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Is it possible to add a new map into SA with Kams Script 3dmax?

Best Answer ZAZ, 5 days ago

You can MAKE map objects with Kams Script 3dmax. I did it with 3dmax7 and 3dmax9, whats the actually version mean while? I believe newer versions have problems because i saw several posts here around, whats your version?

Mine is 2012 version.
 

I do it in this way:

first manually the text based files
- i write the ide file, let's say mymod.ide
- i write the ipl file, let's say mymod.ipl (the ipl can have any coords)
 
At last i run mapeditor and check if everything is ok and if yes then i make the placement

 
Where am I supposed to write those ide and ipl files? In data?
 
Then at last, what am I exactly supposed to do with mapeditor? You're saying to check if everything is ok then practically that means the map was actually placed but then you say "make the placement", how?

The ipl and ide files are just plain text files and editable with notepad.exe
An advanced texteditor is better and more comfortable, for example sannybuilder or notepad++ can you get for free
read Item_Definition and IPL Definitions
A "must have tool" for mapmodding is the MapEditor, this tool have also indicators to show if model have valid dff and txd and if col position fits to dff position



Basic informations:
Every model (actor, car, weapons, object (Buildings, Landscapes, tuningparts are also objects) must be defined and have an ID number
actors in data\peds.ide
cars in data\vehicles.ide
weapons in data\default.ide
tuningparts in data\ maps\veh_mods\veh_mods.ide

Buildings, Landscapes and other objects in a lot of files separated in different folders of data\ maps folder

data\maps\generic contains ide and ipl files for small objects for the gameplay like doors, hydrant, shark ect...
data\maps\interior contains ide and ipl files for interior rooms and their accessory
data\maps\country contains ide and ipl files for Buildings and Landscapes of the country as well of area51
data\maps\LA contains ide and ipl files for Buildings and Landscapes of Los Santos
data\maps\SF contains ide and ipl files for Buildings and Landscapes of San fierro
data\maps\Vagas contains ide and ipl files for Buildings and Landscapes of Las Venturas
data\maps\leveldes contains ide and ipl files for the seabeds and for the Liberty City interior world
 
GTA San Andreas Root Directory
|_anim
|_audio
|
|__data |
. . |__Decision
. . |__Icons
. . |__maps
. . . |
. . . |_country (country ide and ipl)
. . . |_generic (dynamic and gameplay objects ide)
. . . |_interior (interior and interior properties ide and ipl)
. . . |_LA (Los Santos ide and ipl)
. . . |_leveldes (Seabed and LC world and special objects ide and ipl)
. . . |_SF (San Fierro ide and ipl)
. . . |_vegas (Las Venturas ide and ipl)
. . . |_veh_mods (vehicle Tuningparts ide)
. .
. .
. .
. . gta.dat ("Master file" in txt format: List to load IMG, IDE and IPL files)
. . default.ide (weapon ide)
. . peds.ide (pedestrians, charackter ide)
. . vehicles.ide (vehicles ide)
. . timecyc.dat (Weather, Game Colouring)
. . object.dat (dynamic, script and special object settings)
. . water.dat (water cube coordinates)
. . weapon.dat (weapon settings)
.
.
.
.
|__models
.
.. gta3.img
.. gta_int.img
.. cutscene.img
.. player.img
The ide and ipl files need to be loaded and requires to insert their filepath (relativ to game root directory) into data\gta.dat
Same for img archivs
Exceptions:
gta3.img, gta_int.img, player.img, peds.ide, vehicles.ide, default.ide are loaded automatcal and don't need to add the path in gta.dat

The most important content of ide lines are
Model ID number/Model name/Texture name
these 3 entries, separeted by comma define the model and allocates the dff file with txd file to an ID number

the ide line contains also more entries, which can be different, each if it is a ped, weapon, vehicle or map object

the meaning of the entries for map objects is:

ID number, modelname, Texturepack, viewdistance, flag
example:

1211, fire_hydrant, dynhydrent, 40, 128
The models itself must be placed in an img archiv and each model must have a *.dff file(3d model), a *.txd file(textures) and a *.col file(collisions model)
A *.col file is an archiv which can contain one more collisions models
the name of the collisions model must be the same as the name of the *.dff file but the *.col file archiv can have any name



The ide files have sections
the normal object definitions are placed between
objs and end
example:
objs
1211, fire_hydrant, dynhydrent, 40, 128
end
-------------------------------------------------------------------

The ipl files have sections
the normal object placements are placed between
inst and end
example:
inst
17582, stadtplaza_lae2, 0, 2739.21875, -1770.085938, 17.5546875, 0, 0, -0.999048233, 0.04361938313, -1
end
there're additional sections, mostly empty or the sections for garages or enex have entries
garage entry to define garage area in grovestreet:
grge
2502.31, -1699.36, 12.4323, 2508.61, -1699.36, 2502.31, -1691.01, 16.5666, 1, 16, cjsafe
end
enex entry to place enex (yellow triangle for teleport into interior)
enex
2309.62, -1643.63, 13.8385, 0, 1.6, 1.6, 8, 2308.12, -1643.63, 13.8385, 93, 0, 260, "BAR2", 0, 2, 0, 24
end
Stream.ipl

The most part of the item placements are inside of the "stream.ipl" files
These files are placed in gta3.img as well in gta_int.img
These files are assigned by the filename to the ipl files of maps folder
Example:
data\maps\LA\LAe2.IPL is the base ipl
and the assigned "stream.ipl" files are:
lae2_stream0.ipl
lae2_stream1.ipl
lae2_stream2.ipl
lae2_stream3.ipl
lae2_stream4.ipl
lae2_stream5.ipl
lae2_stream6.ipl

the "stream.ipl" files are in binary format, not plaintext
it needs first to extract these files from gta3.img with img tool
then use Binary IPL (De)Compiler to convert the "stream.ipl" into text format as well as back into binary format


Exercise: simply add an object to the map by adding to an existing ipl file

Open GTA SA\data\maps\LA\LAe2.IPL with texteditor
The ipl file beginns with "inst" and as follwing the normal item placements till the list ends with "end", to close the "inst" section



inst
17582, stadtplaza_lae2, 0, 2739.21875, -1770.085938, 17.5546875, 0, 0, -0.999048233, 0.04361938313, -1
end
The LAe2.IPL have a lot item placements in the "inst" section,so it's a long list
scroll down to the end of "inst" section
there should you find these lines:
710, vgs_palm01, 0, 2730.046875, -1191.328125, 83.5859375, 0, 0, -0.9762960076, -0.2164396197, -1
end
add there a line for placement of the explosive Barrel4
 
710, vgs_palm01, 0, 2730.046875, -1191.328125, 83.5859375, 0, 0, -0.9762960076, -0.2164396197, -1
1225, barrel4, 0, 2486.3, -1678.5, 12.8, 0, 0, 0, 1, -1
end
add placements always to the end of the "inst" section !!!!
the explosive barrel is placed in Grovestreet, beside of CJ's house
now test it ingame




About collisions models:
The collisions files are archiv files with *.col extension that contain collisions models
You need CollEditor to open collisions files and import/export or edit collisions models
A collisions model must always have the same name as the *.dff model, but most collisions models are hidden in a col archiv that have another name.
The collmodel inside the coll file must have same name as the dff model
The coll file is an archiv and can have any name

Making coll model:
When your model is ready and size is ok, then make shure that only that model is available in 3dmax and nothing else
then use 3dmax-export function, export it as *.3ds
Then open CollEditor and open an existing coll file or create a new
then choose "Edit" > "ADD" and add the *.3ds Go to the full post


4 replies to this topic
SMACKED!
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#1

Posted A week ago

Title says it all, it is possible? Any help on this one?


ZAZ
  • ZAZ

    Kernlochbohrer

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union
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    Helpfulness Awards [Mods]

#2

Posted A week ago

You can MAKE map objects with Kams Script 3dmax. I did it with 3dmax7 and 3dmax9, whats the actually version mean while? I believe newer versions have problems because i saw several posts here around, whats your version?
You can also place objects to a map inside of 3dmax, but usually we use mapediter to place and rotate objects to the map, it's easier handling.
 
I do it in this way:

first manually the text based files
- i write the ide file, let's say mymod.ide
- i write the ipl file, let's say mymod.ipl (the ipl can have any coords)

Now the models, dff, txd and col
there're several methods:
1. put files into modloader
2. put files into img file, let's say mymod.img and put img anywhere in data or models folder
3. put it into gta3.img

Then i make entries into gta.dat
(i put model files into img file and put img together with ide and ipl into MOD folder)
IDE DATA\MAPS\MOD\myMod.IDE

IPL DATA\MAPS\MOD\myMod.IPL

IMG DATA\MAPS\MOD\myMod.IMG
At last i run mapeditor and check if everything is ok and if yes then i make the placement
  • SMACKED! and Arrow like this

SMACKED!
  • SMACKED!

    Every single day, every time I pray, I'll be missing you.

  • Members
  • Joined: 14 May 2016
  • None

#3

Posted A week ago

You can MAKE map objects with Kams Script 3dmax. I did it with 3dmax7 and 3dmax9, whats the actually version mean while? I believe newer versions have problems because i saw several posts here around, whats your version?

Mine is 2012 version.

 

I do it in this way:

first manually the text based files
- i write the ide file, let's say mymod.ide
- i write the ipl file, let's say mymod.ipl (the ipl can have any coords)

 

At last i run mapeditor and check if everything is ok and if yes then i make the placement

 

 

Where am I supposed to write those ide and ipl files? In data?

 

Then at last, what am I exactly supposed to do with mapeditor? You're saying to check if everything is ok then practically that means the map was actually placed but then you say "make the placement", how?


ZAZ
  • ZAZ

    Kernlochbohrer

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union
  • Contribution Award [Mods]
    Helpfulness Awards [Mods]

#4

Posted 5 days ago   Best Answer

You can MAKE map objects with Kams Script 3dmax. I did it with 3dmax7 and 3dmax9, whats the actually version mean while? I believe newer versions have problems because i saw several posts here around, whats your version?

Mine is 2012 version.
 

I do it in this way:

first manually the text based files
- i write the ide file, let's say mymod.ide
- i write the ipl file, let's say mymod.ipl (the ipl can have any coords)
 
At last i run mapeditor and check if everything is ok and if yes then i make the placement

 
Where am I supposed to write those ide and ipl files? In data?
 
Then at last, what am I exactly supposed to do with mapeditor? You're saying to check if everything is ok then practically that means the map was actually placed but then you say "make the placement", how?

The ipl and ide files are just plain text files and editable with notepad.exe
An advanced texteditor is better and more comfortable, for example sannybuilder or notepad++ can you get for free
read Item_Definition and IPL Definitions
A "must have tool" for mapmodding is the MapEditor, this tool have also indicators to show if model have valid dff and txd and if col position fits to dff position



Basic informations:
Every model (actor, car, weapons, object (Buildings, Landscapes, tuningparts are also objects) must be defined and have an ID number
actors in data\peds.ide
cars in data\vehicles.ide
weapons in data\default.ide
tuningparts in data\ maps\veh_mods\veh_mods.ide

Buildings, Landscapes and other objects in a lot of files separated in different folders of data\ maps folder

data\maps\generic contains ide and ipl files for small objects for the gameplay like doors, hydrant, shark ect...
data\maps\interior contains ide and ipl files for interior rooms and their accessory
data\maps\country contains ide and ipl files for Buildings and Landscapes of the country as well of area51
data\maps\LA contains ide and ipl files for Buildings and Landscapes of Los Santos
data\maps\SF contains ide and ipl files for Buildings and Landscapes of San fierro
data\maps\Vagas contains ide and ipl files for Buildings and Landscapes of Las Venturas
data\maps\leveldes contains ide and ipl files for the seabeds and for the Liberty City interior world
 
GTA San Andreas Root Directory
|_anim
|_audio
|
|__data |
. . |__Decision
. . |__Icons
. . |__maps
. . . |
. . . |_country (country ide and ipl)
. . . |_generic (dynamic and gameplay objects ide)
. . . |_interior (interior and interior properties ide and ipl)
. . . |_LA (Los Santos ide and ipl)
. . . |_leveldes (Seabed and LC world and special objects ide and ipl)
. . . |_SF (San Fierro ide and ipl)
. . . |_vegas (Las Venturas ide and ipl)
. . . |_veh_mods (vehicle Tuningparts ide)
. .
. .
. .
. . gta.dat ("Master file" in txt format: List to load IMG, IDE and IPL files)
. . default.ide (weapon ide)
. . peds.ide (pedestrians, charackter ide)
. . vehicles.ide (vehicles ide)
. . timecyc.dat (Weather, Game Colouring)
. . object.dat (dynamic, script and special object settings)
. . water.dat (water cube coordinates)
. . weapon.dat (weapon settings)
.
.
.
.
|__models
.
.. gta3.img
.. gta_int.img
.. cutscene.img
.. player.img
The ide and ipl files need to be loaded and requires to insert their filepath (relativ to game root directory) into data\gta.dat
Same for img archivs
Exceptions:
gta3.img, gta_int.img, player.img, peds.ide, vehicles.ide, default.ide are loaded automatcal and don't need to add the path in gta.dat

The most important content of ide lines are
Model ID number/Model name/Texture name
these 3 entries, separeted by comma define the model and allocates the dff file with txd file to an ID number

the ide line contains also more entries, which can be different, each if it is a ped, weapon, vehicle or map object

the meaning of the entries for map objects is:

ID number, modelname, Texturepack, viewdistance, flag
example:

1211, fire_hydrant, dynhydrent, 40, 128
The models itself must be placed in an img archiv and each model must have a *.dff file(3d model), a *.txd file(textures) and a *.col file(collisions model)
A *.col file is an archiv which can contain one more collisions models
the name of the collisions model must be the same as the name of the *.dff file but the *.col file archiv can have any name



The ide files have sections
the normal object definitions are placed between
objs and end
example:
objs
1211, fire_hydrant, dynhydrent, 40, 128
end
-------------------------------------------------------------------

The ipl files have sections
the normal object placements are placed between
inst and end
example:
inst
17582, stadtplaza_lae2, 0, 2739.21875, -1770.085938, 17.5546875, 0, 0, -0.999048233, 0.04361938313, -1
end
there're additional sections, mostly empty or the sections for garages or enex have entries
garage entry to define garage area in grovestreet:
grge
2502.31, -1699.36, 12.4323, 2508.61, -1699.36, 2502.31, -1691.01, 16.5666, 1, 16, cjsafe
end
enex entry to place enex (yellow triangle for teleport into interior)
enex
2309.62, -1643.63, 13.8385, 0, 1.6, 1.6, 8, 2308.12, -1643.63, 13.8385, 93, 0, 260, "BAR2", 0, 2, 0, 24
end
Stream.ipl

The most part of the item placements are inside of the "stream.ipl" files
These files are placed in gta3.img as well in gta_int.img
These files are assigned by the filename to the ipl files of maps folder
Example:
data\maps\LA\LAe2.IPL is the base ipl
and the assigned "stream.ipl" files are:
lae2_stream0.ipl
lae2_stream1.ipl
lae2_stream2.ipl
lae2_stream3.ipl
lae2_stream4.ipl
lae2_stream5.ipl
lae2_stream6.ipl

the "stream.ipl" files are in binary format, not plaintext
it needs first to extract these files from gta3.img with img tool
then use Binary IPL (De)Compiler to convert the "stream.ipl" into text format as well as back into binary format


Exercise: simply add an object to the map by adding to an existing ipl file

Open GTA SA\data\maps\LA\LAe2.IPL with texteditor
The ipl file beginns with "inst" and as follwing the normal item placements till the list ends with "end", to close the "inst" section



inst
17582, stadtplaza_lae2, 0, 2739.21875, -1770.085938, 17.5546875, 0, 0, -0.999048233, 0.04361938313, -1
end
The LAe2.IPL have a lot item placements in the "inst" section,so it's a long list
scroll down to the end of "inst" section
there should you find these lines:
710, vgs_palm01, 0, 2730.046875, -1191.328125, 83.5859375, 0, 0, -0.9762960076, -0.2164396197, -1
end
add there a line for placement of the explosive Barrel4
 
710, vgs_palm01, 0, 2730.046875, -1191.328125, 83.5859375, 0, 0, -0.9762960076, -0.2164396197, -1
1225, barrel4, 0, 2486.3, -1678.5, 12.8, 0, 0, 0, 1, -1
end
add placements always to the end of the "inst" section !!!!
the explosive barrel is placed in Grovestreet, beside of CJ's house
now test it ingame




About collisions models:
The collisions files are archiv files with *.col extension that contain collisions models
You need CollEditor to open collisions files and import/export or edit collisions models
A collisions model must always have the same name as the *.dff model, but most collisions models are hidden in a col archiv that have another name.
The collmodel inside the coll file must have same name as the dff model
The coll file is an archiv and can have any name

Making coll model:
When your model is ready and size is ok, then make shure that only that model is available in 3dmax and nothing else
then use 3dmax-export function, export it as *.3ds
Then open CollEditor and open an existing coll file or create a new
then choose "Edit" > "ADD" and add the *.3ds
  • Sloth-, Arrow and Veryzon like this

SMACKED!
  • SMACKED!

    Every single day, every time I pray, I'll be missing you.

  • Members
  • Joined: 14 May 2016
  • None

#5

Posted 2 days ago

Outstanding post, thanks.





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