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[SA|DOC] IPL Definitions

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GTASan Andreas CJ Rules
  • GTASan Andreas CJ Rules

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#61

Posted 19 December 2005 - 06:42 PM Edited by GTASan Andreas CJ Rules, 19 December 2005 - 07:00 PM.

Umm havin a lil problem, whats wrong with this:

CODE
# Weapon_Factory.IPL Was Made By Fitzy9994, Alpha And ARMax
inst
5131, imrancomp1_las2, 11, 2620, 2733, 5000, 0, 0, 0, 1, 99e
end
cull
end
path
end
grge
end
enex
419.1577, 2531.106, 15.8, 0, 1.6, 0.696777, 8, 2620, 2733, 5000, 0, 11, 0, "Entrance", 12, 0, 0, 24
end
pick
end
cars
end
jump
end
tcyc
end
auzo
end
mult
end


Im sure thats the correct ID and Stuff, its in heaven 0 so i can spawn cars inside, that is the factory for my mod

Fireman
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#62

Posted 20 December 2005 - 08:53 AM

First of all what's the problem with it then? 2nd of all talk about it to me on msn I might help you. -Slurp Slurp, Hmmm... Sprunk!

GTASan Andreas CJ Rules
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#63

Posted 20 December 2005 - 10:54 AM Edited by GTASan Andreas CJ Rules, 21 December 2005 - 08:58 AM.

OK, Well Ive changed how im gonna do this, im gonna use the warehouse already there, im just gonna add the warehouse object over the top of it so the cols all fine and all walls are solid.

But i cant seem to get INTO the warehouse for some reason, it just teleports me back to the entry marker.

Does any body know why?

Whats wrong with this now:
CODE
enex
419.1577, 2531.106, 15.8, 0, 1.5, 1.5, 8, 419.1577, 2531.106, 15.8, 180, 0, 0, "GENWRHS", 12, 0, 0, 24
end


Looks perfectly fine 2 me confused.gif

pdescobar
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#64

Posted 22 December 2005 - 09:36 AM Edited by pdescobar, 14 January 2006 - 06:14 PM.

QUOTE (spaceeinstein @ Jul 9 2005, 09:39)
Auzo
Creates an audio if you enter the zone.

Type 1:
CODE
Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2

Name - Name of the zone
ID - Sound played in this zone
Switch - Makes it always on or always off. Can be forced using the main.scm
EX: OTB, 24, 1, 817.121, -2.78276, 1001.62, 838.373, 12.6744, 1009.04

Type 2:
CODE
Name, ID, Switch, X, Y, Z, Volume

Name - Name of the zone
ID - Sound played in this zone
Switch - Makes it always on or always off. Can be forced using the main.scm
Volume - The distance the sound will be heard
EX: LOWRIDE, 13, 0, 1792.2, -1921.04, 12.3925, 75

I spent a little time testing different ID values in the AUZO section of a stripped-down Audiozon.ipl in order to see what the IDs corresponded to and also to try and identify all the Ambience tracks. Unfortunately there is almost no rhyme or reason at all to the IDs, so I had to make a big list. Since this seems like a reasonable place to post it, here goes.

List of potentially useful AUZO ID values
AUZO IDWhat sound it playsDescription of sound in the unmodified audio streams
4** Ambience track 9 St Mark's violin music
5* Ambience track 6 Beach party bkgd song
8 Ambience track 31 Unused loud hum
10* Ambience track 5 Awards ceremony music
12 Ambience track 34 Loud hum heard on ships
13* Ambience track 23 Low Rider Challenge bkgd song
15 Ambience track 30 Static sound heard on military bases
17 Ambience track 12 Casino bkgd medley
19 Ambience track 4 Quiet hum heard in Area 69
20 Ambience track 2 Fan-like clicking heard in Abattoir
21 Ambience track 1 Quiet hum heard in 24-7s
23 Ambience track 14 Loud hum heard in Dam interior
24 Ambience track 25 Racing sounds heard in ITB lobby
25 Ambience track 24 Quiet hum heard in Planning Dept
26 Ambience track 20 Quiet hum heard in safe houses
28 Ambience track 13 Dance Club bkgd medley
29 Ambience track 13 Dance Club bkgd medley
30 Favorite Radio Station Stream or User Tracks Player
34 Ambience track 28 Pleasure Domes bkgd medley
36 Ambience track 21 Loud hum heard in Jet interior
37 Ambience track 10 Muzak-type bkgd heard in unused diner interiors
39 Ambience track 29 Quiet hum heard in police stations
41 Ambience track 35 Stadium event bkgd medley
44 Ambience track 18 Fast Food Joint bkgd sounds
48 Ambience track 3 Ammunation PA loop
50 Ambience track 39 Quiet hum heard in warehouses
51 Ambience track 22 Very loud hum heard in cargo plane?
52 Radio stream CH Playback FM
53 Radio stream CO K-ROSE
54 Radio stream CR KDST
55 Radio stream DS Bounce FM
56 Radio stream HC SFUR
57 Radio stream MH Radio Los Santos
58 Radio stream MR Radio X
59 Radio stream NJ CSR
60 Radio stream RE K-JAH West
61 Radio stream RG MasterSounds
62 Radio stream TK WCTR
64 Ambience track 17 Unused quiet hum
66 Ambience track 36 Strip Club bkgd medley
67 Ambience track 37 Unused bkgd medley
Notes: Any ID value from 0-70 inclusive not listed above generated no background sound in my tests.
* -- I could only hear background sounds for these 3 IDs when using the Type 2 (sphere) entry; they were silent with Type 1 (box).
** -- I could not get this ID to generate background sound at all in test entries but it's listed because it's used in the unmodified Audiozon.ipl file. I expect this is due to some SCM issue, some kind of hardcoding, or incompetence on my part.

One final note: Around a dozen of the 40 Ambience tracks are not accessible for use with the AUZO ipl entry and are instead hardcoded to other game features such as the arcade minigames.


EDIT: ID 30 was wrong; I had a specific radio stream, but it is actually whatever your favorite station is, including User Tracks Player. Thanks to VC Hacker for pointing it out.

Fireman
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#65

Posted 22 December 2005 - 03:26 PM

Hah I knew it wasnt my modding that f*cked up the St.Marks sound I couldn't hear it either btw the radio stations also change the sound you have in the car when you come to that area. -Slurp Slurp, Hmmm... Sprunk!

VC Hacker
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#66

Posted 07 January 2006 - 01:40 AM

I believe ID 30 actually plays your favorite station. In the wardrobe you hear the station that is your most favorite in the stats.

Fireman
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#67

Posted 07 January 2006 - 10:34 AM

QUOTE (VC Hacker @ Jan 7 2006, 01:40)
I believe ID 30 actually plays your favorite station. In the wardrobe you hear the station that is your most favorite in the stats.

wow.gif that would be pwn, what if your fav station is your mp3 music (or whatever it was called) -Slurp Slurp, Hmmm... Sprunk!

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#68

Posted 07 January 2006 - 10:25 PM

QUOTE (Fireman @ Jan 7 2006, 06:34)
QUOTE (VC Hacker @ Jan 7 2006, 01:40)
I believe ID 30 actually plays your favorite station.  In the wardrobe you hear the station that is your most favorite in the stats.

wow.gif that would be pwn, what if your fav station is your mp3 music (or whatever it was called) -Slurp Slurp, Hmmm... Sprunk!

Never thought of that. I should test it. Sit in a car with User Track Player on until it becomes your favorite and then go into the wardrobe.

DexX
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#69

Posted 08 January 2006 - 08:32 AM

im dead certain i've heard the mp3 player playing while in the Wardrobe. No reason it shouldn't work

About the topic, i have questions of my own - Binary ipl's. The format is documented, but is anyone actually using them? Is it necessary? Correct me if im wrong, but i don't think kam's exporter supports them, i dont think anything does yet. I ask because i wonder if its worth adding support for them (i took a different approach to map making, focusing more on new content, than editing existing).

spaceeinstein
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#70

Posted 08 January 2006 - 04:55 PM

More people would use it if there are tools for it. So yea, try adding support for them.

Fireman
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#71

Posted 13 January 2006 - 01:14 PM

QUOTE (DexX @ Jan 8 2006, 08:32)
im dead certain i've heard the mp3 player playing while in the Wardrobe. No reason it shouldn't work

That means an mp3 player shouldnt be a problem make an IPL with the sound of the wardrobe in (mp3) make a special marker/button to turn the IPL on\off and you have yourself a walkman. -Slurp Slurp, Hmmm... Sprunk!

pdescobar
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#72

Posted 14 January 2006 - 06:20 PM

QUOTE (VC Hacker @ Jan 6 2006, 20:40)
I believe ID 30 actually plays your favorite station.  In the wardrobe you hear the station that is your most favorite in the stats.

blush.gif Good call, VC Hacker. When I did my testing, something was bothering me about a second Radio X all by itself, but I never thought to check if that was the favorite. I just did some testing today and can confirm that ID 30 is your favorite station and does work if the User Tracks Player is your favorite. I edited my post with the list.

@space: Please change the ID 30 entry in the list in the first post on the next update.

Fireman
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#73

Posted 14 January 2006 - 06:34 PM

Seriously that owns! If we put the sound in the whole islands you'll have a walkman/mp3-player Let's make it. -Slurp Slurp, Hmmm... Sprunk!

GT.Killer
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#74

Posted 14 January 2006 - 08:15 PM

QUOTE
Let's make it.


Here you go!
Download here
tounge.gif


DexX
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#75

Posted 14 January 2006 - 08:19 PM

im not entirely familiar with zones and audio, but um, how would you turn that OFF?

it might be better to do with mission scripting, if it can be done that way. say, get a headphones model, and assign it as a hat. then when the person "wears" it, they would hear the audio. maybe press a key to change stations. there are those music games, like the one on the beach, where audio is playing, and im pretty sure its not a map-enex thing there.

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#76

Posted 14 January 2006 - 08:42 PM

QUOTE (DexX @ Jan 14 2006, 15:19)
im not entirely familiar with zones and audio, but um, how would you turn that OFF?

it might be better to do with mission scripting, if it can be done that way. say, get a headphones model, and assign it as a hat. then when the person "wears" it, they would hear the audio. maybe press a key to change stations. there are those music games, like the one on the beach, where audio is playing, and im pretty sure its not a map-enex thing there.

The background audio for the Life's a Beach mission and the LowRider Challenge are both spherical AUZOs in the Audiozon.ipl that are initially disabled and turned on and off (somehow) via the SCM. Perhaps you could catch some key combination for turning it on and off that way. Also, if you make the whole map a zone, I have no idea what would happen with overlaps during those two missions...

Of course, I know very little about mission coding (or map editing for that matter smile.gif ) so that's about as helpful as I'm gonna be on this one.

GT.Killer
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#77

Posted 14 January 2006 - 08:43 PM Edited by GT.Killer, 09 October 2007 - 12:35 PM.

Hmm.. I dont know about scm but if its possible, it should be done with scm hook..
The model is pretty easy.. you could create hairstyle with some cool headphones and retexture wires going under CJ's shirt? inlove.gif

Fireman
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#78

Posted 15 January 2006 - 10:09 AM Edited by Fireman, 15 January 2006 - 10:14 AM.

Like I said you can activate a IPL with a marker that would be the easiest way, just one red marker to activate or deactivate the whole IPL. -Slurp Slurp, Hmmm... Sprunk! Hmmm... what about 2 audiozones mixed with eachother that would suck...... Maybe if we just don't create an audiozone around that place, that would be hard...

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#79

Posted 15 January 2006 - 03:51 PM

QUOTE (Fireman @ Jan 15 2006, 05:09)
Like I said you can activate a IPL with a marker that would be the easiest way, just one red marker to activate or deactivate the whole IPL. -Slurp Slurp, Hmmm... Sprunk!

Yes, but like Dexx asked, what about turning it on and off wherever you are? I wouldn't want to travel all the way across the state in order to get to the red marker that's the off button of my walkman. biggrin.gif That's why I think a pure-IPL option isn't a good solution. You have to have control of it through the SCM or memory-hacking.

QUOTE
Hmmm... what about 2 audiozones mixed with eachother that would suck...... Maybe if we just don't create an audiozone around that place, that would be hard...

I don't know how you'd resolve overlaps; for that matter, I don't know what the game does itself when two zones overlap. Much testing still needs to be done...

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#80

Posted 15 January 2006 - 04:27 PM Edited by GT.Killer, 09 October 2007 - 12:36 PM.

I tryed with 2 auzo's mixed but the game didint "mix" them together.

Picture

But why Lowrider music plays on the radio X area? And radio X doesnt play in lowrider area? sarcasm.gif

ps. I have lowrider auzo "code" over radio X auzo "code" could it be that?

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#81

Posted 15 January 2006 - 04:33 PM

QUOTE (GT.Killer @ Jan 15 2006, 11:27)
I tryed with 2 auzo's mixed but the game didint "mix" them together...

Picture

But why Lowrider music plays on the radio X area? and why radio X doesnt play in lowrider area? sarcasm.gif

ps. i have lowrider auzo "code" over radio X auzo "code" could it be that?

Probably it is picking the first matching entry. Swap those lines in the IPL and see if it starts playing Radio X instead. smile.gif

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#82

Posted 15 January 2006 - 05:35 PM Edited by GT.Killer, 09 October 2007 - 12:39 PM.

QUOTE (pdescobar @ Jan 15 2006, 18:33)
Probably it is picking the first matching entry. Swap those lines in the IPL and see if it starts playing Radio X instead. smile.gif

Yep.. now I can hear radio X in lowrider music area.

BTW.
The area (set with numbers) seems to be a circle and the edge of the circle appears to be pretty "sharp".

Music changes when camera crosses the edge of the audio circle / area.
Moving camera little bit and radio X starts playing.

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#83

Posted 15 January 2006 - 05:52 PM Edited by Cerbera, 15 January 2006 - 05:54 PM.

It is likely that the AUZO areas are exclusive rather than inclusive. That is to say, the zone with the highest priority which covers the player's current location provides the only background sound. This is similar to the way district names have traditionally worked in GTA games since GTA1; only the district with the highest priority which includes the player's location has its name displayed.

The mechanism for creating this "order of precedence" could be very simple. In GTA1, it simply used the order the zones were defined in the data file. In GTA2, the smallest zone which included the player's location took precedence over all others. This second method is more useful because it allows many areas to overlap in many different places and still ensure the most "local" zone is the one which gets used. With background sound zones, this would mean that the most local sound is the one which gets played, which would normally be correct.

As you would expect in a system like this, the boundaries are exact because only one zone has the highest priority. That's actually the behaviour which makes this sort of priority system seem the most likely. smile.gif


(EDIT) It would be interesting to try overlapping several zone of different sizes and seeing which takes precedence in the places where they meet in different combinations just to check that the smallest zone is the one which gets used.

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#84

Posted 15 January 2006 - 06:34 PM

QUOTE (GT.Killer @ Jan 15 2006, 17:35)
Music changes when camera cross the edge of that audio circle / area..
moving camera little a bit and radio X starts playing..

Yeh that was pretty strange, because my mouse sometimes goes into a everlasting spin so it went like: on off onoff onoffonoffonoff.

QUOTE
It would be interesting to try overlapping several zone of different sizes and seeing which takes precedence in the places where they meet in different combinations just to check that the smallest zone is the one which gets used.


Well If i got a long vacation I'll try it out tounge.gif

-Slurp Slurp, Hmmm... Sprunk!

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#85

Posted 15 January 2006 - 07:28 PM Edited by GT.Killer, 09 October 2007 - 12:42 PM.

QUOTE (Fireman @ Jan 15 2006, 20:34)
Yeh that was pretty strange, because my mouse sometimes goes into a everlasting spin so it went like: on off onoff onoffonoffonoff.

Ya.. about that, have enyone discovered why IPL modificating affects to mouse configurations? because I havent found enything that would connect IPL files to mouse settings wow.gif
Known mouse bugs caused by IPL:

- everlasting spin
- Mouse sensitivity 0%
- Mouse sensitivity 100%
- Aiming sensitivity 100% + CJ looking 90 degrees right ( always right(?))
- Aiming sensitivity 100% + CJ looking normaly

PS.
Repeat / confirmation about the playing sequence of the sounds in same area.
CODE

auzo
RADIOX, 58, 1, 2491.23, -1653.96, 12.9, 30           <---- Play's the first (primary music in area)
LOWRIDE, 13, 1, 2485.2, -1638.9, 14.8, 30             <---- Secondary music in area
end


With 2 auzo's in the same area it seems to make first one in IPL "list" to primary sound. sarcasm.gif

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#86

Posted 27 January 2006 - 02:37 PM

Will you update l1 as a sky changer, it doesn't change the weather is does change the sky's colour (color).
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=this is red fading PURPLE with no seeing rang that you can't even see yourself.
25=Dark Purple to grey with nice sun reflection
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

Taken with l2 on 2 with didn't make any difference even if I had changed l2. -Slurp Slurp, Hmmm... Sprunk!

ARMax
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#87

Posted 10 February 2006 - 10:32 PM Edited by ARMax, 10 February 2006 - 10:36 PM.

yeh, weather and usic are not my player pos, its were camera is, EG. Go In OG Locs, walk near (non solid) wall, and move camera outside, you will hear disco music, locs was probably supposed to be there, just got wrong coords tounge.gif , however, there is a nearby disco...

I dont like auzo much, i tired ur walkman fireman, at start in constantly plays playback fm (default), but its hard to change, when ur in car it CONSTANTLY stays in playback and u cant change, only way to change is go to audio and listen to the one u want from there a bit, yeh 30 is fav radio, i had eminem playing while i capped some ballas tounge.gif

Cull:

QUOTE ("ocram88's website")
Cullzone Properties

0 -> unknown
1 -> no rain (unknown?)
2 -> Camera (A Camera like Ken Rosenbergs Office)
8 -> unknown
32 -> unknown
33 -> unknown
40 -> no rain + no rubbish
41 -> no rain + no rubbish (unbekannt?)
42 -> Camera + no rain
44 -> no rain
52 -> unknown
312 -> no rain + no rubbish (unknown?)
1064 -> no Water

BenMillard
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#88

Posted 11 February 2006 - 06:26 AM Edited by Cerbera, 14 February 2006 - 12:07 PM.

As mentioned before, flag values are sets of binary bits where each bit represents a feature. Each bit can be "1" to indicate that feature is "on" or it can be "0" to indicate that feature is "off". The bit value for each feature is added together to create the total flag value. If the total value is zero then no features are "on".

As such, flag values increase in powers of two, like this:
CODE
0 = No features.
1 = First feature.
2 = Second feature.
4 = Third feature.
8 = Fourth feature.
16 = Fifth feature.
32 = Sixth feature.
64 = Seventh feature.
128 = Eigth feature.
256 = Nineth feature.
512 = Tenth feature.
1024 = Eleventh feature.
2048 = Twelfth feature.
4096 = Thirteenth feature.
8192 = Fourteenth feature.
16384 = Fifteenth feature.
32768 = Sixteenth feature.

A table to compare the decimal, binary and hexadecimal values:
Feature Decimal Value Binary (bit) Value Hexadecimal Value
(None)
0
0
0
1
1
1
1
2
2
10
2
3
4
100
4
4
8
1000
8
5
16
10000
10
6
32
100000
20
7
64
1000000
40
8
128
10000000
80
9
256
100000000
100
10
1024
1000000000
200
11
2048
10000000000
400
12
4096
100000000000
800
13
8192
1000000000000
1000
14
8192
10000000000000
2000
15
16384
100000000000000
4000
16
32768
1000000000000000
8000


If we were to use feature 4 with feature 13, we would add them together to get this:
Feature Decimal Value Binary (bit) Value Hexadecimal Value
4 and 13
4097
1000000000001
1001
GTA normally uses the hexadecimal total value for flag data because it uses less bytes in the text data files. This is easy to do since most GTA editors do it for you, or you can use a calculator. Windows calculator can only do this if you enable the View > Scientific mode.


(EDIT) Oops, I can't count. Thanks Ash.

Fireman
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#89

Posted 12 February 2006 - 09:20 AM

I'll test them if I know if this is correct: enterX, centerY, centerZ, 0, Ywidth, bottomZ, Xwidth, 0, topZ, flags

I don't think it is but if it is I enter the centre of the zon first then a zero then how far the zone will reach in Y-coordinates, then how far it will go in z-coordinates down(?), and then how far it will reach in x-coordinates,0, how far it will reach up and then the flag.

I really don't think that this on is correct especially this part: Ywidth, bottomZ, Xwidth, 0, topZ, flags.

Anyway, I'll test them see if I can get it to work.
-Slurp Slurp, Hmmm... Sprunk!

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#90

Posted 14 February 2006 - 04:09 AM

Hello... Check out the occlusions. THe cull look similar to that. Back in GTA3 and Vice City, the first three number in the cull have absolutely no effect in the game. ...Bye




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