Wrp File Format - 4WVR: Difference between revisions

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===Conventions===
===Conventions===
Intel byte order, lsb first
see [[Generic FileFormat Data Types]]
byte = 1 char = 8 bits
ulong = unsigned long, 4 bytes
ushort= unsigned short 2 bytes
asciiz= variable length zero terminated string.
float= 4byte (single precision)


==Structure==
==Structure==

Revision as of 05:56, 3 August 2009

Template:unsupported-doc

General

Flashpoint wrp files use two different file formats to contain the data. This document contains information on 4WVR format as used by WrpTool and Visitor 2.

This document does not discuss the alternate format, OPRW. Both file formats can be used directly by the engine, whether the file exists independently in ~\worlds, or, packed inside a pbo (addon).

See Island File Formats for further info.

"Binarize" tool by BIStudio will convert 4WVR to OPRW if desired.

(some problems exist with 2 versions of binarize)

For a general description of how simple this (or any other) wrp file construct, see Wrp_File_Format_-_8WVR

Conventions

see Generic FileFormat Data Types

Structure

4WVR
{
  WRP4Header  Header
  Texture     Textures[...];
  Model       Models[...];
}

WRP4Header

WRP4Header
{
char Signature[4]; //"4WVR"
ulong Xsize;       //(=256) cell dimension
ulong Ysize;       //(=256) cell dimension
}

Texture

Texture
{
  ushort Elevations  [Ysize][Xsize]; // in centimetres. See below 
  ushort TextureIndex[Ysize][Xsize]; //Each 'index' refers to a filename below. Range 1..511
  Asciiz TextureFilenames[512][32];  //"data\pi.paa\0|data\pi1.paa\0".....
}

Elevations

Elevations are (probably) a condensed float. To convert the value into meters:

RealHeight = Elevations[x][y] * 0.045;

see Talk as this value is a strange condensed float

TextureIndex

Each cell on the map references an texture file (pac/paa) and an elevation for that text at that cell position. Since there could be myriads of 'sea' texture (eg), rather than have each cell list it's texture, it references a texture list via an index. In this way, THE texture which is common to many cells (at sometimes differing elevations) is only stored once.

A max of 512 texture files can be listed. Each is held as an asciiz string inside a fixed 32 byte record. Eg max length of filename is 31 characters.

The first entry (effectively index0) is never used. Even though a filename is associated with this entry. it is never accessed.

Model

Model
{
 float  TransformMatrix[4][3]; 
 long   ObjectID;          //unique for every entry
 asciiz P3DFilename[76];   // "data3d\kasna.p3d"
}

The number of models varies from none, to end of file. Each model is 128 bytes in length.

Note that this is in marked contrast to an 8WVR file. In 8WVR, there is always a minimum of one entry. The last (or only) entry in an 8WVR has no filename associated with it.

TransformMatrix[4][3];

This is the transform matrix used directly by Microsoft DirectX engines.

In fact, the 'correct' matrix is actually 4 x 4, but the last column always represents 0,0,0,1 thus

M11,M12 M13 (0.0)
M21,M22,M23 (0.0)
M31,M32,M33 (0.0)
M41,M42,M43 (1.0)

and so is never stored. This identical matrix is used for WRP files (both formats) and RTM files The last row (M41...) happens to be the position of the object X Z Y co-ordinates, and is often referred to separately.

For further information visit here

FilePaths

Despite the impression given (lack of a leading \) All filenames (pac/paa and p3d files) are HARD WIRED to the (virtual) pboRoot\ directory.

The PboRoot\ directory is built in-situ during game load and consists of an index table of all addons from 'anywhere' in the game structure. Eg, the official Addon Directories (plural), the bin\folder, plus any oem addons stated in the command line.