GTA Modification Forums
[SA|DOC] IPL Definitions item placement files
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spaceeinstein  |
Posted: Saturday, Jul 9 2005, 14:39
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巧克力

Group: Members
Joined: Jul 17, 2003



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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)
| Number | Name | Description
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| 1 | ABATOIR | Sindacco Abattoir
| | 1 | AMMUN1 | Ammu-Nation
| | 1 | CARMOD1 | TransFender
| | 1 | FDREST1 | World of Coq
| | 1 | GF1 | Denise's
| | 1 | JETINT | Shamal interior
| | 1 | LACS1 | Sub Urban
| | 1 | LAHS1B | House
| | 1 | MAFCAS | Caligulas Casino
| | 1 | MAFCAS2 | Penthouse Suites
| | 1 | - | Saint Mark's
| | 1 | SMASHTV | Warehouse
| | 1 | - | Stadium with wooden sandbox
| | 1 | SVVGHO1 | Hotel Suite
| | 1 | SWEETS | Sweet's House
| | 1 | - | Trailer
| | 2 | TSDINER | Truck Stop
| | 2 | WUZIBET | Wu Zi Mu's
| | 2 | BARBERS | Barber
| | 2 | BDUPS1 | B Dup's Crack Palace
| | 2 | CARMOD2 | Loco Low Co.
| | 2 | CARTER | Smokes Crack Palace
| | 2 | GF2 | Katie's
| | 2 | LAHS1A | House
| | 2 | LASTRIP | Strip Club
| | 2 | RYDERS | Ryder's Place
| | 2 | SVVGHO2 | Hotel Suite
| | 2 | VGHSB1 | House
| | 2 | VGHSB3 | House
| | 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
| | 3 | LAHS1A | House
| | 3 | LASTRIP | Strip Club
| | 3 | RYDERS | Ryder's Place
| | 3 | SVVGHO2 | Hotel Suite
| | 3 | VGHSB1 | House
| | 3 | VGHSB3 | House 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 Color | Descriptions |
|---|
| 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
| ID | Weapon Name | Ammo
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|---|
| 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 | Molotov | 8
| | 16 | Grenades | 8
| | 17 | Satchels | 5
| | 18 | 9mm Pistol | 30
| | 19 | Silenced 9mm | 10
| | 20 | Desert Eagle | 10
| | 21 | Shotgun | 15
| | 22 | SPAS Shotgun | 10
| | 23 | Tec 9 | 60
| | 24 | Micro SMG | 60
| | 25 | MP5 | 60
| | 26 | AK47 | 80
| | 27 | M4 | 80
| | 28 | Country Rifle | 20
| | 29 | Sniper Rifle | 10
| | 30 | *Nothing* | -
| | 31 | Flamethrower | 100
| | 32 | Minigun | 500
| | 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 | Teargas | 8
| | 44 | Minigun (Duplicate) | 500
| | 45 | SPAS Shotgun (Duplicate) | 10
| | 46 | Rocket Launcher | 4
| | 47 | Heat Seeking Rocket Launcher | 3
| | 48 | Detonator | -
| | 49 | Spray can | 500
| | 50 | Fire Extinguisher | 500
| | 51 | Camera | 36
| | 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 ID | What sound it plays | Description 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
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Edit by Steve: Since discrimination is against the forums rules, we can no longer tolerate the ostracization of binary ipl files: 
| 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
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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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General

Group: Members
Joined: Jun 27, 2002



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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 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.
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DeeZire  |
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Modder

Group: Members
Joined: Jun 22, 2005



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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  |
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lycanthroplasty

Group: Network Admins
Joined: May 1, 1976



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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  |
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(-:-)

Group: Members
Joined: Apr 19, 2004


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nubbel  |
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Rat

Group: Members
Joined: Jun 27, 2005


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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  |
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Group: Members
Joined: Jul 26, 2002



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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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steve-m  |
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Group: Members
Joined: Jul 26, 2002



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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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dertyjerzian  |
Posted: Tuesday, Jul 26 2005, 19:44
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I have a custom member title. I call it "Solid Snake"

Group: BUSTED!
Joined: Jun 8, 2005


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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  . Cheers? 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.
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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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Modder

Group: Members
Joined: Jun 22, 2005



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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.
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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  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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Group: Members
Joined: Jul 26, 2002



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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 . Cheers? | 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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Fireman  |
Posted: Wednesday, Jul 27 2005, 14:37
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Cunning Stunter

Group: Members
Joined: Mar 25, 2005


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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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I have a custom member title. I call it "Solid Snake"

Group: BUSTED!
Joined: Jun 8, 2005


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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.
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Fireman  |
Posted: Wednesday, Jul 27 2005, 18:06
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Cunning Stunter

Group: Members
Joined: Mar 25, 2005


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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. | 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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