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List of all IPLs, EntitySets, Particle Effects, Animations, Timecycle Modifiers and a lot more


DurtyFree
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Hey everybody,

I am doing some GTA V data research lately and started to create up2date dumps of the most useful data I found.
All of my GTA V data dumps / lists are auto generated and will be updated with the coming GTA V versions.
Check them out at this GitHub repo: https://github.com/DurtyFree/gta-v-data-dumps

 

Data dumps / lists currently (See GitHub README for up2date list):

  • IPLs (ipls.json) 1018 ipls, 537 interiors & 4973 interior entity sets in total (Usable with IPL & entity / interior set natives)
  • Speech Voices (speeches.json) 1018 speech voices with 150055 speeches in total (Usable with PLAY AMBIENT SPEECH natives)
  • Particle Effects (particleEffectsCompact.json) 273 particle effect dictionaries & 1286 particle effects in total (Usable with START PARTICLE FX natives)
  • (Ped) Scenarios (scenariosCompact.json) 239 scenarios in total (Usable with scenario related natives)
  • Animations (animDictsCompact.json) 16363 animation dictionaries & 167929 animations in total (Usable with TASK PLAY ANIM native)
  • Movement Clipsets (movementClipsetsCompact.json) 557 movement clipsets in total (Usable with SET PED MOVEMENT CLIPSET native)
  • (Walking) Movement Clipsets (movementClipsetsWalkingCompact.json) 207 movement clipsets in total (Usable with SET PED MOVEMENT CLIPSET native)
  • (Navigation) Nodes (nodes.json) 259 node cells with 77991 nodes in total (Mostly useful for vehicle navigation, see navigation meshes dump for ped navigation data)
  • Navigation Meshes (navigationMeshes.msgpack) 4404 navmeshes with 6384911 polygons in total (See navigationmesh.md for the messagepack model)
  • Ped Overlay Collections (Tattoos) (pedOverlayCollections.json) 29 ped overlay collections with 2676 overlays in total (Usable tattos/badges with ped decoration native)
  • Timecycle Modifiers (timecycleModifiers.json) 2806 timecycle modifiers in total (Usable with TIMECYCLE MODIFIER natives)
  • Explosion Types (Names) (explosionTypesCompact.json) 74 explosion types in total (Usable with ADD EXPLOSION native)
  • Cam Shake Types (Names) (camShakeTypesCompact.json) 21 cam shake types in total (Usable with SHAKE CAM & SHAKE GAMEPLAY cam natives)
  • Audio / Sound names & ref names (soundNames.json) 1906 audio names from a total of 62 unique audio refs (Usable with PLAY_SOUND natives)
  • Pickup Types (Names) (pickupTypes.json) 113 pickup types in total (Usable with CREATE PICKUP natives)
  • Vehicle Mod Kits (vehicleModKits.json) 394 vehicle mod kit infos in total (Usable with SET_VEHICLE_MOD_KIT & SET_VEHICLE_LIVERY natives)
  • Vehicles (vehicles.json) 687 vehicle infos in total (Usable with VEHICLE natives)
  • AnimpostFX names (animPostFxNamesCompact.json) 147 animpostfx names in total (Usable with ANIMPOSTFX natives)
  • Ped Component Variations (pedComponentVariations.json) 19958 component variations & 2986 ped props from a total of 58 ped component variation collections (Usable with COMPONENT VARIATION & PED PROP natives)
  • Ped Apparel Restriction tag names (animPostFxNamesCompact.json) 375 ped apparel restriction tags in total (Usable with PED RESTRICTION natives)
  • Waypoint recording names (waypointRecordings.json) 791 waypoint recording infos in total (Usable with WAYPOINT RECORDING natives)
  • Garages (garages.json) 16 garage infos in total (Usable with GARAGE natives)
  • Vehicle Handlings (vehicleHandlings.json) 611 vehicle handling infos in total (Shared for all existing vehicles, see handling id in vehicles dump)

 

Let me know about any issues you have with the data & suggestions for other data dumps/lists you need for modding/scripting :)

Best regards
DurtyFree

Edited by DurtyFree
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Just downloaded the updated collection, thank you for doing this.

 

The vehicle related info is a bit of a grey area to get into to be honest. The ModKitID assigned in the documentation has no real purpose in-game, because the IDs are dynamically assigned by the game at runtime. So it might have 123 in the documents but it can get something from the whole 1 - 1023 range when it spawns in the game. You only know what it is when you request it back from the model after setting it to 0 first... it's a bit strange the way it works.

 

Edit: Something I stupidly neglected to mention here about why this information is useful though... when you assign a ModKitID to an addon vehicle, you must find a ModKitID that isn't already used by a game vehicle. That's where this information is useful, and I am really sorry I painted a negative picture of the info when it does have a significant use. :(

 

The LightID and SirenID would be useful bits of info to have though, as those tell you about how aspects of the vehicle are configured. Vehicle modders can use that info to assign those IDs to vehicles they have created. The LightID determines how the lights are laid out on the vehicle, what type of lights and what type of coronas are applied, so it is good information to have. If they build an old classic car with a single headlight, they can use the same LightID as a similar in-game vehicle.

 

The other useful value is Layout, as that contains info about the seating and door setup, which again could be useful for vehicle modders looking to use a layout from a similar vehicle.

 

With the vehicles.json, you might want to store the signed hash as well as the unsigned hash. If I do int modelHash = Vehicle.Model.Hash in a script, I will get back a signed hash and that's what I would use to compare against. So if I was to store all the json info in a int-indexed Dictionary<int, VehicleInfo>, you'd need something that matches what the game gives you back to get the right info back. So Maybe an Unsigned Hash and a Signed Hash property would be useful for people using your data. I have an EntityDatabase dll library that I can submit requests to from any mod and get an info struct back and that works on the signed hash value.

 

I have an Excel sheet here that might have some vehicle related info you could add. https://drive.google.com/open?id=1gx-NVTh_NYAuSEXau-RBkQ9u5yKBMPKr

 

I store the signed hash, the model string and the proper name for the vehicle, along with various IDs plus the monetary value of the vehicle. Feel free to use any data from that  if you like. Here's a sample line from one of the vehicles:

-591651781,	0xDCBC1C3B,	blista3,	BLISTA3,	Dinka,	Go Go Monkey Blista,	CAR,	SPORT,	155,	2,	0,	35000

Ignore the second sheet, it's older data.

 

I have a similar sheet for Ped data that includes similar things, Model Hash, Model String, Spawn Name, Full name, Ped Type, Personality, Voice Group, Props Name, Movement Clip Set, Radio 1, Radio 2 and Clip Dictionary Name. This is all info I store in my database library dll. If you think it's something that you could take info from to build a Ped related dump, then I am happy to share that as well.

 

I love data dumps, collections of often meaningless data that are essential tools for modders... both scripters and model modders alike. You can never have too many of them in my opinion. That's why I am so grateful when people share the info.

Edited by LeeC22
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@LeeC22

Thank you for your feedback!
Regarding ModKits dump: I see the reason & need for that but I think I will not be able to create a dump for that specific need because requirement for my dumps is that they are all auto-generateable only from game files. As it seems like those Ids are calculated & set on game runtime, I am not able to retrieve them.
My modkits dump have the purpose for using it with the SET_VEHICLE_MOD_KIT, actually you use the vehicles dump & modkits property to retrieve the index of the modkit you want to apply (mostly 0 or 1) and you use the modkits dump to retrieve more informations to a specific modkit.

Regarding vehicles dump: That is some great input & ideas, I have added properties for Display Name, Signed Hash, Hex Hash, DlcName, LayoutId, Manufacturer Display Name, Seats, MonetaryValue and I improved the naming of the type properties.
I couldnt figure out where to get the LightId & SirensId data from, maybe you can give some input here.

A ped data dump is also planned and I will consider your list of properties as data to add there.
Thank you !

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24 minutes ago, DurtyFree said:

I couldnt figure out where to get the LightId & SirensId data from, maybe you can give some input here.

These settings can be found at the end of each section in the CarVariations.meta file, they look like this:

      <lightSettings value="80" />
      <sirenSettings value="0" />

The light parameters themselves are set in the <Lights> section at the bottom of the carcols.meta file.

 

For both of the files mentioned here, there are also ymt versions that have all the info for the initial set of game vehicles.

Edited by LeeC22
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  • 3 weeks later...

@DurtyFreeI was looking through your ATM dump last night, and it seemed I had missed a couple (six actually) in one of my mods. Before we could dump ymaps like we can now, I had to collect them manually. I don't store the actual prop location though, I store a position in front where I could place a ped using it... it was also before I discovered that you could get an animation position based on the prop position, the joys of hindsight.

 

Anyway, I couldn't find one near LSIA and today I remembered where I had seen it before... it's placed in the nether-realm where you can't get to it. No idea what Rockstar were thinking when they placed this. There's two in the Maze Bank Arena I can't find either but it's possible they might be part of the Arena War maps, I'll have to check with the MP maps enabled.

 

atm-misplaced.jpg

Edited by LeeC22
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On 4/24/2020 at 1:55 PM, LeeC22 said:

@DurtyFreeI was looking through your ATM dump last night, and it seemed I had missed a couple (six actually) in one of my mods. Before we could dump ymaps like we can now, I had to collect them manually. I don't store the actual prop location though, I store a position in front where I could place a ped using it... it was also before I discovered that you could get an animation position based on the prop position, the joys of hindsight.

 

Anyway, I couldn't find one near LSIA and today I remembered where I had seen it before... it's placed in the nether-realm where you can't get to it. No idea what Rockstar were thinking when they placed this. There's two in the Maze Bank Arena I can't find either but it's possible they might be part of the Arena War maps, I'll have to check with the MP maps enabled.

 

atm-misplaced.jpg

So in other words my dump misses some ATMs? Did you make sure they really exist in the current game version? Maybe this is some old stuff left over in files.
Because I am not entirely sure whether CodeWalker got the GTA file patching order correct (respecting dlc load orders & overlaying feature of files). Maybe I also got something wrong with my files order calculation...

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29 minutes ago, DurtyFree said:

So in other words my dump misses some ATMs? Did you make sure they really exist in the current game version? Maybe this is some old stuff left over in files.
Because I am not entirely sure whether CodeWalker got the GTA file patching order correct (respecting dlc load orders & overlaying feature of files). Maybe I also got something wrong with my files order calculation...

No, on the contrary, your dumps seem to have two extra ATMs that I can't find. There was an issue with some props being defined with a priority that meant the game didn't render them. I have a CCTV camera mod that I originally had about 700 cameras in. I scanned the ymaps and found over 1600 but over 50% weren't visible in the game. It was only when the LowPriority prop override mods turned up, that I found the missing cameras.

 

I think the problem is that Rockstar created all these resource files based on a plan bigger than what the game ended up as, so there are things in there that aren't necessarily in the game. That means that when we pull data from the YMaps, we can end up with more data than there are matching items for.

 

So you haven't done anything wrong, you've simply highlighted another of those cases where the files and the game don't have matching properties. The only reason I mentioned it, was that if someone takes your dump and creates generic code that expects the ATM to be there, it's going to have a problem finding it. 99.9% of people probably don't know that ATM exists... it's just bizarre how they have chosen to just leave stuff in the map like this. 

 

Edit: The other two I can't find, are here: -273.366547, -2024.20789, 170.2275 and -262.360779, -2012.054, 170.2275

 

I even loaded the MP maps but I still can't find these other two. I have another mod that pulls in all Props in the entity pool and they just weren't there... so I don't know if they are scripted in as part of some missions or not.

 

Edit: Actually, those Z values look way too high for that location on the map... things are around 30 - 40 there, maybe I wasn't looking far enough up. Ignore that, that's a rogue Z value from something else, they should be at 29.1696434

 

Edit: Okay... I have actually found them in Codewalker and they are hidden behind what looks like a false wall. Maybe they are part of an IPL set that gets switched in, which is why enabling MP maps didn't find them either. You can see one of them marked in both images here, the other is on the opposite side.

 

atm-hidden.jpg

Edited by LeeC22
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