GTA Modification Forums
Documenting GTA IV Data files DAT, IDE, IPL, CFG, CSV...
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Jost_Vice  |
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realtime, not prerendered

Group: Members
Joined: Oct 30, 2005



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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 wikiThere 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 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  |
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"Tooled up and chibbin' ye, ya Bass".

Group: Members
Joined: Jan 6, 2005



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So far I moddified carcols and handling, as well as setting all MP clothing to be unlocked at level 0.  I can vouch carcols and indeed clothing unlock did work while playing MP.  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  |
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realtime, not prerendered

Group: Members
Joined: Oct 30, 2005



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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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pinky  |
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"Tooled up and chibbin' ye, ya Bass".

Group: Members
Joined: Jan 6, 2005



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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  |
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LOL

Group: Members
Joined: Jun 10, 2005


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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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pinky  |
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"Tooled up and chibbin' ye, ya Bass".

Group: Members
Joined: Jan 6, 2005



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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.
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Mania-92  |
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Player Hater

Group: Members
Joined: Apr 14, 2007

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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:
 (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  |
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realtime, not prerendered

Group: Members
Joined: Oct 30, 2005



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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:
 (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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jos116  |
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New account: DaBeast.

Group: BUSTED!
Joined: Nov 23, 2005

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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 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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DexX  |
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Black Hat

Group: Retired Staff
Joined: May 16, 2002


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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  |
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  Also, pedpersonality.dat looks interesting..
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