ok.. here it goes - the DATA and the INFO how to add new files!

for a file, there is a .ini standard section like:

[myfile.dat]

a ini line goes like: "A=B" which means a setting..

a file section has a setting:
type=
normal = nothing special
zone = supports radar rendering of zones in specific format like gta-vc zone files (may not render correctly yet)
gta3path = gta3 path files, they can be rendered on the radar
path = gta-vc path files, it is renderable on map, and when you edit it it auto-updates the firct number - "count"
dataflow = special files that have no sections but the data is everything what isn't a comment
           the data is alaways "noprefix" except the special "!$%" sections like handling.cfg
dataflowtype2 = as dataflow but uses commas for separating fields (see: pedgrp.dat) this type isn't working yet

note=text note to display on opening the file

you take a section like "cars" from default.ide file
and you setup its editors like

cars=I,T,T,T,T,T,T,T,I,I,B,I,F

where theres a letter above for each comma delimited field in the file

the letters meaning is:

T = Text
I = Integer - a number, will not allow you to enter anything else but numbers
F = Floating point number - acts similar to above
B = Bit flags = a button which allows you to edit this field as bit checkboxes
BOOL = creates a checkbox which toggles value 1 or 0
COLOR = creates a special color button which height occupies 3 normal editor rows 
        if you use this then next 2 (green and blue) fields should be NULL
NULL = creates no editor for this field, use it with COLOR editor

to use a combo-box, editor name must start with 'CBOX' 
following that there MUST be 2 more characters (no more, no less) - they can be numbers or letters
which unique identify combo-box section to use.

editor keywords are case-sensitive!

there must be a "section.ident" field too, it tells what each field means

the data must ne in SDF format - if you use a space the string must be "quoted" if you want
to use the quote use double quote -> ""

example:
cars.ident=ID,"DFF model","TXD dictionary",Type,"Handling Id","Game name","IFP door anim",Class,Frequent,Level,"Computer rules","wheel id", "wheel scale"

if you want something meaningful for flag fields - if section uses em
you need to have a section.bits thingie too, like this:

peds.bits=NORMAL,POOR_FAMILY,RICH_FAMILY,EXECUTIVE,WORKER,"BIG CAR",TAXI,MOPED,MOTORBIKE,LEISURE_BOAT,WORKER_BOAT

combo-boxes (see editors - above)

[cboxAB] - or any other valid combobox identifier - these aren't case sensitive
names=Front,Rear,"4-wheel drive" - names to appear in combobox
data=F,R,4 - data to insert for apropriate name above
lockedtovalid=1 - if this is on = 1 then the combobox won't allow entering custom text into the combobox
                  you can only select one of choices provided, if this is off=0 then 
                  you can enter anything into the combobox.
                  if you allow and enter a choice which isn't on list 
                  then the text entered directly is used otherwise it 
                  finds and uses apropriate data value.

version 1.8 introduces new mechanism to draw data under a section if the file is 
sectioned like IDE and IPL files, this was made especialy for CULL.IPL file but will
work with all files except dataflow types.
just use it like:

cull.render=cull.draw

where cull.draw points to a section with draw info, 

this section can contain these values:
style=RECT / LINE, choose one value
x=3
y=4
z=6
w=7

this are field values to use in that line for start / end points.

== >8 cut here ======================================================================

[cbox00]
// combobox for handling.cfg - drive transfer type
names=Front,Rear,"4-wheel drive"
data=F,R,4
lockedtovalid=1

[cbox01]
// combobox for handling.cfg - engine type
names=Petrol,Diesel,Electric
data=P,D,E
lockedtovalid=1

[cbox02]
// combobox for handling.cfg - light types
names=Long,Small,Big,Tall
data=0,1,2,3
lockedtovalid=1

[cbox04]
// combobox for default.ide - radio types
names=Wildstyle,"Flash FM",KChat,"Emotion 98.3",VROCK,VCPR,Espantoso,"Fever 105","Wave 103",Off
data=0,1,2,3,4,5,6,7,8,9
lockedtovalid=1

[cbox05]
// combobox for default.ide - car classes
names=normal,poorfamily,richfamily,executive,worker,big,taxi,leisureboat,workerboat,motorbike,moped,ignore
data=normal,poorfamily,richfamily,executive,worker,big,taxi,leisureboat,workerboat,motorbike,moped,ignore
lockedtovalid=1
          
[cbox06]
// combobox for default.ide - car types
names=car,bike,boat,plane,heli
data=car,bike,boat,plane,heli
lockedtovalid=1

[cbox07]
// combobox for default.ide - car door anims
names=null,van,biked,bikev,bikes,bikeh,coach
data=null,van,biked,bikev,bikes,bikeh,coach
lockedtovalid=1
          
[cbox08]
// combobox for default.ide - ped ifp special anims
names=null,sunbathe
data=null,sunbathe
lockedtovalid=0

[cbox09]
// combobox for default.ide - ped animation class
names=player,busywoman,fatman,fatwoman,gang1,gang2,jogger,jogwoman,man,oldfatman,oldman,oldwoman,sexywoman,shopping,shuffle,skate,woman
data=player,busywoman,fatman,fatwoman,gang1,gang2,jogger,jogwoman,man,oldfatman,oldman,oldwoman,sexywoman,shopping,shuffle,skate,woman
lockedtovalid=0

[cbox10]
// combobox for object.dat
names=none(default),lampost,smallbox,bigbox,fencepart
data=0,1,2,3,4
lockedtovalid=0


[object.dat]
type=dataflowtype2
note=This file makes map objects interactive
noprefix=T,F,F,F,F,F,F,F,I,CBOX10,BOOL
noprefix.ident="Object Name",Mass,"Turn Mass","Air Resistance",Elasticity,"Percent Submerged","Uproot Limit","Collision Damage Multiplier","Collision Effect","Special Collision Response","Camera avoid this object "

[handling.cfg]
type=dataflow

note=This file contains vehicle handling constants

//noprefix=T,F,F,F,F,F,F,F,I,F,F,F,I,F,F,T,T,I,I,BOOL,F,F,F,F,F,I,F,F,F,F,B,I,I
noprefix=T,F,F,F,F,F,F,F,I,F,F,F,I,F,F,CBOX00,CBOX01,I,I,BOOL,F,F,F,F,F,I,F,F,F,F,B,CBOX02,CBOX02
noprefix.ident="vehicle identifier","Mass","Dimensions.x","Dimensions.y","Dimensions.z","Centre Of Mass.x","Centre Of Mass.y","Centre Of Mass.z","Percent Submerged","Traction Multiplier","Traction Loss","Traction Bias","Number Of Gears","Max Velocity","Engine Acceleration","Drive Type","Engine Type","Brake Deceleration","Brake Bias","ABS","Steering Lock","Suspension Force Level","Suspension Damping Level","Seat Offset Distance","Collision Damage Multiplier","Monetary Value","suspension upper limit","suspension lower limit","suspension bias between front and rear","suspension anti-dive multiplier","car flags","front lights","rear lights"
noprefix.bits="climbing up hills","faster speeds low power","reverse boot && bonnet damaged models rotation","boot is hinged from top","no doors - direct enter","Van double rear doors","Bus passengers can enter and they disappear inside","Low driver && passengers recline back into the seat","Double Exthausts","Rear doors are hinged from side","don't allow boot to rotate when damaged","AI can drive it its own way | cars can't flip onto roof","prevents ai from spining wheels in normal driving","no roof - passengers can be shot from any car side","reverse beep signal","halogen lights","this is bike","this is helicopter","this is plane","this is boat","no exhaust","rear wheels loose grip first","HANDBRAKE_TYRE - no effect?","sit in boat","wide rear wheel","smaller front wheel","good in sand","3 ?? helis have this on ??",4,5,6,7

%=NULL,T,F,F,F,F,F,F,F,F,F,F,F,F,F,F
%.ident="Boat","ID","ThrustX","ThrustY","ThrustZ","ThrustAppZ","AqPlaneForce","AqPlaneLimit","AqPlaneOffset","WaveAudioMult","MoveResX","MoveResY","MoveResZ","TurnResX","TurnResY","TurnResZ"

!=NULL,T,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
!.ident="Bike","ID","LeanFwdCOM","LeanFwdForce","LeanBakCOM","LeanBackForce","MaxLean","FullAnimLean","SpeedSteer","DesLean","NoPlayerCOMz","SlipSteer","StoppieAng","WheelieAng","WheelieStabMult","WheelieSteer","StoppieStabMult"

$=NULL,T,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,T
$.ident="Plane","ID","Thrust","ThrustFallOff","Yaw","YawStab","Roll","SideSlip","Pitch","RollStab","FormLift","PitchStab","MoveRes","AttackLift","TurnRes.y","TurnRes.x","TurnRes.z","SpeedRes.x","SpeedRes.y","SpeedRes.z""



[default.ide]
type=normal
note=This file covers Entity object definitions for peds, cars, objects and weapons

peds=I,T,T,T,T,CBOX09,B,CBOX08,CBOX04,CBOX04
peds.ident=ID,"DFF model","TXD dictionary",Class,Type,"Animation class","cars can drive","IFP special anim",radio1,radio2
peds.bits=NORMAL,POOR_FAMILY,RICH_FAMILY,EXECUTIVE,WORKER,"BIG CAR",TAXI,MOPED,MOTORBIKE,LEISURE_BOAT,WORKER_BOAT

cars=I,T,T,CBOX06,T,T,CBOX07,CBOX05,I,I,B,I,F
cars.ident=ID,"DFF model","TXD dictionary",Type,"Handling Id","GXT ID","IFP door anim",Class,Frequent,Level,"Computer rules","wheel id", "wheel scale"
cars.bits=2,4,8,16,32,64,128,256,512,1024,2048,4096,8192,16384,32768,65536,131072,262144,524288,1048576,2097152,4194304,8388608,16777216,33554432,67108864,134217728,268435456,536870912,1073741824,2147483648,4294967296

objs=I,T,T,I,I,I,I
objs.ident=ID,"Object name","TXD to use",A,"View distance",B,C

weap=I,T,T,T,I,I,I
weap.ident=ID,"DFF model","TXD dictionary","IFP anim",A,"Damage ?",C

hier=I,T,T
hier.ident=ID,"Object name?","TXD dictionary?"

[fistfite.dat]
type=dataflow
note=This file contains fist-fighting combinations and special fighting moves
noprefix=T,I,I,I,F,F,T,T,I,B
noprefix.ident="Move Name","Start Fire Time","End Fire Time","Combo follow on time","Strike Radius","Extend Reach Multiplier","Hit Level","Animation Name","Damage","Flags""
noprefix.bits=2,4,8,16,32,64,128,256,512,1024,2048,4096,8192,16384,32768,65536,131072,262144,524288,1048576,2097152,4194304,8388608,16777216,33554432,67108864,134217728,268435456,536870912,1073741824,2147483648,4294967296

[particle.cfg]
type=dataflow
note=This file contains particle setting specifications
noprefix=T,COLOR,NULL,NULL,I,COLOR,NULL,NULL,I,F,F,I,I,I,I,I,I,I,I,I,F,I,F,I,I,I,I,F,I,I,F,F,F,I,I,F,F,F,F,F,B
noprefix.ident="Particle Type","initial R","initial G","initial B","Vary Color %","Final R","Final G","Final B","Color Fade Time","Default Initial Radius","Expansion Rate","Initial Intensity (0-255)","Fade Time","Fade Amount","Initial alpha (0-255)","Alpha Fade Time","Alpha Fade Amount","Initial Angle (0-1023)","Rot. Change Time","Rot. Angle Change Amount","Initial Z Radius","Change Time","Radius Change Amount","Animation Speed (0=no anim)","Start Animation Frame (0 ->)","Final Animation Frame (H ->)","Rotation Speed (0=None)","Gravitational Acceleration (0=float)","Drag/Friction Decceleration","Default Life-Span of Particle (msec)","Position Random Error","Velocity Random Error","Expansion Rate Error","Rotation Rate Error","Life-Span Error Shape","Trail Length Multiplier","Stretch texture X","Stretch texture Y","influenced by the wind","Particle Create Range","Flags""
noprefix.bits=ZCHECK_FIRST,ZCHECK_STEP,DRAW_OPAQUE,SCREEN_TRAIL,SPEED_TRAIL,RAND_VERT_V,CYCLE_ANIM,DRAW_DARK,VERT_TRAIL,DRAWTOP2D,CLIPOUT2D,ZCHECK_BUMP,ZCHECK_BUMP_FIRST

[pedgrp.dat]
type=dataflowtype2
note=This file contains pedesterian grouping information
noprefix=T,T,T,T,T,T,T,T,T,T,T,T,T,T,T,T
noprefix.ident="Ped","Ped","Ped","Ped","Ped","Ped","Ped","Ped","Ped","Ped","Ped","Ped","Ped","Ped","Ped","Ped""

[pedstats.dat]
type=dataflow
note=This file contains separate pedesterian status informations
noprefix=T,F,F,I,I,I,I,F,F,B
noprefix.ident="type name (ignored)","Flee distance","Heading change rate","Fear","Temper","Lawfullness","Sexiness","Attack strength","Defend weakness","Flags""
noprefix.bits=PunchOnly,CanKneeHead,CanKick,CanRoundHse,NoDive,1HitKnockdown,ShoppingBags,GunPanic

[timecyc.dat]
type=dataflow
note=This file contains sky color informations and time cycling parameters
noprefix=COLOR,NULL,NULL,COLOR,NULL,NULL,COLOR,NULL,NULL,COLOR,NULL,NULL,COLOR,NULL,NULL,COLOR,NULL,NULL,COLOR,NULL,NULL,COLOR,NULL,NULL,COLOR,NULL,NULL,F,F,F,I,I,I,F,F,F,COLOR,NULL,NULL,COLOR,NULL,NULL,COLOR,NULL,NULL,COLOR,NULL,NULL,COLOR,NULL,NULL,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I
noprefix.ident="Ambient R","Ambient G","Ambient B","Ambient Object R","Ambient Object G","Ambient Object B","Ambient Backlight R","Ambient Backlight G","Ambient Backlight B","Ambient Object Backlight R","Ambient Object Backlight G","Ambient Object Backlight B","Dir R","Dir G","Dir B","Sky Top R","Sky Top G","Sky Top B","Sky Bottom R","Sky Bottom G","Sky Bottom B","Sun Core R","Sun Core G","Sun Core B","Sun Corona R","Sun Corona G","Sun Corona B","Sun Size","Spr. Size","Spr Brightness",Shadow,"Light shadow","Pole Shadow","Far Clip","Fog St","Light on Ground","Low Coulds R","Low Coulds G","Low Coulds B","Top Could R","Top Could G","Top Could B","Bottom Could R","Bottom Could G","Bottom Could B","Blur R","Blur G","Blur B","Water R","Water G","Water B","Water Intensity (0..255)""

[surface.dat]
type=dataflow
note=This file contains few surface parameters, it is probably not even used by gta.
noprefix=T,F,F,F,F,F,F
noprefix.ident="Text","Vs Rubber","Vs Hard","Vs Road","Vs Loose","Vs Sand","Vs Wet""

//[water.dat]
//type=dataflowtype2
//note=This file contains some sort of water borders
//noprefix=F,F,F,F,F
//noprefix.ident="Level","Left","Bottom","Right","Top""

[weapon.dat]
type=dataflow
note="This file contains weapon specifications"
noprefix=T,T,F,I,I,I,I,F,F,F,F,F,F,F,T,I,I,I,I,I,I,I,I,I,B,I
noprefix.ident="Weapon name","Fire type",Range,"Firing Rate",Reload,Ammunition,Damage,Speed,Radius,"Life span",Spread,"Fire offset vector.X","Fire offset vector.Y","animation to play","animation to play","animation loop start","animation loop end","point in anim where fired","animation2 loop start","animation2 loop end","point where fired","point of breakout","model id","model2 id (rotating piece?)",Flags,"Weapon Slot""
noprefix.bits=USE_GRAVITY,SLOWS_DOWN,DISSIPATES,RAND_SPEED,EXPANDS,EXPLODES,CANAIM,CANAIM_WITHARM,1ST_PERSON,HEAVY,THROW,RELOAD_LOOP2START,USE_2ND,GROUND_2ND,FINISH_3RD,RELOAD,FIGHTMODE,CROUCHFIRE,COP3_RD,GROUND_3RD,PARTIALATTACK,ANIMDETONATE

this one doesn't load properly yet so PLEASE leave it alone, OK?

[carcols.dat]
type=normal
note=This file covers car color palette and possible color combinations for cars.

col=COLOR,NULL,NULL
col.ident=""Color R","Color G","Color B""

// i think 20 colors is enough, add more if you need.
// please leave it commented out, it WILL screw up the file.
//car=T,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I,I
//car.ident=""car name","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color","Primary Color","Secondary Color"

[occlu.ipl]
type=normal
note=Unknown purpose
occl=F,F,F,F,F,F,F
occl.ident=A,B,C,D,E,F,G

[info.zon]
type=normal

note=note=This file probably contains information on which car group can be created in that area
zone.render=infozone.draw
zone=T,I,F,F,F,F,F,F,I
zone.ident=Name,"Number A",X,Y,Z,"End X","End Y","End Z","Number B"

[infozone.draw]
style=RECT
x=2
y=3
z=5
w=6

[map.zon]
type=normal
note=This file splits gta-vc into 2 islands and tells game which island to use in which area

zone.render=mapzone.draw
zone=T,I,F,F,F,F,F,F,I
zone.ident=Name,"Number A",X,Y,Z,"End X","End Y","End Z","Island to load"

[mapzone.draw]
style=RECT
x=2
y=3
z=5
w=6

[navig.zon]
type=normal

zone.render=navigzone.draw
note=Purpose of this file is unknown
zone=T,I,F,F,F,F,F,F,I
zone.ident=Name,"Number A",X,Y,Z,"End X","End Y","End Z","Number B"

[navigzone.draw]
style=RECT
x=5
y=6
z=2
w=3

[cull.ipl]
type=normal
note=This file contains special areas on the city, like no-rain and no-waste zones.

cull.render=cull.draw
cull=F,F,F,F,F,F,F,F,F,B,I
cull.ident=Center.x,Center.Y,Center.Z,Bottomleft.x,Bottomleft.y,Bottomleft.z,topright.x,topright.y,topright.z,Flags,Zero
cull.bits=2,"Camera Lock","No Waste",16,32,64,"No Rain",256,512,1024,2048,4096,8192,16384,32768,65536,131072,262144,524288,1048576,2097152,4194304,8388608,16777216,33554432,67108864,134217728,268435456,536870912,1073741824,2147483648,4294967296
//cull.bits=2,"Lock Camera",8,16,32,64,128,256,512,1024,2048,4096,8192,16384,32768,65536,131072,262144,524288,1048576,2097152,4194304,8388608,16777216,33554432,67108864,134217728,268435456,536870912,1073741824,2147483648,4294967296

;4 = camera lock?
;64 and 8192 are possibly no-water switch (the underwater garage at the docks)

[cull.draw]
style=RECT
x=3
y=4
z=6
w=7

[Train.dat]
type=gta3path
note=Wrecked file

[train2.dat]
type=gta3path
note=This file contains path nodes for GTA3 train

[flight.dat]
type=path
note=This file contains path nodes for plane #1

[flight2.dat]
type=path
note=This file contains path nodes for the blimp

[flight3.dat]
type=path
note=This file contains path nodes for plane #2

[spath0.dat]
type=path
note=This file contains path nodes for cortez's yacht, used by mission

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