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[SA|DOC] IPL Definitions

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GTASan Andreas CJ Rules
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#31

Posted 26 August 2005 - 12:34 PM

QUOTE (Hammer83 @ Aug 23 2005, 23:45)
Cars section in normal ipl takes exactly the same parameters as binary ipls:
CODE
x, y, z, angle, id, prim_color, sec_color, bool?, alarm_probability, door_lock_probability, dword (radio?), dword (appearance delay?)


Jump section takes the same parameters as corresponding opcode:
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


Mult seems to be ignored by the game (although I'm not entirely positive).

Yes great find hammer. 1 prob. i cant seem to spawn more then 3 cars on 1 ipl. i was hopin to spawn every vehicle in the game.

dertyjerzian
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#32

Posted 04 September 2005 - 03:30 PM

I tried to PM you about something space einstien, but apparently your PM is full.

Calakarad
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#33

Posted 05 September 2005 - 08:32 PM

QUOTE (GTASan Andreas CJ Rules @ Aug 26 2005, 12:34)
Yes great find hammer. 1 prob. i cant seem to spawn more then 3 cars on 1 ipl. i was hopin to spawn every vehicle in the game.

I don't know why you're only able to spawn 3 cars per IPL, unless you've put them too close to each other, as I have at least 10 in each IPL and they all spawn!!

dertyjerzian
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#34

Posted 05 September 2005 - 08:52 PM

QUOTE (Calakarad @ Sep 5 2005, 15:32)
QUOTE (GTASan Andreas CJ Rules @ Aug 26 2005, 12:34)
Yes great find hammer. 1 prob. i cant seem to spawn more then 3 cars on 1 ipl. i was hopin to spawn every vehicle in the game.

I don't know why you're only able to spawn 3 cars per IPL, unless you've put them too close to each other, as I have at least 10 in each IPL and they all spawn!!

I know I can't place a single PICK line that works at the south-east savehouse in LS.

But I can place them in other IPLs.

DiCanio
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#35

Posted 06 September 2005 - 05:54 AM Edited by DiCanio, 06 September 2005 - 06:00 AM.

Binary IPL Vehicles:

The binary IPL format was discovered by Steve M. Details are given in the
first post of this topic. I did a lot of testing with these files and by trial and
error managed to obtain the following information.
If anyone has any other details or guesses as to what the unknown
entries stand for please post them.

See the photo example below.

01. X position
02. Y position
03. Z position (-100 is occasionally used)
04. Angle (these are Radian angles)
05. Vehicle ID (-1 = Random)
06. Primary color (-1 = Random)
07. Secondary Color (-1 = Random)
08. Unknown (mostly 0 - see NOTE 1 below)
09. Alarm ON Chance (0 to 100, the higher the value the more chance of being on)
10. Door Lock Chance (0 to 100, the higher the value the more chance of being locked)
11. Unknown (normally -1)
12. Unknown (normally -1)


NOTE 1:
This entry is more often than not 0 (zero) however aeroplanes have
a 1 and at least one boat entry, a Jetmax, has a 3 at this entry. Also
noted in the binary IPLs were a number of vehicles with a 2. These
ranged from random vehicles to Artic units and trailers.

NOTES:
Vehicle IDs are taken from the Vehicle.ide file.
Colors are taken from the Carcol.dat file.
-100 is used in the Z value the same way it was used for previous
GTA series games. It enables vehicles to automatically spawn on
the ground at the given X and Y co-ordinates.
Various values were tried in the last two entries with no noticeable
effects. Numbers tried ranged from -1 to 3. Regarding these last two
entries, I did mean to test vehicles by adding car mods and visiting
Transfender etc but haven't gotten round to it yet ;o)
There are still a number of things needing testing and hopefully I'll
get around to this at some point.

==========================================

EXAMPLE:

This is a screenshot of a typical binary IPL vehicle entry as it
appears in Hex Workshop. Generally vehicle entries are at the
end of binary IPLs.

Photo Example:
user posted image

D132CFC3 = X (-414.397)
A480DDC3 = Y (-443.005)
2A3A8B41 = Z (17.4034)
707C2BC0 = -2.6794701 (Radian angle)
1F020000 = 543 (Sadler)
FFFFFFFF = -1 (random)
FFFFFFFF = -1 (random)
00000000 = 0 (zero)
00000000 = 0 (zero)
00000000 = 0 (zero)
FFFFFFFF = -1 (random)
FFFFFFFF = -1 (random)


Only X, Y, Z and Angle are Float values.

The tutorial I've been working on for editing binary IPLs has a number of
images, like the above, which will guide you through the modding process.

========================

Car Entries In Map IPL Files:

You can use normal map IPL files for spawning vehicles, just like binary IPLs.
The set up is basically the same. The 'cars' entry in IPL files looks like this.


# IPL generated from Max file countrys.max
inst
11431, des_tepeoff02, 0, -478.3069, -557.8972, 26.0597, 0, 0, 0.707107, -0.707107, -1
end
cull
end
path
end
grge
end
enex
end
pick
end
cars
-44.6548, -1152.026, 2.653, 120, 406, 51, 44, 0, 0, 0, -1, -1
end
jump
end
tcyc
end
auzo
end
mult
end


The above car entry follows the layout of binary IPLs with the exception
that they use degrees for the angle and not Radians.

-44.6548, -1152.026, 2.653, 120, 406, 51, 44, 0, 0, 0, -1, -1

X = -44.6548
Y = -1152.026
Z = 2.653
Angle = 120
Vehicle ID = 406
Primary Color = 51
Secondary color = 44
Unknown Entry = 0
Alarm Chance = 0
Door Lock Chance = 0
Unknown Entry = -1
Unknown entry = -1


You can use 120 or 120.0 etc in the angle entry.
I've had 20 cars entries in an IPL without any problems but there maybe
some limitations with some heavily modified games. It's pretty much an
untested genre at present.

=======================

If I can better understand how Rockstar implement Radians in calculating
angles for binary IPL files I'll finish off a tutorial I made during the testing
of the above. It looks quite daunting at first to edit these files but once
you've done a few you soon get into a rhythm. However, they are pretty
unforgiving so you need to do very careful editing wink.gif

Fireman
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#36

Posted 06 September 2005 - 02:05 PM

Hehe nice man, that's usefull, can anyone help finding the other weapons. -Slurp Slurp, Hmmm... Sprunk!

Fireman
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#37

Posted 09 September 2005 - 07:01 AM Edited by Fireman, 09 September 2005 - 07:19 AM.

Just found out something new and very usefull biggrin.gif

So here it is:
2242, -1261, 23.9, 0, 3, 3, 8, 1577.24, -1330.67, 1015.7288, -46, 0, 70, "BLUB", 0, 2, 0, 24

One of these numbers makes the marker available to teleport vehicles don't know which one it is though... I think it's the 70 in front of BLUB (I made up blub). -Slurp Slurp, Hmmm... Sprunk!

EDIT: Finally found out where that enex number was ment for:
2242, -1261, 22.9, 0, 3, 3, 8, 1577.24, -1330.67, 1015.7288, -46, 0, 98, "BLUB", 0, 2, 0, 24

This one teleports cars and people ofcourse (Bikes to?).

This one only bikes:
1571.24, -1336.67, 15.7288, 0, 3, 3, 8, 1577.24, -1330.67, 15.7288, -46, 0, 70, "SKYLAN2", 0, 2, 0, 24

Only thing that's changed is the number in front of the name.

Fireman
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#38

Posted 24 September 2005 - 11:24 AM Edited by Fireman, 24 September 2005 - 01:32 PM.

Auzo:

LOWRIDE, 13, 1, 1792.2, -1921.04, 12.3925, 75

Name= which sound is played
13= which sound is played combined with name
1= plays it always (I changed it usually lowrider would have been a 0)
x y and z coordinate of the middle
75 = the ''volume'' how far the sound will go (100000 sound all over gta sa)

steve-m
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#39

Posted 24 September 2005 - 04:04 PM

Not quite correct. There are two types of entries:

CODE
destr2, 41, 1, -1629.51, 1458.29, 1000, -1175.64, 1736.17, 1184.96
AWARDS, 10, 0, 1022.89, -1124.57, 23.3801, 75


If the third value is 0, then the audiozone is a box (x1, y1, z1, x2, y2, z2), if it's 1 then it's a sphere (x, y, z, radius).

Fireman
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#40

Posted 24 September 2005 - 05:01 PM Edited by Fireman, 24 September 2005 - 05:05 PM.

QUOTE (steve-m @ Sep 24 2005, 16:04)
Not quite correct. There are two types of entries:

CODE
destr2, 41, 1, -1629.51, 1458.29, 1000, -1175.64, 1736.17, 1184.96
AWARDS, 10, 0, 1022.89, -1124.57, 23.3801, 75


If the third value is 0, then the audiozone is a box (x1, y1, z1, x2, y2, z2), if it's 1 then it's a sphere (x, y, z, radius).

Not really since with the 0 you can't hear it confused.gif you need to change it into a 1 + all the sound with a 0 are used in missions and are not available all the time so it needs to be a 1 to make it work without the mission... You know what I'm sayin'?- Slurp Slurp, Hmmm... Sprunk!

EDIT: Genwrhs, 50, 1, 0, 0, 0, 0, 0, 0

1 = the sound is there.

Here's a solution: Go to the lowrider meet without changing it into a 1 and see if there is music, now change it and go to it again you'll hear music.

steve-m
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#41

Posted 24 September 2005 - 06:57 PM

Seems you're right, third value defines whether the sound is enabled by default. So apparently the game detects automatically if it's box or sphere.

The name (first value) is just used to identify that particular audio zone via script, this can be whatever you want. The type of sound is only defined by the second value, which might be the index of the audio stream in the AMBIENCE file.

BenMillard
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#42

Posted 24 September 2005 - 07:11 PM

I don't think I'll be making "GTA Studio" after all. There are simply too many sections with too many parameters! It will be better for map programs to deal with map files, as long as they have decent interfaces.

Fireman
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#43

Posted 24 September 2005 - 08:35 PM Edited by Fireman, 29 October 2011 - 12:48 PM.

QUOTE (steve-m @ Sep 24 2005, 18:57)
Seems you're right, third value defines whether the sound is enabled by default. So apparently the game detects automatically if it's box or sphere.

The name (first value) is just used to identify that particular audio zone via script, this can be whatever you want. The type of sound is only defined by the second value, which might be the index of the audio stream in the AMBIENCE file.

Yes, the name doesn't seem to do anything.

Fireman
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#44

Posted 04 October 2005 - 04:57 PM Edited by Fireman, 04 October 2005 - 05:00 PM.

QUOTE (spaceeinstein @ Jul 9 2005, 14:39)



Enex
Creates interior connection to real world
CODE
X1, Y1, Z1, ROT, F1, F2, C8, X2, Y2, Z2, Rot2, Int, Mar, NAME, I1, I2, TIME_ON, TIME_OFF

XYZ1 - entrance location
ROT - ???
F1 - X radius of entry
F2 - Y radius of entry
C8 - constant 8
XYZ2 - exit location
Rot2 - exit rotation in degrees
Int - The target interior number
Mark - Makes the entrance marker visible in this interior
NAME - interior name, used to find the counterpart and to identify via mission script
I1, I2 - unknown integer flags, could be weather related
TIME_ON, TIME_OFF - activation and deactivation hour, like in tobj section
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

Your mark description also determines what kind of marker it is: Only teleporting cj or also cars and bikes:

1524.7, -1471.03, 9, 0, 3, 3, 8, 1336.941, 325.8594, 19.87125, 60, 0, 98, "ASS1", 0, 2, 0, 24

first three is marker placements
?
?
?
? (8)
exit coordinates when entering the marker
Exit rotation
Heaven number for the marker appearance and exit.
Type of marker, also seems to make the marker be able to show or not.
Name interior (which interior is loaded)
?
?
time the marker opens.
time it closes

This marker above here teleports vehicles btw...
- Slurp Slurp, Hmmm... Sprunk!

QUOTE (me @ Someday, sometime)

Just found out something new and very usefull

So here it is:
2242, -1261, 23.9, 0, 3, 3, 8, 1577.24, -1330.67, 1015.7288, -46, 0, 70, "BLUB", 0, 2, 0, 24

One of these numbers makes the marker available to teleport vehicles don't know which one it is though... I think it's the 70 in front of BLUB (I made up blub). -Slurp Slurp, Hmmm... Sprunk!


2242, -1261, 22.9, 0, 3, 3, 8, 1577.24, -1330.67, 1015.7288, -46, 0, 98, "BLUB", 0, 2, 0, 24

This one teleports cars and people ofcourse (Bikes to?).

This one only bikes:
1571.24, -1336.67, 15.7288, 0, 3, 3, 8, 1577.24, -1330.67, 15.7288, -46, 0, 70, "SKYLAN2", 0, 2, 0, 24

Only thing that's changed is the number in front of the name which means that Marl also determines what kind of marker it is... 

DeeZire
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#45

Posted 05 October 2005 - 09:38 PM

Ive not tested it properly (yet) but I think the second set of 3 parameters is used to specify the x,y,z offset and/or rotation for CJ when he walks through the door after hitting the marker - you know, that short sequence when he actually walks through it.

Fireman
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#46

Posted 06 October 2005 - 02:05 PM

Nah I don't think so he always walks to the enterable door so it doesnt make sense that there is a rotation for entering the building.- Slurp Slurp, Hmmm... Sprunk!

dertyjerzian
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#47

Posted 06 October 2005 - 04:12 PM

indeed, cj walks automatically through the doors, that rotation offset will be the direction you face when the screen fades back from the "teleport" sequence.

Fireman
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#48

Posted 29 October 2005 - 08:41 AM

Man to bad the karma contest didnt go on then I'd have 5 kamra stars right now sad.gif

tounge.gif -Slurp Slurp, Hmmm... Sprunk!

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#49

Posted 29 October 2005 - 05:57 PM

I thought the karma contest was about the parameters of the cull.ipl and water.dat. You didn't touch the cull.ipl yet.

Fireman
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#50

Posted 30 October 2005 - 07:56 AM Edited by Fireman, 30 October 2005 - 08:03 AM.

Yeh your right sad.gif . What's with the mult isn't it in any of the IPL files?

Hmmm... I wonder why they made this it doesnt work anyway (it's in countryw.IPL):
2, -63.2628, -1574.58, 1.62064 the number 2 doesn't even work.

-Slurp Slurp, Hmmm... Sprunk!

spaceeinstein
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#51

Posted 30 October 2005 - 02:47 PM

I don't know. Because of that line, I assumed that the Pick area doesn't work. That is where the Monster is in the countryside (or near the suicidal photographer).

Fireman
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#52

Posted 30 October 2005 - 04:23 PM Edited by Fireman, 30 October 2005 - 04:28 PM.

330, cellphone, cellphone, null, 1, 50, 0
331, brassknuckle, brassknuckle, null, 1, 50, 0
333, golfclub, golfclub, null, 1, 50, 0
334, nitestick, nitestick, null, 1, 50, 0
335, knifecur, knifecur, null, 1, 50, 0
336, bat, bat, null, 1, 50, 0
337, shovel, shovel, null, 1, 50, 0
338, poolcue, poolcue, null, 1, 50, 0
339, katana, katana, null, 1, 50, 0
#340, skateboard, skateboard, null, 1, 50, 0
341, chnsaw, chnsaw, chainsaw, 1, 50, 0


As you can see in weapon.dat this should be in front off number 10... since it counts the same way with the numbers as in weapons.dat. (I ment default.ide)

6.brassknuckles
7.golfclub
8.nightstick
9.knife
-Slurp Slurp, Hmmm... Sprunk!

ceedj
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#53

Posted 03 December 2005 - 05:42 AM Edited by ceedj, 03 December 2005 - 07:41 AM.

In the Enex section, L1 is DEFINITELY a lighting/weather flag.

0 - Normal Lighting
12 - Black
13 - Blue Tint

I'll edit this post as I test others...

EDIT: Updated to include "weather" as definition. Interesting, how the weather acts as a lighting source like that...

Fireman
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#54

Posted 10 December 2005 - 09:50 AM Edited by Fireman, 07 January 2007 - 12:13 PM.

Yes I think it is weather related check this out:
2459.5, -1690.633, 12.55, 0, 2, 2, 8, 2459.5, -1690.633, 12.55, 0, 0, 4, "RYDERS", 12, 0, 0, 24

This made a gay black to white air like in the hidden interior universe although you were in the normal world... Also when I entered another marker the sky went blue again. -Slurp Slurp, Hmmm... Sprunk!

This is the weather after exiting the marker again:

1=white fading to black
0=blue sky
2=Black with yellow lights.
3=same as 1
4=`same as 2
5=white fading to purple fading to black with yellow lights
6=white fading to black with yellow lights.
7= white fading to green fading to black with yellow light (probably clouds)
8=same as 6
9=same as 6
10- same as 2 yawn.gif
11= Purple (gay) retarded shadows not much sight.
12=same as 6
13=same as 6
14= same as 7 only green is ocean blue
15=same as 6
16=same as 2.....
17=Nightly Mist
18=Blue fading yellow (sunrise i think)
19=Blue air with white clouds
20=darker blue air with lightblue clouds
21=Darker Blue air with white clouds
22= Orange with white clouds (looks great smile.gif )
23=Orange fading gray with orange clouds (weird)
24=Red fading to purple, no seeing range. user posted image
25=Dark Purple to grey with nice sun reflection

CEEDJ can you do 25-50 Ill do 0-25 ok?

SOmeobdy wants to test them with me? I don't know how much there are.

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#55

Posted 10 December 2005 - 09:08 PM

Nah, I'll pass. You're doing great so far, why stop now?

I'm more of a "SCM" dood. smile.gif

Fireman
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#56

Posted 11 December 2005 - 08:44 AM Edited by Fireman, 29 October 2011 - 12:49 PM.

BECAUSE IT'S SO FREAKIN BORING yawn.gif -Slurp Slurp, Hmmm... Sprunk!

Fireman
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#57

Posted 11 December 2005 - 11:30 AM

27= same as 19
28=the best one: big sun white clouds and blue air
29=Blue air white clouds HUGE SUN.
30=Orange with dark orange clouds
31=

Note: These were all taken at daylight with l2 on 2 also l2 doesnt seem to change ANYTHING. -Slurp Slurp, Hmmm... Sprunk!

JostVice
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#58

Posted 12 December 2005 - 04:12 PM

Hi guys, i try to create a new savehouse with a market.

Firts y copy one house of the savehouse.ipl and delete the primary coords and add one.

Ok, all ok, in map viewer, the market exit in the exact location ect..

BUT i enter, I am teleporter to tatto shop dontgetit.gif and, i enter in the market on the entrance, I teleport for the house, Why I primary teleport for the tatto shop?. last, i exit for the market in savehouse, i teleporter in other site, no in the coords with I post in primary...

help? notify.gif

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#59

Posted 12 December 2005 - 06:14 PM

QUOTE (Jost_Vice @ Dec 12 2005, 16:12)
Hi guys, i try to create a new savehouse with a market.

Firts y copy one house of the savehouse.ipl and delete the primary coords and add one.

Ok, all ok, in map viewer, the market exit in the exact location ect..

BUT i enter, I am teleporter to tatto shop dontgetit.gif and, i enter in the market on the entrance, I teleport for the house, Why I primary teleport for the tatto shop?. last, i exit for the market in savehouse, i teleporter in other site, no in the coords with I post in primary...

help? notify.gif

See if your teleport coordinates are right, and maybe some stupid advice. But you should try to start a new game, since loading game f*ckes up! (but you probaly did start a new game)

Fireman
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#60

Posted 12 December 2005 - 06:47 PM

QUOTE (sbn @ Dec 12 2005, 18:14)
QUOTE (Jost_Vice @ Dec 12 2005, 16:12)
Hi guys, i try to create a new savehouse with a market.

Firts y copy one house of the savehouse.ipl and delete the primary coords and add one.

Ok, all ok, in map viewer, the market exit in the exact location ect..

BUT i enter, I am teleporter to tatto shop  dontgetit.gif and, i enter in the market on the entrance, I teleport for the house, Why I primary teleport for the tatto shop?. last, i exit for the market in savehouse, i teleporter in other site, no in the coords with I post in primary...

help? notify.gif

See if your teleport coordinates are right, and maybe some stupid advice. But you should try to start a new game, since loading game f*ckes up! (but you probaly did start a new game)

No it doesn't as long as you place it under:
IPL DATA\MAPS\interior\savehous.IPL -Slurp Slurp, Hmmm... Sprunk!




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