spaceeinstein Posted July 9, 2005 Share Posted July 9, 2005 (edited) There are a whole lots new categories Rockstar made for the IPLs in San Andreas. Inst Item Placement ID#, DFF Name, Interior#, X-Coord, Y-Coord, Z-Coord, RotationX, RotationY, RotationZ, RotationR, Flags EX: 5105, Stordralas2, 0, 2543.460938, -2142.28125, 10.1953125, 0, 0, 0, 1, 99e By Steve: Explanation of the new LOD system in SA Cull Creates rainfree zones, wastefree zones, map reflections, TV screens, and temporary camera movements. centerX, centerY, centerZ, 0, Ywidth, bottomZ, Xwidth, 0, topZ, Effect, Vx, Vy, Vz, Cm Vx, Vy, Vz - mirror direction (like [-1 0 0] or [0 1 0] or [0 0 -1]) Cm - mirror plane coordinate in direction axis (See this for more information) Flags: -1 - default for reflective surfaces; four stars, camera stops outside of cull area and tracks player remotely 0 - uses player viewpoint for realtime reflections 1 - normal reflection; forces a close camera mode 2 - no reflection; camera stops outside of cull area and tracks player remotely 4 8 - No weather effect (rain), shiney floor when wet 9 - (is listed in the file) no reflection 16 - no reflection 32 64 128 256 512 1024 - uses player viewpoint for realtime reflections 2048 4096 - uses player viewpoint for realtime reflections 8192 16384 - uses player viewpoint for realtime reflections 32768 33792 - uses player viewpoint for realtime reflections EX: 1.7363, 29.5882, 198.602, 0, 8.15653, 198.602, 2.4303, 0, 203.101, 1, 0, 0, 1, 198.595 Reference Reference 2 more findings here Reference 3 Path Creates permanent paths for vehicles, pedestrians, and boats (this is unused in San Andreas, use nodes.dat). Type, Next, 0, X-Coord, Y-Coord, Z-Coord, Median (Width), Left, Right, Flag1, Flag2, Flag3, Flag4 EX: 2, 2, 0, -27704.7, 26283.1, 0, 5, 1, 1, 1, 0, 1, 0 Reference By Steve: Explanation of new paths system in SA. Grge Creates garages for the main.scm to use. X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Door, Garage, Name X, Y, Z = corners of garage, position doesn't matter as long as it makes a box FrontX, Y = lower right, position doesn't matter as long as it makes a box Door = Type of door 1 door opens up and out, camera remotely follows player 2 door opens straight up, camera remotely follows player 3 door opens up and in, camera remotely follows player 4 door opens straight up, camera follows player 5 door opens up and out, camera follows player 6 door opens straight up, camera follows player 7 door opens up and in, camera follows player Garage = Type of garage 1 Placeholder garage (inactive garage) 2 Bomb shop with 5 second detonator 3 Bomb shop with engine ignition detonation 4 Bomb shop with remote-control detonator 5 Spray garage 15 ? 16 Save garage (Ganton) 17 Save garage (Santa Maria Beach) 18 Save garage (Rockshore West) 19 ? 24 Save garage (Fort Carson) 25 Save garage (Verdant Meadows) 26 Save garage (Dillimore) 27 Save garage (Prickle Pine) 28 Save garage (Whitewood Estates) 29 Save garage (Palomino Creek) 30 Save garage (Redsands West) 31 Save garage (El Corona) 32 Save garage (Muholland) 33 Los Santos impound lot 34 San Fierro impound lot 35 Las Venturas impound lot 36 Loco Low Co (opens only for lowriders) 37 Wheel Arch Angels (opens only for street racers) 38 Transfender (opens for anything else) 39 Save garage (Calton Heights) 40 Save garage (Paradiso) 41 Save garage (Doherty) 42 Save garage (Hashbury) 43 Burglary 44 AT 400 hangar (garage door opens very slow) 45 Verdant Meadows hangar Name is used to edit garage through the SCM EX: 2002.96, 2303.72, 9.61706, 2010.36, 2303.72, 2002.96, 2317.59, 13.9914, 1, 2, blob2 Reference Reference 2 Enex Creates interior connection to real world X1, Y1, Z1, ROT, R1, R2, C8, X2, Y2, Z2, Rot2, Int, Mark, Name, Sky, I2, Time On, Time Off XYZ1 - entrance location ROT - ???, useless angle in radians? R1 - X radius of entry R2 - Y radius of entry C8 - constant 8 XYZ2 - exit location Rot2 - exit rotation in degrees Int - The target interior number Mark - The type of marker Name - interior name, used to find the counterpart and to identify via mission script Sky - Sky color changer I2 - unknown integer flags, could be weather related Time On - enables the marker at this time Time Off - disables the marker at this time Mark explanations by OrionSR and pdescobar Brief tutorial by pdescobar (17th post down) List of interiors by spaceeinstein (see rest at GTAModding.com) Number Name Description 1 ABATOIR Sindacco Abattoir 1 AMMUN1 Ammu-Nation 1 CARMOD1 TransFender 1 FDREST1 World of Coq 1 GF1 Denise's 1 JETINT Shamal interior 1 LACS1 Sub Urban 1 LAHS1B House 1 MAFCAS Caligulas Casino 1 MAFCAS2 Penthouse Suites 1 - Saint Mark's 1 SMASHTV Warehouse 1 - Stadium with wooden sandbox 1 SVVGHO1 Hotel Suite 1 SWEETS Sweet's House 1 - Trailer 2 TSDINER Truck Stop 2 WUZIBET Wu Zi Mu's 2 BARBERS Barber 2 BDUPS1 B Dup's Crack Palace 2 CARMOD2 Loco Low Co. 2 CARTER Smokes Crack Palace 2 GF2 Katie's 2 LAHS1A House 2 LASTRIP Strip Club 2 RYDERS Ryder's Place 2 SVVGHO2 Hotel Suite 2 VGHSB1 House 2 VGHSB3 House 3 BARBER2 Barber 3 BDUPS B Dup's apartment 3 BIKESCH Bike School 3 BROTHL1 Whore House 3 CARLS The Johnson House 3 CARMOD3 Wheel Arch Angels 3 CHANGER Wardrobe 3 CSSPRT Pro-Laps 3 DRIVES Driving School 3 DRIVES2 Driving School 3 GENOTB Inside Track Betting 3 GF3 Helena's 3 LAHSB4 House 3 OGLOCS OG Loc's 3 PAPER Planning Department 3 PDOMES The Pleasure Domes 3 PDOMES2 The Pleasure Domes 3 POLICE3 LVPD HQ 3 SEXSHOP Sex Shop 3 S1TEST Middle of nowhere 3 STRIP2 Strip Club 3 STUDIO Blastin' Fools Records studio 3 TATTO3 Tattoo Parlor 3 LAHS1A House 3 LASTRIP Strip Club 3 RYDERS Ryder's Place 3 SVVGHO2 Hotel Suite 3 VGHSB1 House 3 VGHSB3 HouseNot arsed to make the whole thing table 2 - Salvatore's Caligula room 3 BARBER2 Barber 3 BDUPS B Dup's apartment 3 BIKESCH Bike School 3 BROTHL1 Whore House 3 CARLS The Johnson House 3 CARMOD3 Wheel Arch Angels 3 CHANGER Wardrobe 3 CSSPRT Pro-Laps 3 DRIVES Driving School 3 DRIVES2 Driving School 3 GENOTB Inside Track Betting 3 GF3 Helena's 3 LAHSB4 House 3 OGLOCS OG Loc's 3 PAPER Planning Department 3 PDOMES The Pleasure Domes 3 PDOMES2 The Pleasure Domes 3 POLICE3 LVPD HQ 3 SEXSHOP Sex Shop 3 S1TEST Middle of nowhere 3 STRIP2 Strip Club 3 STUDIO Blastin' Fools Records studio 3 TATTO3 Tattoo Parlor 4 AMMUN2 Ammu-Nation 4 DINER1 Diner 4 DIRBIKE Dirt Stadium 4 GF4 Michelle's 4 LAHS2A House 4 LAHSS6 House 4 SFHSM2 House 4 X711S2 24-7 5 CSDESGN Victim 5 DINER2 Diner 5 FDPIZA Pizza Stack 5 GANG Vagos Gang House 5 GF5 Barbara's 5 GYM1 Ganton Gym 5 LACRAK Crack Den 5 LAHSB3 House 5 MADDOGS Madd Dogg's Crib 5 MDDOGS Madd Dogg's Crib 5 SFHSB1 House 5 SVHOT1 Hotel Suite 5 VGHSM2 House 6 AMMUN3 Ammu-Nation 6 AMMUN5 Ammu-Nation 6 BROTHEL Whore House 6 GF6 Millie's 6 GYM2 Cobra Marital Arts 6 LAHSB1 House 6 POLICE1 LSPD HQ 6 RCPLAY Zero's RC Shop 6 REST2 Secret Valley 6 SFHSB2 House 6 SFHSS2 House 6 SVc*nt Safe House 6 SVSFBG Safe House 6 SVSFSM Safe House 6 X7_11S 24-7 7 8TRACK 8-Track Stadium 7 AMMUN4 Ammu-Nation 7 GYM3 Below the Belt Gym 7 LAHSB2 House 7 OFTEST Middle of nowhere 8 BURHOUS Colonel Fuhrberger's 8 SFHSS1 House 8 SVLAMD Safe House 9 FDCHICK Cluckin' Bell 9 LAHS2B House 9 SFHSB3 House 9 SVGNMT2 Motel room 9 SVVGMD Safe House 10 DESHOUS Abandoned AC tower 10 FDBURG Burger Shot 10 POLICE2 SFPD HQ 10 SVGNMT1 Motel room 10 TRICAS The Four Dragon's 10 - The Four Dragon's Casino's maintenance room 10 SVSFMD Safe House 10 VGHSM3 House 10 X711S3 24-7 10 - Zero's No Man's Land 11 BAR2 Bar 11 SVLASM Safe House 12 BARBER3 Barber 12 CASINO2 Casino Floor 12 MOROOM Motel room 12 SVLABIG Safe House 14 CSEXL Didier Sachs 14 AIRPOR2 Los Santos International Airport 14 AIRPORT Francis Intl. Airport 15 CSCHP Binco 15 MOTEL1 Jefferson Motel 15 SFHSM1 House 15 VGHSS1 House 15 VGSHM2 House 15 VGSHM3 House 15 VGSHS2 House 16 - Stadium with giant round circular raised platform in middle 16 TATTOO Tattoo Parlor 16 X7_11C 24-7 17 BAR1 Bar 17 DAMIN Generator Hall 17 FDDONUT Rusty Brown's 17 TATTO2 Tattoo Parlor 17 X7_11D 24-7 18 ATRIUME Atrium 18 ATRIUMX Attrium 18 CLOTHGP Zip 18 GENWRHS Warehouse 18 UFOBAR Lil' Probe Inn List of Sky Colors by Fireman Sky Color Descriptions 0 Blue sky 1 White sky fading to black 2 Black with yellow circles in the sky 3 Same as 1 4 Same as 2 5 White fading to purple fading to black with yellow circles in the sky 6 White fading to black with yellow circles in the sky 7 White fading to green fading to black with yellow circles in the sky 8 Same as 6 9 Same as 6 10 Same as 2 11 Purple with some strange shadows and with a small seeing range 12 Same as 6 13 Same as 6 14 White fading to ocean blue fading to black with yellow circles in the sky 15 Same as 6 16 Same as 2 17 Night with fog 18 Blue fading yellow (Sunrise) 19 Blue air with white clouds 20 dDark blue air with light blue clouds 21 Dark blue air with white clouds 22 Orange with white clouds 23 Orange fading gray with orange clouds 24 Red fading to purple, you can't see anything, not even CJ. 25 Dark purple to grey with sun reflection 27 Same as 19 28 Big sun with blue sky and white clouds 29 Blue air with white clouds and a huge sun 30 Orange with dark orange clouds EX: 2317.82, -1026.75, 1049.21, 0, 1.6, 0.696777, 8, 2317.82, -1024.75, 1049.21, 0, 9, 0, "SVVGMD", 12, 0, 0, 24 Pick Creates permanent weapon pickups. Weapon ID, X-coord, Y-coord, Z-coord List of ID by pdescobar ID Weapon Name Ammo 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 Molotov 8 16 Grenades 8 17 Satchels 5 18 9mm Pistol 30 19 Silenced 9mm 10 20 Desert Eagle 10 21 Shotgun 15 22 SPAS Shotgun 10 23 Tec 9 60 24 Micro SMG 60 25 MP5 60 26 AK47 80 27 M4 80 28 Country Rifle 20 29 Sniper Rifle 10 30 *Nothing* - 31 Flamethrower 100 32 Minigun 500 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 Teargas 8 44 Minigun (Duplicate) 500 45 SPAS Shotgun (Duplicate) 10 46 Rocket Launcher 4 47 Heat Seeking Rocket Launcher 3 48 Detonator - 49 Spray can 500 50 Fire Extinguisher 500 51 Camera 36 52 Nightvision Goggles - 53 Infrared Goggles - 54 Jetpack - 55 Parachute - EX: 50, 381.978, -56.9461, 1001.49 Jump unique stunt jump locations start_x, start_y, start_z, radius_x, radius_y, radius_z, land_x, land_y, land_z, radius_x, radius_y, radius_z, camera_x, camera_y, camera_z, reward Tcyc Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather? X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ? EX: 93.9904, -333.897, -2.55139, 379.222, 81.7061, 107.449, 800, 0, 0, 100, 0.9 Auzo Creates an audio if you enter the zone. Type 1: Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2 Name - Name of the zone ID - Sound played in this zone Switch - Makes it always on or always off. Can be forced using the main.scm EX: OTB, 24, 1, 817.121, -2.78276, 1001.62, 838.373, 12.6744, 1009.04 Type 2: Name, ID, Switch, X, Y, Z, Volume Name - Name of the zone ID - Sound played in this zone Switch - Makes it always on or always off. Can be forced using the main.scm Volume - The distance the sound will be heard EX: LOWRIDE, 13, 0, 1792.2, -1921.04, 12.3925, 75 List of IDs by pdescobar AUZO ID What sound it plays Description of sound in the unmodified audio streams 4** Ambience track 9 St Mark's violin music 5* Ambience track 6 Beach party bkgd song 8 Ambience track 31 Unused loud hum 10* Ambience track 5 Awards ceremony music 12 Ambience track 34 Loud hum heard on ships 13* Ambience track 23 Low Rider Challenge bkgd song 15 Ambience track 30 Static sound heard on military bases 17 Ambience track 12 Casino bkgd medley 19 Ambience track 4 Quiet hum heard in Area 69 20 Ambience track 2 Fan-like clicking heard in Abattoir 21 Ambience track 1 Quiet hum heard in 24-7s 23 Ambience track 14 Loud hum heard in Dam interior 24 Ambience track 25 Racing sounds heard in ITB lobby 25 Ambience track 24 Quiet hum heard in Planning Dept 26 Ambience track 20 Quiet hum heard in safe houses 28 Ambience track 13 Dance Club bkgd medley 29 Ambience track 13 Dance Club bkgd medley 30 Favorite Radio Station Stream or User Tracks Player 34 Ambience track 28 Pleasure Domes bkgd medley 36 Ambience track 21 Loud hum heard in Jet interior 37 Ambience track 10 Muzak-type bkgd heard in unused diner interiors 39 Ambience track 29 Quiet hum heard in police stations 41 Ambience track 35 Stadium event bkgd medley 44 Ambience track 18 Fast Food Joint bkgd sounds 48 Ambience track 3 Ammunation PA loop 50 Ambience track 39 Quiet hum heard in warehouses 51 Ambience track 22 Very loud hum heard in cargo plane? 52 Radio stream CH Playback FM 53 Radio stream CO K-ROSE 54 Radio stream CR KDST 55 Radio stream DS Bounce FM 56 Radio stream HC SFUR 57 Radio stream MH Radio Los Santos 58 Radio stream MR Radio X 59 Radio stream NJ CSR 60 Radio stream RE K-JAH West 61 Radio stream RG MasterSounds 62 Radio stream TK WCTR 64 Ambience track 17 Unused quiet hum 66 Ambience track 36 Strip Club bkgd medley 67 Ambience track 37 Unused bkgd medley Notes: Any ID value from 0-70 inclusive not listed above generated no background sound in my tests.* - Type two only ** - Disabled by default, can be reenabled Mult ? Cars Parked vehicles, only used in binary IPLs, can be used in regular IPLs. X, Y, Z, angle, car id, primary color, secondary color, force spawn, alarm_probability, door_lock_probability, dword (radio?), dword (appearance delay?) Occl Occlusions (research what this means) direct mid x, direct mid y, bottom height z, width x, width y, height from bottom height to top, rotation EX: -2353.98, 916.836, 44.4479, 32.0273, 57.4945, 47.0, 0.0 Reference NOTE: X1, Y1, Z1 = Lower left of area box X2, Y2, Z2 = Upper right of area box - - - Edit by Steve: Since discrimination is against the forums rules, we can no longer tolerate the ostracization of binary ipl files: 4 byte - fourcc, always 'bnry'4 byte int - number of item instances4 byte int - number of unknown 14 byte int - number of unknown 24 byte int - number of unknown 34 byte int - number of parked cars4 byte int - number of unknown 44 byte int - offset of item instances (should be 76)4 byte int - unused size (always 0)4 byte int - offset of unknown 14 byte int - unused size (always 0)4 byte int - offset of unknown 24 byte int - unused size (always 0)4 byte int - offset of unknown 34 byte int - unused size (always 0)4 byte int - offset of parked cars4 byte int - unused size (always 0)4 byte int - offset of unknown 44 byte int - unused size (always 0)followed by the data arrays...record sizes: item instances - 40 bytes parked cars - 48 bytesrecord formats: item instances - pos (x, y, z); rot quat (x, y, z, w); ObjectID; InteriorID; Flags parked cars - pos (x, y, z); rot angle; ObjectID; 7 unknown DWORDs (coords are 4b floats; IDs and Flags are 4b DWORDs) And a printout (all bin ipl entries (inst) in text format): http://people.freenet.de/steve-m/binipl.rar - - - Thanks to y'all in this topic for helping me. All information can easily be updated here. Useful tool to help you here Edited July 7, 2008 by spaceeinstein YufflesGaming 1 Link to comment Share on other sites More sharing options...
Opius Posted July 9, 2005 Share Posted July 9, 2005 Inst Map objects, just like VC/GTA3 Cull Effect zones, just like VC/GTA3 [EDIT]Add 4096 to the third last value to make it so you get a 5-star wanted level for going inside it. Path Paths, just like VC/GTA3 Grge Garages, vague guesses at parameters below. X1, Y1, Z1, Unknown, Unknown, Unknown, Unknown, Unknown, enabled, type, name Enabled: Enabled = 1, disabled = 0 Name is used to edit garage through the SCM Enex Yellow teleport markers, vague guesses at parameters below SourceX, SourceY, SourceZ, unknown, unknown, unknown, unknown, DestinationX, DestinationY, DestinationZ, 0, 0, 4, "text to display", unknown, unknown, unknown, unknown Pick Probably makes a pickup, vague guess at parameters below unknown, X, Y, Z Jump No idea Tcyc Seems to be custom weather for a zone, vague guesses at parameters below X1, Y1, Z1, X2, Y2, Z2, unknown, unknown, unknown, unknown, unknown Auzo Seems to be custom background sound for a zone Mult No idea [EDIT]Let's not forget CARS carsend Bear in mind a lot of this is probably in the binary IPLs which wil make it ever so fun to try to find them. [EDIT]We need a wiki for this. Ezekiel 1 Link to comment Share on other sites More sharing options...
Hammer83 Posted July 9, 2005 Share Posted July 9, 2005 In GTA3 and GTAVC, all pick entries were ignored by the game when loading the IPL. Not sure about SA. Link to comment Share on other sites More sharing options...
DeeZire Posted July 10, 2005 Share Posted July 10, 2005 (edited) EnexYellow teleport markers, vague guesses at parameters below SourceX, SourceY, SourceZ, unknown, unknown, unknown, unknown, DestinationX, DestinationY, DestinationZ, 0, 0, 4, "text to display", unknown, unknown, unknown, unknown About the the three numbers here - 0,0,4 - the first number is not always '0'. It determines the angle of orientation that the player is placed at when entering/has left the interior. It took me ages to realise this when I got the interior of SFPD working in game. If you look at most entries, they are multiples of 90 degrees. I'm pretty sure that the 'text to display' entry is also used as an internal 'interior name ID' too. That name is almost always used in other files, particularly main.scm and Audiozon.IPL, to determine which interior a player is in. Edited July 10, 2005 by DeeZire Link to comment Share on other sites More sharing options...
illspirit Posted July 10, 2005 Share Posted July 10, 2005 Unless we're talking about the binary ipl's, I thought instances didn't have scale values anymore? Should be ID, Name, X, Y, Z, RotationX, RotationY, RotationZ, RotationW, LOD Flag. I think. Link to comment Share on other sites More sharing options...
AleXXX Posted July 10, 2005 Share Posted July 10, 2005 My clause devoted to objects on a map: http://www.gtaforums.com/index.php?showtopic=202378 Link to comment Share on other sites More sharing options...
nubbel Posted July 10, 2005 Share Posted July 10, 2005 ENEX \data\maps\interior\savehous.ipl: markerX, markerY, markerZ, ?(0), ?(0.5), ?(2), ?(8), setbackX, setbackY, setbackZ, ANGEL, SOURCE_INT, TARGET_INT, INT_IDENTIFIER, ?(12), ?(2), ?(0), ?(24) markerX, markerY, markerZ = position of the marker setbackX, setbackY, setbackZ = position you will be put at if you leave the interior the marker points at ANGEL = ... SOURCE_INT = the interior ID the marker is in TARGET_INT = the target interior ID the marker points at INT_IDENTIFIER = seems not only to be a name Example: 1292.53, -785.596, 1088.40, 0, 0.5, 2, 8, 1291.727, -787.9291, 1089.938, 270, 5, 4, "CHANGER", 12, 2, 0, 24 Creates a working marker to a changing room in the first left chamber inside Mad Doggs Crib. Link to comment Share on other sites More sharing options...
steve-m Posted July 25, 2005 Share Posted July 25, 2005 Meh, why did I miss this post? Anyway, have been looking at the enex sections yesterday, to include them in my map viewer, and are still confused. I assumed the second location is the target it teleports you to, but that's only true for a few (like the dam) it seems, so how is it really done? How does the game know where to put you after you entered a marker? My format guess: X1, Y1, Z1, ROT, F1, F2, C8, X2, Y2, Z2, F3, INT_FROM, INT_TO, NAME, I1, I2, TIME_ON, TIME_OFF XYZ1 - entrance location ROT - rotation in radians (highest value is pi) F1, F2 - unknown floats, presumably the door offset or something similar C8 - constant 8 XYZ2 - exit location F3 - no idea, can be very huge, definitely no angle (at least not for all of them) INT_FROM, INT_TO - origin and target interior, although the second one can also be 4100, 4102 or 5126 NAME - interior name, used to find the counterpart and to identify via mission script I1, I2 - unknown integer flags TIME_ON, TIME_OFF - activation and deactivation hour, like in tobj section --- Edit: It seems they are matched by name. Example: -2213.54, 720.845, 48.4262, 0, 2, 1.14844, 8, -2214.06, 725.036, 48.4262, 36, 0, 4, "SVSFSM", 0, 2, 0, 24 2308.79, -1212.88, 1048.03, 0, 1.6, 0.696777, 8, 2308.79, -1210.88, 1048.03, 0, 6, 0, "SVSFSM", 12, 0, 0, 24 Flags I1 and I2 might solve the riddle. Link to comment Share on other sites More sharing options...
demonj0e Posted July 25, 2005 Share Posted July 25, 2005 ooh cool thsi is really usefull for mapping now would it be possible to make a mp3 player or ipod for cj using this code AuzoCreates an audio if you enter the zone. Name, ?, ?, X1, Y1, Z1, x2, Y2, Z2 so like make a mod for it and set it as sum sorta pickup then when its picke dp the music starts playing and u can switch songs liek changed a radio station or would that be mainly scm work? Link to comment Share on other sites More sharing options...
steve-m Posted July 25, 2005 Share Posted July 25, 2005 some more enex examples: gen_int3.ipl5, 1, "GYM1", 4, 2LAe2.ipl0, 4, "GYM1", 0, 2 gen_int5.ipl5, 9, "FDPIZA", 4, 8[exterior].ipl0, 4, "FDPIZA", 0, 2 gen_int5.ipl14, 0, "CHANGER", 4, 0int_LA.ipl3, 4, "CHANGER", 12, 0savehous.ipl5, 4, "CHANGER", 2, 21, 4, "CHANGER", 2, 22, 4, "CHANGER", 2, 26, 4, "CHANGER", 12, 211, 4, "CHANGER", 2, 210, 4, "CHANGER", 4, 29, 4, "CHANGER", 4, 212, 4, "CHANGER", 12, 26, 4, "CHANGER", 12, 26, 4, "CHANGER", 12, 28, 4, "CHANGER", 12, 29, 4, "CHANGER", 12, 210, 4, "CHANGER", 12, 2 Looks like the value in front of the name is the target interior, and the value after the name the interior the marker is located in. Edit: Renamed and moved to maps forum. Link to comment Share on other sites More sharing options...
DeeZire Posted July 26, 2005 Share Posted July 26, 2005 Just a gut feeling but I think one of the parameters may be used to determine whether or not peds are allowed in the interior and if so how many (max) there should be - unless of course thats all done with cullzones, but this theory would make more efficient sense code-wise. I cant find anything else anywhere that looks likely to determine this unless Im looking in totally the wrong places? Link to comment Share on other sites More sharing options...
RainingAcid Posted July 26, 2005 Share Posted July 26, 2005 Wow, neat! So, will this help us understand the IPL format and hopefully get an idea of making a SA mapper? Link to comment Share on other sites More sharing options...
dertyjerzian Posted July 26, 2005 Share Posted July 26, 2005 (edited) Ok, where did my post go, guys? It's ok, it was but 2 words long and didnt need to remain since SpaceEinstien had a chance to put the uniquie stunt under jump into his layout up top. If it was just to save some space since the information belongs there anyway, then I applaud. But I'm left in hopes that it wasn't a personal thing against me . Cheers? I have been playing around with enex/end markers and the more I play with them, the funkier the effects are. Everytime I mess with them I end up first to another place, then upon exit I am sent to a fully detailed regular outside, some settings send me back to my start, others a third destination. The funny thing is, since I really cant say it after where I took the previous sentance haha is that though the final destination looks and behaves normal at ground level, the sky becomes white with the grey in areas, much like ghost world I guess? Much brighter... It has to do with the 0's I'm sure of it, and the number that floats around in the teens and below. I think there is an order to many of them in regarss to creating new ones that work while being sure the original markers remain to function properly. Still looking into this, and going to talk with nubble about it some more at the spot. Just a gut feeling but I think one of the parameters may be used to determine whether or not peds are allowed in the interior and if so how many (max) there should be - unless of course thats all done with cullzones, but this theory would make more efficient sense code-wise. That actually makes sense, except ever notice that the peds always seem to be at the same place in interiors? I'll probably be working on putting my interior ingame for tests before I really get into it, I'll let you know. Or try. Wow, neat! So, will this help us understand the IPL format and hopefully get an idea of making a SA mapper? Actually,I have read here and have been told about it a couple of times that moo mapper is useable but takes a lot of work moving files and renaming folders or something, I cannot help you with that. And as far as a program like moo mapper for SA, I believe that it s now fully possible to write one and has been, however if all of the markers (enex) and possibly unique stunts (Jump) entries are figured out, then many more functions will become relelvent. Like spawning a marker directly from your mapper by capturing the coords values or placing a unique stunt bonus within an IPL instead of writing it into the scm, which in turn would make it mappable. Edited July 26, 2005 by dertyjerzian Link to comment Share on other sites More sharing options...
DeeZire Posted July 26, 2005 Share Posted July 26, 2005 (edited) That actually makes sense, except ever notice that the peds always seem to be at the same place in interiors? I'll probably be working on putting my interior ingame for tests before I really get into it, I'll let you know. Or try. I never noticed that, but it does throw some light on some other work I was doing with interiors - if you look through main.scm theres a thread (called 'INTMAN' IIRC) that handles most of the interiors. That thread looks for the text name of the interior (from the IPL file) and loads anims etc accordingly then jumps to relevant routines, like shopping, dancing etc. The only check it seems to perform on the interior itself is whether it is numbered '0' (outside, i.e. you're not actually in the interior) or '-1' (dunno). It loads CUSTOMER_PANIC which makes the peds cower and duck for cover if you get aggressive in the interior, but nowhere does the thread actually load or request the peds themselves - in fact, no thread does, which led me to think that its one of the params in the IPL file that allows a number of peds to 'wander' or 'spawn' in the interior in the same they appear outside. I could do with figuring this bit out but hit nothing so far - other than that, I managed to make a perfect Rusty Browns store which works exactly like the other fast food places, except theres no peds in there EDIT: just a hunch, I think the '-1' setting I mentioned there indicates that the interior is used for cutscenes or special cases where peds should not appear at all - i.e. its an override. Edited July 26, 2005 by DeeZire Link to comment Share on other sites More sharing options...
steve-m Posted July 26, 2005 Share Posted July 26, 2005 Ok, where did my post go, guys? It's ok, it was but 2 words long and didnt need to remain since SpaceEinstien had a chance to put the uniquie stunt under jump into his layout up top. If it was just to save some space since the information belongs there anyway, then I applaud. But I'm left in hopes that it wasn't a personal thing against me . Cheers? Sorry, that was me. It didn't contribute anything, just stating the obvious, and since this is a documentation topic I don't want it to get spammed up. As always, peds in interiors are defined via path entries in ipl files (ie. compiled path data in nodes*.dat). I believe the last value in inst lines has something to do with the hierarchical LOD objects, with -1 meaning it's already the highest level. Just an unconfirmed guess though. Link to comment Share on other sites More sharing options...
spaceeinstein Posted July 27, 2005 Author Share Posted July 27, 2005 Can some of the parameters be the weather? Check the two unused warehouses. One of the warehouse loads up a blue sky, the other a black sky. It's 1 AM here so I'll look into it tomorrow. Link to comment Share on other sites More sharing options...
steve-m Posted July 27, 2005 Share Posted July 27, 2005 I thought that too first, but that's what they have the tcyc sections for, so that wouldn't make sense. BTW, I found out how LOD hierarchies in SA work, will post about that later (have to do some testing first). Link to comment Share on other sites More sharing options...
Fireman Posted July 27, 2005 Share Posted July 27, 2005 (edited) I've been trying out with Derty's ''map'' and I got it to work to put hidden interiors in as an arrow, I've got a file for ammunation (2 floors), Unused Safehouse and B-Dup's crack Palace. inst 11110, dert_dog, 0, 2447.3, -1716.2, 12.7, 0, 0, 0, 1, -1 end cull end path end grge end enex 2448.065918, -1715.455078, 13.713390, 0, 1.4, 1.4, 8, 315.750600, -143.658500, 999.6016, 90, 0, 4, "AMMUN4", 0, 2, 0, 24 end pick end cars end jump end tcyc end auzo end mult Btw, where are the coordinates where you come out the interior since with this you can go in good but when you go out you fall from the sky where the normal arrow is. Edited July 27, 2005 by Fireman Link to comment Share on other sites More sharing options...
dertyjerzian Posted July 27, 2005 Share Posted July 27, 2005 I've been trying out with Derty's ''map'' and I got it to work to put hidden interiors in as an arrow, I've got a file for ammunation (2 floors), Unused Safehouse and B-Dup's crack Palace. inst 11110, dert_dog, 0, 2447.3, -1716.2, 12.7, 0, 0, 0, 1, -1 end cull end path end grge end enex 2448.065918, -1715.455078, 13.713390, 0, 1.4, 1.4, 8, 315.750600, -143.658500, 999.6016, 90, 0, 4, "AMMUN4", 0, 2, 0, 24 end pick end cars end jump end tcyc end auzo end mult Btw, where are the coordinates where you come out the interior since with this you can go in good but when you go out you fall from the sky where the normal arrow is. That, for one, does the exact same thng it did before you *ahem* "changed" it. That has no change in effect. It shoots you to cj's steps, then 10,000 feet up. Unless I'm missing something. Um, it also sets them all out of whack. Like, you leave CJ's house on load and exit the old man with the gun's crib... Dude Steve, it's cool. Link to comment Share on other sites More sharing options...
Fireman Posted July 27, 2005 Share Posted July 27, 2005 I've been trying out with Derty's ''map'' and I got it to work to put hidden interiors in as an arrow, I've got a file for ammunation (2 floors), Unused Safehouse and B-Dup's crack Palace. inst 11110, dert_dog, 0, 2447.3, -1716.2, 12.7, 0, 0, 0, 1, -1 end cull end path end grge end enex 2448.065918, -1715.455078, 13.713390, 0, 1.4, 1.4, 8, 315.750600, -143.658500, 999.6016, 90, 0, 4, "AMMUN4", 0, 2, 0, 24 end pick end cars end jump end tcyc end auzo end mult Btw, where are the coordinates where you come out the interior since with this you can go in good but when you go out you fall from the sky where the normal arrow is. That, for one, does the exact same thng it did before you *ahem* "changed" it. That has no change in effect. It shoots you to cj's steps, then 10,000 feet up. Unless I'm missing something. Um, it also sets them all out of whack. Like, you leave CJ's house on load and exit the old man with the gun's crib... Dude Steve, it's cool. You are missing something this teleport you to the ammunation with 2 floors because of thse coordinates: 315.750600, -143.658500, 999.6016 Link to comment Share on other sites More sharing options...
spaceeinstein Posted July 28, 2005 Author Share Posted July 28, 2005 I thought that too first, but that's what they have the tcyc sections for, so that wouldn't make sense. Get a teleporter. Teleport to the Warehouse required to load Liberty City. Now go to LC and you see a blue sky. Now go to Denise's interior and reload the interior. Now go to LC again and you see a black sky... Link to comment Share on other sites More sharing options...
spaceeinstein Posted July 30, 2005 Author Share Posted July 30, 2005 F1 and F2 is tested. They are the radius of entry, X and Y. If you enter within the radius, you will go into the interior. F3 is the exit angle the way I have tested. I1 and I2 are color of sky or weather. Didn't test this one mmuch yet. Link to comment Share on other sites More sharing options...
Fireman Posted August 7, 2005 Share Posted August 7, 2005 I found the heaven number blub: ENEX: 1300.861, -62.04929, 1008.398, 0, 2.4, 0.8, 8, 1300.861, -62.04929, 1008.398, 180, 18, 4, "CSSPRT", 0, 2, 0, 24 180, 18, 4, "CSSPRT", 0, 2, 0, 24 18 This 18 indicates the heaven number because ot that numnber the marker was visible Link to comment Share on other sites More sharing options...
Fireman Posted August 23, 2005 Share Posted August 23, 2005 (edited) PickWeapon pickups? No longer works. Weapon number?, X-coord, Y-coord, Z-coord EX: 50, 381.978, -56.9461, 1001.49 Yes, it works and actually the same way as you said it would work: Weapon Number, x coordinate, y-coordinate, z-coordinate Weapon Number: 1-9 Huh!!? Nothing. 10 Bat 11 Shovel 12 Pool cue 27 M4 25 Automatic Shotgun 22 SMG 20 Deagle 43 Teargas I can post all the number here they go from 10 to 63 but these were the only one I had in my IPL now. Slurp Slurp, Hmmm... Sprunk! EDIT: Oh, yeh there is no armor pickup? The pickup in IPL's were used in some IPL's in interior and in countryW.IPL: CountryW.IPL: pick 29, -1435.85, -965.719, 200.167 2, -63.2628, -1574.58, 1.62064 <------------ Nothing?!? (maybe only in mission?) end Gen_int5.IPL: pick 50, 381.978, -56.9461, 1001.49 <--- Fire extinguisher 50, 379.485, -116.57, 1001.33 50, 381.444, -188.315, 1000.56 end This must mean you didn't try doing anything with the weapon pickups because if you changed coordinates of your example you should have noticed that it spawns a fire extinguisher! Hmmm... When you place a marker CJ always goes to the enterable door. Edited August 23, 2005 by Fireman Link to comment Share on other sites More sharing options...
steve-m Posted August 23, 2005 Share Posted August 23, 2005 Good work. Maybe not all the weapons spawn all the time, try driving around a bit and come back and check again. I have no idea why only these few weapons should work. Link to comment Share on other sites More sharing options...
Fireman Posted August 23, 2005 Share Posted August 23, 2005 (edited) Well all the weapons work though except I can't find the stuff in front of baseball bat (knife Nightstick etc) I'll post all the numbers here in a minute Slurp Slurp, Hmmm... Sprunk! Stuff I didn't find yet: Knife Nightstick Golfclub Skateboard (maybe deleting the # will do the thing) Missile (probably no spawn for that) Armour (or is it Armor?) Goggles don't work hey picks it up and throw them away. The rest is found even jetpack.: Numbers!!! 10. Bat 11. Shovel 12. Poolcue 13. Katana 14. Chainsaw 15. Molotov 16. Grenades 17. Plastic Explosives 18. 9mm 19. Silenced 20. Deagle 21. Shotgun 22. Automatic shotgun 23. Tec 9 24. Micro SMG 25. SMG 26. AK74 27. M4 28. rifle 29. Sniper rifle 30. Flamethrower 31. Minigun 32. Purple Dildo 33. White vibrator 34. White Dildo 35. Vibrator 36. Flowers 37. Cane 38. Ringbox 39. Necklacebox 40. Nothing? 41. Cellphone 42.Nothing? 43. Teargas 44. Minigun 45. Automatic Shotgun 46 Rocket Launcher 47 Heat seeking rocket launcher. 48. Detonator 49 Spray can 50 Fire Extinguisher 51 Camera 52. Nightvision 53 Infrared 54. Jetpack 55. Parachute Edited August 23, 2005 by Fireman Link to comment Share on other sites More sharing options...
Fireman Posted August 23, 2005 Share Posted August 23, 2005 About the rotation off the marker to enter the building I don't think there is any because CJ just walks to the closest enterable door. Slurp Slurp, Hmmm... Sprunk! Link to comment Share on other sites More sharing options...
Hammer83 Posted August 23, 2005 Share Posted August 23, 2005 Cars section in normal ipl takes exactly the same parameters as binary ipls: x, y, z, angle, id, prim_color, sec_color, bool?, alarm_probability, door_lock_probability, dword (radio?), dword (appearance delay?) Jump section takes the same parameters as corresponding opcode: start_x, start_y, start_z, radius_x, radius_y, radius_z, land_x, land_y, land_z, radius_x, radius_y, radius_z, camera_x, camera_y, camera_z, reward Mult seems to be ignored by the game (although I'm not entirely positive). Link to comment Share on other sites More sharing options...
dertyjerzian Posted August 24, 2005 Share Posted August 24, 2005 Excellent finds Fireman and Hammer83! Though fireman had already shared that bit with me in pms Can't believe you figured out car lines, Hammer Link to comment Share on other sites More sharing options...
Fireman Posted August 24, 2005 Share Posted August 24, 2005 (edited) Yes, that's great I needed the car spawning function, now I can almost do everything trough IPL's (except for missions though....) Edited December 26, 2016 by Fireman Link to comment Share on other sites More sharing options...
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