

Using the node and area id nodes can be identified as unique. This is important for linking the node to others. Usually this is the same number as the one of the node file. Section 1 - Nodes 4b - UINT32 - MemAddressĤb - UINT32 - Unknown - may be related into interpolationĪrea ID defines the area where the node lays in. The header is a structure of 4 values with a size of 16 bytes.Ĥb - UINT32 - Number of nodes ( section 1)Ĥb - UINT32 - Number of intersection nodesĤb - UINT32 - Number of links ( section 2) FLOAT - single precision floating point number (4 byte).INT32/UINT32 - signed/unsigned 32 bit integer (4 byte).INT16/UINT16 - signed/unsigned 16 bit integer (2 byte).

INT8/UINT8 - signed/unsigned 8 bit integer (1 byte).The following data types and structures are used within this article: Linking works in a different way and there are no navi nodes any longer.

Furthermore the file structure has generally changed: If San Andreas had 7 sections per node file, GTA IV only has 2. In GTA IV, paths are stored in the ~\pc\data\cdimages\paths. Unlike San Andreas, paths are not stored in the major archive file ( gta3.img) and the node files also do not have the extension. Before trying to understand the format of GTA IV's path files, it is recommended to read the GTA San Andreas paths article, since GTA IV paths are an update of the old format.
