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Vice City Stories GAME.DTZ

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guard3
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#1

Posted 17 July 2017 - 08:30 PM Edited by guard3, A week ago.

Hi everyone!
It always annoyed me that Vice City Stories seems neglected. The "mystery" file "GAME.DTZ" has all the game info.  Anyway, I thought I could share what I've found. If anyone has some info about this, please share! Let's smash those "?"! 

I'm also gradually adding all the info discovered on gtamodding.com!

Download of the extracted resources is planned to be available, check spoilers.

Special thanks to Ash_735, cj2000, Gladion and The Hero

Header

OffsetSizeValueDescription
0x04bGTAGGAME.DTZ Signature
0x44b1?
0x84b6495D0size of decompressed GAME.DAT (6.591.952 bytes)
0xC4b5A69B0?
0x104b5B5290offset to global table of offsets
0x144b250D0number of offsets in global table (151.760)
0x184b5A69B0same as 0xC
0x1C2b3A22?
0x1E2b16?
Data
OffsetSizeValueDescription
0x204b346570offset to Paths (IPL info)
0x244b4C9860offset to Buildings (IPL info)
0x284b4C9880offset to Treadables (IPL info)
0x2C4b4C9820offset to Dummys (IPL info)
0x304b4C9840offset to EntryInfoNode (IPL info)
0x344b4C9900offset to PtrNode (IPL info)
0x384b1F05number of offsets in IDE table (7.941)
0x3C4b3B64C8offset to IDE offset table
0x404b345E14?
0x444b4C81B8?
0x484b4CBEB0offset to GTA3.ZON
0x4C4b3F6E90?
0x504b4C98F0?
0x544b2AEnumber of 2dfx IDs
0x584b52D260offset to 2dfx data
0x5C4b33B800?
0x604b4CAA90offset to Texlist
0x644b0?
0x684b40964Coffset to col2 files item info
0x6C4b0?
0x704b174D20offset to empty collision
0x744b452480offset to OBJECT.DAT
0x784b4CB3F8?
0x7C4b4AE0F0offset to GTA3PS2.DIR
0x804b185890offset to animation data
0x844b3EA9F0offset to FISTFITE.DAT
0x884b4CB7C8offset to PED.DAT offset table
0x8C4b4CC250offset to PEDSTATS.DAT offset table
0x904b174F00offset to colour data
0x944b176AB0?
0x984b277number of CULL.IPL lines
0x9C4b3436A4offset to CULL.IPL
0xA04b0?
0xA44b0?
0xA84b419170offset to WATERPRO.DAT
0xAC4b185690offset to weather types table
0xB04b4CBB50offset to SURFACE.DAT
0xB44b5931E0offset to TIMECYC.DAT
0xB84b3EF590offset to PEDGRP.DAT
0xBC4b3B3660offset to PARTICLE.CFG
0xC04b3828B4offset to WEAPON.DAT
0xC44b0?
0xC84b3B2DBCoffset to models offset table
0xCC4b5929F0offset to MOCAPPS2.DIR
0xD04b7FFEB90?
0xD44b0?
0xD84b3F2F28?
0xDC4b0?
0xE04b581330offset to zlib/deflate compressed FRONTEND.TEX
0xE44b4CB7A0?
0xE84b4C6714?
0xEC4b3F0750?
0xF04b8?
0xF44b4CB0C0?
0xF84b28718size of decompressed FONTS.TEX (165.656 bytes)
0xFC4b57BE4Coffset to zlib/deflate compressed FONTS.TEX
0x1004b592664offset to radar textures offset table

 

2DFX Data

Spoiler

 

Color Data (Used by both peds and cars)

Spoiler

 

CULL.IPL

Spoiler

 

PARTICLE.CFG

Spoiler

 

TIMECYC.DAT

Spoiler

 

PEDSTATS.DAT

Spoiler
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#2

Posted 17 July 2017 - 08:33 PM

Timecycle starts at 0x593460

guard3
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#3

Posted 17 July 2017 - 08:35 PM Edited by guard3, 17 July 2017 - 08:36 PM.

Thank you very much! Do you also happen to know about the data before it? it has a float 0.0001 21 times!


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#4

Posted 17 July 2017 - 09:38 PM

No. I haven't looked at this file until today. At 0xAC there is the offset to weather types list (0x185690) with 256 2 byte entries.

guard3
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#5

Posted 17 July 2017 - 09:53 PM Edited by guard3, 17 July 2017 - 10:27 PM.

Thanks again, though I'd assume they are 254 (4 bytes at the end are blank, like placeholders). If you know anything else, anyone, feel free to post.

 

*UPDATED*


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#6

Posted 18 July 2017 - 05:44 PM Edited by The Hero, 22 July 2017 - 08:43 PM.

Timecycle defintion:
 
struct CVuVector
{
	float x, y, z, w;
};

struct CTimeCycle
{
	CVuVector m_VectorToSun[16];
	float m_fShadowFrontX[16];
	float m_fShadowFrontY[16];
	float m_fShadowSideX[16];
	float m_fShadowSideY[16];
	float m_fShadowDisplacementX[16];
	float m_fShadowDisplacementY[16];
	uchar m_nAmbientRed[192];
	uchar m_nAmbientGreen[192];
	uchar m_nAmbientBlue[192];
	uchar m_nAmbientRed_Obj[192];
	uchar m_nAmbientGreen_Obj[192];
	uchar m_nAmbientBlue_Obj[192];
	uchar m_nAmbientRed_Bl[192];
	uchar m_nAmbientGreen_Bl[192];
	uchar m_nAmbientBlue_Bl[192];
	uchar m_nAmbientRed_Obj_Bl[192];
	uchar m_nAmbientGreen_Obj_Bl[192];
	uchar m_nAmbientBlue_Obj_Bl[192];
	uchar m_nDirectionalRed[192];
	uchar m_nDirectionalGreen[192];
	uchar m_nDirectionalBlue[192];
	uchar m_nSkyTopRed[192];
	uchar m_nSkyTopGreen[192];
	uchar m_nSkyTopBlue[192];
	uchar m_nSkyBottomRed[192];
	uchar m_nSkyBottomGreen[192];
	uchar m_nSkyBottomBlue[192];
	uchar m_nSunCoreRed[192];
	uchar m_nSunCoreGreen[192];
	uchar m_nSunCoreBlue[192];
	uchar m_nSunCoronaRed[192];
	uchar m_nSunCoronaGreen[192];
	uchar m_nSunCoronaBlue[192];
	uchar m_fSunSize[192];                   // *10.0; schar in VC
	uchar m_fSpriteSize[192];                // *10.0; schar in VC
	uchar m_fSpriteBrightness[192];          // *10.0; schar in VC
	uchar m_nShadowStrength[192];
	uchar m_nLightShadowStrength[192];
	uchar m_nPoleShadowStrength[192];
	short m_fFarClip[192];
	short m_fFogStart[192];
	uchar m_radiosityIntensity[192];         // VCS specific
	uchar m_radiosityLimit[192];             // VCS specific
	uchar m_fLightsOnGroundBrightness[192];  // *10.0
	uchar m_nLowCloudsRed[192];
	uchar m_nLowCloudsGreen[192];
	uchar m_nLowCloudsBlue[192];
	uchar m_nFluffyCloudsTopRed[192];
	uchar m_nFluffyCloudsTopGreen[192];
	uchar m_nFluffyCloudsTopBlue[192];
	uchar m_nFluffyCloudsBottomRed[192];
	uchar m_nFluffyCloudsBottomGreen[192];
	uchar m_nFluffyCloudsBottomBlue[192];
	uchar m_fBlurRed[192];
	uchar m_fBlurGreen[192];
	uchar m_fBlurBlue[192];
	uchar m_fWaterRed[192];
	uchar m_fWaterGreen[192];
	uchar m_fWaterBlue[192];
	uchar m_fWaterAlpha[192];
	float m_blurAlpha[192];                  // VCS specific
	float m_blurOffset[192];                 // VCS specific
	float m_fCurrentAmbientRed;
	float m_fCurrentAmbientGreen;
	float m_fCurrentAmbientBlue;
	float m_fCurrentAmbientRed_Obj;
	float m_fCurrentAmbientGreen_Obj;
	float m_fCurrentAmbientBlue_Obj;
	float m_fCurrentAmbientRed_Bl;
	float m_fCurrentAmbientGreen_Bl;
	float m_fCurrentAmbientBlue_Bl;
	float m_fCurrentAmbientRed_Obj_Bl;
	float m_fCurrentAmbientGreen_Obj_Bl;
	float m_fCurrentAmbientBlue_Obj_Bl;
	float m_fCurrentDirectionalRed;
	float m_fCurrentDirectionalGreen;
	float m_fCurrentDirectionalBlue;
	float m_nCurrentSkyTopRed;
	float m_nCurrentSkyTopGreen;
	float m_nCurrentSkyTopBlue;
	float m_nCurrentSkyBottomRed;
	float m_nCurrentSkyBottomGreen;
	float m_nCurrentSkyBottomBlue;
	float m_nCurrentFogColourRed;
	float m_nCurrentFogColourGreen;
	float m_nCurrentFogColourBlue;
	float m_nCurrentSunCoreRed;
	float m_nCurrentSunCoreGreen;
	float m_nCurrentSunCoreBlue;
	float m_nCurrentSunCoronaRed;
	float m_nCurrentSunCoronaGreen;
	float m_nCurrentSunCoronaBlue;
	float m_fCurrentSunSize;
	float m_fCurrentSpriteSize;
	float m_fCurrentSpriteBrightness;
	short m_nCurrentShadowStrength;
	short m_nCurrentLightShadowStrength;
	short m_nCurrentPoleShadowStrength;
	float m_fCurrentFarClip;
	float m_fCurrentFogStart;
	float m_currentRadiosityIntensity;
	float m_currentRadiosityLimit;
	float m_fCurrentLightsOnGroundBrightness;
	float m_nCurrentLowCloudsRed;
	float m_nCurrentLowCloudsGreen;
	float m_nCurrentLowCloudsBlue;
	float m_nCurrentFluffyCloudsTopRed;
	float m_nCurrentFluffyCloudsTopGreen;
	float m_nCurrentFluffyCloudsTopBlue;
	float m_nCurrentFluffyCloudsBottomRed;
	float m_nCurrentFluffyCloudsBottomGreen;
	float m_nCurrentFluffyCloudsBottomBlue;
	float m_fCurrentBlurRed;
	float m_fCurrentBlurGreen;
	float m_fCurrentBlurBlue;
	float m_fCurrentWaterRed;
	float m_fCurrentWaterGreen;
	float m_fCurrentWaterBlue;
	float m_fCurrentWaterAlpha;
	float m_currentBlurAlpha;
	float m_currentBlurOffset;
	int m_CurrentStoredValue;
	int m_FogReduction;
	int m_ExtraColour;
	int m_bExtraColourOn;
	float m_ExtraColourInter;
	int field_337C;
};

CTimeCycle *pTimeCycle; // at 0x486B38 in SLES_546.22; loaded by the game starting at instruction 0x332688
Haven't figured out the four unknown values yet, but they all are used for drawing the colour filter (which is the reason I'm reversing this in the first place)
EDIT: updated. radiosity limit is the value above which a color is considered a highlight. radiosity intensity is a multiplier after half the limit has been subtracted from the frame buffer. blur alpha (internally multiplied by 0.8) is the strength of the blur effect, blur offset is the pixel offset (the current frame is blended three times for the blur effect, at offset,0; 0,offset, offset,offset)
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guard3
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#7

Posted 18 July 2017 - 05:55 PM

That's helpful for converting it to pc format. I plan to upload the extracted files for convenience, so thanks again :)

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#8

Posted 18 July 2017 - 05:57 PM

Way ahead of ya: http://aap.papnet.eu...timecyc_vcs.dat
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Markus2002
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#9

Posted 20 July 2017 - 02:46 PM

 

Did you know where are the Models? Wheels, Weapons ETC. inside that file... please


guard3
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#10

Posted 20 July 2017 - 05:43 PM Edited by guard3, 17 August 2017 - 12:17 PM.

This post was "about" 2dfx. Scroll down a bit for complete info  ;)


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#11

Posted 22 July 2017 - 08:44 PM

Updated previously unknown timecycle values in the post above.
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#12

Posted 27 July 2017 - 08:21 AM Edited by guard3, 03 August 2017 - 06:10 PM.

Grand Theft Auto Vice City Stories PARTICLE.BIN documentation by guard3
Letters correspond to Vice City PARTICLE.CFG

-	ID				LE	integer		4 bytes
A	Name				BE	character	20 bytes
CR	Create Range			LE	float		4 bytes
E	Default Initial Radius		LE	float		4 bytes
F	Expansion Rate		        LE	float		4 bytes
H	Fade Time			LE 	integer		2 bytes
G	Initial Intensity		LE	integer		2 bytes
I	Fade Amount			LE	integer		2 bytes
GA	Initial Intensity		LE 	integer		2 bytes
HA	Fade Time			LE 	integer		2 bytes
IA	Fade Amount			LE	integer		2 bytes
K	Start Animation Frame	        -	integer		1 byte
L	Final Anim Frame		-	integer		1 byte
J	Anim Speed			-	integer		1 byte
-	-				-	-		1 byte
M	Rotation Speed		        LE	integer		4 bytes
N	Gravitational Acceleration	LE	float		4 bytes
O	Friction Decceleration		LE	integer		4 bytes
P	Default Life Span		LE	integer		4 bytes
Q	Position Random Error	        LE	float		4 bytes
R	Velocity Random Error	        LE	float		4 bytes
S	Expansion Rate Error		LE	float		4 bytes
T	Rotation Rate Error		LE	integer		4 bytes
U	Life Soan Error Shape		LE	integer		4 bytes
V	Trail Length Multiplier	        LE	float		4 bytes
Z	Flags				LE	integer		4 bytes
B	Render Coloring R		-	integer		1 byte
C	Render Coloring G		-	integer		1 byte
D	Render Coloring B		-	integer		1 byte
-	-				-	-		1 byte
CV	Initial Color Variation		LE	integer		4 bytes
B2	Fade Destination Color R	-	integer		1 byte
C2	Fade Destination Color G	-	integer		1 byte
D2	Fade Destination Color B	-	integer		1 byte
-	-				-	-		1 byte
FT	Color Fade Time		        LE	integer		4 bytes
WX	x-axis Stretch Value		LE	float		4 bytes
WY	y-axis Stretch Value		LE	float		4 bytes
WI	Wind Factor			LE	float		4 bytes
?	?				LE	?		4 bytes
?	?				LE	?		4 bytes 

VCS has 90 different particle entries. The values are very similar to Vice City's ones. However, the CR seems to be to the second power, compared to Vice City (ex VC:20.0 -> VCS 400.0) I have no idea what the last 8 bytes are.

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#13

Posted 01 August 2017 - 03:28 PM

Since you say the header has unknowns I took the liberty of documenting that thing: http://www.gtamoddin...locatable_chunk
I also "documented" the general MDL format: http://www.gtamodding.com/wiki/MDL
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#14

Posted 01 August 2017 - 06:00 PM

Nice one! I talked with cj2000 and I have some explanation about the header, though I really haven't checked those myself, so I haven't updated those...

That relocatable chunk really is a big thing :p

Spoiler


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#15

Posted 01 August 2017 - 06:15 PM

I've seen it. Not too useful although I noticed he had the different modelinfo types that I only recently figured out. Well whatever.

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#16

Posted 02 August 2017 - 08:39 AM Edited by The Hero, 02 August 2017 - 10:00 AM.

For reference here the structure of an android LCS game.dtz. I know the game doesn't use it but the code that would load it is still there. All the values are simply copied to the variable on the right (except the timecycle data is memcpy'ed to a statically allocated region). I have made no effort comparing this to the PS2 games yet, but they don't seem to match 100%. (EDIT: judging by http://gtamodding.ru/wiki/DTZit looks like the PS2 version is only missing the unused value at 0xB4).
 
0x00	gpThePaths
0x04	CPools::ms_pBuildingPool
0x08	CPools::ms_pTreadablePool
0x0C	CPools::ms_pDummyPool
0x10	CPools::ms_pEntryInfoNodePool
0x14	CPools::ms_pPtrNodePool
0x18	CModelInfo::msNumModelInfos
0x1C	CModelInfo::ms_modelInfoPtrs
0x20	CCarCtrl::CarArrays
0x24	CCarCtrl::TotalNumOfCarsOfRating
0x28	gpTheZones
0x2C	CWorld::ms_aSectors
0x30	CWorld::ms_bigBuildingsList
0x34	ms_2dEffectStore
0x38	gp2dEffects
0x3C	gpModelIndices
0x40	CTexListStore::ms_pTexListPool
0x44	CTexListStore::ms_pStoredTexList
0x48	CColStore::ms_pColPool
0x4C	CColStore::m_onlyBB
0x50	gpTempColModels
0x54	CObjectData::ms_aObjectInfo
0x58	CVehicleModelInfo::mspInfo
0x5C	CStreaming::mspInst
0x60	CAnimManager::mspInst
0x64	tFightMoves
0x68	PedAnimInfo
0x6C	CPedType::ms_apPedType
0x70	CPedStats::ms_apPedStats
0x74	CCullZones::NumAttributeZones
0x78	CCullZones::aAttributeZones
0x7C	COcclusion::NumOccludersOnMap
0x80	COcclusion::aOccluders
0x84	CWaterLevel::mspInst
0x88	pmod_HandlingManager
0x8C	CSurfaceTable::ms_aAdhesiveLimitTable
0x90	pTimeCycle (memcpy)
0x94	CPopulation::ms_pPedGroups
0x98	mod_ParticleSystemManager
0x9C	gpWeaponTables
0xA0	C3dMarkers::m_pRslElementGroupArray
0xA4	CCutsceneMgr::ms_pCutsceneDir
0xA8	CFerry::mspInst
0xAC	CTrain::mspInst
0xB0	CPlane::mspInst
0xB4	unused?
0xB8	CMenuManager::mpCompressedTextures
0xBC	CFont::msTexListSize
0xC0	CFont::mspCompressedTexList
EDIT:

0x0000C8 (4): LE value=3B2DBC  ?

That's C3dMarkers::m_pRslElementGroupArray
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#17

Posted 02 August 2017 - 09:45 PM

Waaait... Android has a dtz? Where's that code?


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#18

Posted 02 August 2017 - 09:54 PM

Well, it has no dtz, but it *could* load one. See LoadResourceImage

Spoiler
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#19

Posted 02 August 2017 - 10:02 PM

Well, that's interesting. Good find  :^:


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#20

Posted 03 August 2017 - 02:55 PM

Grand Theft Auto Vice City Stories PEDSTATS.DAT Documentation by guard3-cj2000
0x4CC250 is a table (B0, or 176 bytes). It's composed of 42 4-byte values, 
each representing an offset that corresponds to a line of PEDSTATS.DAT
Each line is 34 (52 bytes) in size and is defined like so:

-	ID			LE	integer		4 bytes
B	Flee Distance		LE	float		4 bytes
C	Heading Change Rate	LE	float		4 bytes
H	Attack Strength	        LE	float		4 bytes
I	Defend Weekness	        LE	float		4 bytes
J	Flags			-	integer		1 byte
-	-			-	integer		1 byte
D	Fear			-	integer		1 byte
E	Temper		        -	integer		1 byte
F	Lawfulness		-	integer		1 byte
G	Sexiness		-	integer		1 byte
A	Name			BE	character	26 bytes

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#21

Posted 03 August 2017 - 05:54 PM Edited by guard3, 4 weeks ago.

Here you can download pedstats.dat! .docx (documentation), .xlsx (values), and a .dat file. Because pedstats are hardcoded, in order to use that .dat without modification, simply set 0x53027F (memory offset) or 0x12FE7F (exe offset via hex editor) to 0x2A. Thank you Gladion!


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#22

Posted 16 August 2017 - 06:10 PM

Not that important, but:

GTA VCS Car Color Data

R integer 1byte
G integer 1byte
B integer 1byte

That simple. Though VCS has 230 colors for cars (more that any 3d era game!)

 

 

VCS Cull.IPL   
  2b: Box Lower X Coord
  2b: Box Upper X Coord
  2b: Box Lower Y Coord
  2b: Box Upper Y Coord
  2b: Box Lower Z Coord
  2b: Box Upper Z Coord
  2b: Flag 1
  2b: Flag 2

That one I acquired from gtamodding.ru.

But I converted it, so grab both files here:

CARCOLS.DAT

CULL.IPL

Spoiler
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#23

Posted 17 August 2017 - 12:11 AM

Though VCS has 230 colors for cars (more that any 3d era game!)

This is because it's split into two, one batch is used for peds (the colour of pedestrian clothing) and THEN you have the carcols.
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#24

Posted 17 August 2017 - 10:52 AM

I think that ped colours are stored in the IDE section of each ped. No?

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#25

Posted 17 August 2017 - 12:07 PM

GTA VCS 2dfx data Documentation by guard3
GTA VCS has 686 2dfx data lines, each one being given an ID starting from 0, all the way to 685.
The IDE section loads a 2dfx ID, which is then assigned to an object. The structure and format is (almost)
the same as GTA VC. Each line is 64 bytes, 24 of which are common among all 2dfx types, and 40 more, whose structures
differ according to the 2dfx type.

COMMON:
Assuming VC is structured as: A, B, C, D, E, F, G, H, I, then VCS is:
4b float   B Coordinate-X (relative to the centre of the object)
4b float   C Coordinate-Y (relative to the centre of the object)
4b float   D Coordinate-Z (relative to the centre of the object)
4b -
1b integer E Colour-R
1b integer F Colour-G
1b integer G Colour-B
1b integer H Unknown (like in VC)
4b integer I 2dfx Type

Type 0 (Lights):
Assuming VC is structured as: J, K, L, M, N, O, P, Q, R, S, T, then VCS is:
4b float   L View Distance
4b float   M Outer Range
4b float   N Size
4b float   O Inner Range
1b integer Q Flash
1b integer R Wet
1b integer S Flare
1b integer P Shadow Intensity
4b integer T Flags
4b offset  offset to corona texture (J)
4b offset  offset to shadow texture (K)
8b -

Type 1 (Particles):
Assuming VC is structured as: J, K, L, M, N, then VCS is:
4b integer J Particle Type
4b float   K Strength-X
4b float   L Strength-Y
4b float   M Strength-Z
4b float   N Scale
20b -

Type 3 (Peds):
Assuming VC is structured as: J, K, L, M, N, O, P, then VCS is:
4b float   K Rotation-X
4b float   L Rotation-Y
4b float   M Rotation-Z
4b float   N same as K
4b float   O same as L
4b float   P same as M
4b integer J Behaviour
12b - 

Download 2dfx.IDE


Ash_735
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#26

Posted 17 August 2017 - 05:21 PM

I think that ped colours are stored in the IDE section of each ped. No?

Nope, they're apart of carcols dat, just come first in the order (which was throwing us off when we first used it), for VCS PC we split them up into carcols and pedcols but the source just has all of it in carcols.

guard3
  • guard3

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#27

Posted 17 August 2017 - 07:20 PM

Ok then, thanks for the info  :^:


csillam_faszlama
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#28

Posted 19 August 2017 - 08:00 PM

Could you get handling.cfg and weapon.dat files extracted?


Ash_735
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#29

Posted 20 August 2017 - 07:18 AM

Those two have already been found and documented I think, but would be good to list here too. VCS has quite a few additional values though compared to other GTA's which is where people tend to get thrown off.

csillam_faszlama
  • csillam_faszlama

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#30

Posted 20 August 2017 - 08:52 AM

Additional values for handlings, for weapons, or for both? I hope, that those files are mostly similar to their Vice City variants, so I can convert the lines for San Andreas... Will check, if I find anything about them anywhere else.





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