Documenting GTA IV Data files
Posted 12 September 2009 - 03:53 PM Edited by Dzsekszon, 12 September 2009 - 04:34 PM.
Is it possible to raise down the number of the cars on the roads? I don't want to see 6-7 SultanRS's after I took it behind from the garage...In SA you could do that if you modified the car's data in the vehicles.ide if you wrote "ignore", or change the number. Can I do the same in IV too? Because there's only an Frq number for that if I'm correct. Usually the number is 100, so if I will change it to 1 or any other, I wont see 6-7 SultanRS's? Or is it possible to make it ignore, like in SA? Or what does "NULL," mean? And there is no Frq number after it, but you can see the car on the road...
Posted 23 October 2009 - 02:30 PM
Posted 17 February 2010 - 05:02 PM
|QUOTE (Dup @ Dec 9 2008, 13:59)|
'bangerexhaustfx' adds more grey smoke to the exhaust but doesn't make the nice pop and smoke cloud you get when driving. I tested this on the dukes. It looks to me like these are hard coded which is annoying, also 'bangerexhaustfx' doesn't work on bikes.
All the cars with a banger version like the Sabre have a second line in handling.dat and vehicles.ide called "sabre2" so there must be different models for them.
It looks like the exhaust and dump valve stuff is hard coded, unless it's defined somehow like the extras the cars show.
\Rockstar Games\Grand Theft Auto IV\common\data\vehoff.csv
if you want to enable that big dust pop on cars,you need to rename your car's game name too emperor2, sabre2 or vigero2 in vehicles.ide.
bangerexhaustfx just addes a little dust to the car's smoke.
Posted 24 February 2010 - 09:18 PM
Do I have to modify the value for every car? I ask because I play the game in 3D using DDD's Tridef 3D Ignition software and when driving certain cars everything is really foggy looking, I like how clear driving in 3D looks when the car has no windshield. I've tried using trainers to remove the windshield but there doesn't seem to be any that will do this. Thanks to anybody who knows.
Posted 23 March 2010 - 02:01 AM
I know the understandings of changing the colours of the icons such as the weapon icon and ammo icon above the weapon, i currently have mine set out like this:
But i was wanting to know how to change the Loading bar colour to my own, but it's kind of hard to do so when i can't find the Loading bar colour file in the HUD.dat or HUDColour.dat. Is it Hard coded?
It couldn't be, could it? Anyway, this is what i was hoping for, for the loading bar:
Or maybe someone could inform me on how to change what it says instead of loading, as i have seen someone do it before. Example:
LET IT LOAD, f*ck!
Thank you anyone who has information on this.
Posted 23 March 2010 - 07:49 AM
Posted 24 March 2010 - 03:30 PM
|QUOTE (Lucial @ Jan 14 2009, 15:08)|
ext_gang: Im suponiendo que esto añadiría los extras de pandillas en el coche, por ejemplo: el xs centinela, Futo GT, TT sultán ...
ext_sunroof: Ciertamente, añade extras, pero no es responsable por todos ellos
ext_conv: Corto para el convertible? Agrega el techo de vehículo descapotable, pondrá a prueba si la eliminación de esta Banshees hace sólo desovan como los convertibles.
librea: Especial calcomanías en mi opinión, el efecto de la corrosión en el petardos y la bandera americana en patriotas.
ext_strong: Ni idea.
ext_requi: Ni idea.
ext_all: Ni idea.
ext_rare: Ni idea.
Hello, since the topic is something ancient, it wanted to know if one has discovered that mean these flags and to being possible, to seeing if someone knows that they mean these:
Also like me to know if there is way of putting all the extras to the vehicles that contain them simply editing the "vehicles.ide" with notice pad Thank you
Jost, cuando puedas pásate por Revo que creo que el tema que he dejado, tiene que ver con esto,...
EDIT:Ufff the translator on line does not work not well at all, is translated into parts...
Posted 24 March 2010 - 10:10 PM Edited by SLAYERMAGGOT, 24 March 2010 - 10:17 PM.
+noboot: I guess this is for trucks with a flat bed.
+ext_strong: Maybe it's meant for trucks.
+ext_requi: Really no clue...
+ext_script: Vehicles which uses a script (?)
+ext_gang: Gang Vehicles which uses extras (like tinted windows) and more.
+ext_conv: Convertible, i guess it's for hardtop cars as well.
+ext_sunroof: Vehicles with a sunroof as extra.
+isvan: The car body is like a van or similar.
+big: This is usually used by large trucks like the Yankee or other big trucks.
+avoidturns: This vehicles avoid turns, like vans or large trucks.
+truckfirefx: This vehicles use the burning (when a truck burns down) sound of a truck.
+truckenginefx: This vehicles use engine sound of a truck.
Please correct me if you think i'm wrong.
You just have to add the desired flags to the end of the line of a car in the vehices.ide, e.g. +truckenginefx to apply it to the vehicle.
It's very comfortable and easy to change it with a Handling Editor.
Posted 24 March 2010 - 11:13 PM
When it discovers something more I will put it.
Ext_script already I have discovered what is.
Posted 27 April 2010 - 08:01 AM Edited by pokesomi, 27 April 2010 - 08:03 AM.
X:\Program Files (x86)\Steam\steamapps\common\grand theft auto iv\GTAIV\common\shaders
where x = your hard drive letter
Posted 20 December 2010 - 04:08 AM Edited by spaceeinstein, 20 December 2010 - 05:51 AM.
E2_LUIS, 0, 3, 2, 52, 150, -1, 15
E2luisapt_entover, 6.1647, -6.65572, 1.87948, -0.000103951, 4.76813e-007, -2.31444e-007, -1, 0, 384,
object name, xyz offset, xyzw rotation, ?, ?, ?
This section places map objects in the interior. The first line is completely unknown to me. For lines below that, they help place objects offset from a point in the interior but I'm not sure where's that defined right now.
limbo, 2, 1, 9.60759, 5.96246, 3.77962, 2.50936, -8.88965, -0.348365, 1, 0, 0
name, ?, ?, xyz top right offset corner, xyz bottom left offset corner, ?, ?, ?
49, 51, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
E2_luislobby, 2, 2, 6.1647, -5.4086, 3.76563, 2.50936, -7.59425, 0.00302851, 0.5, 627490525, 96
0, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
E2_luisapartment, 47, 1, 9.60759, 5.96246, 3.77962, 2.27515, -4.71873, -0.348365, 1, 7875393, 111
2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17,
This helps define which objects would appear within the room. "Limbo" is the entire apartment interior, "E2_luislobby" is the lobby, and "E2_luisapartment" is the apartment room. The numbers "49,51,..." are line numbers from the section above, starting at the 0th line "E2luisapt_entover."
1, 0, -2.50274, -7.34414, -0.101716, -2.50275, -7.3447, 2.59828, -2.50275, -5.6447, 2.59864, -2.50274, -5.64414, -0.101363, 50, -1, -1, -1, 64, 16777215, 1
1, 2, 0.604546, -4.67102, -0.101157, 0.604544, -4.67158, 2.59884, 2.30454, -4.67158, 2.59884, 2.30455, -4.67102, -0.101156, -1, -1, -1, -1, 64, 16777215, 1
I'm not yet sure what this does but it appears to define zones where the door separates the interior world from the outside world.
There are a LOT of 2DFX types. So far I found that there are types 0, 1, 2, 12, 14, 15, 17, 21, and 23, but there could be more. Here is some stuff I found.
Type 17 defines chairs. It can spawn peds (I think it's random) on the chair. The unknowns are mainly flags that specifies the type of chair (like benches and stools).
|E2_LuisSofa, -1.5, 0.0, 0.5, 17, 0, 0, 0, -1, 1015348986, 3744729013, 0, 0|
name, xyz offset, type (17), xyzw rotation, ?, ?, ?, ?
Posted 15 January 2011 - 08:45 PM
Posted 15 May 2011 - 08:43 PM
Posted 03 August 2011 - 10:37 AM Edited by spaceeinstein, 03 August 2011 - 10:53 AM.
Columns A to I is the usual.
Column K - radius of scattering of child objects
Column L - hash number of the child object to spawn
So you can spawn just one object and have many child objects scattered around it:
I just spawned one cone with road barriers as my child object.
I haven't found a way to limit how many objects can be spawned or how to control the scatter. It seems to just scatter these child objects randomly.
Posted 08 December 2011 - 04:55 AM
Posted 09 April 2013 - 10:08 AM
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