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Rain and wastefree-zones FOUND !


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It was a old supposition of me, that the rainfree zones are in the CULL.IPL and now in Vice City, i figured out, that this is correct:

 

 

-1053.50, -294.189, 6.4936, -1057.079, -320.008, 4.4723, -1049.93, -268.370, 8.5149, 40, 0

 

 

x1, y1, z1, - unknown Coordinate near the center of the area

x2, y2, z2, - lower-left corner of the areabox

x3, y3, z3, - upper-right corner of the areabox

parameter, - see below

0 - alway null

 

 

 

Parameter: 40 - no rain, no waste

44 - no rain

 

there are more parameters like 0, 1, 2, 8, 32, 33, 36, 40, 41, 42, 44, 312, 1064 seems to be flags to figure out.

 

Have fun and post here if you find out something about the first Coord and the unknown parameters.

 

thanks to ST.MU for your help :-)

 

greetings

Edited by ODIE
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Barton Waterduck

Have you tried turning them into bits ?

 

Number   Bit number        8765 4321 (my system (if wrong))        Bits in number    1   0000 0001    2   0000 0010    4   0000 0100    8   0000 1000   16   0001 0000   32   0010 0000   64   0100 0000  128   1000 000040 = 32 + 8 0010 0000 (32)+ 0000 1000 (8)= 0010 1000 (40) two bits set44 = 32 + 8 + 4 0010 0000 (32)+ 0000 1000 (8)+ 0000 0100 (4)= 0010 1100 (44) three bits set

 

Makes your numbers useless (or you mixed them

around), but what do I know...

 

The mission script has codes that enables and

disables trash/rubbish during cut-scenes and other

events. When you enter any interiour area

(like, when the screen fades), all trash/rubbish

is removed by the mission script.

 

  • 4 weeks later...

Iam sure, you are right, we have to see it in bits.

 

I notice the rubbish visible function and i really miss the force_rain::Off function. But there are also rubbish free zones in the cull.ipl, if you enter Ammunation all waste will vanish.

 

I discovered only the 1064 Param. It turns the water off if you drive under the waterlevel near the coast, check the garage at the marina to see this effect.

 

btw. do you know, how the dancers in the Malibuclub are codet ??

 

greetings

 

 

  • 2 weeks later...
  • 3 months later...
  • 5 months later...

When I was adding the cullzones for the warehouses in DieselGT's property for Myriad I tested all the cullzones and noted down the obvious effects:-

0	= No effect?1	= Forces a close camera mode, can't change from it.2	= Camera stops outside of cull area and tracks player remotely.4	= No effect?8	= No rain or rubbish, shiney floor when wet.16	= No effect?32	= No effect?64	= No effect?128	= No effect?256	= No effect?512	= No effect?1024	= No effect?2048	= No effect?4096	= No effect?

The close camera angle thingis odd and to be honest I havn't tested extensivly, like seeing if large vehicles end up with the same effect.

 

N.B. I originally made this post a long time ago in another thread and moved it here because none of the global staff would.

  • 1 month later...
  • 11 months later...
  • 4 years later...
spaceeinstein

Four-year-old bump? breadfish_by_Moto.gif

 

I have found what four of the unknown values are. These are tested in Vice City but some should apply to GTA3 and SA.

• 4 - Lowers the camera angle on boats. Can't believe nothing was known about this before.

• 16 - Police will not exit their vehicles voluntarily. They will only exit if you do something to them (like shoot it). Cops both on foot and in vehicles will not chase you but can shoot at you.

• 256 - Police will always exit their vehicles once they are spawned ONLY IF you have a wanted level. If you don't, they'll drive normally.

• 1024 - Some visual water effects are removed like the transparent waves and sparkles on the water (like the water in GTA III). I'm assuming it doesn't work in III and might not have an effect in SA.

I didn't realize the cull file can affect this much police behavior. After six years, these simple flags are now known. I'm still boggled at what flag 32 does. It's almost always used with flag 8.

Edited by spaceeinstein
Four-year-old bump? breadfish_by_Moto.gif

 

I have found what two of the unknown values are. These are tested in Vice City but should apply to GTA3 and SA.

• 16 - Police will not exit their vehicles voluntarily. They will only exit if you do something to them (like shoot it). All other police behaviors are normal.

• 256 - Police will always exit their vehicles once they are spawned ONLY IF you have a wanted level. If you don't, they'll drive normally.

I didn't realize the cull file can affect this much police behavior. After six years, these simple flags are now known. I'm still boggled at what flag 32 does. It's almost always used with flag 8.

wow nice find! This looks interesting there are so many still unknown.

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