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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:
The structure and format of the ''item placement'' file is similar to the format of the [[Item Definition|item definition]] files.  
inst
...
end


===[[INST]]===
=== Format and syntax description ===
Used to place objects in the world.


''GTA III format''
Just like definitions, placement information files are split up into sections. Each section is indicated by a section identifier specifying the way the section gets parsed by the game. The sections themselves are filled with the entries containing the placement information. Each entry must be placed on a separate line. This is important for line-dependent entries, like the [[INST#GTA_SA_format|San Andreas LOD system]]. The end of every section is indicated by the terminating string "end". Both (identifying and terminating strings) are not case sensitive, but by default they are written in lower case.
ID, ModelName, 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]] 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''
Comments are usually indicated by the character <code>#</code> (number sign). It is possible to add comments to the end of a line, but breaking the line format for the current section using comments may cause the game to crash during loading. It is recommended that a comment should be placed on a separate line. Comments can also be placed outside of sections.
ID, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW


{|class="prettytable" width="100%" class="collapsible collapsed"
Lines itself are always formatted in the same way differing only in the number of their parameters describing the semantical content of the line. Parameters are usually separated by the character <code>,</code> (comma). [[wikipedia:Whitespace_character|Whitespace characters]] at the beginning or the end of an parameter get trimmed but they are usually used to give the content a more clear structure to make it more easier to read for human. Strings can be encased by the character <code>"</code> (quotation mark), but this is optional and rarely used by default. Also the games' parser uses an invariant culture to parse numerical values and strings. Which means strings are [[Wikipedia:ASCII|ASCII]] encrypted and the decimal separator is <code>.</code> (period).
!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''
==== Section example ====
ID, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD


{|class="prettytable" width="100%" class="collapsible collapsed"
  inst
!width="250px"|Identifier
  ...
!Description
  end
|-
|<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''
=== Binary format ===
ID, PosX, PosY, PosZ


{|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 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 ''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.
!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|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]]===
=== Sections ===
This creates an audio if you enter the zone.


''San Andreas format 1''
The following table contains basic information about all known sections. For additional information read the articles itself.
Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2


{|class="prettytable" width="100%" class="collapsible collapsed"
{|class="wikitable"
!width="250px"|Identifier
!width="120px"|Identifier
!width="100px"|Supported games
!Description
!Description
|-
|-
|<center>Name</center>||Name used to identify the zone
|<center>[[INST]]</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||Most important section: places objects defined in [[OBJS]], [[TOBJ]], [[ANIM]] or [[TANM]] in the world.
|-
|<center>ID</center>||[[AUZO#Auzo_Audio_IDs|Sound]] played in this zone
|-
|<center>Switch</center>||Makes the audio always on or always off. Can be forced through the [[script]] using opcode [[0917]]
|-
|-
|<center>X1, Y1, Z1</center>||A point which corresponds to the corner of the box, usually the lower left.
|<center>[[CULL]]</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||Creates zones with special behaviour and influences to e.g. [[wikipedia:Non-player_character|NPC's]] or [[timecyc.dat|weather]].
|-
|-
|<center>X2, Y2, Z2</center>||A point which corresponds to the opposite corner of the box, usually the upper right.
|<center>[[PATH]]</center>||<center>{{Icon|VC}}</center>||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]].
|}
 
''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.
|<center>[[GRGE]]</center>||<center>{{Icon|SA}}</center>||Creates zones for ingame garages.
|-
|-
|<center>ID</center>||[[AUZO#Auzo_Audio_IDs|Sound]] played in this zone.
|<center>[[ENEX]]</center>||<center>{{Icon|SA}}</center>||Creates entrace and exit markers.
|-
|-
|<center>Switch</center>||Makes the audio always on or always off. Can be forced through the [[script]] using opcode [[0917]].
|<center>[[PICK]]</center>||<center>{{Icon|SA}}</center>||Creates [[WEAP|weapon]] pickups.
|-
|-
|<center>X, Y, Z</center>||The center of the zone.
|<center>[[JUMP]]</center>||<center>{{Icon|SA}}</center>||Creates unique stunt jumps.
|-
|-
|<center>Radius</center>||The distance the sound will be heard.
|<center>[[TCYC]]</center>||<center>{{Icon|SA}}</center>||Apparently custom weather.
|}
 
===[[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.
|<center>[[AUZO]]</center>||<center>{{Icon|SA}}</center>||Creates zones playing an [[Stream|audio stream]] if the user enters it.
|-
|-
|<center>Angle</center>||The angle of the car in radians (degrees/~57.2958).
|<center>[[MULT]]</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||&ndash;
|-
|-
|<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)
|<center>[[CARS]]</center>||<center>{{Icon|SA}}</center>||Creates parked [[CARS_(IDE_Section)|car]] spawns
|-
|-
|<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.
|<center>[[OCCL]]</center>||<center>{{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||Creates occlusion zones for seperated rendering.
|-
|-
|<center>ForceSpawn</center>||Vehicles spawn more reliably if this is set to 1.
|<center>[[ZONE]], [[MZON]]</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||Creates ingame regions. ''MZON'' is only used for ''GTA IV'' and contains one type of zones.
|-
|-
|<center>Alarm</center>||The probability of triggering the alarm system (0 - 100).
|<center>[[BLOK]]</center>||<center>{{Icon|4}}</center>||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 markers]].
|-
|-
|<center>DoorLock</center>||The probability that the doors of the vehicle is locked (0 - 100).
|<center>[[VNOD]]</center>||<center>{{Icon|4}}</center>||Extented format of ''PATH'' &ndash; apparently only used for [[Multiplayer#GTA_4|multiplayer]] mode.
|-
|-
|<CeNtEr>Unknown1, Unknown2</CeNtEr>||Unknown (Zero).
|<center>[[LINK]]</center>||<center>{{Icon|4}}</center>||&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.
|<center>[[MLO+]]</center>||<center>{{Icon|4}}</center>||MLO placement &ndash; Used to place offsets for ''GTA IV's'' [[interior]]s. The ''interiors'' themselfes get placed inside the [[IDE]] file section [[MLO]].
|-
|-
|<center>bottom height z</center>||The bottom Z coordinate of the occlusion box.
|<center>[[RTFX]]</center>||<center>{{Icon|4}}</center>||&ndash;
|-
|-
|<center>width x, width y</center>||The width of the occlusion box in units.
|<center>[[LODM]]</center>||<center>{{Icon|4}}</center>||&ndash;
|-
|-
|<center>height from bottom height to top</center>||The difference in height from the top of the occlusion box to the bottom.
|<center>[[SLOW]]</center>||<center>{{Icon|4}}</center>||&ndash;
|-
|-
|<center>rotation</center>||The rotation of the occlusion box in angles.
|<center>[[2DFX_(IPL_Section)|2DFX]]</center>||<center>{{Icon|4}}</center>||Creates [[particle]] effects in the world.
|}
|}


===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===
* [[KEd]] &ndash; By JernejL
''GTA4 only''
* [[MEd]] &ndash; By Tonywob
* {{GTAF|315944|IPL Helper}} &ndash; By Xmen
* [http://www.gta.ocram-net.de/index_all.php?downloadsa=11 Binary (De-)Compiler] &ndash; By ocram88
* {{GTAF|429526|SA Binary IPL Exporter for 3DS Max}} &ndash; by Gforce


===SLOW===
== See also ==
''GTA4 only''


===2DFX===
* [[Item definition]]
''GTA4 only''
* [[WPL]] &ndash; Major ''GTA IV'' item placement file.


==Useful Tools==
== External links ==
* [[KEd]]
*  - by {{U|Xmen}}
* [http://www.gta.ocram-net.de/index_all.php?downloadsa=11 Binary (De-)Compiler] - By {{U|ocram88}}


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


{{gtaiv}}
{{gtaiv}}

Revision as of 22:49, 19 February 2011

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

The structure and format of the item placement file is similar to the format of the item definition files.

Format and syntax description

Just like definitions, placement information files are split up into sections. Each section is indicated by a section identifier specifying the way the section gets parsed by the game. The sections themselves are filled with the entries containing the placement information. Each entry must be placed on a separate line. This is important for line-dependent entries, like the San Andreas LOD system. The end of every section is indicated by the terminating string "end". Both (identifying and terminating strings) are not case sensitive, but by default they are written in lower case.

Comments are usually indicated by the character # (number sign). It is possible to add comments to the end of a line, but breaking the line format for the current section using comments may cause the game to crash during loading. It is recommended that a comment should be placed on a separate line. Comments can also be placed outside of sections.

Lines itself are always formatted in the same way differing only in the number of their parameters describing the semantical content of the line. Parameters are usually separated by the character , (comma). Whitespace characters at the beginning or the end of an parameter get trimmed but they are usually used to give the content a more clear structure to make it more easier to read for human. Strings can be encased by the character " (quotation mark), but this is optional and rarely used by default. Also the games' parser uses an invariant culture to parse numerical values and strings. Which means strings are ASCII encrypted and the decimal separator is . (period).

Section example

inst
...
end

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.

Sections

The following table contains basic information about all known sections. For additional information read the articles itself.

Identifier Supported games Description
INST
GTA III GTA Vice City GTA San Andreas GTA IV
Most important section: places objects defined in OBJS, TOBJ, ANIM or TANM in the world.
CULL
GTA III GTA Vice City GTA San Andreas GTA IV
Creates zones with special behaviour and influences to e.g. NPC's or weather.
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.
GRGE
GTA San Andreas
Creates zones for ingame garages.
ENEX
GTA San Andreas
Creates entrace and exit markers.
PICK
GTA San Andreas
Creates weapon pickups.
JUMP
GTA San Andreas
Creates unique stunt jumps.
TCYC
GTA San Andreas
Apparently custom weather.
AUZO
GTA San Andreas
Creates zones playing an audio stream if the user enters it.
MULT
GTA San Andreas GTA IV
CARS
GTA San Andreas
Creates parked car spawns
OCCL
GTA Vice City GTA San Andreas GTA IV
Creates occlusion zones for seperated rendering.
ZONE, MZON
GTA III GTA Vice City GTA San Andreas GTA IV
Creates ingame regions. MZON is only used for GTA IV and contains one type of zones.
BLOK
GTA IV
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 markers.
VNOD
GTA IV
Extented format of PATH – apparently only used for multiplayer mode.
LINK
GTA IV
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.
RTFX
GTA IV
LODM
GTA IV
SLOW
GTA IV
2DFX
GTA IV
Creates particle effects in the world.

Tools

See also

External links

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