2 - not empty (collision model has spheres or boxes or a mesh).But if you do need it, scan the faces for the largest index. Normally you do not need that, since you would just add the vertex index to the offset in your pointer. Col 2/3 format does not store the number of vertices.All offsets in col 2/3 format are relative to after the fourcc, so file offset + 4.Header char - offset triangle planes (unused) Some complex structures vary between the format versions. FLOAT - single precision floating point number (4 byte).
GTA SAN ANDREAS DATA FILE 32 BIT
They only include the faces you want to cast a shadow (like bridges) spheres and boxes are not possible. This is used to simulate darkness in places where the sun cannot reach, such as under buildings, etc.Īnd finally version 3 introduces a shadow mesh, which is used to create projected shadows.
You can define a 1 byte lighting value per face, which causes characters and vehicles to change their brightness when they step onto the face. Faces and vertices are only half as big, shrinking models without spheres and boxes to almost 50%.Īlso, face groups have been introduced, which should speed up collision tests for large models, provided they are calculated properly.Īnother new feature are the light intensity values, which are a simple but effective way to achieve realtime lighting. The main difference between the old version 1 format and the new version 2 and 3 formats is the reduced file size. The following matrix is supposed to give an in-depth feature overview of the 3 known versions of the 3D Universe collision file format.
GTA SAN ANDREAS DATA FILE PC
In the PlayStation 2 version of Grand Theft Auto: San Andreas, however, a new version was used ( version 2), which was later updated for the PC and Xbox releases ( version 3). The game's successor, Grand Theft Auto: Vice City used exactly the same format. The col format was first introduced with Grand Theft Auto III, referred to as version 1 here.