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GTA Modification Forums
Compiled Path Nodes nodes*.dat
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steve-m  |
Posted: Saturday, Sep 10 2005, 00:04
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Group: Members
Joined: Jul 26, 2002



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Anyone up for a new riddle? Been looking at the nodes*.dat files, which I guess are the compiled path nodes, so the game doesn't have to process them and can load faster. There are 64 files, each one for an area of 750 * 750 units, starting with the SW corner. Also, these node files are streamed by the game, only the active area and those surrounding it are loaded, not more. Now the problem is, these files have a very ugly and hard to decode format. There is a line in the stream.ini, "dontbuildpaths", which might have disabled the internal path compiler, but removing it doesn't seem to have any effect, maybe someone could confirm that. So unless someone is able to re-activate it, we have to try to decode the format and write our own path compiler. And this is where the fun starts. There are tons of parameters and flags in those files, so I assume there is even some advanced stuff stored there, such as traffic lights and such. What would be a nightmare of course. - - - - - Update: file format specification moved to the wiki - - - - - Download empty path nodes (745 Bytes) Use these to get rid of all paths, they contain an empty header and the section 4 data. See here on how to use them. - - - - - And btw, SA only uses the nodes*.dat files inside an img, not those from the data\paths\ directory. This post has been edited by steve-m on Tuesday, Nov 14 2006, 22:08
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steve-m  |
Posted: Wednesday, Sep 14 2005, 11:27
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Group: Members
Joined: Jul 26, 2002



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Thanks Hammer. No, ipl paths aren't used, that's for sure. But they were used to create those node files by R*'s compiler, which is either an extra program, or built into the game but not included in the retail version, or just disabled. But as I said, the "dontbuildpaths" doesn't seem to have any effect.
The problem atm is that I don't know all sections, so I can't create my own files for testing. I wasn't even able to create empty files, which would be needed, since the original files always try to connect to each other (unless I remove all external links).
Edit: But the graphic doesn't include ped paths, does it? Or no car paths? I'm confused...
Edit 2: Yes, peds are missing. Compare to this map (1.32 MB).
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steve-m  |
Posted: Wednesday, Sep 14 2005, 15:27
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Group: Members
Joined: Jul 26, 2002



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Made my own plot map, and it's getting interesting:
SA-nodes-plot.png (1.22 MB)
I tried to visualize the value I called 'node type'. Red for car nodes (1), Blue for boat nodes (2), and yellow for other nodes from section 1a. All ped nodes from section 1b are green. For green and yellow nodes, the type is printed next do the dot. As you can see, yellow tracks are used either for special vehicles, or mission specific routes (like races), and are identified by an ID > 2. I assume cars can be attached to paths with a certain ID, so in races they don't leave their circuit and continue driving on normal roads. Same for ped paths, they have their own "circuits"; each city, village and separate path have their own IDs, not sure what that's used for.
Edit: The value before type seems to be the path width, multiplied by 8 (or something), with 0 being default.
Edit 2: The value after type contains 2 things. The lower 4 bits are the number of nodes it is connected to (aka link count), the higher 4 bits are unknown. Quite high for boat paths, probably defines what vehicle types are allowed (as flags).
Edit 3: Second value after type - unknown flags. Third value after type - more flags, 15 default, 47 for parking, 1 used quite often north of vegas, 7 used in vegas as well. Last value is always zero, so I assume the last 4 byte can be seen as DWORD, full of flags.
Edit 4: Most flags in section 1 discovered, first post updated.
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steve-m  |
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Group: Members
Joined: Jul 26, 2002



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Section 2: Still no idea, very confusing. Seems to be extended information for links of vehicle nodes, such as traffic light stops, lanes and directions.
Section 5: lower 10 bits - index into section 2 items; upper 6 bits - area ID; only used for vehicle nodes
Section 6: Link lengths (distance between two linked nodes) in full units. Example (double size):

We definitely need a new path editor, this is way too complex for MaxScript. And just converting the old ipl paths won't work either, since they don't have all the information these files have. I already have lots of ideas, but I think I lack the time and motivation to do it. But technically I think it'd be easier than an editor for ipl paths, due to the used data structures.
(and yes, I enjoy talking to myself)
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steve-m  |
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Group: Members
Joined: Jul 26, 2002



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| QUOTE (Gforce @ Sep 19 2005, 14:26) | | QUOTE (Delfi @ Sep 19 2005, 11:54) | | QUOTE (steve-m @ Sep 16 2005, 20:49) | | We definitely need a new path editor, this is way too complex for MaxScript. |
try and make a editor and a converter .. |
i second that request. | But I don't want to... 
Edit: bumped and moved
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steve-m  |
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Group: Members
Joined: Jul 26, 2002



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I thought their in-game editor was only for placing objects and to define race track checkpoints for human competitors, no?
I was thinking, maybe it would be easier to explore the node data when displayed in a proper graph. I could write a small tool that prints everything into a text .gdl file, which is rendered by software such as aiSee, for example. Will look into that next week, when I hopefully have some more time.
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