GTA Modification Forums
[SA|DOC] IPL Definitions item placement files
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Cerbera  |
Posted: Saturday, Dec 16 2006, 09:15
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Ben "Cerbera" Millard

Group: Members
Joined: Jun 22, 2002



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After a lot of frustrating tinkering, I've realised that CULL zone boundaries are aligned to the nearest world unit. This was causing a 1-unit gap between some of the zones I've been making. Here's an example of CULL rounding in action in Myriad Islands. I've set up a weatherless CULL zone ( Flags set to 8) for a tent using this data line in an IPL: | CODE | cull # PosX, PosY, PosZ, 0, SizeY, BottomZ, SizeX, 0, TopZ, Flags, 0 -540.45, 435.8, 13.2, 0, 7.4, 10.4, 7.15, 0, 16, 8, 0 # base end |
Now, let's calculate where the Eastern boundary should be: | CODE | PosX = -540.45 SizeX = 7.15 Eastern boundary = PosX + SizeX Eastern boundary = -540.45 + 7.15 Eastern boundary = -533.3 |
And yet when we try it in-game, the boundary is at -533.000... as shown below. On the Western side of -533.0, it is present: 1280 x 1024, 159kB. On the eastern side of -533.0, it is absent: 1280 x 1024, 48kB. So the game has rounded -533.3 to the nearest integer, that being -533.0. Weird as it seems, this rounding always happens. I wonder what else it rounds off in-game? (EDIT2) Here are some values for the Type attribute of the GRGE zones: - Not sure.
- Carbomb with 5 second detonator.
- Carbomb which detonates when vehicle is next started after you exit it.
- Carbomb with remote-control detonator, like the satchel charges.
- Pay 'n' Spray.
I couldn't find any specific effect from 6 up to 12. I haven't tested whether any of these act as savepoint garages. I also haven't tried getting garage doors to work with them. Creating a timed detonator bomb shop ( Type set to 2) using a grge zone and trying out my purchase: 1280 x 1024, 114kB. When the dust (and car parts) have settled: 1280 x 1024, 120kB. A working Pay 'n' Spray shop ( Type set to 5): 1280 x 1024, 119kB. I intend to see if the Flags have a noticable effect somewhen. And I want to test cull zones with water, to see if we can turn off the underwater effects like in the GTAVC Marina carpark. This post has been edited by Cerbera on Monday, Dec 18 2006, 14:58
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Jost_Vice  |
Posted: Saturday, Dec 23 2006, 17:17
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realtime, not prerendered

Group: Members
Joined: Oct 30, 2005



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some things with GRGE | QUOTE | | X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Type of door, Type of garage, Name |
| CODE | Coords (X1, Y1, Z1, frontX, frontY, X2, Y2, Z2) type of door type of garage Name is used to edit garage through the SCM
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| CODE | type of door: 1: door rotates up and away from garage front 2: door rolls straight up and down |
| CODE | type of garage: 5: spray garage 2: bomb garage 16: save garage |
The 90 degress doors in spray/bombs garage works wrong, instead of the save garages where they work nice To add a door to a garage, just put the door in the entrance via MEd, also get the save garage working you need to add a code to the SCM: | CODE | | 0299: activate_garage 'name' |
bye This post has been edited by Jost_Vice on Saturday, Dec 23 2006, 20:23
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Deniska  |
Posted: Saturday, Dec 23 2006, 21:53
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Square Civilian

Group: Members
Joined: Feb 1, 2005


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About CULL. Sometime "BOXES" not enouth for CULL - need rotated boxes. Aspecialy under bridges, tunnels..... This is original SA cull zones fragment  Imported with this 3dmax script. Not always correct import, but export working (tested). After run script, you have 2 ways to create CULL zone 1 simply press "create" button in script rollout and youll find cull object in [0 0 0] 2 create BOX(es), select it and press "BOX TO CULL" button. DO NOT ROTATE CULL OBJs. JUST CHANGE "PAR4" and "PAR8" in cull-obect parameters rollout. And dont forget set effect. Next select cull-objects and press "EXPORT" button... Then open Listener (F11).. ------------------------------------------------------------------------------------------------ Also script can export mirrors. Just use checkbox "mirror" in object parameters and set "mirror direction" to one of #(north, south, west, east, top, floor) note: using mirrors in interior 0 (outside) - bad idea example: room with hole for mirror...  create cull-object and place it like this  PAR4 and PAR8 must be 0. in this case set "mirror direction" to EAST (at east side of mirrored area). select cull-object and press EXPORT... Open Listener (F11) ---------------------------------------------------------------------------------------------------
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Cerbera  |
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Ben "Cerbera" Millard

Group: Members
Joined: Jun 22, 2002



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Working garage door on a sprayshop. Used the methods Jost_Vice was using in other places and it worked. Camera is looking West in the picture: 1280 x 1024, 128kB. The relevant lines from illcom_Dynamic.ipl: | CODE | inst 13302, ODmansion, 0, -433.6, 468.1, 14.95, 0, 0, 0, 0, -1 # TRN-IA double garage, north half 13302, ODmansion, 0, -433.6, 460.75, 14.95, 0, 0, 0, 0, -1 # TRN-IA double garage, south half end grge -433.6, 464.9, 11.2, -433.6, 471.2, -447.6, 464.9, 15.7, 1, 5, trnian # TRN-IA double garage, north half -433.6, 457.6, 11.2, -433.6, 464.0, -447.6, 457.6, 15.7, 1, 5, trnias # TRN-IA double garage, south half end |
Adding these doors fixed the camera angle, too.  I then tried making a garage door work for a garage where the camera would be facing East. The garage works fine, I even switched it from a bombshop to a sprayshop. But the door does nothing: 1280 x 1024, 92kB. The relevant lines from illcom_Dynamic.ipl: | CODE | inst 13302, ODmansion, 0, -454.7, 450.375, 16, 0, 0, 0, 0, -1 # TRN-IA single garage end grge -456.25, 456.25, 11, -456.25, 450.6, -447.75, 456.25, 15.25, 2, 5, trniaw # TRN-IA single garage end |
I tried the rotating and the rolling door types and neither worked. Not sure what I've not got right with it. This post has been edited by Cerbera on Tuesday, Dec 26 2006, 23:06
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ARMax  |
Posted: Saturday, Mar 31 2007, 23:22
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AKA, ARMaxMods

Group: Members
Joined: Jan 16, 2006


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Ah but, you're one only has Inst. Not.. EVERYTHING! Mine contains Inst, Cars, Cull, Etc..
I was doing a few stuff with the car section (Ripping them to another format, for other stuff). And i had done all this previously and thought "Oh for f*cks sake, not again!" and then thought "Ah, i'll back it up for others and myself this time!". And there you have it!
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SmokingCookie  |
Posted: Saturday, Jun 9 2007, 18:40
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Snitch

Group: Awaiting Authorisation
Joined: May 19, 2007


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Can some1 help me? I have a problem with my ENEX code. This is what happens after loading a game: I. I am in the save house of Santa Marina Beach (That's normal). II. I am in the Victim. That's FAR from normal. This is what my ENEX code looks like: | CODE | 1927.528, -2599.03, 13.54683, 0, 1.6, 0.696777, 8, 1199.594, 23.04242, 1199.594, 0, 1, 0, "JETINT", 12, 0, 0, 24
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I don't know what I've done wrong, so if any1 can tell me, I would appriciate that.
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SmokingCookie  |
Posted: Saturday, Jun 9 2007, 20:28
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Snitch

Group: Awaiting Authorisation
Joined: May 19, 2007


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Well, the ENEX works properly, but now I need to create a cullzone, and I don't know how (I mean: I can't get the right coordinates, there are many objects in the way, and if I remove them, I can no longer get the right coordinates.). Does anyone have a little program to create a cullzone?  This post has been edited by SmokingCookie on Friday, Jun 29 2007, 07:10
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