INST
Supported games: | ![]() ![]() ![]() ![]() | ||||||||||||
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Short description: | Places objects in the world | ||||||||||||
IPL Sections:
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inst
is a section in the item placement file in Grand Theft Auto III, Grand Theft Auto: Vice City, Grand Theft Auto: San Andreas, and Grand Theft Auto IV. It is used to place static, dynamic, time controlled and animated objects in the world. It is supported by all major PC versions of the GTA 3D series but its format differs slightly between the games.
Format
GTA III and GTA Vice City
inst Id, ModelName, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW end
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Identifier | Type | Description |
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A | Id | integer | A number which is used to identify the object as defined in the IDE file inside the map system. |
B | ModelName | string | The name of the model inside an image file which is defined in the gta.dat file without extension (.dff )
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C,D,E | PosX, PosY, PosZ | float[3] | The position of the object in the world as floating point values. Note: the decimal seperator must be ".", not ",". |
F,G,H | ScaleX, ScaleY, ScaleZ | float[3] | 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. Note: the decimal seperator must be ".", not ",". |
I,J,K,L | RotX, RotY, RotZ, RotW | float[4] | The rotation of the object as quarternion. Note: the decimal seperator must be ".", not ",". |
Note that if this format is used in Vice City, the interior of the object defaults to 0.
GTA Vice City
inst Id, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW end
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Identifier | Type | Description |
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A | Id | integer | A number which is used to identify the object as defined in the IDE file inside the map system. |
B | ModelName | string | The name of the model inside an image file which is defined in the gta.dat file without extension (.dff )
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C | Interior | float | A number defining the interior (render-level) the object is located in. |
D,E,F | PosX, PosY, PosZ | float[3] | The position of the object in the world as floating point values. Note: the decimal seperator must be ".", not ",". |
G,H,I | ScaleX, ScaleY, ScaleZ | float[3] | 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. Note: the decimal seperator must be ".", not ",". |
J,K,L,M | RotX, RotY, RotZ, RotW | float[4] | The rotation of the object as quarternion. Note: the decimal seperator must be ".", not ",". |
GTA San Andreas
inst Id, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD end
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Identifier | Type | Description |
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A | Id | integer | A number which is used to identify the object as defined in the IDE inside the map system. |
B | ModelName | string | The name of the model inside an image file which is defined in the gta.dat file without extension (.dff ). The parameter doesn't seem to function in the game. Any name used will not affect the rendering of the model.
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C | Interior | integer | A number defining the interior (render-level) the object is located in. |
D,E,F | PosX, PosY, PosZ | float[3] | The position of the object in the world as floating point values. |
G,H,I,J | RotX, RotY, RotZ, RotW | float[4] | The rotation of the object as quarternion. Note: the decimal seperator must be ".", not ",". |
K | LOD | integer | The number of the LOD which is located inside the same instance block as the current model. By default this is -1 which means no LOD is defined.[1] |
Binary Format
INST is also one of the known sections which can be used in binary format inside streaming files. Its format is similar to the plain text format:
4b - FLOAT - Position X 4b - FLOAT - Position Y 4b - FLOAT - Position Z 4b - FLOAT - Rotation X 4b - FLOAT - Rotation Y 4b - FLOAT - Rotation Z 4b - FLOAT - Rotation W 4b - INT32 - Object ID (as an index to the IDE) 4b - INT32 - Interior 4b - INT32 - LOD index
Limitations
Each game has different limitations. The most important limit for the instance section is the so-called map boundary, which is a notional boundary around the map. Outside those borders no objects will be visible. If an object is intersecting the bounds it may be displayed incorrectly.
Game | Mapping Boundary |
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GTA San Andreas has a square (or cube) as the major limit. Its dimension is 3000.0 units away from the origin point. This limit can be increased using the SA Limit Adjuster by Sacky |
Related tools
- IPL Helper, by Xmen
- Binary (De-)Compiler, by ocram88
Reference
- ↑ Explanation of GTA SA LOD System, post by steve-m explaining the LOD system for IPL files in GTA SA.
External links