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 Documenting GTA IV Data files

 DAT, IDE, IPL, CFG, CSV...
 
Jost_Vice  
Posted: Sunday, Dec 7 2008, 16:26
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I think it could be a good idea to start out documenting the differents data files found in GTA IV, that we could later add to the wiki: Gtamodding wiki

There are a lots of SA files still in the data folders, most of them are unused (carmods.dat, clothes.dat..) others changed (timecyc.dat, handling.cfg...) and the rest are new, we could follow a structure in this topic, if you find out something regarding a file, post with your info and we will discuss, testing and so on turn.gif

Let's start:

Scenarios.dat (/common/data/) - Miscelaneous actions of peds in the city (fixing car, sitting...)

vehOff.csv (/common/data) - Contain the camera positions for each car

weaponinfo.xml (/common/data) - All the weapon behaviour is here (damage, clip, anim...)

timecyc.dat (/pc/data) - Controls all regarding the time cycle, there are smaller files (timecycmodifierX) with the variations of the timecyc inside interiors/zones.

This post has been edited by Jost_Vice on Monday, Dec 22 2008, 11:53
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pinky  
Posted: Sunday, Dec 7 2008, 16:38
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So far I moddified carcols and handling, as well as setting all MP clothing to be unlocked at level 0.
user posted image user posted image

I can vouch carcols and indeed clothing unlock did work while playing MP.
user posted image

My only concern now is that MP will be open to cheaters, weps data wont be an issue as it will hit you as hard as it hits others but car handling and player stats will be the big problem.

I have tried modifying the relationship data to create riot scenarios but I have had no real luck with it yet. Maybe going to have to alter tempers in another ped stat file.

As far as carcols go, first two colours are your primary and secondary carcols and third is your specular colour. You can use the third to get more interesting colours on your vehicle.
On four colour cars the same as above but the fourth colour is for the third carcol, the wheels in the case of the Futo seen above.
Basic colour editing is the same as SA really.
For the MP clothing, set all the first columns in the MalePlayerSettings and FemalePlayerSettings to 0.

I suggest creating a server locked for only friends if you plan on using any mods online or you will eventually get busted. Just set all slots to reserved when you start your own game so only friends who are aware of the mods can join.
And FFS do not try it on the Ranked servers. Have some sense.
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Jost_Vice  
Posted: Sunday, Dec 7 2008, 16:52
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So basically, carcol goes:

CODE
color1,color2,specular,


And for 3 colors cars:

CODE
color1,color2,specular,color3,


Am I right?

Timecyc.dat - So far it has changed some stuff from previus GTA, adding new stuff for HDR and bloom. One thing I don't identify is the global sun multiplier ambient oclusion thingy... pic

CODE


Amb0 - Ambient color 1 (RGB)
Amb1 - Ambient color 2 (RGB)
Dir -  untested (RGB?)
Sky top - Color at the top of the sky (RGB)
Sky bot - Color at the bottom of the sky (RGB)
Suncore - Sun's sphere color (RGB)
SunCorona - Son haze color? (RGB)
SunSZ - Untested (float)
SprBght - Untested
FarClp - Untested
Fogst - Fog (untested)
LowCloudsRGB - (RGB)
BottomcloudsRGB - (RGB)
WaterRGBA - Water surface color (red green blue alpha)
Exposure -untested
BPThreshold -untested
MidGreyValue -untested
intensitybloom - Bloom's intensity (float)
ColourCorrectRGB - Color correction (RGB)
ColourAddRGB - how ColourCorrectRGB modifies the color (float)
Desaturation -
Contrast -
Gamma -
DesaturationFar -untested
ContrastFar -untested
GammaFar -untested
DepthFxNear -untested
DepthFxFar -untested
LumMin -untested
LumMax
LumDelay
CloudAlpha -Cloud's alpha
DirLightMult -Dir multiplier?
AmbLightMult0 - Ambient color 0 multiplier?
AmbLightMult1 -Ambient color 1 multiplier?
SkyLightMult
SunMult
Temperature  
Far DOF  
Near DOF  
Near Blur DOF  
Mid Blur DOF  
Far Blur DOF    
Water Reflection    
Particle HDR    
Sprite Size  
Global sun multiplier ambient occlusion scaler - Affects shadows, sky ???

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xmen  
Posted: Monday, Dec 8 2008, 03:56
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hey guys, wouldnt it be nice if you keep update gtamodding.com
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DexX  
Posted: Monday, Dec 8 2008, 14:11
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The carcols data is saved with each vehicle in the save files. If you change it, you'll need to either find a new copy of the car in traffic/parked, or bring your saved car to a pay n spray.

Hmm, shades of gta3..

QUOTE
vehOff.csv (/common/data) - Seems to be a file with info about each vehicle's moveable parts (doors/bonnet)

Not tested, but those look more like camera positions/data, particularly that FOV entry at the end..

QUOTE
hey guys, wouldnt it be nice if you keep update gtamodding.com

No harm discussing stuff here first. More people visit the forums than the wiki. That being said, data that is proven to be correct should be updated on gtamodding.com.
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Killuminati91  
Posted: Monday, Dec 8 2008, 14:29
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E: nevermind
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pinky  
Posted: Monday, Dec 8 2008, 14:36
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QUOTE (DexX @ Dec 8 2008, 15:11)
The carcols data is saved with each vehicle in the save files. If you change it, you'll need to either find a new copy of the car in traffic/parked, or bring your saved car to a pay n spray.

Hmm, shades of gta3..

QUOTE
hey guys, wouldnt it be nice if you keep update gtamodding.com

No harm discussing stuff here first. More people visit the forums than the wiki. That being said, data that is proven to be correct should be updated on gtamodding.com.

Yeah, if you want to mod a car's paintjob. Park at the Bohan savehouse as the Pay'n'Spray is just around the corner from it.
Also using one of the cheat cars like the FBI Buffalo is good to test your colours, you can just run out the savehouse and spawn it using the phone cheat.
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FunGt  
Posted: Monday, Dec 8 2008, 16:09
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Pinky have you tried to make new color lines? Coz I have a strange problem.
I followed the old method that works with all GTAs.
After I have made a new color line, for example:
CODE
130,253,194,-,white    # 134 green-blue

I add it to a car so:
CODE
schafter, 134,134,134,

But when I go to the game, the color is completly different, lol. It should be something between green and blue, but it is red.
Can you try it?
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Jost_Vice  
Posted: Monday, Dec 8 2008, 16:24
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Did you read the notes at the top of the file? the prefix (-) and also the color seems something that we have to test. Also, don't set the specular to the same color, better set it to white.

CODE

130,253,194,-,blue   # 134 green-blue


Changed from 'white' to 'blue'

Edit: ignore, that is only for the radio comments of the police...

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pinky  
Posted: Monday, Dec 8 2008, 16:30
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QUOTE (Jost_Vice @ Dec 8 2008, 17:24)
Did you read the notes at the top of the file? the prefix (-) and also the color seems something that we have to test. Also, don't set the specular to the same color, better set it to white.

CODE

130,253,194,-,blue   # 134 green-blue


Changed from 'white' to 'blue'

Edit: ignore, that is only for the radio comments of the police...

I got nice results using dark metallics from the same colour pool or darker version of your main colour, could get tricky with multi colour vehicles though. wink.gif
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Mania-92  
Posted: Monday, Dec 8 2008, 17:02
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VisualSettings.xls and VisualSettings.dat, they hold variables for taillights, headlights, indicators etc.
Only thing I don't now is why there are 2 identical files, the values need to be identical in both files otherwise the world is messed up when you spawn.
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Jost_Vice  
Posted: Monday, Dec 8 2008, 17:08
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QUOTE (Mania-92 @ Dec 8 2008, 18:02)
VisualSettings.xls and VisualSettings.dat, they hold variables for taillights, headlights, indicators etc.
Only thing I don't now is why there are 2 identical files, the values need to be identical in both files otherwise the world is messed up when you spawn.

how can you open visualsettings.xls?

I've edited visualsettings.dat's bloom settings, without anything bad happening:

user posted image
(Mind the sky and water is modified from my timecyc.dat)
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Dup  
Posted: Monday, Dec 8 2008, 17:14
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Can anyone figure out where the dump valve (BOV) and backfire sounds are flagged for the Sultan RS? I hope they aint hard coded sad.gif
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Jost_Vice  
Posted: Monday, Dec 8 2008, 17:24
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QUOTE (Dup @ Dec 8 2008, 18:14)
Can anyone figure out where the dump valve (BOV) and backfire sounds are flagged for the Sultan RS? I hope they aint hard coded sad.gif

Vehicles.ide flags if i'm right, Along with some other interesting stuff biggrin.gif

Edit: not there. I remember they were in the xbox version? you have still the 'bangerexhaustfx' that seems to be those damaged vehicle's big poff.

This post has been edited by Jost_Vice on Monday, Dec 8 2008, 17:26
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Mania-92  
Posted: Monday, Dec 8 2008, 17:40
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QUOTE (Jost_Vice @ Dec 8 2008, 17:08)
QUOTE (Mania-92 @ Dec 8 2008, 18:02)
VisualSettings.xls and VisualSettings.dat, they hold variables for taillights, headlights, indicators etc.
Only thing I don't now is why there are 2 identical files, the values need to be identical in both files otherwise the world is messed up when you spawn.

how can you open visualsettings.xls?

I've edited visualsettings.dat's bloom settings, without anything bad happening:

user posted image
(Mind the sky and water is modified from my timecyc.dat)

Strange, when I modified only the .xls it crashed, when I modified the .dat also it worked perfecte..
Anyway .xls is an microsoft excel file, so obviously you can open it with excel.
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Jost_Vice  
Posted: Monday, Dec 8 2008, 17:47
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QUOTE (Mania-92 @ Dec 8 2008, 18:40)
QUOTE (Jost_Vice @ Dec 8 2008, 17:08)
QUOTE (Mania-92 @ Dec 8 2008, 18:02)
VisualSettings.xls and VisualSettings.dat, they hold variables for taillights, headlights, indicators etc.
Only thing I don't now is why there are 2 identical files, the values need to be identical in both files otherwise the world is messed up when you spawn.

how can you open visualsettings.xls?

I've edited visualsettings.dat's bloom settings, without anything bad happening:

user posted image
(Mind the sky and water is modified from my timecyc.dat)

Strange, when I modified only the .xls it crashed, when I modified the .dat also it worked perfecte..
Anyway .xls is an microsoft excel file, so obviously you can open it with excel.

Right, my excel was saying I needed some plug-in so closed it, but now, installed it and opens correctly... There are only two .xls files, and with them, a csv (action_table) and a dat (visualsettings) so maybe they were used when developing the game, as it was easier to edit them using excel?
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City_Poke912  
Posted: Monday, Dec 8 2008, 19:56
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Intresting files are: hud.dat and hudColor.dat.
We can change color (fe.clock)
# -HUD COLOUR NAME- -R- -G- -B-
| |
the name of element changing colors
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jos116  
Posted: Monday, Dec 8 2008, 20:46
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As a pioneer modder on one of the forums im moderator at, i cant miss this. So:
/me joins the GTA file-band wagon tounge.gif

Moveblend.dat - Has some parameters in it for blending Ped animation
QUOTE
MOVEMENT_GROUP movement_group_name  FALLBACK_GROUP fallback_group_name


Furnitur.dat - Seems to contain some info about the furniture. Maximum angle, if its tall, if its small, if it can be put in front of a window, etc. Not sure why tho. Furniture is maybe dynamic?
Hey look, maybe some non used furniture:
#SUBGROUP: MISC_ORNAMENTS 1 1 1 1 0 0 0
#ITEM: gb_ornament02 0 0 100 0
#ITEM: gb_ornament03 0 0 100 0
#ITEM: gb_ornament04 0 0 100 0
#ITEM: gb_ornament05 0 0 100 0
#ITEM: GB_romanpot01 0 0 100 0


gtaRainEmitter.xml and gtaRainRender.xml (and the storm ones) - Controlls how thick the rain is, how much motion blur, offset, etc.

PlayerSettingsLights.dat - controlls the ingame light sources? With RGB values, outer and inner cone angles, falloff, etc.

loadingscreens_ingame_pc.dat and loadingscreens_pc.dat - Controlls how the static images are animated when loading.

Default.ide - oubious..
But, something interesting: quoted weapons.
#w_silenced, w_silenced, gun@handgun, 1, 30, 0
#flame, flame, null, 1, 50, 0
#minigun, minigun, null, 1, 50, 0
#bomb, bomb, null, 1, 50, 0

It looks to me the silenced one would work, because it doesnt have a 'null' anim group. And by looking at the anim group names (animarea@subanimtype) these work different these days too.

Lets see what i can find:
AMB@... - Ambient animations?
gun@... - Gun animations
veh@... - Vehicle animations

Cant find more now, but i ran out of time (had to go, lol). Will check out the files some more soon.

Edit:Check out Wilma.html and Fred.html. Has some pretty interesting stuff about natural motion in there. Thanks you R* for the info files, lol.

Greets

This post has been edited by jos116 on Monday, Dec 8 2008, 21:33
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Jost_Vice  
Posted: Monday, Dec 8 2008, 20:56
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I think the furniture file is scrap from GTA SA, where it was used for the all the robbery mission (creating random furniture placement on the houses)

The silencer weapon thing is interesting that_guy2057_evilgrin.gif
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DexX  
Posted: Monday, Dec 8 2008, 21:27
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QUOTE (Jost_Vice @ Dec 8 2008, 14:56)
I think the furniture file is scrap from GTA SA, where it was used for the all the robbery mission (creating random furniture placement on the houses)

The silencer weapon thing is interesting  that_guy2057_evilgrin.gif

Probably a few left over from SA, like txdcut.ide.

This is new though
# file: cargrp.dat
# description: For each type of ped (worker, clubber etc) we maintain a list of the cars they might drive.
~
police, police2, polpatriot, noose, predator, pstockade, nstockade, fbi # POPCYCLE_GROUP_COPS

The police weren't in the SA cargrp.dat. Time to mess with it.

hohoho, i'm on to something
Parked Mr.Tasty copcars?
They don't work in traffic right though. Mr.Tasty wasn't the best choice for testing..
used this line:
CODE
pmp600, mrtasty  # POPCYCLE_GROUP_COPS

The pmp 600 would appear in traffic (just sitting in the road, like it spawned there - not driving) - empty, with no cops driving sad.gif

Also, pedpersonality.dat looks interesting..
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