Here are two attempts at reorganizing and simplifying the text:
Attempt 1:
Camera movement during cutscenes can't be controlled by script. Each cutscene has 3 associated files: .cut, .ifp and .dat. T...
Here are two attempts at reorganizing and simplifying the text:
Attempt 1:
Camera movement during cutscenes can’t be controlled by script. Each cutscene has 3 associated files: .cut, .ifp and .dat. These files detail how to load a cutscene. New cutscenes cannot be added unless they have an existing filename. A hardcoded table links cutscenes to audio by filename. CUT files store cutscene data. IFP files contain animation. DAT files contain miscellaneous data. These files link to the audio.
GTA computer games use CUT files for cutscenes too. CUT files store bitmaps in Dr. Halo format.
GTA SA CUT editor opens these files. It creates templates. Saved files have sizes in multiples of 2048. The editor lists recent files. It uses the AlphaControls library.
GTA V CLIP files hold replay data. The editor references this for replays. The files record controller input over time, not video. The editor exports video to common formats. Exported videos save to a local folder.
Attempt 2:
CUT files store cutscene data for some GTA games. They list used models. IFP files contain animation data. DAT files contain other data. These three link by filename. A table links them to audio. So new cutscenes need existing filenames.
CUT files also store Dr. Halo bitmaps. A GTA SA editor opens CUT/DAT files. It lists recent ones. Saved files have set sizes.
GTA V CLIP files hold replay data. They time controller input. The editor references this data. It exports video files. These save locally. The subreddit discusses GTA V.