Item Placement

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Introduction

Item PLacement files are used to place objects into gta world, this includes objects, zones and paths.

Structure

The .ipl files are split up into many sections. How many of them you use in your file is optional, they can even be empty. Each section starts with a section identifier and ends with the keyword "end", both in a single line.

Example:

inst
...
end

inst

Static and dynamic (object.dat) Map Objects, used to define standard map objects.

GTA3 format id, name, x, y, z, sx, sy, sz, rx, ry, rz, rw

GTA: Vice City format id, name, int, x, y, z, sx, sy, sz, rx, ry, rz, rw

GTA: San Andreas format id, name, int, x, y, z, rx, ry, rz, rw lod

ID
unique object ID (integer)
Name
usually same as the .dff model file, without extension (string)
int
Interior number, zero for outside
x, y, z - item placement coordinates
sx, sy, sz - item scale, scales visible model only, doesn't scale the collision model
rx, ry, rz, rw - item rotations - defined as quarternion, quite sophisticated math is needed to translate it to euler angles, use KEd to edit these, it is much easier.
lod - san andreas special, this is item's number on which lod belongs to this object (first item in ipl file is number 0, second is number 1, and so on..), -1 means none.

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 quite complicated format and hardly usable without a editing program (such as Ked).