JostVice 50 Posted December 7, 2008 Share Posted December 7, 2008 (edited) I think it could be a good idea to start out documenting the differents data files found in GTA IV, that we could later add to the wiki: Gtamodding wiki There are a lots of SA files still in the data folders, most of them are unused (carmods.dat, clothes.dat..) others changed (timecyc.dat, handling.cfg...) and the rest are new, we could follow a structure in this topic, if you find out something regarding a file, post with your info and we will discuss, testing and so on Let's start: Scenarios.dat (/common/data/) - Miscelaneous actions of peds in the city (fixing car, sitting...) vehOff.csv (/common/data) - Contain the camera positions for each car weaponinfo.xml (/common/data) - All the weapon behaviour is here (damage, clip, anim...) timecyc.dat (/pc/data) - Controls all regarding the time cycle, there are smaller files (timecycmodifierX) with the variations of the timecyc inside interiors/zones. Edited December 22, 2008 by Jost_Vice Link to post Share on other sites
pinky 41 Posted December 7, 2008 Share Posted December 7, 2008 So far I moddified carcols and handling, as well as setting all MP clothing to be unlocked at level 0. I can vouch carcols and indeed clothing unlock did work while playing MP. My only concern now is that MP will be open to cheaters, weps data wont be an issue as it will hit you as hard as it hits others but car handling and player stats will be the big problem. I have tried modifying the relationship data to create riot scenarios but I have had no real luck with it yet. Maybe going to have to alter tempers in another ped stat file. As far as carcols go, first two colours are your primary and secondary carcols and third is your specular colour. You can use the third to get more interesting colours on your vehicle. On four colour cars the same as above but the fourth colour is for the third carcol, the wheels in the case of the Futo seen above. Basic colour editing is the same as SA really. For the MP clothing, set all the first columns in the MalePlayerSettings and FemalePlayerSettings to 0. I suggest creating a server locked for only friends if you plan on using any mods online or you will eventually get busted. Just set all slots to reserved when you start your own game so only friends who are aware of the mods can join. And FFS do not try it on the Ranked servers. Have some sense. Link to post Share on other sites
JostVice 50 Posted December 7, 2008 Author Share Posted December 7, 2008 So basically, carcol goes: color1,color2,specular, And for 3 colors cars: color1,color2,specular,color3, Am I right? Timecyc.dat - So far it has changed some stuff from previus GTA, adding new stuff for HDR and bloom. One thing I don't identify is the global sun multiplier ambient oclusion thingy... pic Amb0 - Ambient color 1 (RGB)Amb1 - Ambient color 2 (RGB)Dir - untested (RGB?)Sky top - Color at the top of the sky (RGB)Sky bot - Color at the bottom of the sky (RGB)Suncore - Sun's sphere color (RGB)SunCorona - Son haze color? (RGB)SunSZ - Untested (float)SprBght - UntestedFarClp - UntestedFogst - Fog (untested)LowCloudsRGB - (RGB)BottomcloudsRGB - (RGB)WaterRGBA - Water surface color (red green blue alpha)Exposure -untestedBPThreshold -untestedMidGreyValue -untestedintensitybloom - Bloom's intensity (float)ColourCorrectRGB - Color correction (RGB)ColourAddRGB - how ColourCorrectRGB modifies the color (float)Desaturation -Contrast -Gamma -DesaturationFar -untestedContrastFar -untestedGammaFar -untestedDepthFxNear -untestedDepthFxFar -untestedLumMin -untestedLumMax LumDelay CloudAlpha -Cloud's alphaDirLightMult -Dir multiplier?AmbLightMult0 - Ambient color 0 multiplier?AmbLightMult1 -Ambient color 1 multiplier?SkyLightMult SunMult Temperature Far DOF Near DOF Near Blur DOF Mid Blur DOF Far Blur DOF Water Reflection Particle HDR Sprite Size Global sun multiplier ambient occlusion scaler - Affects shadows, sky ??? Link to post Share on other sites
xmen 3 Posted December 8, 2008 Share Posted December 8, 2008 hey guys, wouldnt it be nice if you keep update gtamodding.com Link to post Share on other sites
DexX 47 Posted December 8, 2008 Share Posted December 8, 2008 The carcols data is saved with each vehicle in the save files. If you change it, you'll need to either find a new copy of the car in traffic/parked, or bring your saved car to a pay n spray. Hmm, shades of gta3.. vehOff.csv (/common/data) - Seems to be a file with info about each vehicle's moveable parts (doors/bonnet) Not tested, but those look more like camera positions/data, particularly that FOV entry at the end.. hey guys, wouldnt it be nice if you keep update gtamodding.com No harm discussing stuff here first. More people visit the forums than the wiki. That being said, data that is proven to be correct should be updated on gtamodding.com. Link to post Share on other sites
Killuminati91 0 Posted December 8, 2008 Share Posted December 8, 2008 E: nevermind Link to post Share on other sites
pinky 41 Posted December 8, 2008 Share Posted December 8, 2008 The carcols data is saved with each vehicle in the save files. If you change it, you'll need to either find a new copy of the car in traffic/parked, or bring your saved car to a pay n spray. Hmm, shades of gta3.. hey guys, wouldnt it be nice if you keep update gtamodding.com No harm discussing stuff here first. More people visit the forums than the wiki. That being said, data that is proven to be correct should be updated on gtamodding.com. Yeah, if you want to mod a car's paintjob. Park at the Bohan savehouse as the Pay'n'Spray is just around the corner from it. Also using one of the cheat cars like the FBI Buffalo is good to test your colours, you can just run out the savehouse and spawn it using the phone cheat. Link to post Share on other sites
FunGt 56 Posted December 8, 2008 Share Posted December 8, 2008 Pinky have you tried to make new color lines? Coz I have a strange problem. I followed the old method that works with all GTAs. After I have made a new color line, for example: 130,253,194,-,white # 134 green-blue I add it to a car so: schafter, 134,134,134, But when I go to the game, the color is completly different, lol. It should be something between green and blue, but it is red. Can you try it? Link to post Share on other sites
JostVice 50 Posted December 8, 2008 Author Share Posted December 8, 2008 Did you read the notes at the top of the file? the prefix (-) and also the color seems something that we have to test. Also, don't set the specular to the same color, better set it to white. 130,253,194,-,blue # 134 green-blue Changed from 'white' to 'blue' Edit: ignore, that is only for the radio comments of the police... Link to post Share on other sites
pinky 41 Posted December 8, 2008 Share Posted December 8, 2008 Did you read the notes at the top of the file? the prefix (-) and also the color seems something that we have to test. Also, don't set the specular to the same color, better set it to white. 130,253,194,-,blue # 134 green-blue Changed from 'white' to 'blue' Edit: ignore, that is only for the radio comments of the police... I got nice results using dark metallics from the same colour pool or darker version of your main colour, could get tricky with multi colour vehicles though. Link to post Share on other sites
Mania-92 0 Posted December 8, 2008 Share Posted December 8, 2008 VisualSettings.xls and VisualSettings.dat, they hold variables for taillights, headlights, indicators etc. Only thing I don't now is why there are 2 identical files, the values need to be identical in both files otherwise the world is messed up when you spawn. Link to post Share on other sites
JostVice 50 Posted December 8, 2008 Author Share Posted December 8, 2008 VisualSettings.xls and VisualSettings.dat, they hold variables for taillights, headlights, indicators etc.Only thing I don't now is why there are 2 identical files, the values need to be identical in both files otherwise the world is messed up when you spawn. how can you open visualsettings.xls? I've edited visualsettings.dat's bloom settings, without anything bad happening: (Mind the sky and water is modified from my timecyc.dat) Link to post Share on other sites
Dup 60 Posted December 8, 2008 Share Posted December 8, 2008 Can anyone figure out where the dump valve (BOV) and backfire sounds are flagged for the Sultan RS? I hope they aint hard coded Link to post Share on other sites
JostVice 50 Posted December 8, 2008 Author Share Posted December 8, 2008 (edited) Can anyone figure out where the dump valve (BOV) and backfire sounds are flagged for the Sultan RS? I hope they aint hard coded Vehicles.ide flags if i'm right, Along with some other interesting stuff Edit: not there. I remember they were in the xbox version? you have still the 'bangerexhaustfx' that seems to be those damaged vehicle's big poff. Edited December 8, 2008 by Jost_Vice Link to post Share on other sites
Mania-92 0 Posted December 8, 2008 Share Posted December 8, 2008 VisualSettings.xls and VisualSettings.dat, they hold variables for taillights, headlights, indicators etc.Only thing I don't now is why there are 2 identical files, the values need to be identical in both files otherwise the world is messed up when you spawn. how can you open visualsettings.xls? I've edited visualsettings.dat's bloom settings, without anything bad happening: (Mind the sky and water is modified from my timecyc.dat) Strange, when I modified only the .xls it crashed, when I modified the .dat also it worked perfecte.. Anyway .xls is an microsoft excel file, so obviously you can open it with excel. Link to post Share on other sites
JostVice 50 Posted December 8, 2008 Author Share Posted December 8, 2008 VisualSettings.xls and VisualSettings.dat, they hold variables for taillights, headlights, indicators etc.Only thing I don't now is why there are 2 identical files, the values need to be identical in both files otherwise the world is messed up when you spawn. how can you open visualsettings.xls? I've edited visualsettings.dat's bloom settings, without anything bad happening: (Mind the sky and water is modified from my timecyc.dat) Strange, when I modified only the .xls it crashed, when I modified the .dat also it worked perfecte.. Anyway .xls is an microsoft excel file, so obviously you can open it with excel. Right, my excel was saying I needed some plug-in so closed it, but now, installed it and opens correctly... There are only two .xls files, and with them, a csv (action_table) and a dat (visualsettings) so maybe they were used when developing the game, as it was easier to edit them using excel? Link to post Share on other sites
_CP_ 9,615 Posted December 8, 2008 Share Posted December 8, 2008 Intresting files are: hud.dat and hudColor.dat. We can change color (fe.clock) # -HUD COLOUR NAME- -R- -G- -B- | | the name of element changing colors Link to post Share on other sites
jos116 3 Posted December 8, 2008 Share Posted December 8, 2008 (edited) As a pioneer modder on one of the forums im moderator at, i cant miss this. So: /me joins the GTA file-band wagon Moveblend.dat - Has some parameters in it for blending Ped animation MOVEMENT_GROUP movement_group_name FALLBACK_GROUP fallback_group_name Furnitur.dat - Seems to contain some info about the furniture. Maximum angle, if its tall, if its small, if it can be put in front of a window, etc. Not sure why tho. Furniture is maybe dynamic? Hey look, maybe some non used furniture: #SUBGROUP: MISC_ORNAMENTS 1 1 1 1 0 0 0 #ITEM: gb_ornament02 0 0 100 0 #ITEM: gb_ornament03 0 0 100 0 #ITEM: gb_ornament04 0 0 100 0 #ITEM: gb_ornament05 0 0 100 0 #ITEM: GB_romanpot01 0 0 100 0 gtaRainEmitter.xml and gtaRainRender.xml (and the storm ones) - Controlls how thick the rain is, how much motion blur, offset, etc. PlayerSettingsLights.dat - controlls the ingame light sources? With RGB values, outer and inner cone angles, falloff, etc. loadingscreens_ingame_pc.dat and loadingscreens_pc.dat - Controlls how the static images are animated when loading. Default.ide - oubious.. But, something interesting: quoted weapons. #w_silenced, w_silenced, [email protected], 1, 30, 0 #flame, flame, null, 1, 50, 0 #minigun, minigun, null, 1, 50, 0 #bomb, bomb, null, 1, 50, 0 It looks to me the silenced one would work, because it doesnt have a 'null' anim group. And by looking at the anim group names ([email protected]) these work different these days too. Lets see what i can find: [email protected] - Ambient animations? [email protected] - Gun animations [email protected] - Vehicle animations Cant find more now, but i ran out of time (had to go, lol). Will check out the files some more soon. Edit:Check out Wilma.html and Fred.html. Has some pretty interesting stuff about natural motion in there. Thanks you R* for the info files, lol. Greets Edited December 8, 2008 by jos116 Link to post Share on other sites
JostVice 50 Posted December 8, 2008 Author Share Posted December 8, 2008 I think the furniture file is scrap from GTA SA, where it was used for the all the robbery mission (creating random furniture placement on the houses) The silencer weapon thing is interesting Link to post Share on other sites
DexX 47 Posted December 8, 2008 Share Posted December 8, 2008 I think the furniture file is scrap from GTA SA, where it was used for the all the robbery mission (creating random furniture placement on the houses) The silencer weapon thing is interesting Probably a few left over from SA, like txdcut.ide. This is new though # file: cargrp.dat # description: For each type of ped (worker, clubber etc) we maintain a list of the cars they might drive. ~ police, police2, polpatriot, noose, predator, pstockade, nstockade, fbi # POPCYCLE_GROUP_COPS The police weren't in the SA cargrp.dat. Time to mess with it. hohoho, i'm on to something Parked Mr.Tasty copcars? They don't work in traffic right though. Mr.Tasty wasn't the best choice for testing.. used this line: pmp600, mrtasty # POPCYCLE_GROUP_COPS The pmp 600 would appear in traffic (just sitting in the road, like it spawned there - not driving) - empty, with no cops driving Also, pedpersonality.dat looks interesting.. Link to post Share on other sites
JostVice 50 Posted December 8, 2008 Author Share Posted December 8, 2008 (edited) I think the furniture file is scrap from GTA SA, where it was used for the all the robbery mission (creating random furniture placement on the houses) The silencer weapon thing is interesting Probably a few left over from SA, like txdcut.ide. This is new though # file: cargrp.dat # description: For each type of ped (worker, clubber etc) we maintain a list of the cars they might drive. ~ police, police2, polpatriot, noose, predator, pstockade, nstockade, fbi # POPCYCLE_GROUP_COPS The police weren't in the SA cargrp.dat. Time to mess with it. hohoho, i'm on to something Parked Mr.Tasty copcars? They don't work in traffic right though. Mr.Tasty wasn't the best choice for testing.. used this line: pmp600, mrtasty # POPCYCLE_GROUP_COPS The pmp 600 would appear in traffic (just sitting in the road, like it spawned there - not driving) - empty, with no cops driving Also, pedpersonality.dat looks interesting.. Maybe the cops need to be added to the new vehicles? in pedgrp? (I mean... isn't there a file about assigning peds to vehicles?) Anyway, interesting way to create random cop cars at station... Played with the weapons a bit, I now have a Rocket Propelled Molotov So.... I think its possible to create a flamethrower, more or less. Also saw that the Minigun has his full data, with its own muzzleflash and all. Edit: I made my compact RPG Edited December 8, 2008 by Jost_Vice Link to post Share on other sites
DexX 47 Posted December 9, 2008 Share Posted December 9, 2008 Maybe the cops need to be added to the new vehicles? in pedgrp? (I mean... isn't there a file about assigning peds to vehicles?) Not in any external file i can find. I had a similar issue with VC and SA, where i could replace the vehicles themselves, but not get cops to drive them, unless the model was already loaded - except there everything was hard coded. I suspect part of it is still hard coded in IV. Link to post Share on other sites
JZersche 8 Posted December 9, 2008 Share Posted December 9, 2008 Messing around in the files i found this C:\Program Files\Rockstar Games\Grand Theft Auto IV\common\data\pedpersomnality.dat +drivesrichcar+drivesbigcar+drivesboat+onfoot+smoker+phoneuser+givebummoney+replytoho+taketaxi+late+murdershakefist+murderrunaway+likesart+office+jewish theres a few more. COP: M_Y_COP, M, 30, 3, 5, 1, 1, 5, 50, E, E, core_moves, hits_pool, unarmed_gang, counters_player, firearm_core, -, -, move_tough, +policeofficer+onfoot+late+cancarryweapons heres another i'm not sure who he is but theres alot of +'s he has M_Y_Pqueens_01, M, 18, 3, 1, 1, 1, 4, 50, E, E, core_moves, hits_pool, unarmed_ped, counters_player, firearm_core, -, -, move_rubbish, +drivespoorcar+drivesaveragecar+drivesrichcar+drivesbigcar+drivesmotorcycle+onfoot+argue+phoneuser+insultbum+watchfight+softjack+murdershakefist+murderattack+cancarryweapons+gardening+buysdrugs inb4 "Lets make the firemen smoke!" lololol Anyhow i havnt tested this yet so. report and tell me if this works.. and post results. maybe a screenshot of the ped doing what u made it do.. Also, i was just messing around in the files and saw this.. open it in notepad and at the top it says: # NOTE: The names and paths in this file are CASESENSITIVE on PS3 so don't f*ck 'em up. C:\Program Files\Rockstar Games\Grand Theft Auto IV\common\data\cjimages.txt haha funny to see rockstar talking like that.. Link to post Share on other sites
eagle016 14 Posted December 9, 2008 Share Posted December 9, 2008 The M_Y_Pqueens thing is a Young Male that shows up in Queens I'm guessing (I know for sure the M is for male/female and the Y is for Young/Old/Middle-aged). I messed with the cops in there so that I could make them act differently and no matter what I did none of them changed. Link to post Share on other sites
JZersche 8 Posted December 9, 2008 Share Posted December 9, 2008 # Acquaintance options:# - Hate# - Dislike # - Like # - RespectCIVMALE Respect CIVMALE Respect CIVFEMALECIVFEMALE Respect CIVFEMALE Respect CIVMALECOP Hate CRIMINAL DEALER Respect MEDIC FIREMAN COPGANG1 Hate GANG2 GANG3 GANG4 GANG5 GANG6 GANG7 GANG8 GANG9 GANG10 Respect GANG1GANG2 Hate GANG1 GANG3 GANG4 GANG5 GANG6 GANG7 GANG8 GANG9 GANG10 Respect GANG2GANG3 Hate GANG1 GANG2 GANG4 GANG5 GANG6 GANG7 GANG8 GANG9 GANG10 Respect GANG3GANG4 Hate GANG1 GANG2 GANG3 GANG5 GANG6 GANG7 GANG8 GANG9 GANG10 Respect GANG4GANG5 Hate GANG1 GANG2 GANG3 GANG4 GANG6 GANG7 GANG8 GANG9 GANG10 Respect GANG5GANG6 Hate GANG1 GANG2 GANG3 GANG4 GANG5 GANG7 GANG8 GANG9 GANG10 Respect GANG6GANG7 Hate GANG1 GANG2 GANG3 GANG4 GANG5 GANG6 GANG8 GANG9 GANG10 Respect GANG7GANG8 Hate GANG1 GANG2 GANG3 GANG4 GANG5 GANG6 GANG7 GANG9 GANG10 Respect GANG8GANG9 Hate GANG1 GANG2 GANG3 GANG4 GANG5 GANG6 GANG7 GANG8 GANG10 Respect GANG9GANG10 Hate GANG1 GANG2 GANG3 GANG4 GANG5 GANG6 GANG7 GANG8 GANG9 Respect GANG10 MEDIC Respect COP FIREMANFIREMAN Respect COP MEDICCRIMINAL Hate COPPROSTITUTE Hate COP Just found that... maybe i am on to something? *:\\*\Rockstar Games\Grand Theft Auto IV\common\data\ped.dat Link to post Share on other sites
jjcoolj91 1 Posted December 9, 2008 Share Posted December 9, 2008 VisualSettings.xls and VisualSettings.dat, they hold variables for taillights, headlights, indicators etc.Only thing I don't now is why there are 2 identical files, the values need to be identical in both files otherwise the world is messed up when you spawn. how can you open visualsettings.xls? I've edited visualsettings.dat's bloom settings, without anything bad happening: (Mind the sky and water is modified from my timecyc.dat) I smell Vice City Mod around the corner Link to post Share on other sites
eagle016 14 Posted December 9, 2008 Share Posted December 9, 2008 (edited) Just found that... maybe i am on to something? *:\\*\Rockstar Games\Grand Theft Auto IV\common\data\ped.dat Interesting. I'm about to test some stuff out... EDIT: Messed around some with it, didn't notice any real changes. In 'object.dat' I did find some interesting stuff names in the file. Some of the item names are: Satchel M60 Laser Katana Teargas Machete Pickupparachute Property_fsale C*ntgun Chnsaw (not surprising seeing as how there was one in the first trailer) And then there's a lot of CJ and San Andreas files, one of which is called "CJ_WHEELCHAIR1". Also, 'popcycle.dat' is pretty fun to mess around, you can set the max amount of vehicles/pedestrians for certain areas. I set Star Junction to a pretty high amount of cars and then just tossed a grenade in a pile. Edited December 9, 2008 by eagle016 Link to post Share on other sites
Hollaz 2 Posted December 9, 2008 Share Posted December 9, 2008 I think that ped.dat is a SA leftover file, since it looks just as it. Relationships.dat would be more fitting for IV. GANG_JAMAICAN# Hate GANG_ALBANIAN GANG_BIKER_1 GANG_BIKER_2 GANG_ITALIAN GANG_RUSSIAN GANG_RUSSIAN_2 GANG_IRISH GANG_AFRICAN_AMERICAN GANG_KOREAN GANG_CHINESE_JAPANESE GANG_PUERTO_RICAN Respect GANG_JAMAICAN Also contains similar lines about multiplayer players "relationships". They does not have a star tho (#), which makes me wanna test, but IV lags too much for me to play with it. Link to post Share on other sites
eagle016 14 Posted December 9, 2008 Share Posted December 9, 2008 I'll check that out tomorrow, if no one else checks it out first. I'd hop on now but if I do then I'll never finish studying for my macro-economics test like I should be doing right now. Hopefully we can find a way to get everyone hating everyone and essentially have an 'angry pedestrians' tweak/mod. Link to post Share on other sites
Glumok 227 Posted December 9, 2008 Share Posted December 9, 2008 Just noticed that, in "common/data/ambient.dat : # WORLD STATES:## IsRaining # IsSunny# IsNight# IsSnowing# IsWindy "IsSnowing" ? Snow was supposed to be a part of the game ? Note that state is not used in the file itself. I don't think it comes from a San Andreas file, or am I wrong ? Link to post Share on other sites