GTA Modification Forums
Paths Documentation for SA, VC and GTA3 Explanations and ideas...
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REspawn  |
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REgent

Group: Members
Joined: Jul 6, 2002



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If you look in the .ide (like data\maps\comse\comse.ide) files you will find path information that goes with an object as placed on the map (like a road segment or a building) You will find things like ped, 1440, scraperkb3_nit 2, 6, 0, -499, -109, -1, 160, 1, 1 2, 2, 0, 43, 682, -1, 160, 1, 1 2, 3, 0, -380, 686, -1, 160, 1, 1 2, 4, 0, -510, 551, -1, 160, 1, 1 2, 0, 0, -518, 258, -1, 160, 1, 1 1, 1, 0, 504, 696, -2, 160, 1, 1 1, -1, 0, -515, -450, -1, 160, 1, 1 0, -1, 0, 0, 0, 0, 0, -78, 17 0, -1, 0, 0, 0, 0, 0, 120, -48 0, -1, 0, 0, 0, 0, 0, -25, 18 0, -1, 0, 0, 0, 0, 0, 0, 52 0, -1, 0, 0, 0, 0, 0, 88, 17 This is a bit of node information that belongs to the scraperkb3_nit object (ObjectID: 1440). This is pedestrian node information but you will find similar blocks for car nodes. Each line represents a node. The first number represents the type of node (2 = internal node, 1 = external node, 0 = empty). The 2nd number is the node it is connected to. (Node number 0 is connected to node number 6). The number after that is always 0 and the two nodes after that represent the coordinates relative to the origin of the object. These numbers are compressed and each unit represents 1/16th of a meter (if I?m not mistaken) There are some flags in there as well (like whether the node is crossing the road etc) There is a maximum of 12 nodes per object, When the maps get loaded in the external nodes get matched up. If an external node of an object ends up on the same coordinates as the external node of another object the nodes on these objects are connected and a link is formed. ------------------------------------------------------ The above is straight from rockstar, i dunno if i can say who sent it to me as it may get them in trouble. Also the chase.dat files do nothing for paths and are only related to the intro movie. --------------------------------------------------------  VICE CITY PATH POINTS. HOW THEY WORK. In Vice City (will be out in a fortnight or so) the nodes don?t have to be connected to an object and can be defined in ?world space?. This should make things a lot easier for you. The system with 12 nodes that ?link up? is still the same. -Dave  Start original post  Ok, So this path thing is really starting to bother me, so I sat down yesterday and went trough the paths twisting and tweaking as I went. I have decide to put up what I have found so that other people can see and maybe it will help us finally figure out what is going on. So far i have only been dealing with car paths, since car and ped paths are nearly the same, once we get one we should get the other. The path info i have put together.Previous topics...... http://www.gtaforums.com/ib/ikonboard.cgi?act=ST;f=48;t=46353http://www.gtaforums.com/ib....60;st=0http://www.gtaforums.com/ib/ikonboard.cgi?act=ST;f=48;t=48912I hope all info is right but if you know that?s it not that I have made a mistake then please PM / e-mail / post reply and let me know. After doing some probing into the gta files it would seem that nearly every road has a ped and car paths, but even though they are turned on some of them don?t work. E.g.: out side the SSV hideout are some roads that connect to a car park. For these roads are both ped and car paths, but only peds use the roads, why? I tried changing all the numbers and such concerned with the roads and the junction that connects them but with no luck. The only thing I can see is that the chase.dat files control what gets used and not. But of course they are compiled files Think that?s all I think.... If anyone can add to this or explain more then please do. Of if anyone at Rockstar would care to explain or give us the max scripts they used it would be nice -Dave
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Hollower  |
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theomachist

Group: Members
Joined: Sep 9, 2002


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| Quote | After doing some probing into the gta files it would seem that nearly every road has a ped and car paths, but even though they are turned on some of them don?t work. E.g.: out side the SSV hideout are some roads that connect to a car park. For these roads are both ped and car paths, but only peds use the roads, why? |
In the mission script (main.scm) there are "forbidden for cars cube" and "forbidden for peds cube" which can be added and removed. For example the destroyed bridge gets one of these cubes placed over it which is removed at the point in the game when the bridge is repaired.
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jcab42  |
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Custom Planet Builder

Group: Members
Joined: Sep 21, 2002


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good thread here guys, I've been behind on the issue but now it's coming into focus a bit. Here's an example of how some paths are layed out in the game. Keep in mind CrossRoadn1 is turned 180 degrees around in the ipl. Two joining road models that form a T intersection: 1. from indroads.ide car, 686, ind_customroad088 2, 2, 0, 0, 0, -1, 160, 1, 1 1, 0, 0, 0, 240, -1, 160, 1, 1 1, -1, 0, 0, -240, -1, 160, 1, 1 1, 0, 0, 160, 0, -1, 160, 2, 2 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 1, 1... when x,y,z is divided by 16 and rounded off = 1. 2, 2, 0, 0, 0, -1, 160, 1, 1 2. 1, 0, 0, 0, 15, -1, 160, 1, 1 3. 1, -1, 0, 0, -15, -1, 160, 1, 1 4. 1, 0, 0, 10, 0, -1, 160, 2, 2 2. from industnw.ide car, 271, CrossRoadn1 2, 2, 0, 0, 0, 0, 160, 1, 1 1, 0, 0, 0, 239, 0, 160, 1, 1 1, -1, 0, 0, -240, 0, 160, 1, 1 1, 0, 0, -159, 0, 0, 160, 2, 2 1, 0, 0, 160, 0, 0, 160, 2, 2 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 0, 17... = 1. 2, 2, 0, 0, 0, 0, 160, 1, 1 2. 1, 0, 0, 0, 15, 0, 160, 1, 1 3. 1, -1, 0, 0, -15, 0, 160, 1, 1 4. 1, 0, 0, -10, 0, 0, 160, 2, 2 5. 1, 0, 0, 10, 0, 0, 160, 2, 2 Now you can associate the line numbers with the numbers in this pic here and we'll see if that helps anyone. I don't know if the game uses the points from the dff's, but I put them in red just in case.
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T2k2  |
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I'm Watching You - Read My Profile

Group: BUSTED!
Joined: Mar 23, 2003

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| Quote (opius @ April 25 2003,11:45) | The roads that have paths but arn't 'turned on' can still be used to spawn emergency vehicles on. You know that dirt path near the SSV hideout? Normally there isn't traffic, but if you have a wanted level, police/FBI/whatever are spawned on the path.
Good luck with the paths, maybe you should Redkillers bro to help you with some stuff. |
I'd like to mention about how San Angeles has some odd problems with paths, as cars are running around the internals of the airport when they shouldnt be, and when they come to a solid airplane, they JUMP and begin floating, I followed one of these floating cars, and it kept floating out of the airport and maintained its height, then it a lamp-pole and instantly was on the ground.
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REspawn  |
Posted: Saturday, Apr 26 2003, 12:58
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REgent

Group: Members
Joined: Jul 6, 2002



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| Quote | | The roads that have paths but arn't 'turned on' can still be used to spawn emergency vehicles on. You know that dirt path near the SSV hideout? Normally there isn't traffic, but if you have a wanted level, police/FBI/whatever are spawned on the path. |
But is that the only reason they have paths or are they turned off becuase there is a limit to the ammount of paths the game can take?
Something else i noticed is that the t-junction outside your hideout in SSV is used more than once.
car, 2696, t_junction_4x4 2, 2, 0, 0, -80, -1, 60, 1, 1 1, 0, 0, 239, -79, -1, 60, 1, 1 1, -1, 0, -240, -79, -1, 60, 1, 1 1, 0, 0, 0, 80, -1, 60, 2, 2 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 0, 52 0, -1, 0, 0, 0, 0, 0, 127, 117
Im gonna go and see what can be done with those car blocking cubes in main.scm -Dave
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T2k2  |
Posted: Saturday, Apr 26 2003, 18:28
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I'm Watching You - Read My Profile

Group: BUSTED!
Joined: Mar 23, 2003

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| Quote (ghost_master2000 @ April 26 2003,13:10) | | if you simply compile a blank main.scm file it will have no forbiddon for anything cubes, and there will be cars driving around at the portland docks. The car paths are very important for mission scriptin, because the cars in the mission script that drive to a certain point follow the pats, so they don't run into walls and sh*t. |
CORRECT!
And thats why i dont like redkillers way of doing car paths, because he just removes the forbiddens, the same way San Angeles currently has cars driving around at the airport. It's piss annoying.
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kman2003ko  |
Posted: Thursday, May 1 2003, 04:01
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A learning decoder and a programmer

Group: Members
Joined: Oct 18, 2002

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| Quote (jcab42 @ April 25 2003,18:24) | good thread here guys, I've been behind on the issue but now it's coming into focus a bit.
Here's an example of how some paths are layed out in the game. Keep in mind CrossRoadn1 is turned 180 degrees around in the ipl.
Two joining road models that form a T intersection:
1. from indroads.ide
car, 686, ind_customroad088 2, 2, 0, 0, 0, -1, 160, 1, 1 1, 0, 0, 0, 240, -1, 160, 1, 1 1, -1, 0, 0, -240, -1, 160, 1, 1 1, 0, 0, 160, 0, -1, 160, 2, 2 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 1, 1...
when x,y,z is divided by 16 and rounded off = 1. 2, 2, 0, 0, 0, -1, 160, 1, 1 2. 1, 0, 0, 0, 15, -1, 160, 1, 1 3. 1, -1, 0, 0, -15, -1, 160, 1, 1 4. 1, 0, 0, 10, 0, -1, 160, 2, 2
2. from industnw.ide
car, 271, CrossRoadn1 2, 2, 0, 0, 0, 0, 160, 1, 1 1, 0, 0, 0, 239, 0, 160, 1, 1 1, -1, 0, 0, -240, 0, 160, 1, 1 1, 0, 0, -159, 0, 0, 160, 2, 2 1, 0, 0, 160, 0, 0, 160, 2, 2 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 0, 17...
= 1. 2, 2, 0, 0, 0, 0, 160, 1, 1 2. 1, 0, 0, 0, 15, 0, 160, 1, 1 3. 1, -1, 0, 0, -15, 0, 160, 1, 1 4. 1, 0, 0, -10, 0, 0, 160, 2, 2 5. 1, 0, 0, 10, 0, 0, 160, 2, 2
Now you can associate the line numbers with the numbers in this pic here and we'll see if that helps anyone.
I don't know if the game uses the points from the dff's, but I put them in red just in case.
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yep exactly lke the image you just show let where the 4 is @ to be the middle where the z is @ from there you have your Exterior nodes "2" and interior nodes "1" The gta3 game read all path nodes from the IDE file. now here is how it goes car, 2696,
| Code Sample | t_junction_4x4 2, 2, 0, 0, -80, -1, 60, 1, 1 1, 0, 0, 239, -79, -1, 60, 1, 1 1, -1, 0, -240, -79, -1, 60, 1, 1 1, 0, 0, 0, 80, -1, 60, 2, 2 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 1, 1 0, -1, 0, 0, 0, 0, 0, 0, 52 0, -1, 0, 0, 0, 0, 0, 127, 117
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And here is the part
| Code Sample | 2, 2, 0, 0, -80, -1, 60, 1, 1
2=node type 2=node connect if they both are the same the game cpu will gen. cars on the nodes and during the lines like this [B] O---------O [/B] the First O would be Called A and the second O would be called B . While if the number would remind the same the game would draw a line bettween the two nodes and connect them what ever way it is and the Game would GEN it. The dummy file don't really do nothing as you can see like from ODIE mod he place paths on his made object and it don't have any path dummys.
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O----O \ / \ / \ / o Remind that for all the objects with the same second number I hope this help
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REspawn  |
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REgent

Group: Members
Joined: Jul 6, 2002



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| Quote | | is there any truth to the maximum paths theory |
Dont know about that.. probably not though.
| Quote | | has anyone made the highway have true paths on it yet |
Theres a release topic in the mod showroom under maps for this. I havent tried it myself but thats what it says it does. ----------------------------------- Thanks to uzer_erros for pinning this.  -Dave
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sleeper777  |
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Mission Coder | Help Guru | Tech Ninja

Group: Members
Joined: Mar 28, 2003


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| Quote | | Theres a release topic in the mod showroom under maps for this. I havent tried it myself but thats what it says it does. |
i read that post and he has not released anything yet.... just some screenies and a bunch of talk
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