IPL Sections:
|
[]
Game files and formats in Grand Theft Auto | |
---|---|
Important! | See our Policy on modded content. |
File formats | IMG Archive | DFF | TXD | IDE | GXT | Handling.cfg | Carcols Dynamic Object |
Game files | Animviewer.dat/GTAVC | Bink | Default.dat/GTAVC | Chassis Vlo | Fistfite.dat/GTAVC | Flight.dat | Gta vc.dat | Object.dat/GTAVC | OpenGTA2 | Particle.cfg/GTAVC | Particle (SA) | Paths | Ped.dat/GTAVC | Pedgrp.dat/GTAVC | Pedstats.dat/GTAVC | Scenarios.dat | Scripted Path | Surface.dat/GTAVC | Surfaud.dat | TimeCyc Definition | Timecyc.dat/GTAVC | Train.dat/GTAVC | Train.dat/GTAVC | Train.dat/GTAVC | Train2.dat/GTAVC | WAD | WBD-WBN | WPFL | Water.dat | Water.dat/GTAVC | Weapon.dat/GTAVC | Weaponinfo.xml |
File tools | CodeWalker | OpenIV | Spark IV |
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 Notepad. In San Andreas there are also binary IPL files which are located in the IMG archives of the game. Those you can only open using a special editor.
Structure[]
The .ipl
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:
inst ... end
INST[]
Used to place objects in the world.
GTA III format
ID, ModelName, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW
Identifier | Description |
---|---|
A number which is used to identify the object as defined in the IDE file inside the map system. | |
The name of the model inside an image file which is defined in the gta.dat file without extension (.dff )
| |
The position of the object in the world as floating point values. Note: the decimal separator must be ".", not ",". | |
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 separator must be ".", not ",". | |
The rotation of the object as quaternion. Note: the decimal separator must be ".", not ",". |
Vice City format
ID, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW
Identifier | Description |
---|---|
A number which is used to identify the object as defined in the IDE inside the map system. | |
The name of the model inside an image file which is defined in the gta.dat file without extension (.dff )
| |
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. | |
The position of the object in the world as floating point values. | |
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. | |
The rotation of the object as quaternion. |
San Andreas format
ID, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD
Identifier | Description |
---|---|
A number which is used to identify the object as defined in the IDE inside the map system. | |
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.
| |
A number defining the interior (render-level) the object is located in. | |
The position of the object in the world as floating point values. | |
The rotation of the object as quaternion. Note: the decimal separator must be ".", not ",". | |
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. |
CULL[]
Create a culling zone.
GTA III and Vice City format
CenterX, CenterY, CenterZ, LowerLeftX, LowerLeftY, LowerLeftZ, UpperRightX, UpperRightY, UpperRightZ, Flags, Unknown
Identifier | Description |
---|---|
A point which defines the center of the box in real world coordinates | |
A point which corresponds to the lower left corner of the box. | |
A point which corresponds to the upper right corner of the box. | |
The behaviour of the cull zone. | |
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 compiled binary files for its paths.
GRGE[]
Creates a garage.
San Andreas format
PosX, PosY, PosZ, LineX, LineY, CubeX, CubeY, CubeZ, DoorType, GarageType, Name
Identifier | Description |
---|---|
A coordinate of one of the corner marks | |
Those values are added to the first position values. They define one edge of the box | |
Another world coordinate. Together with the abstract line created with the first 5 coordinates this forms a cube in the world. | |
The type of the door | |
The type of the garage | |
A string which is used to manipulate the garages behaviour through the main.scm
|
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
Identifier | Description |
---|---|
entrance location | |
X width of entry | |
Y width of entry | |
constant 8 | |
exit location | |
exit rotation in degrees | |
The target interior number | |
The type of marker | |
Interior name, used to find the counterpart and to identify via mission script | |
Sky color changer | |
unknown integer flags, could be weather related | |
enables the marker at this time | |
disables the marker at this time |
PICK[]
Creates a weapon pickup.
San Andreas format
ID, PosX, PosY, PosZ
Identifier | Description |
---|---|
A number which defines a weapon | |
Floating point values defining where the pickup should be placed in the world. |
JUMP[]
Creates a unique stunt jump.
San Andreas format
StartLowerX, StartLowerY, StartLowerZ, StartUpperX, StartUpperY, StartUpperZ, TargetLowerX, TargetLowerY, TargetLowerZ, TargetUpperX, TargetUpperY, TargetUpperZ, CameraX, CameraY, CameraZ, Reward
Identifier | Description |
---|---|
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. | |
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). | |
A point on the lower edge of the target plane. | |
A point on the upper edge of the target plane (diagonal opposite). | |
The position of the camera. | |
The amount of cash the player earns after he has finished this stunt successfully. |
TCYC[]
Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather?
San Andreas format
X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?
AUZO[]
This creates an audio if you enter the zone.
San Andreas format 1
Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2
Identifier | Description |
---|---|
Name used to identify the zone | |
Sound played in this zone | |
Makes the audio always on or always off. Can be forced through the script using opcode 0917 | |
A point which corresponds to the corner of the box, usually the lower left. | |
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
Identifier | Description |
---|---|
Name used to identify the zone. | |
Sound played in this zone. | |
Makes the audio always on or always off. Can be forced through the script using opcode 0917. | |
The center of the zone. | |
The distance the sound will be heard. |
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[]
Creates a parked car generator
San Andreas format
PosX, PosY, PosZ, Angle, CarID, PrimCol, SecCol, ForceSpawn, Alarm, DoorLock, Unknown1, Unknown2
Identifier | Description |
---|---|
The real world coordinates of the car as floating point values. | |
The angle of the car in radians (degrees/~57.2958). | |
The ID number of the car as defined in the IDE or -1 for random car parks (influenced by the popcycle.dat file)
| |
A car color defined in the carcols.dat file. If it is set to -1 the color will be randomly chosen.
| |
Vehicles spawn more reliably if this is set to 1. | |
The probability of triggering the alarm system (0 - 100). | |
The probability that the doors of the vehicle is locked (0 - 100). | |
Unknown (Zero). |
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
Identifier | Description |
---|---|
The middle of the occlusion box in X and Y coordinates. | |
The bottom Z coordinate of the occlusion box. | |
The width of the occlusion box in units. | |
The difference in height from the top of the occlusion box to the bottom. | |
The rotation of the occlusion box in angles. |
ZONE[]
Although technically an IPL section, this is usually only used in zone files (extension .zon
).
BLOK[]
GTA4 only
VNOD[]
GTA4 only
LINK[]
GTA4 only
MLO+[]
GTA4 only
RTFX[]
GTA4 only
LODM[]
GTA4 only
SLOW[]
GTA4 only
2DFX[]
GTA4 only
Useful Tools[]
External links[]
Grand Theft Auto IV | |
---|---|
Locations | Liberty City (Algonquin | Bohan | Broker | Dukes) | Alderney |
Characters | Characters | Niko Bellic | Roman Bellic | Vlad Glebov | Mikhail Faustin | Dimitri Rascalov | Brucie Kibbutz | Elizabeta Torres | Patrick McReary | Playboy X | Dwayne Forge | United Liberty Paper contact | Ray Boccino | Jimmy Pegorino |
Content | Missions | Random characters | Friends | Girlfriends | Vehicles | Weapons | Clothing | Internet | Radio Stations | Safehouses | TV Shows |
Information | 100% Completion | Achievements and Trophies | Cheats | Features | Trailers | Multiplayer |
Episodes from Liberty City | The Lost and Damned | The Ballad of Gay Tony |
Crossovers | Diamonds | Heroin | Impossible Trinity (Museum Piece, Collector's Item, and Not So Fast) |
Grand Theft Auto: San Andreas | |
---|---|
Locations | State of San Andreas (Los Santos | San Fierro | Las Venturas | Red County | Flint County | Whetstone | Tierra Robada | Bone County) |
Characters | Carl "CJ" Johnson | Sean "Sweet" Johnson | Kendl Johnson | Melvin "Big Smoke" Harris | Lance "Ryder" Wilson | Cesar Vialpando | Frank Tenpenny | Wu Zi Mu | Mike Toreno | Ken Rosenberg |
Content | Missions | Vehicles | Weapons | Assets | Characters | Clothing | Tattoo Parlors | Radio Stations | Gang Warfare |
Information | 100% Completion | Achievements/Trophies | Weapon Stats | Player's Stats | Cheats | Trailers | Artworks |
This page is licensed under the GNU Free Documentation Licence. This page has a separate license to the CC-BY-SA that applies to most of GTA Wiki.
The full text of the GNU FDL v1.2 is here. Click the "History" button to see the full list of authors. See GTA Wiki:Copyright for more detail on our copyright policy.
[]
Modding in Grand Theft Auto | |
---|---|
Important! | See our Policy on modded content. |
Official modifications | FiveM |
Unofficial modifications | GTA Garage Mod Manager | Hot Coffee | Multi Theft Auto | San Andreas Multiplayer | Vice City Multiplayer |
File tools | CodeWalker (CodeX) | OpenIV | Spark IV |
[]
Game files and formats in Grand Theft Auto | |
---|---|
Important! | See our Policy on modded content. |
File formats | IMG Archive | DFF | TXD | IDE | GXT | Handling.cfg | Carcols Dynamic Object |
Game files | Animviewer.dat/GTAVC | Bink | Default.dat/GTAVC | Chassis Vlo | Fistfite.dat/GTAVC | Flight.dat | Gta vc.dat | Object.dat/GTAVC | OpenGTA2 | Particle.cfg/GTAVC | Particle (SA) | Paths | Ped.dat/GTAVC | Pedgrp.dat/GTAVC | Pedstats.dat/GTAVC | Scenarios.dat | Scripted Path | Surface.dat/GTAVC | Surfaud.dat | TimeCyc Definition | Timecyc.dat/GTAVC | Train.dat/GTAVC | Train.dat/GTAVC | Train.dat/GTAVC | Train2.dat/GTAVC | WAD | WBD-WBN | WPFL | Water.dat | Water.dat/GTAVC | Weapon.dat/GTAVC | Weaponinfo.xml |
File tools | CodeWalker | OpenIV | Spark IV |