Talk:Paths (GTA4)
Semantic division of the node flags
Flag values can be (also in SA) divided into semantical bytes:
Mode byte: Flag 00: unknown (Pedestrian related) Flag 01: unknown (but always zero) Flag 02: IsAlgonquin Flag 03: unknown (but always zero) Flag 04: unknown (but always zero) Flag 05: Emergency Flag 06: Boats Flag 07: Unknown (Highway + streetside) Routing Byte Flag 08: Emergency vehicles Flag 09: IsIntersection Flag 10: IsHighway Flag 11: IsPedestrian Flag 12 - 15: LinkCount Distance byte: Flag 16: Disable linking Flag 17: unknown Flag 18: unknown (Segment number, Cumulative length or etc.) Flag 19: unknown (Segment number, Cumulative length or etc.) Flag 20: unknown (Segment number, Cumulative length etc.) Flag 21: unknown (Segment number, Cumulative length or etc.) Flag 22: unknown (Segment number, Cumulative length etc.) Flag 23: unknown (Segment number, Cumulative length or etc.) Pedestrian byte: Flag 24: IsPednode Flag 25: Police controls or roadblocks Flag 26: Pedestrian Xing (2559 items) Flag 27: Unknown Ped (2681 items) Almost as above, but Polices included Flag 28: Pedestrian groups ? Flag 29: Pedestrian groups ? Flag 30: Pedestrian groups ? Flag 31: Pedestrian groups ?
Note that this list does not fit the list in the article which one can not be replaced by this. Credits go out to pr0f. We discussed this in some personal messages and I just wanted to leave the result in here. Perhaps also some bytes are related into spawn probability. The list must be rewritten before it gets adapted to the major article. Also it should be tested to fit for San Andreas, I guess the flags are also splitable there. Also pr0f found out that the so called Memory Address value groups certain paths, like it is documentated in this picture. Anyway this can also be a result of the order of the nodes in the memory since they appear to got resorted in Y-direction before they finally were written into the files, so what the memory address represents appears to be the pointer to an spline in R*s editor or something in this way. Perhaps it helps someone out there... --Aschratt - oO 17:15, 26 October 2009 (UTC)
- Just some side info... The memory address value appears to be the internally used and temporarily by the compiler used pointer to the spline in 3ds Max or R*s Editor... It can be ignored or set or filled with 0xDEADBEEF :) It also appears to get ignored by the game since setting it NULL does not take any affect. --Aschratt - oO 10:32, 12 March 2010 (UTC)