Wrp File Format - OPRWv17 to 24: Difference between revisions

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== Introduction ==


==Introduction==
For a general description of wrp files see [[Wrp_File_Format_-_8WVR|8WVR]]
=== Legend ===
see [[Generic FileFormat Data Types]]


===Legend===
*'''byte''' 8 bits, unsigned.
*'''ushort''' 2 bytes, unsigned.
*'''ulong''' 4 bytes, unsigned.
*'''float''' 4 bytes, signed.
*'''asciiz'''  variable length zero terminated string


==File Format==
<code><nowiki>
structHeader Header;


structGridUnknown GridPackedUnknown1; //Packed with "Grid-Packing-Algorithm"
structGridUnknown2 GridPackedUnknown2; //Packed with "Grid-Packing-Algorithm"


structPeaks Peaks;
structTextureGridMaterials GridPackedMaterialIndices; //Packed with "Grid-Packing-Algorithm"


ushort PackedRandom[texZ][texX]; //probably random values needed for calculating clutter models position
== File Format ==


byte PackedBytes1[gridZ][gridX]; // seems to be related to clutters or sat mask distance as it is responsible for the </nowiki>[http://tinyurl.com/6b27ed clutterbug]<nowiki>
*Layer and Map Sizes are derived from the header.


float PackedElevation[gridZ][gridX];
This document is based on analysis of arma1 wrps (OPRW18). The following are known differences between them, and later versions


structMaterials Materials;
::*OPRW17 (Elite) does not have the clutter
structModels Models;
::*OPRW20 (sara and desert pbo's) :So far, this is the SAME format as 18 except PackedBytes1
structClassedModels ClassedModels;
::*OPRW23 (vbs2lite us) :So far, this is the SAME format as 20
::*OPRW24 (arma2)uses lzo compresion, not, lzss


//something grid related[size unknown]
OPRWv17://elite
// followed by:
OPRWv18://arma1
OPRWv20://arma1 sara
OPRWv23://vbs2_lite
OPRWv24://arma2
{
  WrpHeader    Header;
 
  ushort        GridBlock_CellEnv[MapSize];      // a gridblock containing cellenv bits (16 bits per terrain cell).
                                                // Bits 0-2 are ground (0x0), coast (0x1), beach (0x2) and sea (0x3). Bit 4 indicates road/airstrip.
  byte          GridBlock_CfgEnvSounds[MapSize]; // a gridblock. mostly the value 0x03 and probably related to Config.cpp CfgEnvSounds class
  ulong        nPeaks;
  XYZTriplet    PeakPositions[nPeaks];          //see http://en.wikipedia.org/wiki/Maxima_and_minima
  ushort        GridBlock_RvmatLayerIndex[LayerSize];
 
  if !Elite
  if ArmaOne
    ushort      RandomClutter[LayerSize];        //compressed. probably random values needed for calculating clutter models position
                                                  //seems to be related to clutters or sat mask distance as it is
                                                  //responsible for the {{Link|http://tinyurl.com/6b27ed|clutterbug}}
  else
    bytes      RandomClutter[MapSize];    //compressed
  endif


byte PackedBytes2[texZ][texX]; //seems to be connected to roads, runways and special grounds
 
byte PackedBytes3[gridZ][gridX]; //unknown but 0x00 for forests and roads and sea, mostly 0x03 and rarely 0x02
      bytes        CompressedBytes1[MapSize];   //compressed


ulong maxObjectID; //not number of objects
  endif
ulong ObjectBlockOffset; //amount of bytes used for RoadNets
  float        Elevation[MapSize];              //compressed
  ulong        nRvmats;
  Texture      Textures[nRvmats];              //"PrefixRoot\data\layers\some.rvmat\0\0"
  ulong        nModels;
  asciiz        modelPaths[nModels];         //"ca\buildings\kostelik.p3d\0"
  ulong        nClassedModels;
  ClassedModel  Models[nClassedModels];          //"Land_Hangar\0" : "ca\buildings\Hangar.p3d\0"
  ushort        GridBlock_UnknownGrid3[MapSize];
  ulong         SizeOfObjects;                   //in bytes
  ushort        GridBlock_UnknownGrid4[MapSize];
  ulong         SizeOfMapInfo;                   //in bytes
  byte          CompressedBytes2[LayerSize];    // seems to be connected to roads, runways and special grounds
  byte          CompressedBytes3[MapSize];      // unknown but 0x00 for forests and roads and sea, mostly 0x03 and rarely 0x02
  ulong        maxObjectID;
  ulong        SizeOfRoadNets;                  //in bytes
  RoadNet      RoadNets[SizeOfRoadNets];
  Object        Objects[SizeOfObjects/SizeOfObject]; // SizeOfObject ==60
  MapInfo      MapInfos[...];
}


structRoadNet RoadNets[texZ,texX]; //probably organized in texture grid cells to realize terrain streaming
*Because of the variable length of the asciiz strings in '''RoadParts''', the actual position of the following [[#Objects]] block cannot be pre-calculated. Therefore the ''SizeOfRoadNets'' can be used, as it is the size (in bytes) of this '''RoadNet''' block.
structObject Objects[unknown];
*Similarly, SizeOfObjects can be used to skip to the MapInfo


structMapInfo MapInfos[]; //have to be iterated until EndOfFile
=== ClutterMask ===
</nowiki></code>
 
Each byte represents the intensity or, number of clutter objects for that area of '''terrain'''
*Sea and road terrain have zilch.
*desert terrain have very low values
 
=== WrpHeader ===
 
WrpHeader   
{
  char    Filetype;       // "OPWR"
  ulong  version;        // 0x12 = 18
  XYPair  LayerSize;      // 256 x 256 (SaraLite), 128 x 128 (Intro)
  XYPair  MapSize;        // 1024 x 1024 (SaraLite), 512 x 512 (Intro)
  float  LayerCellSize;  // Layer cell size in meters (40m)
}


==Structures==
This is a traditional wrp header endemic to most wrp formats. The LayerCellSize was introduced during Elite. The MapCellSize can be derived as follows:


===structHeader===
MapCellSize= LayerCellSize * LayerSizeX / MapSizeX, and is 10m for SaraLite and Intro.
<code><nowiki>
structHeader
{
char signature[4]; //"OPWR"
ulong version; //0x12 = 18
ulong texX,texZ;        //textures cell dimensions. 256x256 eg
ulong gridX,gridZ; //elevations cell dimensions. 256x256 eg
float gridSize; //in meters (normally 50.0)
}
</nowiki></code>
----
----


=== GridBlock ===
The result of decompressing any GridBlock is to produce an array the size of either the Header's LayerSize or MapSize, at the TypeSize specified. Eg be it byte, or ushort.


----
There are five gridblocks in the file, two ushort arrays, and 3 byte arrays(if present)
===structPeaks===
 
<code><nowiki>
*when the grid is present, the leading flag = 0x01
structPeaks
*when a default fill GridBlock exists
{
{
ulong nPeaks;
  byte  flag;    // =0
float XZY[nPeaks][3]; //Position of the Peak (Z is height)
  ulong FillBits; // = almost always zero
}
}
</nowiki></code>
----
GridBlock is currently in the 'discussion tab'.
 
=== Texture ===
Texture
{
  Concatenated Asciiz TextureFilenames; //"PrefixRoot\data\layers\some.rvmat\0\0" (Arma)
                                        //"PrefixRoot\desert\data\pt.bimpas\0\0" (ELite)
                                        //"PboRoot\more_anim.01.pac\0"            (OFP)(by way of example)
}
 
*The {{ofp}} entry is solely here by way of example. No such entry exists in arma/Elite format.


In all cases (bimpas,ofp,rvmat) they devolve, ultimately, to (a series of) pac/paa texture files.


----
*see [[P3D_File_Format_-_ODOLV40_Revised|PrefixRoot\]] description. Essentially, it is a reference to a pbo.
===structTextureGridMaterials===
<code><nowiki>
structTextureGridMaterials
{
//still need to be worked out
}
</nowiki></code>
----


Each cell in the grid references a (series of) rvmat texture(s) for it is surface. The RvmatLayerIndex is an index to these filenames.


----
Thus, '''each''' entry of this materials list consists of concatenated asciiz strings in the form
===structMaterials===


<code><nowiki>
"AnRvmatFile\0AnotherOne\0EvenMore\0\0"
structMaterials
{
ulong nMaterials; //Number of Rvmat entries (at least one)
structMaterial Materials[nMaterials];
}
</nowiki></code>
At least one material is always present at the first position of ''Materials'' with an empty path, so ''nMaterials'' appears to be one more than the real count of materials.


====structMaterial====
Ie, the end of '''this''' entry = \0\0
<code><nowiki>
structMaterial
{
asciiz rvmat_path;
byte 0x00;
}
</nowiki></code>
----


It so happens that only one, single rvmat file, is used per cell, but, the construct is there to have any amount.


----
therefore, this list is of the form


===structModels===
"AnRvmatFile\0\0"
<code><nowiki>
structModels
{
ulong nModels;         //number of models
asciiz modelPaths[nModels]; //e.g. ca\buildings\kostelik.p3d
}
</nowiki></code>


This is a simple list of models that are used on the island. These are referenced in [[#structObject]] by their index in the ''modelPaths'' array with the first index being 0.
There is always, at least one materials entry. The 1st entry.
The first entry (effectively index 0) is a dummy, with an empty path, because it will never be accessed. Indexes start at 1.


----
The ushort GridBlock RvmatIndices (once decomposed) contain index entries to specific rvmat files. No index value of zero exists. (The first texture of the list is always a dummy entry)


Similar to it is 8WVR cousin (from which it is derived)the rvmat filenames *should* be unique (redundant, duplicate entries, defeat the purpose of the index). However, there is quite often some duplication.


----


===structClassedModels===
<code><nowiki>
structClassedModels
{
ulong nClassedModels; //number of classed models
structClassedModel Models[nClassedModels];
}
</nowiki></code>


====structClassedModel====
=== ClassedModel ===
<code><nowiki>
<code style="display: block"><nowiki>
structClassedModel
ClassedModel
{
{
asciiz class_name; //e.g. Land_Hangar
asciiz     class_name; //"Land_Hangar\0"
asciiz model_path;       //e.g. ca\buildings\kostelik.p3d
asciiz     model_path; //"ca\buildings\Hangar.p3d"
float pos[3];           //XZY
XYZTriplet Position;
ulong unknown;
ulong     unknown;
}
}
</nowiki></code>
</nowiki></code>
----


This is a fairly repetitious list of often identically named class and model, used as an index from an as yet unknown grid table.


----
=== RoadNet ===
===structRoadNet===
<code style="display: block"><nowiki>
<code><nowiki>
RoadNet
structRoadNet
{
{
  ulong   nRoadParts; // Zero or More...  
ulong nRoadParts; // Zero or More...  
  RoadPart RoadParts[nRoadParts];
structRoadPart RoadParts[nRoadParts];
} [LayerSize];
}
</nowiki></code>
</nowiki></code>
Because of the variable length asciiz strings, the actual position of the following Objects block cannot be pre-calculated. Therefore,
the ObjectBlockOffset is also the size (in bytes) of the Roads Block


On a 256 x 256 cell island: Each cell *unconditionally* contains a roadnet entry. If there are no road(s) in that cell, there are no roadparts. There could, alternatively be
Every Layer cell on the map has a '''RoadNet''' entry. If there are no road(s) for that cell, there are no '''RoadParts''' (nRoadParts=0)
multiple roads in that cell, and, multiple parts to each road.


For a 256 x 256 cell island with NO roads, the size of this block, the ObjectBlockOffset , would be 256 x 256 x 4 bytes.
RoadParts, while, ultimately being no more (or less) than just another P3D model, are contained separately to models generally, to better realize terrain streaming and for AI driving ability.


====structRoadPart====
==== RoadPart ====
<code><nowiki>
<code style="display: block"><nowiki>
structRoadPart
RoadPart
{
{
ushort nRoadPositions;
ushort     nRoadPositions;// at least 1? sometimes 0
float RoadPositions[nRoadPositions][3]; //XYZ
XYZTriplet RoadPositions[nRoadPositions];
byte Flags[4];
byte       Flags[4];
asciiz Model;
        if WrpType==24
float matrix[12];
          byte      MoreFlags[nRoadPositions];
}
Asciiz    P3DModel;
XYZTransform Transform[12]; // the averaged position of all the roads in this cell of this type
}
</nowiki></code>
</nowiki></code>
----


----
=== Object Optional ===
===structObject===
<code style="display: block"><nowiki>
<code><nowiki>
Object
structObject
{
{
ulong ObjectID;
ulong ObjectID;
ulong modelIndex;
ulong modelIndex; // into the [[#Models|models path name list]] (1 based)
float matrix[12];
float TransformMatrix[3][4]; // standard directX RowFormat transform matrix
ulong 0x02;
ulong 0x02;
}
}
</nowiki></code>
</nowiki></code>
*maxObjectID is somewhat irrelevant. It is indeed the id of the highest value ObjectID, but, these 'ID's, while unique are highly arbitrary in nature and alter on any change to the 'world' when editing in oxygen/visitor. This ID can occur anywhere in the object list, and the id values before it are non-sequential. maxObjectID '''cannot''' be used as a nObject ID's eg.
*If ''SizeOfObjects'' above == 0 then there are no objects.
Note that unlike it is 4/8WVR cousin, where each Object entry contains (an often) repetitious list of p3d files. The same construct is (now) used similar to Rvamts and Indexes.
Namely, a common list of models is indexed into, by each Object entry.


''modelIndex'' refers to the list of modelpaths in [[#structModels]].


''ObjectID'' is used to uniquely identify every object. Therefore you won't find two objects having the same ''ObjectID''.
=== MapInfo Optional ===
----


MapInfo
{
  ulong infoType;
  MapData[...];
}


----
Mapinfo, when it exists, extends to end of file. The sizeof each entry, is determined by it is info type thus:


===structMapInfo===
==== MapData ====
<code><nowiki>
MapData
structMapInfo
{
{
  if(infoType in [0,1,2,10,11,13,14,15,16,17,22,23,26,27,30]) MapType1;
ulong infoType;
  if(infoType in [24,31,32])                                 MapType2;
  if(infoType in [25,33])                                     MapType3;
if(infoType in [0,1,2,10,11,13,14,15,16,17,22,23,26,27,30]) structType1 type1;
  if(infoType in [3,4,8,9,18,19,20,21,28,29])                 MapType4;
if(infoType in [24,31,32]) structType2 type2;
  if(infoType in [34])                                       MapType5;
if(infoType in [25,33]) structType3 type3;
  if(infoType in [35])                                        MapType35;
if(infoType in [3,4,8,9,18,19,20,28,29]) structType4 type4;
if(infoType in [34]) structType5 type5;
}
}
</nowiki></code>


====structType1====
==== MapType1 ====
<code><nowiki>
<code style="display: block"><nowiki>
structType1
MapType1
{
{
ulong ObjectId
ulong ObjectId
float x, z
float x, z
}
}
</nowiki></code>
 
==== MapType2 ====
<code style="display: block"><nowiki>
MapType2
{
  ulong ObjectId
  float Bounds[4][2];
}
</nowiki></code>
</nowiki></code>


====structType2====
==== MapType3 ====
<code><nowiki>
<code style="display: block"><nowiki>
structType2
MapType3
{
{
ulong ObjectId
ulong color; // maybe. or default ind of 0xFFFFFFF generally
float[4][2] Bounds
ulong indicator; // typically 0x01010000
float [4]       // typically 0.5,1.0.1,5.3.0 always 'integers'
}
}
</nowiki></code>
</nowiki></code>


====structType3====
==== MapType4 ====
<code><nowiki>
<code style="display: block"><nowiki>
structType3
MapType4
{
{
long[2] unknown
ulong ObjectId
float[2][2] line?
float Bounds[4][2];
byte  Color[4] //rgba
}
}
</nowiki></code>
</nowiki></code>


====structType4====
==== MapType5 ====
<code><nowiki>
<code style="display: block"><nowiki>
structType4
MapType5
{
{
ulong ObjectId
  ulong ObjectId
float[4][2] Bounds
  float line[2][2];?
byte[4] Color //rgba
}
}
</nowiki></code>
</nowiki></code>
 
==== MapType35 ====
====structType5====
<code style="display: block"><nowiki>
<code><nowiki>
MapType35  // found in chernarus
structType5
{
{
ulong ObjectId
  ulong ObjectId
float[2][2] line?
  float line[3][2];?
  byte  unknown;
}
}
</nowiki></code>
</nowiki></code>


Type 35 is also found in oprw23 formats but is currently indecipherable and may, in fact, be an error


==Packed Data==
== Packed Data ==
All variables starting with "Packed" are compressed with the common BIS algorithm that is also used in [[PAA File Format|paa]] and OFP [[PBO File Format|pbo]] files.
All variables starting with "Packed" are compressed with the common BIS algorithm that is also used in [[PAA File Format|paa]] and OFP [[PBO File Format|pbo]] files.
{{GameCategory|ofp|Modelling}}
[[Category:BIS_File_Formats]]

Latest revision as of 15:11, 28 April 2023

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Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.

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Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.

Introduction

For a general description of wrp files see 8WVR

Legend

see Generic FileFormat Data Types



File Format

  • Layer and Map Sizes are derived from the header.

This document is based on analysis of arma1 wrps (OPRW18). The following are known differences between them, and later versions

  • OPRW17 (Elite) does not have the clutter
  • OPRW20 (sara and desert pbo's) :So far, this is the SAME format as 18 except PackedBytes1
  • OPRW23 (vbs2lite us) :So far, this is the SAME format as 20
  • OPRW24 (arma2)uses lzo compresion, not, lzss
OPRWv17://elite
OPRWv18://arma1
OPRWv20://arma1 sara
OPRWv23://vbs2_lite
OPRWv24://arma2
{
 WrpHeader     Header;
 
 ushort        GridBlock_CellEnv[MapSize];      // a gridblock containing cellenv bits (16 bits per terrain cell). 
                                                // Bits 0-2 are ground (0x0), coast (0x1), beach (0x2) and sea (0x3). Bit 4 indicates road/airstrip.
 byte          GridBlock_CfgEnvSounds[MapSize]; // a gridblock. mostly the value 0x03 and probably related to Config.cpp CfgEnvSounds class

 ulong         nPeaks;
 XYZTriplet    PeakPositions[nPeaks];           //see http://en.wikipedia.org/wiki/Maxima_and_minima

 ushort        GridBlock_RvmatLayerIndex[LayerSize];
 
 if !Elite
  if ArmaOne
   ushort       RandomClutter[LayerSize];        //compressed. probably random values needed for calculating clutter models position
                                                 //seems to be related to clutters or sat mask distance as it is
                                                 //responsible for the clutterbug
  else
    bytes       RandomClutter[MapSize];    //compressed
  endif


     bytes         CompressedBytes1[MapSize];    //compressed
 endif

 float         Elevation[MapSize];              //compressed

 ulong         nRvmats;
 Texture       Textures[nRvmats];               //"PrefixRoot\data\layers\some.rvmat\0\0"

 ulong         nModels;
 asciiz        modelPaths[nModels];	         //"ca\buildings\kostelik.p3d\0"

 ulong         nClassedModels;
 ClassedModel  Models[nClassedModels];          //"Land_Hangar\0" : "ca\buildings\Hangar.p3d\0"

 ushort        GridBlock_UnknownGrid3[MapSize];

 ulong         SizeOfObjects;                   //in bytes

 ushort        GridBlock_UnknownGrid4[MapSize];

 ulong         SizeOfMapInfo;                   //in bytes

 byte          CompressedBytes2[LayerSize];     // seems to be connected to roads, runways and special grounds
 byte          CompressedBytes3[MapSize];       // unknown but 0x00 for forests and roads and sea, mostly 0x03 and rarely 0x02
 ulong         maxObjectID;

 ulong         SizeOfRoadNets;                  //in bytes
 RoadNet       RoadNets[SizeOfRoadNets];

 Object        Objects[SizeOfObjects/SizeOfObject]; // SizeOfObject ==60

 MapInfo       MapInfos[...];
}
  • Because of the variable length of the asciiz strings in RoadParts, the actual position of the following #Objects block cannot be pre-calculated. Therefore the SizeOfRoadNets can be used, as it is the size (in bytes) of this RoadNet block.
  • Similarly, SizeOfObjects can be used to skip to the MapInfo

ClutterMask

Each byte represents the intensity or, number of clutter objects for that area of terrain

  • Sea and road terrain have zilch.
  • desert terrain have very low values

WrpHeader

WrpHeader     
{
 char    Filetype;        // "OPWR"
 ulong   version;         // 0x12 = 18
 XYPair  LayerSize;       // 256 x 256 (SaraLite), 128 x 128 (Intro)
 XYPair  MapSize;         // 1024 x 1024 (SaraLite), 512 x 512 (Intro)
 float   LayerCellSize;   // Layer cell size in meters (40m)
}

This is a traditional wrp header endemic to most wrp formats. The LayerCellSize was introduced during Elite. The MapCellSize can be derived as follows:

MapCellSize= LayerCellSize * LayerSizeX / MapSizeX, and is 10m for SaraLite and Intro.

GridBlock

The result of decompressing any GridBlock is to produce an array the size of either the Header's LayerSize or MapSize, at the TypeSize specified. Eg be it byte, or ushort.

There are five gridblocks in the file, two ushort arrays, and 3 byte arrays(if present)

  • when the grid is present, the leading flag = 0x01
  • when a default fill GridBlock exists
{
  byte  flag;     // =0
  ulong FillBits; // = almost always zero
}

GridBlock is currently in the 'discussion tab'.

Texture

Texture
{
 Concatenated Asciiz TextureFilenames; //"PrefixRoot\data\layers\some.rvmat\0\0" (Arma)
                                       //"PrefixRoot\desert\data\pt.bimpas\0\0"  (ELite)
                                       //"PboRoot\more_anim.01.pac\0"            (OFP)(by way of example)
}
  • The Operation Flashpoint entry is solely here by way of example. No such entry exists in arma/Elite format.

In all cases (bimpas,ofp,rvmat) they devolve, ultimately, to (a series of) pac/paa texture files.

  • see PrefixRoot\ description. Essentially, it is a reference to a pbo.

Each cell in the grid references a (series of) rvmat texture(s) for it is surface. The RvmatLayerIndex is an index to these filenames.

Thus, each entry of this materials list consists of concatenated asciiz strings in the form

"AnRvmatFile\0AnotherOne\0EvenMore\0\0"

Ie, the end of this entry = \0\0

It so happens that only one, single rvmat file, is used per cell, but, the construct is there to have any amount.

therefore, this list is of the form

"AnRvmatFile\0\0"

There is always, at least one materials entry. The 1st entry. The first entry (effectively index 0) is a dummy, with an empty path, because it will never be accessed. Indexes start at 1.

The ushort GridBlock RvmatIndices (once decomposed) contain index entries to specific rvmat files. No index value of zero exists. (The first texture of the list is always a dummy entry)

Similar to it is 8WVR cousin (from which it is derived)the rvmat filenames *should* be unique (redundant, duplicate entries, defeat the purpose of the index). However, there is quite often some duplication.


ClassedModel

ClassedModel { asciiz class_name; //"Land_Hangar\0" asciiz model_path; //"ca\buildings\Hangar.p3d" XYZTriplet Position; ulong unknown; }

This is a fairly repetitious list of often identically named class and model, used as an index from an as yet unknown grid table.

RoadNet

RoadNet { ulong nRoadParts; // Zero or More... RoadPart RoadParts[nRoadParts]; } [LayerSize];

Every Layer cell on the map has a RoadNet entry. If there are no road(s) for that cell, there are no RoadParts (nRoadParts=0)

RoadParts, while, ultimately being no more (or less) than just another P3D model, are contained separately to models generally, to better realize terrain streaming and for AI driving ability.

RoadPart

RoadPart { ushort nRoadPositions;// at least 1? sometimes 0 XYZTriplet RoadPositions[nRoadPositions]; byte Flags[4]; if WrpType==24 byte MoreFlags[nRoadPositions]; Asciiz P3DModel; XYZTransform Transform[12]; // the averaged position of all the roads in this cell of this type }

Object Optional

Object { ulong ObjectID; ulong modelIndex; // into the [[#Models|models path name list]] (1 based) float TransformMatrix[3][4]; // standard directX RowFormat transform matrix ulong 0x02; }

  • maxObjectID is somewhat irrelevant. It is indeed the id of the highest value ObjectID, but, these 'ID's, while unique are highly arbitrary in nature and alter on any change to the 'world' when editing in oxygen/visitor. This ID can occur anywhere in the object list, and the id values before it are non-sequential. maxObjectID cannot be used as a nObject ID's eg.
  • If SizeOfObjects above == 0 then there are no objects.

Note that unlike it is 4/8WVR cousin, where each Object entry contains (an often) repetitious list of p3d files. The same construct is (now) used similar to Rvamts and Indexes. Namely, a common list of models is indexed into, by each Object entry.


MapInfo Optional

MapInfo
{
 ulong infoType;
 MapData[...];
}

Mapinfo, when it exists, extends to end of file. The sizeof each entry, is determined by it is info type thus:

MapData

MapData
{
 if(infoType in [0,1,2,10,11,13,14,15,16,17,22,23,26,27,30]) MapType1;
 if(infoType in [24,31,32])                                  MapType2;
 if(infoType in [25,33])                                     MapType3;
 if(infoType in [3,4,8,9,18,19,20,21,28,29])                 MapType4;
 if(infoType in [34])                                        MapType5;
 if(infoType in [35])                                        MapType35;

}

MapType1

MapType1 { ulong ObjectId float x, z }

MapType2

MapType2 { ulong ObjectId float Bounds[4][2]; }

MapType3

MapType3 { ulong color; // maybe. or default ind of 0xFFFFFFF generally ulong indicator; // typically 0x01010000 float [4] // typically 0.5,1.0.1,5.3.0 always 'integers' }

MapType4

MapType4 { ulong ObjectId float Bounds[4][2]; byte Color[4] //rgba }

MapType5

MapType5 { ulong ObjectId float line[2][2];? }

MapType35

MapType35 // found in chernarus { ulong ObjectId float line[3][2];? byte unknown; }

Type 35 is also found in oprw23 formats but is currently indecipherable and may, in fact, be an error

Packed Data

All variables starting with "Packed" are compressed with the common BIS algorithm that is also used in paa and OFP pbo files.