Item Placement: Difference between revisions

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'''Item placement''' files, known by the extension '''.ipl''', are map files used to place objects into the GTA world, as well as define zones, paths, garages, interior portals, and a lot more. Most IPL files can easily be opened and edited using any text-editing program like [[Wikipedia:Notepad|Notepad]]. In San Andreas there are also [[binary IPL]] files which are located in the [[IMG|IMG archives]] of the game. Those you can only open using a special [[Item_Placement#Useful_Tools|editor]].
'''Item placement''' files, usually identified by the file extension <code>.ipl</code>, are a part of the [[map system]] and used to create and place (for example) different objects, zones of special behaviour or paths in the world. All games support standard item placement files which are mostly stored in plain text format that can be opened and edited using any text-editing program (like [[Wikipedia:Notepad|Notepad]]), but there are tools to simplify editing. [[Grand Theft Auto: San Andreas|San Andreas]] is the first game to introduce a binary format for item placement files. Most of the placement information in [[Grand Theft Auto IV]] is stored inside of binary files (see [[WPL]]).


==Structure==
== Overview ==
The <code>.ipl</code> files are split up into many sections. Not all of them have to be used, leaving them empty works as well. Each section starts with a section identifier and ends with the keyword "end", both in a separate line.


Example:
:''See also: [[Item Definition#Overview|Item Definition &sect; Overview]]''
inst
...
end


===[[INST]]===
The structure and format of the plain text item placement files are similar to that of the [[Item Definition|item definition]] files.  
Used to place objects in the world.


''GTA III format''
=== Binary format ===
ID, ModelName, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW


{|class="prettytable" width="100%" class="collapsible collapsed"
''San Andreas'' introduced an simple binary format of item placement files. They are stored as ''"streaming files"'' inside the [[IMG Archive|archive files]]. Editing them requires an special editor (see [[IPL#Tools|below]]). The format is pretty simple and their possibilities are not completely used by ''Rockstar''. By default they do only support <code>inst</code> and <code>cars</code> sections. It is unconfirmed if other sections also can be used or if they are just stubs which are not implemented. Anyway their binary format is completely unknown.
!width="250px"|Identifier
!Description
|-
|<center>ID</center>||A number which is used to identify the object as defined in the [[IDE]] file inside the map system.
|-
|<center>ModelName</center>||The name of the model inside an [[IMG|image]] file which is defined in the [[gta.dat]] file without extension (<code>.[[DFF|dff]]</code>)
|-
|<center>PosX, PosY, PosZ</center>||The position of the object in the world as floating point values.<br>''Note:'' the decimal seperator must be ".", not ",".
|-
|<center>ScaleX, ScaleY, ScaleZ</center>||The scaling of the object as floating point values. By default each value is ''1.0'', which means the object is not scaled at all.<br>''Note:'' the decimal seperator must be ".", not ",".
|-
|<center>RotX, RotY, RotZ, RotW</center>||The rotation of the object as [[Wikipedia:Quarternion|quarternion]].<br>''Note:'' the decimal seperator must be ".", not ",".
|}
 
''Vice City format''
ID, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW
 
{|class="prettytable" width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!Description
|-
|<center>ID</center>||A number which is used to identify the object as defined in the [[IDE]] inside the map system.
|-
|<center>ModelName</center>||The name of the model inside an [[IMG|image]] file which is defined in the [[gta.dat]] file without extension (<code>.[[DFF|dff]]</code>)
|-
|<center>Interior</center>||A number defining the [[interior]] (render-level) the object is located in. It is an optional parameter; by default the object's interior is 0.
|-
|<center>PosX, PosY, PosZ</center>||The position of the object in the world as floating point values.
|-
|<center>ScaleX, ScaleY, ScaleZ</center>||The scaling of the object as floating point values. By default each value is ''1.0'', which means the object is not scaled at all.
|-
|<center>RotX, RotY, RotZ, RotW</center>||The rotation of the object as [[Wikipedia:Quarternion|quarternion]].
|}
 
''San Andreas format''
ID, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD
 
{|class="prettytable" width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!Description
|-
|<center>ID</center>||A number which is used to identify the object as defined in the [[IDE]] inside the map system.
|-
|<center>ModelName</center>||The name of the model inside an [[IMG|image]] file which is defined in the [[gta.dat]] file without extension (<code>.[[DFF|dff]]</code>). The parameter doesn't seem to function in the game. Any name used will not affect the rendering of the model.
|-
|<center>Interior</center>||A number defining the [[interior]] (render-level) the object is located in.
|-
|<center>PosX, PosY, PosZ</center>||The position of the object in the world as floating point values.
|-
|<center>RotX, RotY, RotZ, RotW</center>||The rotation of the object as [[Wikipedia:Quarternion|quarternion]].<br>''Note:'' the decimal seperator must be ".", not ",".
|-
|<center>LOD</center>||The number of the [[LOD]] which is located inside the same instance block as the current model.<br>By default this is ''-1'' which means no LOD is defined.
|}
 
===[[CULL]]===
Create a culling zone.
 
''GTA III and Vice City format''
CenterX, CenterY, CenterZ, LowerLeftX, LowerLeftY, LowerLeftZ, UpperRightX, UpperRightY, UpperRightZ, Flags, Unknown
 
{|class="prettytable" width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!Description
|-
|<center>CenterX, CenterY, CenterZ</center>||A point which defines the center of the box in real world coordinates
|-
|<center>LowerLeftX, LowerLeftY, LowerLeftZ</center>||A point which corresponds to the ''lower left'' corner of the box.
|-
|<center>UpperRightX, UpperRightY, UpperRightZ</center>||A point which corresponds to the ''upper right'' corner of the box.
|-
|<center>Flags</center>||The [[CULL#Flags|behaviour of the cull zone]].
|-
|<center>Unknown</center>||Always 0
|}
 
''San Andreas format 1''
CenterX, CenterY, CenterZ, Unknown1, WidthY, BottomZ, WidthX, Unknown2, TopZ, Flag, Unknown3
 
''San Andreas format 2''
CenterX, CenterY, CenterZ, Unknown1, WidthY, BottomZ, WidthX, Unknown2, TopZ, Flag, Vx, Vy, Vz, Cm
 
===PATH===
''Vice City only''
 
'''Ped, Car and Boat Paths''', defines paths relative to the world centre. Only used in GTA VC, this format is much easier than in GTA3 where the paths were stored in IDE files, and GTA-SA paths which are stored in **nodes.dat inside gta3.img.  This is a quite complicated format and hardly usable without an editing program (such as [[Ked]]).
 
GTA SA uses [[GTA SA Paths|compiled binary files]] for its paths.
 
===[[GRGE]]===
Creates a garage.
 
''San Andreas format''
PosX, PosY, PosZ, LineX, LineY, CubeX, CubeY, CubeZ, DoorType, GarageType, Name
 
{|class="prettytable" width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!Description
|-
|<center>PosX, PosY, PosZ</center>||A coordinate of one of the corner marks
|-
|<center>LineX, LineY</center>||Those values are [[Wikipedia:Euclidean_vector#Addition_and_subtraction|added]] to the first position values. They define one edge of the box
|-
|<center>CubeX, CubeY, CubeZ</center>||Another world coordinate. Together with the abstract line created with the first 5 coordinates this forms a cube in the world.
|-
|<center>DoorType</center>||The [[GRGE#Types_of_doors|type of the door]]
|-
|<center>GarageType</center>||The [[Garage#San_Andreas|type of the garage]]
|-
|<center>Name</center>||[[Garage#San_Andreas_2|A string]] which is used to manipulate the garages behaviour through the <code>[[main.scm]]</code>
|-
|}
 
===[[ENEX]]===
Creates an entrance to an exit
 
''San Andreas format''
X1, Y1, Z1, ROT, W1, W2, C8, X2, Y2, Z2, Rot2, Int, Flag, Name, Sky, I2, Time On, Time Off
 
{|class="prettytable" width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!Description
|-
|<center>X1, Y1, Z1</center>||entrance location
|-
|<center>ROT</center>||
|-
|<center>W1</center>||X width of entry
|-
|<center>W2</center>||Y width of entry
|-
|<center>C8</center>||constant 8
|-
|<center>X2, Y2, Z2</center>||exit location
|-
|<center>Rot2</center>||exit rotation in degrees
|-
|<center>Int</center>||The target interior number
|-
|<center>Flag</center>||The type of marker
|-
|<center>Name</center>||[[Interior#San_Andreas_2|Interior name]], used to find the counterpart and to identify via mission script
|-
|<center>Sky</center>||Sky color changer
|-
|<center>I2</center>||unknown integer flags, could be weather related
|-
|<center>Time On</center>||enables the marker at this time
|-
|<center>Time Off</center>||disables the marker at this time
|}
 
===[[PICK]]===
Creates a weapon pickup.
 
''San Andreas format''
ID, PosX, PosY, PosZ
 
{|class="prettytable" width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!Description
|-
|<center>ID</center>||A [[PICK#San_Andreas_Weapon_List|number]] which defines a [[weapon]]
|-
|<center>PosX, PosY, PosZ</center>||Floating point values defining where the pickup should be placed in the world.
|}


===[[JUMP]]===
{{Incomplete}}
Creates a unique stunt jump.
<!--- How do binary IPLs get recognized by the game? --->


''San Andreas format''
==== Header ====
<pre>StartLowerX, StartLowerY, StartLowerZ, StartUpperX, StartUpperY, StartUpperZ, TargetLowerX, TargetLowerY, TargetLowerZ,
TargetUpperX, TargetUpperY, TargetUpperZ, CameraX, CameraY, CameraZ, Reward</pre>


{|class="prettytable" width="100%" class="collapsible collapsed"
Each binary placement information file starts with an 4-Byte identifier followed by a header containing information about the files content.
!width="250px"|Identifier
!Description
|-
|<center>StartLowerX, StartLowerY, StartLowerZ</center>||These values define a point in the world as floating point values. The point represents one of the lower edge points of the plane representing the start of the unique stunt jump.
|-
|<center>StartUpperX, StartUpperY, StartUpperZ</center>||These values are used in the same way as the first ones. They represent a point on the upper edge of the plane (diagonal opposite).
|-
|<center>TargetLowerX, TargetLowerY, TargetLowerZ</center>||A point on the lower edge of the ''target plane''.
|-
|<center>TargetUpperX, TargetUpperY, TargetUpperZ</center>||A point on the upper edge of the ''target plane'' (diagonal opposite).
|-
|<center>CameraX, CameraY, CameraZ</center>||The position of the camera.
|-
|<center>Reward</center>||The amount of cash the player earns after he has finished this stunt successfully.
|}


===TCYC===
4b  - CHAR[4]  - Always "bnry"
Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather?
4b  - INT32    - Number of [[INST|item instances]]
4b  - INT32    - Number of unknown 1 (''CULL'' ?)
4b  - INT32    - Number of unknown 2 (''GRGE'' ?)
4b  - INT32    - Number of unknown 3 (''ENEX'' ?)
4b  - INT32    - Number of [[CARS (IPL Section)|parked cars]]
4b  - INT32    - Number of unknown 4 (''PICK'' ?)
4b  - INT32    - Offset of item instances (0x4C by default)
4b  - INT32    - Size of item instances (unused - always 0)
4b  - INT32    - Offset of unknown 1
4b  - INT32    - Size of unknown 1 (unused - always 0)
4b  - INT32    - Offset of unknown 2
4b  - INT32    - Size of unknown 2 (unused - always 0)
4b  - INT32    - Offset of unknown 3
4b  - INT32    - Size of unknown 3 (unused - always 0)
4b  - INT32    - Offset of parked cars
4b  - INT32    - Size of parked cars (unused - always 0)
4b  - INT32    - Offset of unknown 4
4b  - INT32    - Size of unknown 4 (unused - always 0)


''San Andreas format''
The header is followed by the arrays of the entries. For more information about their format see the articles about the sections.
X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?


===[[AUZO]]===
== Format ==
This creates an audio if you enter the zone.


''San Andreas format 1''
The following table contains all known sections in the item placement. The supported games column lists games that support the sections but it doesn't necessarily means they're functional in the games. Mouse over the game icons to see if the games are supported.
Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2


{|class="prettytable" width="100%" class="collapsible collapsed"
{|class="mw-collapsible wikitable center-col-1 center-col-2" style="width: 100%;"
!width="250px"|Identifier
!style="width: 7em;"|Section
!style="width: 8em;"|Supported games
!Description
!Description
|-
|-
|<center>Name</center>||Name used to identify the zone
|<code>[[INST|inst]]</code>||{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}||Places objects defined in <code>[[OBJS|objs]]</code>, <code>[[TOBJ|tobj]]</code>, <code>[[ANIM|anim]]</code> or <code>[[TANM|tanm]]</code> into the world.
|-
|-
|<center>ID</center>||[[AUZO#Auzo_Audio_IDs|Sound]] played in this zone
|<code>[[ZONE|zone]]</code>||{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}||Creates map, navigation, and info zones.
|-
|-
|<center>Switch</center>||Makes the audio always on or always off. Can be forced through the [[script]] using opcode [[0917]]
|<code>[[CULL|cull]]</code>||{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}||Creates zones with special attributes.
|-
|<center>X1, Y1, Z1</center>||A point which corresponds to the corner of the box, usually the lower left.
|-
|<center>X2, Y2, Z2</center>||A point which corresponds to the opposite corner of the box, usually the upper right.
|}
 
''San Andreas format 2''
Name, ID, Switch, X, Y, Z, Radius
 
{|class="prettytable" width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!Description
|-
|-
|<center>Name</center>||Name used to identify the zone.
|<code>[[PICK|pick]]</code>||{{Icon|SA}}||Creates pickups. This section exists in GTA III, GTA Vice City, and GTA IV, but is only functional in GTA San Andreas.
|-
|-
|<center>ID</center>||[[AUZO#Auzo_Audio_IDs|Sound]] played in this zone.
|<code>[[PATH|path]]</code>||{{Icon|VC}}||Creates waypoints for random ''NPC'' spawns.<br>Note: this section is also present in ''San Andreas'' and ''GTA IV''. It is used as a base for ''Rockstar's'' paths compiler, but gets ignored by the games. For more information see: [[Paths]].
|-
|-
|<center>Switch</center>||Makes the audio always on or always off. Can be forced through the [[script]] using opcode [[0917]].
|<code>[[OCCL|occl]]</code>||{{Icon|VC}} {{Icon|SA}} {{Icon|4}}||Creates occlusion zones.
|-
|-
|<center>X, Y, Z</center>||The center of the zone.
|<code>[[MULT|mult]]</code>||||This section exists in GTA San Andreas and GTA IV but is not functional.
|-
|-
|<center>Radius</center>||The distance the sound will be heard.
|<code>[[GRGE|grge]]</code>||{{Icon|SA}} {{Icon|4}}||Creates garages.
|}
 
===[[MULT]]===
''San Andreas and GTA4 only''
 
In San Andreas, this was never used in the game. This section is currently unknown and may never be known; it is ignored by the game.
 
===[[CARS (IPL Section)|CARS]]===
Creates a parked car generator
 
''San Andreas format''
PosX, PosY, PosZ, Angle, CarID, PrimCol, SecCol, ForceSpawn, Alarm, DoorLock, Unknown1, Unknown2
 
{|class="prettytable" width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!Description
|-
|-
|<center>PosX, PosY, PosZ</center>||The real world coordinates of the car as floating point values.
|<code>[[ENEX|enex]]</code>||{{Icon|SA}} {{Icon|4}}||Creates entry-exit markers.
|-
|-
|<center>Angle</center>||The angle of the car in radians (degrees/~57.2958).
|<code>[[CARS (IPL Section)|cars]]</code>||{{Icon|SA}} {{Icon|4}}||Creates car generators (parked cars).
|-
|-
|<center>CarID</center>||The ID number of the car as defined in the [[IDE]] or -1 for random car parks (influenced by the <code>[[popcycle.dat]]</code> file)
|<code>[[JUMP|jump]]</code>||{{Icon|SA}}||Creates stunt jumps. This section exists in GTA IV but is not functional.
|-
|-
|<center>PrimCol, SecCol</center>||A car color defined in the <code>[[carcols.dat]]</code> file. If it is set to -1 the color will be randomly chosen.
|<code>[[TCYC|tcyc]]</code>||{{Icon|SA}} {{Icon|4}}||Creates time cycles modifiers.
|-
|-
|<center>ForceSpawn</center>||Vehicles spawn more reliably if this is set to 1.
|<code>[[AUZO|auzo]]</code>||{{Icon|SA}}||Creates [[Audio stream|audio]] zones. This section exists in GTA IV but is not functional.
|-
|-
|<center>Alarm</center>||The probability of triggering the alarm system (0 - 100).
|<code>[[MZON|mzon]]</code>||{{Icon|4}}||&ndash;
|-
|-
|<center>DoorLock</center>||The probability that the doors of the vehicle is locked (0 - 100).
|<code>[[VNOD|vnod]]</code>||{{Icon|4}}||Extended format of ''PATH'' &ndash; apparently only used for [[Multiplayer#GTA_4|multiplayer]] mode.
|-
|-
|<CeNtEr>Unknown1, Unknown2</CeNtEr>||Unknown (Zero).
|<code>[[LINK|link]]</code>||{{Icon|4}}||&ndash;
|}
 
===[[OCCL]]===
Creates zones for separated rendering.
 
''Vice City and San Andreas format''
mid x, mid y, bottom height z, width x, width y, height from bottom height to top, rotation
 
{|class="prettytable" width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!Description
|-
|-
|<center>mid x, mid y</center>||The middle of the occlusion box in X and Y coordinates.
|<code>[[BLOK|blok]]</code>||||This section exists in GTA IV but is apparently ignored by the game &ndash; appears to be used to allocate responsibilities during the development stage of ''GTA IV'', but also could be used to place [[Ped_Event|decision makers]].
|-
|-
|<center>bottom height z</center>||The bottom Z coordinate of the occlusion box.
|<code>[[MLO+|mlo+]]</code>||{{Icon|4}}||MLO placement &ndash; Used to place offsets for ''GTA IV's'' [[interior]]s. The ''interiors'' themselfes get placed inside the [[IDE]] file section <code>[[MLO|mlo]]</code>.
|-
|-
|<center>width x, width y</center>||The width of the occlusion box in units.
|<code>[[2DFX (IPL Section)|2dfx]]</code>||{{Icon|4}}||Used to make many game effects, for example - Particle.
|-
|-
|<center>height from bottom height to top</center>||The difference in height from the top of the occlusion box to the bottom.
|<code>[[LODM|lodm]]</code>||{{Icon|4}}||&ndash;
|-
|-
|<center>rotation</center>||The rotation of the occlusion box in angles.
|<code>[[SLOW|slow]]</code>||{{Icon|4}}||Unknown for what it is responsible, used very rare and only in two extended .WPL. Section contains a box.
<!--|[[RTFX]]||{{Icon|4}}||&ndash;-->
|}
|}


===ZONE===
== Tools ==
Although technically an IPL section, this is usually only used in [[zone]] files (extension <code>.zon</code>).
 
===BLOK===
''GTA4 only''
 
===VNOD===
''GTA4 only''
 
===LINK===
''GTA4 only''
 
===MLO+===
''GTA4 only''
 
===RTFX===
''GTA4 only''
 
===LODM===
''GTA4 only''


===SLOW===
* [[KEd]], by JernejL
''GTA4 only''
* [[MEd]], by Tonywob
* [http://www.gtaforums.com/index.php?showtopic=315944 IPL Helper], by Xmen
* [http://www.gta.ocram-net.de/index_all.php?downloadsa=11 Binary (De-)Compiler], by ocram88
* [http://www.gtaforums.com/index.php?showtopic=429526 SA Binary IPL Exporter for 3DS Max], by Gforce


===2DFX===
== See also ==
''GTA4 only''


==Useful Tools==
* [[Item Definition|Item definition]]
* [[KEd]]
* [[WPL]] &ndash; Major ''GTA IV'' item placement file.
* - by {{U|Xmen}}
* [http://www.gta.ocram-net.de/index_all.php?downloadsa=11 Binary (De-)Compiler] - By {{U|ocram88}}


==External links==
== External links ==
* [http://projectcerbera.com/gta/vc/tutorials/paths Explanation of the path-section in a VC IPL] - by {{U|Cerbera}}


{{gtaiv}}
* [http://www.gtaforums.com/index.php?showtopic=118193 GTA3/VC Map File Documentation and Troubleshooting] - Topic by Opius covering general features of IPL files in GTA3 and GTA VC.
{{gtasa}}
* [http://www.gtaforums.com/index.php?showtopic=202532 GTA SA IPL Documentation] - Topic by [[User:spaceeinstein|spaceeinstein]] covering details of the IPL format in GTA SA.


[[Category:Map Formats]][[Category:GTA III Modifications]][[Category:GTA Vice City]]{{fdl}}
{{fdl}}
{{3-navi}}
{{VC-navi}}
[[Category:Map Formats]]

Latest revision as of 22:09, 22 July 2018

Item Placement
IPL Sections:
AUZO CARS CULL ENEX GRGE INST
JUMP MULT OCCL PATH PICK TCYC

Item placement files, usually identified by the file extension .ipl, are a part of the map system and used to create and place (for example) different objects, zones of special behaviour or paths in the world. All games support standard item placement files which are mostly stored in plain text format that can be opened and edited using any text-editing program (like Notepad), but there are tools to simplify editing. San Andreas is the first game to introduce a binary format for item placement files. Most of the placement information in Grand Theft Auto IV is stored inside of binary files (see WPL).

Overview

See also: Item Definition § Overview

The structure and format of the plain text item placement files are similar to that of the item definition files.

Binary format

San Andreas introduced an simple binary format of item placement files. They are stored as "streaming files" inside the archive files. Editing them requires an special editor (see below). The format is pretty simple and their possibilities are not completely used by Rockstar. By default they do only support inst and cars sections. It is unconfirmed if other sections also can be used or if they are just stubs which are not implemented. Anyway their binary format is completely unknown.


Header

Each binary placement information file starts with an 4-Byte identifier followed by a header containing information about the files content.

4b  - CHAR[4]   - Always "bnry"
4b  - INT32     - Number of item instances
4b  - INT32     - Number of unknown 1 (CULL ?)
4b  - INT32     - Number of unknown 2 (GRGE ?)
4b  - INT32     - Number of unknown 3 (ENEX ?)
4b  - INT32     - Number of parked cars
4b  - INT32     - Number of unknown 4 (PICK ?)
4b  - INT32     - Offset of item instances (0x4C by default)
4b  - INT32     - Size of item instances (unused - always 0)
4b  - INT32     - Offset of unknown 1
4b  - INT32     - Size of unknown 1 (unused - always 0)
4b  - INT32     - Offset of unknown 2
4b  - INT32     - Size of unknown 2 (unused - always 0)
4b  - INT32     - Offset of unknown 3
4b  - INT32     - Size of unknown 3 (unused - always 0)
4b  - INT32     - Offset of parked cars
4b  - INT32     - Size of parked cars (unused - always 0)
4b  - INT32     - Offset of unknown 4
4b  - INT32     - Size of unknown 4 (unused - always 0)

The header is followed by the arrays of the entries. For more information about their format see the articles about the sections.

Format

The following table contains all known sections in the item placement. The supported games column lists games that support the sections but it doesn't necessarily means they're functional in the games. Mouse over the game icons to see if the games are supported.

Section Supported games Description
inst GTA III GTA Vice City GTA San Andreas GTA IV Places objects defined in objs, tobj, anim or tanm into the world.
zone GTA III GTA Vice City GTA San Andreas GTA IV Creates map, navigation, and info zones.
cull GTA III GTA Vice City GTA San Andreas GTA IV Creates zones with special attributes.
pick GTA San Andreas Creates pickups. This section exists in GTA III, GTA Vice City, and GTA IV, but is only functional in GTA San Andreas.
path GTA Vice City Creates waypoints for random NPC spawns.
Note: this section is also present in San Andreas and GTA IV. It is used as a base for Rockstar's paths compiler, but gets ignored by the games. For more information see: Paths.
occl GTA Vice City GTA San Andreas GTA IV Creates occlusion zones.
mult This section exists in GTA San Andreas and GTA IV but is not functional.
grge GTA San Andreas GTA IV Creates garages.
enex GTA San Andreas GTA IV Creates entry-exit markers.
cars GTA San Andreas GTA IV Creates car generators (parked cars).
jump GTA San Andreas Creates stunt jumps. This section exists in GTA IV but is not functional.
tcyc GTA San Andreas GTA IV Creates time cycles modifiers.
auzo GTA San Andreas Creates audio zones. This section exists in GTA IV but is not functional.
mzon GTA IV
vnod GTA IV Extended format of PATH – apparently only used for multiplayer mode.
link GTA IV
blok This section exists in GTA IV but is apparently ignored by the game – appears to be used to allocate responsibilities during the development stage of GTA IV, but also could be used to place decision makers.
mlo+ GTA IV MLO placement – Used to place offsets for GTA IV's interiors. The interiors themselfes get placed inside the IDE file section mlo.
2dfx GTA IV Used to make many game effects, for example - Particle.
lodm GTA IV
slow GTA IV Unknown for what it is responsible, used very rare and only in two extended .WPL. Section contains a box.

Tools

See also

External links

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