Ransom1 Posted December 17, 2006 Share Posted December 17, 2006 (edited) San Andreas is alot harder to mess with than GTA3/VC. From what I understand, now the textured objects reside in the IDE file instead of the IPL, except for generic objects that are used often and interior objects, which are state the textured object and it's XYZ stuff directly on the IPL. I've been using MEd mapper to look around. Its harder because the IDE includes no XYZ rX rY rZ coordinates. I assume it grabs them from the IPL file, which it is directly related to by name (minus special suffixes or prefixes). I'm not so sure now however, because I've come across one object, 5677, which is stored in the IDE, but has no reference on the IPL. I have no ideas where it gets it's coordinates. My goal is to grab certain objects and convert them into a different format to ensure they are positioned exactly as they originally were. I figured I could delete what I wanted at first and save the file with MEd mapper and compare then using a text comparision tool to see what was missing (which would tell me what I want), but I was unpleasantly surprised to see that deleting or moving objects does not affect IDE/IPL, but instead must directly delete from the gta3.img or something. So my question, how can I grab coords from textured objects easily? LODs in the ipl files are worthless obviously. Also, how the hell does object 5677 get its coordinates?! Edited December 17, 2006 by Ransom1 Link to comment Share on other sites More sharing options...
DexX Posted December 17, 2006 Share Posted December 17, 2006 i think a basic understanding of map files would help immensely here. IDE files - simply define the object, its textures, and special flags. objects can be defined, without actually being used, but usually aren't. IPL files - define the position and rotation info. Ipl files come in 2 flavors, the ones you see in the data/maps/ folders, and binary ipl files, that are stored in the gta3.img. Binary ipl files still use objects, that are defined in the external IDE files. From what I understand, now the textured objects reside in the IDE file instead of the IPL they are defined there, yes. Ide files simply define an object that exists, nothing more. I'm not sure what you mean about "now" though, since the ide/ipl mapping system has remained mostly the same since gta3. the binary ipl files in SA are probably the single biggest change. Link to comment Share on other sites More sharing options...
Ransom1 Posted December 17, 2006 Author Share Posted December 17, 2006 Well, I suppose Moo Mapper took care of it before, whereas now I'm trying to convert the format and I need the coords. I suppose I just did not notice it was harder than it looked. I assumed the textured stuff I wanted was in the IPLs. So, these binary IPL things, is that where the coords for object #5677 lie? How can I access them? They are stored in an external IDE file? Where? Thanks for the reply. Link to comment Share on other sites More sharing options...
slothman Posted January 6, 2007 Share Posted January 6, 2007 (edited) I'm having the same trouble right now. I'm trying to find an easy way to pull the coords of certain objects straight from a file, but i have no idea which file it's stored in. the models I'm trying to find are 1216, phonebooth1 1346, CJ_PHONE_KIOSK2 1363, CJ_PHONE_KIOSK as you can see, they are the phone booths. If I can't find an easy way to get their coords, my plan B will be to go ingame and point them all out, which could take a long long long time. So any help in this matter would be very very very very appreciated. (very) I don't need to write to a binary ipl, i just want a way to read them (possible output them into a readable text file so i can search through them) Edited January 6, 2007 by slothman Link to comment Share on other sites More sharing options...
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