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 [REL|SA] Map Cleaner

 Removes the SA game map
 
steve-m  
Posted: Tuesday, Jun 21 2005, 23:58
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Update: I've uploaded a new version of the Map Cleaner, should be fully functional. It's recommended to use the default settings, so just select your SA directory and press start. Check out the readme for full documentation and hints. Stripped mission script and water file included.

[ Get SA Map Cleaner 0.4 Beta ]


There's also a test version of the upcoming 0.5 release available.

- - - original post - - -

illspirit and I were working on cleaning the SA map the last days, mainly for total conversions such as MI, but weren't very successful yet. When deleting too much, the game either crashes immediately after everything was loaded, or it enters an infinite loop of doom.

It's no problem to get the (visual) map clear. All you need to do is remove all ipl entries from the gta.dat and delete all binary ipls in gta3.img. It's even possible to remove the interior ide entries and delete the complete gta_int.img (!), but as soon as you start removing some of the city map ide files, the problems begin.

As far as we know, you can remove all of the \LA\ ide files, and very few of the others, without a crash. illy tried to delete single object defs in one ide that wasn't working, and eventually got it running, but only with half the defs still in, and it didn't seem to matter which half was deleted.

So then we went on with deleting unused files from the img, since that was a problem for VC. I even coded a tool for that. But still not more successful than before.

So that's why we are publishing this, and we hope someone might still have any idea we overlooked, or can do some more testing and maybe get it working by deleting just some more col files or anything. I've uploaded my tool and a stripped water file and mission script, all in the following package. Take a look at the readme before using the tool! And remember to have a complete backup copy of SanAn, YOU WILL NEED IT!!!

Download


Edit: And on a side note, we know that there must be some data that define how items are grouped and replaced by LOD (parent objects and such). And I'm quite sure that's the cause of the above mentioned problems. But atm we have no idea where these are hidden. Possibly binary and text ipls, since they have a new parameter (which is -1 for LODs and non-child objects), and there could be some other data hidden in the binary ipls now. Or, it has something to do with the 64 nodes*.dat files, which might divide the map into a 8x8 (or deeper) grid, containing links and parameters to the item instances, which might be used by the engine for some sort of quadtree sorting. But that's only a wild guess, since I haven't really looked at those files yet.


This post has been edited by steve-m on Wednesday, Oct 24 2007, 22:11
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Opius  
Posted: Wednesday, Jun 22 2005, 00:08
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Perhaps there's a minimum number of IDE entries that need to be there? Have you tried dummy IDEs, with the same ammount of entries as the originals, but all the entries point to a single DFF and TXD?
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steve-m  
Posted: Wednesday, Jun 22 2005, 00:10
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No. Do you want to try? tounge.gif
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Opius  
Posted: Wednesday, Jun 22 2005, 00:12
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I'm at school, fool tounge.gif
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Gforce  
Posted: Wednesday, Jun 22 2005, 14:01
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i've only just noticed this thread, i'll give this a try later.

nice work so far steve.
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Inky  
Posted: Wednesday, Jun 22 2005, 15:25
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QUOTE (steve-m @ Jun 21 2005, 17:58)
It's no problem to get the (visual) map clear. All you need to do is remove all ipl entries from the gta.dat and delete all binary ipls in gta3.img. It's even possible to remove the interior ide entries and delete the complete gta_int.img (!), but as soon as you start removing some of the city map ide files, the problems begin.

So from what I understand, you can make all of SanAndreas disappear right? But when you delete say, LAe.ipl, the game crashes? I know this is pretty simple, but did you delete the lines in gta.dat too?
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steve-m  
Posted: Wednesday, Jun 22 2005, 15:54
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QUOTE (Inky @ Jun 22 2005, 17:25)
So from what I understand, you can make all of SanAndreas disappear right? But when you delete say, LAe.ipl, the game crashes? I know this is pretty simple, but did you delete the lines in gta.dat too?

I can make the map disappear by deleting all the IPL stuff. The problem are the IDE files. And I'm not going to answer that last question...

BTW, here is a screen I made earlier, showing the side of the parametric water and seabed outside of the 6000² map area.

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JernejL  
Posted: Wednesday, Jun 22 2005, 20:54
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so you tried removing the _streaming ipls and paths too?
maybe it is the cols, exe associates cols to ides not ides to cols..
maybe they are ifp animations for objects..
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steve-m  
Posted: Wednesday, Jun 22 2005, 21:17
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Yes. That's mentioned in that readme.
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JernejL  
Posted: Wednesday, Jun 22 2005, 21:44
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QUOTE (steve-m @ Jun 22 2005, 22:17)
Yes. That's mentioned in that readme.

sorry about that, i havent checked yet what is in the package blush.gif
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Opius  
Posted: Wednesday, Jun 22 2005, 23:28
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Sorta on-topic: Steve, does that mean that the supposedly infinite water and seabed is controlled in some way by the map files?

Come Friday and I'll have two weeks off, I'll look into these things.
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flitcroft101  
Posted: Thursday, Jun 23 2005, 11:44
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I don't know anything about coding or map modding(or anything else lol) couldnt you add MI next to sna andreas, theres alot of water biggrin.gif or is that impossible?
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JernejL  
Posted: Thursday, Jun 23 2005, 12:05
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CODE
#
# Load IDEs first, then the models and after that the IPLs
#

SPLASH loadsc2

#
# Object types
#
IDE DATA\MAPS\generic\dynamic.IDE
IDE DATA\MAPS\generic\dynamic2.IDE

IDE DATA\MAPS\leveldes\seabed.IDE

# interiors

# vehicle upgrade models
IDE DATA\MAPS\veh_mods\veh_mods.IDE

# txd parents

# have to load map.zon before any of the IPLs
IPL DATA\INFO.ZON

#
# Scene information
#

SPLASH loadsc2

# interiors

# level design

#
#  Interiors
#
SPLASH loadsc4




it works.. you can also remove the splashes but seabed, veh_mods, info zone and dynamic objects must stay there.
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aad  
Posted: Thursday, Jun 23 2005, 13:12
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so when i use that as a gtasa.dat my whole city is gone except the ide you still have putted in the gtasa.dat Delfi? biggrin.gif
now lets hope that someone will release a dff converter as soon as possible.
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GT-1  
Posted: Thursday, Jun 23 2005, 15:34
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Is that when using the stuff that Steve gave or not? Crashes at the very start of the loading bar for me.
My fault, tried it with the wrong SA files. After some funky stuff on the loading bar it looks to have work. smile.gif
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JernejL  
Posted: Thursday, Jun 23 2005, 20:28
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QUOTE (aad @ Jun 23 2005, 14:12)
so when i use that as a gtasa.dat my whole city is gone except the ide you still have putted in the gtasa.dat Delfi? biggrin.gif
now lets hope that someone will release a dff converter as soon as possible.

no, i didn't add anything, just removed as much as i could at which state the game still ran.
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DexX  
Posted: Thursday, Jun 23 2005, 21:21
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Delfi and GT-1 speak the truth. aside from some uber-weird effects while the loading screen progresses, it works. funky audio from the hydra as well, no engine sounds. but thats a bug i've been getting anyway even during normal gameplay.

so all thats left (hopefully) is the radar and maybe the occlusion?
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JernejL  
Posted: Thursday, Jun 23 2005, 22:14
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another vierd thing happened with my ide file - i did remove all paths but still seen one normal boat created ingame confused.gif also are airport locations hard-coded?? because they are still in stripped version.
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Fro  
Posted: Friday, Jun 24 2005, 04:34
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You guys never cease to amaze me. I'll try this in a minute.
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AleXXX  
Posted: Friday, Jun 24 2005, 07:53
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This tools didn't work in my SA version.
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