Wrp File Format - 8WVR

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Revision as of 08:43, 28 January 2009 by Mikero (talk | contribs) (→‎8WVR: Objects)
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Introduction

The 8WVR.wrp file should be viewed as an intermediate file format and of little use to the community at large. The reason being it is not editable in Visitor directly (it is the product of exporting a .pew file) and the format is in an unoptimized state for use in the Real Virtuality game engine.


File Format

The following is a mix of pseudo-code and structure references that could be used to describe the file format of 8WVR.wrp game island.
Any naming definitions or naming conventions used may or may not be accurate.
  • This file format is principally used with Armed Assault.

Legend

Type Description
byte 8 bit (1 byte)
ushort 16 bit unsigned short (2 bytes)
ulong 32 bit unsigned integer (4 bytes)
float 32 bit signed single precision floating point value (4 bytes)
chae ascii character(s)

8WVR

 8WVR
 {
   WRPHeader     Header
   float         Elevations[TerrainGridSize.y][TerrainGridSize.x];
   short         Materials [TextureGridSize.y][TextureGridSize.x];
   ulong         NoOfMaterials - 1;                               //1 Based array.
   MaterialName  MaterialNames[NoOfMaterials];
   ulong         Unknown;      // only seen zero
   Object        Objects[...];

}

The Objects extend to end of file. There is no count as such. The very last Object has no p3d filename associated with it and is in effect a dummy entry, indicating, end of objects (and end of file)

WrpHeader

WrpHeader
{
  char    Filetype;        // "8WVR"
  XYPair  TextureGridSize; // 256 x 256 eg
  XYPair  TerrainGridSize; // ditto
  float   CellSize;        // generally 50.0 meters
}

This is a fairly traditional Header for all Wrp types (including OPWR). Resistance first introduced the cell Grid dimensions : formely hardwired to 256. And this, Arma format, simply adds a small wrinkle of a cellGrid Size. Formerly set at 50 meters.

XYPair

XYPair
{
 ulong x,y;
}

MaterialName

   MaterialName
   {
     ulong Always0;
     ulong Length;
     char  RvMatFileName[Length]; //"SomePboPrefix\SomeIsland\data\layers\p_002-000_l02.rvmat"
   }
  • Note that the string is NOT asciiZ it does NOT have a null terminating character.
  • Note further that there is 1 less MaterialName than it's count
  • Note that file paths are *always* hard - wired to the (virtual) PrefixRoot\ directory. Like ArmA P3d files, there is NO, relative addressing.

Object

   Object 
   {
     float TransformMatrix[4][3];// standard directX transform matrix
     ulong ObjectId;
     ulong Length;
     char  ObjectName[Length];   // "ca\buildings\ryb_domek.p3d"
   }

Note again, that unlike Asciiz strings, all char strings in an 8WVR file are NOT null terminated. This presumably to get some speed up when skipping various blocks as otherwise, the count of characters (or at least null char detection) is required- real time.

Notes

  • The 'Elevations' array extends from Bottom-Left to Top-Right in Visitor;
  • The 'TextureGridMaterials' array is a mapping of .rvmat material files to TextureGrid cells/tiles.
  • The 'Materials' array always contains a Material with no name (length == 0) at the first position.
  • The 'Objects' array will always have at least 1 object. This default object specifies the 'center' of the map and is always the last object in the array.
  • The 'Objects' array is the last structure in the file and the 'NoOfObjects' is a variable amount and extends from the starting offset of the structure to the EndOfFile.
  • The 'TransformMatrix' for a given object is a standard 4 x 3 transform matrix which when decomposed determines the objects x,z,y position, scale & orientation (NB: Special logic must be applied to decompose the orientation from a Matrix.).