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[SA|DOC] IPL Definitions

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pdescobar
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#121

Posted 19 June 2006 - 09:57 PM

QUOTE (Timpo @ Jun 19 2006, 10:37)
how can you edit binary and *stream* ipl's?
they don't show up normal in notepad.

Notepad is only useful for text files. For binary files like the binary IPLs you want to use what's commonly called a "hex editor." Earlier in the topic, you can see an example of using such an editor with binary IPLs in a post by DiCanio. I use a very old DOS-based hex editor called HEX by Jonathan Durward (written in 1995) when I need to do a quick edit on a binary file but I'm sure you can find a newer Windows-based utility fairly easily. For larger-scale editing or data extraction, I generally write simple C or perl programs to do it.

If you do intend to manually edit the binary IPLs, it would be a tremendous help to have some basic familiarity with hexadecimal numbers, standard data types, and data storage conventions.

HiddenMyst
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#122

Posted 24 June 2006 - 05:53 AM

Hey, I was wondering. Do tou need to start a new game with binary IPL vehicle spawns???
Also can someone tell me the adress of an easy to use Hex editor?

pdescobar
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#123

Posted 24 June 2006 - 05:02 PM

QUOTE (HiddenMyst @ Jun 24 2006, 01:53)
Hey, I was wondering. Do tou need to start a new game with binary IPL vehicle spawns???
Also can someone tell me the adress of an easy to use Hex editor?

You should not need to start a new game to see car generator additions or changes in binary IPLs; only the ones added to text IPLs seem to have that caveat.

There are links to a couple of free hex editors on the wiki page I linked in my last reply.

HiddenMyst
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#124

Posted 26 June 2006 - 01:56 AM

Thanks for clarifying that.
Now i just need to know how to add vehicle spawns in binary ipl's.

kiwidesign
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#125

Posted 10 August 2006 - 10:04 PM

QUOTE (DiCanio @ Sep 6 2005, 05:54)
Binary IPL Vehicles:

...

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)

...

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

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.
...

hi dudes, i tried to spawn a NGR500 in front of CJ's house, but the bike doesn't spawn confused.gif

I created carspawn.ipl in data\maps with this line in cars section:
QUOTE
# IPL generated by Kiwi, dehiho...
inst
end
cull
end
path
end
grge
end
enex
end
pick
end
cars
2492.828, -1668.052, 13.344, 0, 522, 87, 45, -1, 0, 0, -1, -1
end
jump
end
tcyc
end
auzo
end
mult
end


and in gta.dat, under # level design section in a first try, than under # Scene information section, I added the line
IPL DATA\MAPS\carspawn.ipl

I didn't put the car spawn in the map IPL file because in LAe2.ipl (where CJ's house is) there is not "cars" section suicidal.gif


can you help me wise men?

(maybe the car/bike must have a color couple that is in carcols.dat? sarcasm.gif )

pdescobar
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#126

Posted 10 August 2006 - 10:30 PM

Are you starting a new game or loading a previous game? Car spawns added to a text IPL file such as you have done will only show up in a new game. In fact, they will persist in the save afterwards as well even if it is played on an unmodified system.

At a glance, the line you used looks fine to me. Note that when I have played with car spawns, I also did so in a new IPL which I added to gta.dat at almost the very end (after all the level design stuff but before the final SPLASH line). I don't think it much matters where you put it, but that's what has worked for me.

kiwidesign
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#127

Posted 11 August 2006 - 11:30 AM

you're right, starting a new game it works... like with IPL weapon picks sad.gif

so there is no way with a previous saved game? suicidal.gif




btw thanks, and... damn, the gtanet is so slow user posted image

pdescobar
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#128

Posted 11 August 2006 - 07:00 PM

QUOTE (kiwidesign @ Aug 11 2006, 07:30)
you're right, starting a new game it works... like with IPL weapon picks sad.gif

so there is no way with a previous saved game? suicidal.gif

You can add a parked car spawn point that works on in-progress games by adding it to a binary IPL; DiCanio went over that briefly earlier in the topic. Of course, that's a lot more work since you have to do it via a hex editor and work with the IMG archive.

You can also edit the spawn points in the save file directly but that currently requires using a hex editor as well.

kiwidesign
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#129

Posted 11 August 2006 - 11:28 PM

QUOTE (pdescobar @ Aug 11 2006, 19:00)
You can add a parked car spawn point that works on in-progress games by adding it to a binary IPL; DiCanio went over that briefly earlier in the topic. Of course, that's a lot more work since you have to do it via a hex editor and work with the IMG archive.

damn... il looks bit difficult confused.gif

anyway thanks, when I'll have more time and will, I'll try to do this icon14.gif

pdescobar
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#130

Posted 20 August 2006 - 01:15 AM

Updated list of PICK ids. Since I couldn't figure out where the ammo amounts were defined for these pickups, I went through and tested them all again so I could at least have a list of the ammo numbers. During my test, four of the IDs under 10 that didn't work for Fireman worked for me and spawned previously "missing" items. Additionally, I found that the IDs previously listed were off by 1 for the Flamethrower through Necklace Box (inclusive). So here's a corrected table with the default ammo values listed where applicable. Since I retested all the IDs from -100 to 399, it still appears that there is no Armour, Health, or Sawnoff Shotgun, though.

Note that as with text IPL cars entries, changes only seem to take effect on a completely new game.

IDWeapon NameAmmo
4 Brass Knuckles-
5 Nightstick-
6 Knife-
7 *Nothing*-
8 *Nothing*-
9 Golf Club-
10 Bat-
11 Shovel-
12 Pool Cue-
13 Katana-
14 Chainsaw-
15 Molotov8
16 Grenades8
17 Satchels5
18 9mm Pistol30
19 Silenced 9mm10
20 Desert Eagle10
21 Shotgun15
22 SPAS Shotgun10
23 Tec 960
24 Micro SMG60
25 MP560
26 AK4780
27 M480
28 Country Rifle20
29 Sniper Rifle10
30 *Nothing*-
31 Flamethrower100
32 Minigun500
33 Large Purple Dildo-
34 Small White Dildo-
35 Large White Vibrator-
36 Small Black Vibrator-
37 Flowers-
38 Cane-
39 Ringbox-
40 Necklace Box-
41 Cellphone-
42 *Nothing*-
43 Teargas8
44 Minigun (Duplicate)500
45 SPAS Shotgun (Duplicate)10
46 Rocket Launcher4
47 Heat Seeking Rocket Launcher3
48 Detonator-
49 Spray can500
50 Fire Extinguisher500
51 Camera36
52 Nightvision Goggles-
53 Infrared Goggles-
54 Jetpack-
55 Parachute-

HiddenMyst
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#131

Posted 21 August 2006 - 05:30 AM

Hey Guys,
It's been a while and i'v tried binary ipl's but they dont work.
I am using the latest version of Hex Workshop but they only spawn in a completely new game.
I have even tested the binary ipl with programs that convert it from binary to normal and vise versa.
Please help as my Andromeda mod is nearly complete.

DiCanio
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#132

Posted 21 August 2006 - 04:21 PM

Hiddenmyst

Altered Binary IPL files do work but they need very careful attention
to detail. Double/treble check your work.


Nice work on the Picks, Pdescobar smile.gif

ryan1371
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#133

Posted 24 August 2006 - 08:39 PM

How do you find the coordinates of something. I've made another garage in S.A. and want to make it functional. I've copied the garage code to the lAe2.ipl file, which is where i want the garage. But I am having a hard time figuring out the coordinates. Could you explain to me how to figure out the coordinates, because I want to create more than one garage.


P.S. I didn't actually 'create' the garage. I just used the model for the garage from the Johnson House.

Fireman
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#134

Posted 25 August 2006 - 04:53 PM Edited by Fireman, 25 August 2006 - 05:16 PM.

QUOTE (pdescobar @ Aug 20 2006, 01:15)
Updated list of PICK ids. Since I couldn't figure out where the ammo amounts were defined for these pickups, I went through and tested them all again so I could at least have a list of the ammo numbers. During my test, four of the IDs under 10 that didn't work for Fireman worked for me and spawned previously "missing" items. Additionally, I found that the IDs previously listed were off by 1 for the  Flamethrower through Necklace Box (inclusive). So here's a corrected table with the default ammo values listed where applicable. Since I retested all the IDs from -100 to 399, it still appears that there is no Armour, Health, or Sawnoff Shotgun, though.

Note that as with text IPL cars entries, changes only seem to take effect on a completely new game.

IDWeapon NameAmmo
4 Brass Knuckles-
5 Nightstick-
6 Knife-
7 *Nothing*-
8 *Nothing*-
9 Golf Club-
10 Bat-
11 Shovel-
12 Pool Cue-
13 Katana-
14 Chainsaw-
15 Molotov8
16 Grenades8
17 Satchels5
18 9mm Pistol30
19 Silenced 9mm10
20 Desert Eagle10
21 Shotgun15
22 SPAS Shotgun10
23 Tec 960
24 Micro SMG60
25 MP560
26 AK4780
27 M480
28 Country Rifle20
29 Sniper Rifle10
30 *Nothing*-
31 Flamethrower100
32 Minigun500
33 Large Purple Dildo-
34 Small White Dildo-
35 Large White Vibrator-
36 Small Black Vibrator-
37 Flowers-
38 Cane-
39 Ringbox-
40 Necklace Box-
41 Cellphone-
42 *Nothing*-
43 Teargas8
44 Minigun (Duplicate)500
45 SPAS Shotgun (Duplicate)10
46 Rocket Launcher4
47 Heat Seeking Rocket Launcher3
48 Detonator-
49 Spray can500
50 Fire Extinguisher500
51 Camera36
52 Nightvision Goggles-
53 Infrared Goggles-
54 Jetpack-
55 Parachute-

o.O Those didn't work for me sad.gif

Good job on the table cookie.gif

@ DiCanio: </3 You never said I did a good job....

Deniska
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#135

Posted 18 September 2006 - 09:08 AM

About effect 1 in CULL. Mirrors.

CODE
cexter X, Y, Z, 0, Yradius, Zmin, Xradius, 0,  Zmax, Effect, Vx, Vy, Vz, Cm


All parameters until Vx... is mirrored space.

Vx Vy Vz - mirror direction (like [-1 0 0] or [0 1 0] or [0 0 -1])
Cm - mirror plane coordinate in direction axis.

for example Vxyz = [-1 0 0] if mirror have Xaxis direction then
Cm is Xmir_world_coordinate*Vx

here my tests
user posted image
user posted image
user posted image


  • MasterHK likes this

ChrisBenoit!
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#136

Posted 18 September 2006 - 12:00 PM

Little Question!

Waht is in the IPL File "mult" ? dozingoff.gif

jarjar
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#137

Posted 18 September 2006 - 12:26 PM

QUOTE (ChrisBenoit! @ Sep 18 2006, 22:00)
Little Question!

Waht is in the IPL File "mult" ? dozingoff.gif

Well as you can see it's marked on the first page as "?". I'm guessing that means no one quiet knows what it's for, no.

Rooftopper
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#138

Posted 09 November 2006 - 08:59 AM

QUOTE (GT.Killer @ Jan 15 2006, 19:28)
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 ( all ways right(?))
- Aiming sensitivity 100% + CJ looking normaly

Has anyone ever found a fix to the mouse problem?

I made an ipl file that uses the following auzo entry:

auzo
LASTONE, 67, 1, 2459.21, -1686.59, 15.20, 35
end

The music plays but whenever I aim a weapon CJ points to the right and toward the ground. To remedy the situation all I have to do is blank out the above auzo line. The music no longer plays (obviously) but CJ again aims normally.

I am working on a clean install with no other mods, and my mod only adds the one ipl file I made - which only uses in-game elements. The ipl file was created using the excellent MEd tool.

I've tried using the following type1 auzo configuration, and with it CJ's aim is fine, but no music plays:

auzo
LASTONE, 67, 1, 2459.21, -1921.04, 5.1, 2470.21, -1662.03, 30.03
end

There must be some sort of workaround for this because I have seen other mods use the auzo perameter, and the mouse doesn't screw up. Thanks!

BenMillard
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#139

Posted 09 November 2006 - 09:23 AM

I get exactly the same mouse aiming problem in MISA 0.5.

Rooftopper
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#140

Posted 09 November 2006 - 10:17 AM

QUOTE (Cerbera @ Nov 9 2006, 09:23)
I get exactly the same mouse aiming problem in MISA 0.5.

The only thing I can figure is it may have something to do with what I used for a line name (ID). I read somewhere that the ID name you choose is only used for a visual reference when finding it in a long list of audio zones and not by the game, but after looking in the audiozon.ipl file I see multiple lines that use the same ID name. So maybe the ID name has some programing function I don't know about.

Fireman
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#141

Posted 09 November 2006 - 05:42 PM

I got exactly the same thing like a long time ago!

I had to reinstall to fix it =/
But it wasn't because of an IPL though... maybe it's just a bug...

Rooftopper
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#142

Posted 10 November 2006 - 01:26 AM

QUOTE (Fireman @ Nov 9 2006, 17:42)
I got exactly the same thing like a long time ago!

I had to reinstall to fix it =/
But it wasn't because of an IPL though... maybe it's just a bug...

Thanks, folks!

I gave up and just used the x1, y1, z1, x2, y2, z2 method of audiozone. It was hit and miss trying to figure out the start and stop coordinates for the zone. The audio x doesn't seem to correspond exactly to physical positioning x coordinates.

I sure got used to riding the bike from the alley to the Grove St. "hood."

BenMillard
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#143

Posted 16 December 2006 - 09:15 AM Edited by Cerbera, 18 December 2006 - 02:58 PM.

After a lot of frustrating tinkering, I've realised that CULL zone boundaries are aligned to the nearest world unit. This was causing a 1-unit gap between some of the zones I've been making.

Here's an example of CULL rounding in action in Myriad Islands. I've set up a weatherless CULL zone (Flags set to 8) for a tent using this data line in an IPL:
CODE
cull
# PosX, PosY, PosZ, 0, SizeY, BottomZ, SizeX, 0, TopZ, Flags, 0
-540.45, 435.8, 13.2, 0, 7.4, 10.4, 7.15, 0, 16, 8, 0 # base
end
Now, let's calculate where the Eastern boundary should be:
CODE
PosX = -540.45
SizeX = 7.15
Eastern boundary = PosX + SizeX
Eastern boundary = -540.45 + 7.15
Eastern boundary = -533.3
And yet when we try it in-game, the boundary is at -533.000... as shown below.

On the Western side of -533.0, it is present:
user posted image
1280 x 1024, 159kB.

On the eastern side of -533.0, it is absent:
user posted image
1280 x 1024, 48kB.

So the game has rounded -533.3 to the nearest integer, that being -533.0. Weird as it seems, this rounding always happens. I wonder what else it rounds off in-game?

(EDIT2) Here are some values for the Type attribute of the GRGE zones:
  1. Not sure.
  2. Carbomb with 5 second detonator.
  3. Carbomb which detonates when vehicle is next started after you exit it.
  4. Carbomb with remote-control detonator, like the satchel charges.
  5. Pay 'n' Spray.
I couldn't find any specific effect from 6 up to 12. I haven't tested whether any of these act as savepoint garages. I also haven't tried getting garage doors to work with them.

Creating a timed detonator bomb shop (Type set to 2) using a grge zone and trying out my purchase:
user posted image
1280 x 1024, 114kB.

When the dust (and car parts) have settled:
user posted image
1280 x 1024, 120kB.

A working Pay 'n' Spray shop (Type set to 5):
user posted image
1280 x 1024, 119kB.

I intend to see if the Flags have a noticable effect somewhen. And I want to test cull zones with water, to see if we can turn off the underwater effects like in the GTAVC Marina carpark.

JostVice
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#144

Posted 23 December 2006 - 05:17 PM Edited by Jost_Vice, 23 December 2006 - 08:23 PM.

some things with GRGE

QUOTE
X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Type of door, Type of garage, Name


CODE

Coords (X1, Y1, Z1, frontX, frontY, X2, Y2, Z2)
type of door
type of garage
Name is used to edit garage through the SCM


CODE
type of door:
1:  door rotates up and away from garage front
2: door rolls straight up and down

CODE
type of garage:
5: spray garage
2: bomb garage
16: save garage



The 90 degress doors in spray/bombs garage works wrong, instead of the save garages where they work nice
To add a door to a garage, just put the door in the entrance via MEd, also get the save garage working you need to add a code to the SCM:

CODE
0299: activate_garage 'name'


bye

Deniska
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#145

Posted 23 December 2006 - 09:53 PM

About CULL.
Sometime "BOXES" not enouth for CULL - need rotated boxes. Aspecialy under bridges, tunnels.....

This is original SA cull zones fragment
user posted image

Imported with this 3dmax script.
Not always correct import, but export working (tested).
After run script, you have 2 ways to create CULL zone
1 simply press "create" button in script rollout and youll find cull object in [0 0 0]
2 create BOX(es), select it and press "BOX TO CULL" button.

DO NOT ROTATE CULL OBJs. JUST CHANGE "PAR4" and "PAR8" in cull-obect
parameters rollout. And dont forget set effect.

Next select cull-objects and press "EXPORT" button... Then open Listener (F11)..

------------------------------------------------------------------------------------------------

Also script can export mirrors. Just use checkbox "mirror" in object parameters and
set "mirror direction" to one of #(north, south, west, east, top, floor)
note: using mirrors in interior 0 (outside) - bad idea

example:

room with hole for mirror...
user posted image

create cull-object and place it like this
user posted image

PAR4 and PAR8 must be 0.
in this case set "mirror direction" to EAST (at east side of mirrored area).

select cull-object and press EXPORT... Open Listener (F11)
---------------------------------------------------------------------------------------------------

BenMillard
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#146

Posted 24 December 2006 - 09:46 PM Edited by Cerbera, 26 December 2006 - 11:06 PM.

Working garage door on a sprayshop. Used the methods Jost_Vice was using in other places and it worked. Camera is looking West in the picture:
user posted image
1280 x 1024, 128kB.

The relevant lines from illcom_Dynamic.ipl:
CODE
inst
13302, ODmansion, 0, -433.6, 468.1, 14.95, 0, 0, 0, 0, -1 # TRN-IA double garage, north half
13302, ODmansion, 0, -433.6, 460.75, 14.95, 0, 0, 0, 0, -1 # TRN-IA double garage, south half
end
grge
-433.6, 464.9, 11.2, -433.6, 471.2, -447.6, 464.9, 15.7, 1, 5, trnian # TRN-IA double garage, north half
-433.6, 457.6, 11.2, -433.6, 464.0, -447.6, 457.6, 15.7, 1, 5, trnias # TRN-IA double garage, south half
end
Adding these doors fixed the camera angle, too. smile.gif

I then tried making a garage door work for a garage where the camera would be facing East. The garage works fine, I even switched it from a bombshop to a sprayshop. But the door does nothing:
user posted image
1280 x 1024, 92kB.

The relevant lines from illcom_Dynamic.ipl:
CODE
inst
13302, ODmansion, 0, -454.7, 450.375, 16, 0, 0, 0, 0, -1 # TRN-IA single garage
end
grge
-456.25, 456.25, 11, -456.25, 450.6, -447.75, 456.25, 15.25, 2, 5, trniaw # TRN-IA single garage
end
I tried the rotating and the rolling door types and neither worked. Not sure what I've not got right with it.

M&Ms
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#147

Posted 07 January 2007 - 10:25 PM Edited by M&Ms, 08 January 2007 - 02:14 PM.

Here are all the GRGE type values used in the /maps/ IPLs...
1
2
5
16
17
18
24
25
26
27
28
29
30
31
32
33
34
35
39
40
41
42
44
45

Not sure what they all do/represent.

JostVice
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#148

Posted 23 January 2007 - 11:37 AM

Deniska, I have some questions about mirrors.

If I want to have the mirror mirroring (that word is correct bored.gif ?) a house interior, in the way you enter you'll see cj under the floor (z mirror, though) I need to make the box UNDER the house with 'floor'? or the box envolving all the house?

Nice find.

Deniska
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#149

Posted 25 January 2007 - 12:21 PM

I was try to place two mirrors face2face - dont work... In original SA each interior
have only 1 mirror... I think you can put more but zones shoud not intersection....

ARMax
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#150

Posted 13 March 2007 - 06:41 PM

I have decompiled all 164 Binary IPL's into PlainText, and put them in a ZIP.

I don't believe i have seen this posted before..

http://www.X-Project...F/BinaryIPL.zip




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