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Pages: (10) [1] 2 3 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [SA|DOC] IPL Definitions

 item placement files
 
spaceeinstein  
Posted: Saturday, Jul 9 2005, 14:39
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巧克力
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There are a whole lots new categories Rockstar made for the IPLs in San Andreas.

Inst
Item Placement
CODE
ID#, DFF Name, Interior#, X-Coord, Y-Coord, Z-Coord, RotationX, RotationY, RotationZ, RotationR, Flags

EX: 5105, Stordralas2, 0, 2543.460938, -2142.28125, 10.1953125, 0, 0, 0, 1, 99e
By Steve: Explanation of the new LOD system in SA


Cull
Creates rainfree zones, wastefree zones, map reflections, TV screens, and temporary camera movements.
CODE
centerX, centerY, centerZ, 0, Ywidth, bottomZ, Xwidth, 0, topZ, Effect, Vx, Vy, Vz, Cm

Vx, Vy, Vz - mirror direction (like [-1 0 0] or [0 1 0] or [0 0 -1])
Cm - mirror plane coordinate in direction axis (See this for more information)
Flags:
-1 - default for reflective surfaces; four stars, camera stops outside of cull area and tracks player remotely
0 - uses player viewpoint for realtime reflections
1 - normal reflection; forces a close camera mode
2 - no reflection; camera stops outside of cull area and tracks player remotely
4
8 - No weather effect (rain), shiney floor when wet
9 - (is listed in the file) no reflection
16 - no reflection
32
64
128
256
512
1024 - uses player viewpoint for realtime reflections
2048
4096 - uses player viewpoint for realtime reflections
8192
16384 - uses player viewpoint for realtime reflections
32768
33792 - uses player viewpoint for realtime reflections

EX: 1.7363, 29.5882, 198.602, 0, 8.15653, 198.602, 2.4303, 0, 203.101, 1, 0, 0, 1, 198.595
Reference
Reference 2
more findings here
Reference 3


Path
Creates permanent paths for vehicles, pedestrians, and boats (this is unused in San Andreas, use nodes.dat).
CODE
Type, Next, 0, X-Coord, Y-Coord, Z-Coord, Median (Width), Left, Right, Flag1, Flag2, Flag3, Flag4

EX: 2, 2, 0, -27704.7, 26283.1, 0, 5, 1, 1, 1, 0, 1, 0
Reference
By Steve: Explanation of new paths system in SA.


Grge
Creates garages for the main.scm to use.
CODE
X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Door, Garage, Name

X, Y, Z = corners of garage, position doesn't matter as long as it makes a box
FrontX, Y = lower right, position doesn't matter as long as it makes a box
Door = Type of door
1 door opens up and out, camera remotely follows player
2 door opens straight up, camera remotely follows player
3 door opens up and in, camera remotely follows player
4 door opens straight up, camera follows player
5 door opens up and out, camera follows player
6 door opens straight up, camera follows player
7 door opens up and in, camera follows player
Garage = Type of garage
1 Placeholder garage (inactive garage)
2 Bomb shop with 5 second detonator
3 Bomb shop with engine ignition detonation
4 Bomb shop with remote-control detonator
5 Spray garage
15 ?
16 Save garage (Ganton)
17 Save garage (Santa Maria Beach)
18 Save garage (Rockshore West)
19 ?
24 Save garage (Fort Carson)
25 Save garage (Verdant Meadows)
26 Save garage (Dillimore)
27 Save garage (Prickle Pine)
28 Save garage (Whitewood Estates)
29 Save garage (Palomino Creek)
30 Save garage (Redsands West)
31 Save garage (El Corona)
32 Save garage (Muholland)
33 Los Santos impound lot
34 San Fierro impound lot
35 Las Venturas impound lot
36 Loco Low Co (opens only for lowriders)
37 Wheel Arch Angels (opens only for street racers)
38 Transfender (opens for anything else)
39 Save garage (Calton Heights)
40 Save garage (Paradiso)
41 Save garage (Doherty)
42 Save garage (Hashbury)
43 Burglary
44 AT 400 hangar (garage door opens very slow)
45 Verdant Meadows hangar
Name is used to edit garage through the SCM
EX: 2002.96, 2303.72, 9.61706, 2010.36, 2303.72, 2002.96, 2317.59, 13.9914, 1, 2, blob2
Reference
Reference 2


Enex
Creates interior connection to real world
CODE
X1, Y1, Z1, ROT, R1, R2, C8, X2, Y2, Z2, Rot2, Int, Mark, Name, Sky, I2, Time On, Time Off

XYZ1 - entrance location
ROT - ???, useless angle in radians?
R1 - X radius of entry
R2 - Y radius of entry
C8 - constant 8
XYZ2 - exit location
Rot2 - exit rotation in degrees
Int - The target interior number
Mark - 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

Mark explanations by OrionSR and pdescobar
Brief tutorial by pdescobar (17th post down)

List of interiors by spaceeinstein (see rest at GTAModding.com)
NumberNameDescription
1 ABATOIRSindacco Abattoir
1 AMMUN1Ammu-Nation
1 CARMOD1TransFender
1 FDREST1World of Coq
1 GF1Denise's
1 JETINTShamal interior
1 LACS1Sub Urban
1 LAHS1BHouse
1 MAFCASCaligulas Casino
1 MAFCAS2Penthouse Suites
1 -Saint Mark's
1 SMASHTVWarehouse
1 -Stadium with wooden sandbox
1 SVVGHO1Hotel Suite
1 SWEETSSweet's House
1 -Trailer
2 TSDINERTruck Stop
2 WUZIBETWu Zi Mu's
2 BARBERSBarber
2 BDUPS1B Dup's Crack Palace
2 CARMOD2Loco Low Co.
2 CARTERSmokes Crack Palace
2 GF2Katie's
2 LAHS1AHouse
2 LASTRIPStrip Club
2 RYDERSRyder's Place
2 SVVGHO2Hotel Suite
2 VGHSB1House
2 VGHSB3House
3 BARBER2Barber
3 BDUPSB Dup's apartment
3 BIKESCHBike School
3 BROTHL1Whore House
3 CARLSThe Johnson House
3 CARMOD3Wheel Arch Angels
3 CHANGERWardrobe
3 CSSPRTPro-Laps
3 DRIVESDriving School
3 DRIVES2Driving School
3 GENOTBInside Track Betting
3 GF3Helena's
3 LAHSB4House
3 OGLOCSOG Loc's
3 PAPERPlanning Department
3 PDOMESThe Pleasure Domes
3 PDOMES2The Pleasure Domes
3 POLICE3LVPD HQ
3 SEXSHOPSex Shop
3 S1TESTMiddle of nowhere
3 STRIP2Strip Club
3 STUDIOBlastin' Fools Records studio
3 TATTO3Tattoo Parlor
3 LAHS1AHouse
3 LASTRIPStrip Club
3 RYDERSRyder's Place
3 SVVGHO2Hotel Suite
3 VGHSB1House
3 VGHSB3House
Not arsed to make the whole thing table
2 - Salvatore's Caligula room
3 BARBER2 Barber
3 BDUPS B Dup's apartment
3 BIKESCH Bike School
3 BROTHL1 Whore House
3 CARLS The Johnson House
3 CARMOD3 Wheel Arch Angels
3 CHANGER Wardrobe
3 CSSPRT Pro-Laps
3 DRIVES Driving School
3 DRIVES2 Driving School
3 GENOTB Inside Track Betting
3 GF3 Helena's
3 LAHSB4 House
3 OGLOCS OG Loc's
3 PAPER Planning Department
3 PDOMES The Pleasure Domes
3 PDOMES2 The Pleasure Domes
3 POLICE3 LVPD HQ
3 SEXSHOP Sex Shop
3 S1TEST Middle of nowhere
3 STRIP2 Strip Club
3 STUDIO Blastin' Fools Records studio
3 TATTO3 Tattoo Parlor
4 AMMUN2 Ammu-Nation
4 DINER1 Diner
4 DIRBIKE Dirt Stadium
4 GF4 Michelle's
4 LAHS2A House
4 LAHSS6 House
4 SFHSM2 House
4 X711S2 24-7
5 CSDESGN Victim
5 DINER2 Diner
5 FDPIZA Pizza Stack
5 GANG Vagos Gang House
5 GF5 Barbara's
5 GYM1 Ganton Gym
5 LACRAK Crack Den
5 LAHSB3 House
5 MADDOGS Madd Dogg's Crib
5 MDDOGS Madd Dogg's Crib
5 SFHSB1 House
5 SVHOT1 Hotel Suite
5 VGHSM2 House
6 AMMUN3 Ammu-Nation
6 AMMUN5 Ammu-Nation
6 BROTHEL Whore House
6 GF6 Millie's
6 GYM2 Cobra Marital Arts
6 LAHSB1 House
6 POLICE1 LSPD HQ
6 RCPLAY Zero's RC Shop
6 REST2 Secret Valley
6 SFHSB2 House
6 SFHSS2 House
6 SVc*nt Safe House
6 SVSFBG Safe House
6 SVSFSM Safe House
6 X7_11S 24-7
7 8TRACK 8-Track Stadium
7 AMMUN4 Ammu-Nation
7 GYM3 Below the Belt Gym
7 LAHSB2 House
7 OFTEST Middle of nowhere
8 BURHOUS Colonel Fuhrberger's
8 SFHSS1 House
8 SVLAMD Safe House
9 FDCHICK Cluckin' Bell
9 LAHS2B House
9 SFHSB3 House
9 SVGNMT2 Motel room
9 SVVGMD Safe House
10 DESHOUS Abandoned AC tower
10 FDBURG Burger Shot
10 POLICE2 SFPD HQ
10 SVGNMT1 Motel room
10 TRICAS The Four Dragon's
10 - The Four Dragon's Casino's maintenance room
10 SVSFMD Safe House
10 VGHSM3 House
10 X711S3 24-7
10 - Zero's No Man's Land
11 BAR2 Bar
11 SVLASM Safe House
12 BARBER3 Barber
12 CASINO2 Casino Floor
12 MOROOM Motel room
12 SVLABIG Safe House
14 CSEXL Didier Sachs
14 AIRPOR2 Los Santos International Airport
14 AIRPORT Francis Intl. Airport
15 CSCHP Binco
15 MOTEL1 Jefferson Motel
15 SFHSM1 House
15 VGHSS1 House
15 VGSHM2 House
15 VGSHM3 House
15 VGSHS2 House
16 - Stadium with giant round circular raised platform in middle
16 TATTOO Tattoo Parlor
16 X7_11C 24-7
17 BAR1 Bar
17 DAMIN Generator Hall
17 FDDONUT Rusty Brown's
17 TATTO2 Tattoo Parlor
17 X7_11D 24-7
18 ATRIUME Atrium
18 ATRIUMX Attrium
18 CLOTHGP Zip
18 GENWRHS Warehouse
18 UFOBAR Lil' Probe Inn
List of Sky Colors by Fireman
Sky ColorDescriptions
0 Blue sky
1 White sky fading to black
2 Black with yellow circles in the sky
3 Same as 1
4 Same as 2
5 White fading to purple fading to black with yellow circles in the sky
6 White fading to black with yellow circles in the sky
7 White fading to green fading to black with yellow circles in the sky
8 Same as 6
9 Same as 6
10 Same as 2
11 Purple with some strange shadows and with a small seeing range
12 Same as 6
13 Same as 6
14 White fading to ocean blue fading to black with yellow circles in the sky
15 Same as 6
16 Same as 2
17 Night with fog
18 Blue fading yellow (Sunrise)
19 Blue air with white clouds
20 dDark blue air with light blue clouds
21 Dark blue air with white clouds
22 Orange with white clouds
23 Orange fading gray with orange clouds
24 Red fading to purple, you can't see anything, not even CJ.
25 Dark purple to grey with sun reflection
27 Same as 19
28 Big sun with blue sky and white clouds
29 Blue air with white clouds and a huge sun
30 Orange with dark orange clouds
EX: 2317.82, -1026.75, 1049.21, 0, 1.6, 0.696777, 8, 2317.82, -1024.75, 1049.21, 0, 9, 0, "SVVGMD", 12, 0, 0, 24


Pick
Creates permanent weapon pickups.
CODE
Weapon ID, X-coord, Y-coord, Z-coord

List of ID by pdescobar
IDWeapon NameAmmo
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 Molotov8
16 Grenades8
17 Satchels5
18 9mm Pistol30
19 Silenced 9mm10
20 Desert Eagle10
21 Shotgun15
22 SPAS Shotgun10
23 Tec 960
24 Micro SMG60
25 MP560
26 AK4780
27 M480
28 Country Rifle20
29 Sniper Rifle10
30 *Nothing*-
31 Flamethrower100
32 Minigun500
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 Teargas8
44 Minigun (Duplicate)500
45 SPAS Shotgun (Duplicate)10
46 Rocket Launcher4
47 Heat Seeking Rocket Launcher3
48 Detonator-
49 Spray can500
50 Fire Extinguisher500
51 Camera36
52 Nightvision Goggles-
53 Infrared Goggles-
54 Jetpack-
55 Parachute-
EX: 50, 381.978, -56.9461, 1001.49


Jump
unique stunt jump locations
CODE
start_x, start_y, start_z, radius_x, radius_y, radius_z, land_x, land_y, land_z, radius_x, radius_y, radius_z, camera_x, camera_y, camera_z, reward



Tcyc
Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather?
CODE
X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?

EX: 93.9904, -333.897, -2.55139, 379.222, 81.7061, 107.449, 800, 0, 0, 100, 0.9


Auzo
Creates an audio if you enter the zone.

Type 1:
CODE
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
EX: OTB, 24, 1, 817.121, -2.78276, 1001.62, 838.373, 12.6744, 1009.04

Type 2:
CODE
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
Volume - The distance the sound will be heard
EX: LOWRIDE, 13, 0, 1792.2, -1921.04, 12.3925, 75
List of IDs by pdescobar
AUZO IDWhat sound it playsDescription 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 in my tests.
* - Type two only
** - Disabled by default, can be reenabled


Mult
?


Cars
Parked vehicles, only used in binary IPLs, can be used in regular IPLs.
CODE
X, Y, Z, angle, car id, primary color, secondary color, force spawn, alarm_probability, door_lock_probability, dword (radio?), dword (appearance delay?)



Occl
Occlusions (research what this means)
CODE
direct mid x, direct mid y, bottom height z, width x, width y, height from bottom height to top, rotation

EX: -2353.98, 916.836, 44.4479, 32.0273, 57.4945, 47.0, 0.0
Reference


NOTE:
X1, Y1, Z1 = Lower left of area box
X2, Y2, Z2 = Upper right of area box

- - -

Edit by Steve: Since discrimination is against the forums rules, we can no longer tolerate the ostracization of binary ipl files: wink.gif
CODE
4 byte - fourcc, always 'bnry'

4 byte int - number of item instances
4 byte int - number of unknown 1
4 byte int - number of unknown 2
4 byte int - number of unknown 3
4 byte int - number of parked cars
4 byte int - number of unknown 4

4 byte int - offset of item instances (should be 76)
4 byte int - unused size (always 0)
4 byte int - offset of unknown 1
4 byte int - unused size (always 0)
4 byte int - offset of unknown 2
4 byte int - unused size (always 0)
4 byte int - offset of unknown 3
4 byte int - unused size (always 0)
4 byte int - offset of parked cars
4 byte int - unused size (always 0)
4 byte int - offset of unknown 4
4 byte int - unused size (always 0)

followed by the data arrays...

record sizes:
 item instances - 40 bytes
 parked cars    - 48 bytes

record formats:
 item instances - pos (x, y, z); rot quat (x, y, z, w); ObjectID; InteriorID; Flags
 parked cars - pos (x, y, z); rot angle; ObjectID; 7 unknown DWORDs
 (coords are 4b floats; IDs and Flags are 4b DWORDs)


And a printout (all bin ipl entries (inst) in text format):
http://people.freenet.de/steve-m/binipl.rar


- - -

Thanks to y'all in this topic for helping me.


All information can easily be updated here.
Useful tool to help you here


This post has been edited by spaceeinstein on Monday, Jul 7 2008, 14:35
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Opius  
Posted: Saturday, Jul 9 2005, 14:53
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Inst
Map objects, just like VC/GTA3

Cull
Effect zones, just like VC/GTA3
[EDIT]Add 4096 to the third last value to make it so you get a 5-star wanted level for going inside it.

Path
Paths, just like VC/GTA3

Grge
Garages, vague guesses at parameters below.
X1, Y1, Z1, Unknown, Unknown, Unknown, Unknown, Unknown, enabled, type, name
Enabled: Enabled = 1, disabled = 0
Name is used to edit garage through the SCM

Enex
Yellow teleport markers, vague guesses at parameters below
SourceX, SourceY, SourceZ, unknown, unknown, unknown, unknown, DestinationX, DestinationY, DestinationZ, 0, 0, 4, "text to display", unknown, unknown, unknown, unknown

Pick
Probably makes a pickup, vague guess at parameters below
unknown, X, Y, Z

Jump
No idea

Tcyc
Seems to be custom weather for a zone, vague guesses at parameters below
X1, Y1, Z1, X2, Y2, Z2, unknown, unknown, unknown, unknown, unknown

Auzo
Seems to be custom background sound for a zone

Mult
No idea

[EDIT]Let's not forget CARS
CODE
cars
end

Bear in mind a lot of this is probably in the binary IPLs which wil make it ever so fun to try to find them.

[EDIT]We need a wiki for this. sad.gif
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Hammer83  
Posted: Saturday, Jul 9 2005, 16:12
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In GTA3 and GTAVC, all pick entries were ignored by the game when loading the IPL. Not sure about SA.
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DeeZire  
Posted: Sunday, Jul 10 2005, 06:01
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QUOTE (Opius @ Jul 9 2005, 14:53)
Enex
Yellow teleport markers, vague guesses at parameters below
SourceX, SourceY, SourceZ, unknown, unknown, unknown, unknown, DestinationX, DestinationY, DestinationZ, 0, 0, 4, "text to display", unknown, unknown, unknown, unknown

About the the three numbers here - 0,0,4 - the first number is not always '0'. It determines the angle of orientation that the player is placed at when entering/has left the interior. It took me ages to realise this when I got the interior of SFPD working in game. If you look at most entries, they are multiples of 90 degrees.

I'm pretty sure that the 'text to display' entry is also used as an internal 'interior name ID' too. That name is almost always used in other files, particularly main.scm and Audiozon.IPL, to determine which interior a player is in.

This post has been edited by DeeZire on Sunday, Jul 10 2005, 06:07
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illspirit  
Posted: Sunday, Jul 10 2005, 06:42
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Unless we're talking about the binary ipl's, I thought instances didn't have scale values anymore? Should be ID, Name, X, Y, Z, RotationX, RotationY, RotationZ, RotationW, LOD Flag. I think.
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AleXXX  
Posted: Sunday, Jul 10 2005, 07:04
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My clause devoted to objects on a map:
http://www.gtaforums.com/index.php?showtopic=202378
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nubbel  
Posted: Sunday, Jul 10 2005, 13:44
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XXXXX



ENEX
\data\maps\interior\savehous.ipl:

CODE

markerX, markerY, markerZ, ?(0), ?(0.5), ?(2), ?(8), setbackX, setbackY, setbackZ, ANGEL, SOURCE_INT, TARGET_INT, INT_IDENTIFIER, ?(12), ?(2), ?(0), ?(24)


markerX, markerY, markerZ = position of the marker
setbackX, setbackY, setbackZ = position you will be put at if you leave the interior the marker points at
ANGEL = ...
SOURCE_INT = the interior ID the marker is in
TARGET_INT = the target interior ID the marker points at
INT_IDENTIFIER = seems not only to be a name

Example:
CODE
1292.53, -785.596, 1088.40, 0, 0.5, 2, 8, 1291.727, -787.9291, 1089.938, 270, 5, 4, "CHANGER", 12, 2, 0, 24


Creates a working marker to a changing room in the first left chamber inside Mad Doggs Crib.
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steve-m  
Posted: Monday, Jul 25 2005, 13:48
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Meh, why did I miss this post? Anyway, have been looking at the enex sections yesterday, to include them in my map viewer, and are still confused. I assumed the second location is the target it teleports you to, but that's only true for a few (like the dam) it seems, so how is it really done? How does the game know where to put you after you entered a marker?

My format guess:

X1, Y1, Z1, ROT, F1, F2, C8, X2, Y2, Z2, F3, INT_FROM, INT_TO, NAME, I1, I2, TIME_ON, TIME_OFF

XYZ1 - entrance location
ROT - rotation in radians (highest value is pi)
F1, F2 - unknown floats, presumably the door offset or something similar
C8 - constant 8
XYZ2 - exit location
F3 - no idea, can be very huge, definitely no angle (at least not for all of them)
INT_FROM, INT_TO - origin and target interior, although the second one can also be 4100, 4102 or 5126
NAME - interior name, used to find the counterpart and to identify via mission script
I1, I2 - unknown integer flags
TIME_ON, TIME_OFF - activation and deactivation hour, like in tobj section

---

Edit: It seems they are matched by name. Example:
QUOTE (sfe.ipl - entrance to save house)
-2213.54, 720.845, 48.4262, 0, 2, 1.14844, 8, -2214.06, 725.036, 48.4262, 36, 0, 4, "SVSFSM", 0, 2, 0, 24

QUOTE (savehous.ipl - inside the save house)
2308.79, -1212.88, 1048.03, 0, 1.6, 0.696777, 8, 2308.79, -1210.88, 1048.03, 0, 6, 0, "SVSFSM", 12, 0, 0, 24

Flags I1 and I2 might solve the riddle.
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demonj0e  
Posted: Monday, Jul 25 2005, 14:30
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XXXXX



ooh cool thsi is really usefull for mapping now

would it be possible to make a mp3 player or ipod for cj using this code

QUOTE
Auzo
Creates an audio if you enter the zone.
CODE

Name, ?, ?, X1, Y1, Z1, x2, Y2, Z2




so like make a mod for it and set it as sum sorta pickup then when its picke dp the music starts playing and u can switch songs liek changed a radio station or would that be mainly scm work?
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steve-m  
Posted: Monday, Jul 25 2005, 16:49
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some more enex examples:

CODE
gen_int3.ipl
5, 1, "GYM1", 4, 2

LAe2.ipl
0, 4, "GYM1", 0, 2

CODE
gen_int5.ipl
5, 9, "FDPIZA", 4, 8

[exterior].ipl
0, 4, "FDPIZA", 0, 2

CODE
gen_int5.ipl
14, 0, "CHANGER",  4, 0

int_LA.ipl
3, 4, "CHANGER", 12, 0

savehous.ipl
5, 4, "CHANGER",  2, 2
1, 4, "CHANGER",  2, 2
2, 4, "CHANGER",  2, 2
6, 4, "CHANGER", 12, 2
11, 4, "CHANGER",  2, 2
10, 4, "CHANGER",  4, 2
9, 4, "CHANGER",  4, 2
12, 4, "CHANGER", 12, 2
6, 4, "CHANGER", 12, 2
6, 4, "CHANGER", 12, 2
8, 4, "CHANGER", 12, 2
9, 4, "CHANGER", 12, 2
10, 4, "CHANGER", 12, 2


Looks like the value in front of the name is the target interior, and the value after the name the interior the marker is located in.


Edit: Renamed and moved to maps forum.
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DeeZire  
Posted: Tuesday, Jul 26 2005, 09:44
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Just a gut feeling but I think one of the parameters may be used to determine whether or not peds are allowed in the interior and if so how many (max) there should be - unless of course thats all done with cullzones, but this theory would make more efficient sense code-wise.

I cant find anything else anywhere that looks likely to determine this unless Im looking in totally the wrong places?
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RainingAcid  
Posted: Tuesday, Jul 26 2005, 13:13
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Wow, neat! So, will this help us understand the IPL format and hopefully get an idea of making a SA mapper?
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dertyjerzian  
Posted: Tuesday, Jul 26 2005, 19:44
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Ok, where did my post go, guys? It's ok, it was but 2 words long and didnt need to remain since SpaceEinstien had a chance to put the uniquie stunt under jump into his layout up top. If it was just to save some space since the information belongs there anyway, then I applaud. But I'm left in hopes that it wasn't a personal thing against me confused.gif. Cheers? dontgetit.gif

I have been playing around with enex/end markers and the more I play with them, the funkier the effects are. Everytime I mess with them I end up first to another place, then upon exit I am sent to a fully detailed regular outside, some settings send me back to my start, others a third destination. The funny thing is, since I really cant say it after where I took the previous sentance haha is that though the final destination looks and behaves normal at ground level, the sky becomes white with the grey in areas, much like ghost world I guess? Much brighter...

It has to do with the 0's I'm sure of it, and the number that floats around in the teens and below. I think there is an order to many of them in regarss to creating new ones that work while being sure the original markers remain to function properly. Still looking into this, and going to talk with nubble about it some more at the spot.

QUOTE
Just a gut feeling but I think one of the parameters may be used to determine whether or not peds are allowed in the interior and if so how many (max) there should be - unless of course thats all done with cullzones, but this theory would make more efficient sense code-wise.


That actually makes sense, except ever notice that the peds always seem to be at the same place in interiors? I'll probably be working on putting my interior ingame for tests before I really get into it, I'll let you know. Or try.

QUOTE
Wow, neat! So, will this help us understand the IPL format and hopefully get an idea of making a SA mapper?


Actually,I have read here and have been told about it a couple of times that moo mapper is useable but takes a lot of work moving files and renaming folders or something, I cannot help you with that. And as far as a program like moo mapper for SA, I believe that it s now fully possible to write one and has been, however if all of the markers (enex) and possibly unique stunts (Jump) entries are figured out, then many more functions will become relelvent. Like spawning a marker directly from your mapper by capturing the coords values or placing a unique stunt bonus within an IPL instead of writing it into the scm, which in turn would make it mappable.

This post has been edited by dertyjerzian on Tuesday, Jul 26 2005, 19:48
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DeeZire  
Posted: Tuesday, Jul 26 2005, 22:34
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QUOTE (dertyjerzian @ Jul 26 2005, 19:44)
That actually makes sense, except ever notice that the peds always seem to be at the same place in interiors? I'll probably be working on putting my interior ingame for tests before I really get into it, I'll let you know. Or try.

I never noticed that, but it does throw some light on some other work I was doing with interiors - if you look through main.scm theres a thread (called 'INTMAN' IIRC) that handles most of the interiors.

That thread looks for the text name of the interior (from the IPL file) and loads anims etc accordingly then jumps to relevant routines, like shopping, dancing etc. The only check it seems to perform on the interior itself is whether it is numbered '0' (outside, i.e. you're not actually in the interior) or '-1' (dunno). It loads CUSTOMER_PANIC which makes the peds cower and duck for cover if you get aggressive in the interior, but nowhere does the thread actually load or request the peds themselves - in fact, no thread does, which led me to think that its one of the params in the IPL file that allows a number of peds to 'wander' or 'spawn' in the interior in the same they appear outside.

I could do with figuring this bit out but hit nothing so far - other than that, I managed to make a perfect Rusty Browns store which works exactly like the other fast food places, except theres no peds in there blink.gif

EDIT: just a hunch, I think the '-1' setting I mentioned there indicates that the interior is used for cutscenes or special cases where peds should not appear at all - i.e. its an override.

This post has been edited by DeeZire on Tuesday, Jul 26 2005, 22:37
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steve-m  
Posted: Tuesday, Jul 26 2005, 23:07
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QUOTE (dertyjerzian @ Jul 26 2005, 21:44)
Ok, where did my post go, guys? It's ok, it was but 2 words long and didnt need to remain since SpaceEinstien had a chance to put the uniquie stunt under jump into his layout up top. If it was just to save some space since the information belongs there anyway, then I applaud. But I'm left in hopes that it wasn't a personal thing against me confused.gif. Cheers?    dontgetit.gif

Sorry, that was me. It didn't contribute anything, just stating the obvious, and since this is a documentation topic I don't want it to get spammed up.

As always, peds in interiors are defined via path entries in ipl files (ie. compiled path data in nodes*.dat). I believe the last value in inst lines has something to do with the hierarchical LOD objects, with -1 meaning it's already the highest level. Just an unconfirmed guess though.
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spaceeinstein  
Posted: Wednesday, Jul 27 2005, 04:44
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Can some of the parameters be the weather? Check the two unused warehouses. One of the warehouse loads up a blue sky, the other a black sky. It's 1 AM here so I'll look into it tomorrow.
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steve-m  
Posted: Wednesday, Jul 27 2005, 12:12
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I thought that too first, but that's what they have the tcyc sections for, so that wouldn't make sense.

BTW, I found out how LOD hierarchies in SA work, will post about that later (have to do some testing first).
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Fireman  
Posted: Wednesday, Jul 27 2005, 14:37
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I've been trying out with Derty's ''map'' and I got it to work to put hidden interiors in as an arrow, I've got a file for ammunation (2 floors), Unused Safehouse and B-Dup's crack Palace.

inst
11110, dert_dog, 0, 2447.3, -1716.2, 12.7, 0, 0, 0, 1, -1
end
cull
end
path
end
grge
end
enex
2448.065918, -1715.455078, 13.713390, 0, 1.4, 1.4, 8, 315.750600, -143.658500, 999.6016, 90, 0, 4, "AMMUN4", 0, 2, 0, 24
end
pick
end
cars
end
jump
end
tcyc
end
auzo
end
mult

Btw, where are the coordinates where you come out the interior since with this you can go in good but when you go out you fall from the sky where the normal arrow is.

This post has been edited by Fireman on Wednesday, Jul 27 2005, 17:52
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dertyjerzian  
Posted: Wednesday, Jul 27 2005, 18:02
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QUOTE (Fireman @ Jul 27 2005, 09:37)
I've been trying out with Derty's ''map'' and I got it to work to put hidden interiors in as an arrow, I've got a file for ammunation (2 floors), Unused Safehouse and B-Dup's crack Palace.

inst
11110, dert_dog, 0, 2447.3, -1716.2, 12.7, 0, 0, 0, 1, -1
end
cull
end
path
end
grge
end
enex
2448.065918, -1715.455078, 13.713390, 0, 1.4, 1.4, 8, 315.750600, -143.658500, 999.6016, 90, 0, 4, "AMMUN4", 0, 2, 0, 24
end
pick
end
cars
end
jump
end
tcyc
end
auzo
end
mult

Btw, where are the coordinates where you come out the interior since with this you can go in good but when you go out you fall from the sky where the normal arrow is.

That, for one, does the exact same thng it did before you *ahem* "changed" it. That has no change in effect. It shoots you to cj's steps, then 10,000 feet up. Unless I'm missing something.

Um, it also sets them all out of whack. Like, you leave CJ's house on load and exit the old man with the gun's crib...

Dude Steve, it's cool. wink.gif
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Fireman  
Posted: Wednesday, Jul 27 2005, 18:06
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QUOTE (dertyjerzian @ Jul 27 2005, 18:02)
QUOTE (Fireman @ Jul 27 2005, 09:37)
I've been trying out with Derty's ''map'' and I got it to work to put hidden interiors in as an arrow, I've got a file for ammunation (2 floors), Unused Safehouse and B-Dup's crack Palace.

inst
11110, dert_dog, 0, 2447.3, -1716.2, 12.7, 0, 0, 0, 1, -1
end
cull
end
path
end
grge
end
enex
2448.065918, -1715.455078, 13.713390, 0, 1.4, 1.4, 8, 315.750600, -143.658500, 999.6016, 90, 0, 4, "AMMUN4", 0, 2, 0, 24
end
pick
end
cars
end
jump
end
tcyc
end
auzo
end
mult

Btw, where are the coordinates where you come out the interior since with this you can go in good but when you go out you fall from the sky where the normal arrow is.

That, for one, does the exact same thng it did before you *ahem* "changed" it. That has no change in effect. It shoots you to cj's steps, then 10,000 feet up. Unless I'm missing something.

Um, it also sets them all out of whack. Like, you leave CJ's house on load and exit the old man with the gun's crib...

Dude Steve, it's cool. wink.gif

You are missing something this teleport you to the ammunation with 2 floors because of thse coordinates: 315.750600, -143.658500, 999.6016
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