34 Loud hum heard on ships
13 Ambience track 23 Low Rider Challenge bkgd song
15 Ambience track 30 Static sound heard on military bases
17 Ambience track 12 Casino bkgd medley
19 Ambience track 4 Quiet hum heard in Area 69
20 Ambience track 2 Fan-like clicking heard in Abattoir
21 Ambience track 1 Quiet hum heard in 24-7s
23 Ambience track 14 Loud hum heard in Dam interior
24 Ambience track 25 Racing sounds heard in ITB lobby
25 Ambience track 24 Quiet hum heard in Planning Dept
26 Ambience track 20 Quiet hum heard in safe houses
28 Ambience track 13 Dance Club bkgd medley
29 Ambience track 13 Dance Club bkgd medley
30 Favorite Radio Station Stream or User Tracks Player
34 Ambience track 28 Pleasure Domes bkgd medley
36 Ambience track 21 Loud hum heard in Jet interior
37 Ambience track 10 Muzak-type bkgd heard in unused diner interiors
39 Ambience track 29 Quiet hum heard in police stations
41 Ambience track 35 Stadium event bkgd medley
44 Ambience track 18 Fast Food Joint bkgd sounds
48 Ambience track 3 Ammunation PA loop
50 Ambience track 39 Quiet hum heard in warehouses
51 Ambience track 22 Very loud hum heard in cargo plane?
52 Radio stream CH Playback FM
53 Radio stream CO K-ROSE
54 Radio stream CR KDST
55 Radio stream DS Bounce FM
56 Radio stream HC SFUR
57 Radio stream MH Radio Los Santos
58 Radio stream MR Radio X
59 Radio stream NJ CSR
60 Radio stream RE K-JAH West
61 Radio stream RG MasterSounds
62 Radio stream TK WCTR
64 Ambience track 17 Unused quiet hum
66 Ambience track 36 Strip Club bkgd medley
67 Ambience track 37 Unused bkgd medley

Notes: Any ID value from 0-70 inclusive not listed above generated no background sound.
Audio 4 type two only
Audios 5, 10, 12, and 13 disabled by default, can be re-enabled

MULT

San Andreas only, this was never used in the game. This section is currently unknown and may never be known; it is ignored by the game.

CARS

Only used in San Andreas, this creates permanent parked vehicles around the state. This section is similar to the opcode 014B, the only difference to the opcode is that an IPL-Spawned car got an check if another car is already parked in an specific radius at this position. Rockstar used it only in binary IPLs but it can also be used in regular IPLs.


SA only:

X, Y, Z, angle, car id, primary color, secondary color, force_spawn, 
alarm_probability, door_lock_probability, unknown (word), unknown (word)

Angle is in radian units: degrees/~57.2958
Car ID can be random: -1
Vehicles spawn more reliably if force_spawn is true: 1

OCCL

This creates occlusion boxes around Vice City and San Andreas.
VC and SA only:

direct mid x, direct mid y, bottom height z, width x, width y, height from bottom height to top, 
rotation

ZONE

Although technically an IPL section, this is usually only used in zone files (extension .zon).

External Tool

External Links