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PEW files are [[Visitor 3|Visitor]]'s project files. Visitor is [[{{Name|bi}}]]'s tool for creating Islands.


== Introduction ==
Visitor is a GUI tool interface that interacts with [[Bulldozer]], an in-built 'world' viewer inside any [[:Category:ArmA: Armed Assault|{{arma1}}]] engine.


::To do...
The contents of the PEW project file are not directly related to the ultimate output, a WRP file.
However, that data contains all similar elements, such as road networks, elevations, cell matrices, models (P3D files) and textures (RVMAT files).


=== Legend ===
Exporting a PEW file into WRP format involves the use of Bulldozer, since it is Bulldozer that decides how it wants that data presented rather than anything Visitor might like to decide.
It is Bulldozer that determines the format and version of the resulting WRP file (in 8WVR format), so the WRP version is based on the version of the [[Real Virtuality]] engine used to create it.
This is not the same thing as saying the VERSION of the engine. It is the engine, that decides, the VERSION of wrp it needs to generate.


{| border="0"
Furthermore, the resulting Wrp file is (for want of a better expression) 'unbinarised' 8WVR format. It is nothing more or less, than a (modified) copy of texture, elevations and models. Period.
!width="100"|Type
Roadnetworks and other ancilliary data is only processed into a 'binarised' OPRW format wrp, using Bi's binarizer tool.
!width="300" align="left"|Description
 
Note that it is possible to generate 8WVR format without involving bulldozer (or arma) using [{{Link|link= http://dev-heaven.net/projects/list_files/mikero-pbodll|3rd|text= party tools}}].
 
 
While there have been several PEW versions, the ones listed here are:
* POSEW59
* POSEW60
 
There are only a few subtle differences to their makeup.
 
 
== Legend ==
 
See [[Generic FileFormat Data Types]].
 
 
== File Format ==
 
{{Feature|informative|This file format is principally used with {{arma1}} v1.09 and later, with the ArmA Tools Suite final release (v1.14).}}
 
<syntaxhighlight lang="C#">
POSEW59
POSEW60
{
PoseHeader Header;
ulong nOFPTextures; // none in Arma
OFPTexture OFPTextures[nOFPTextures];
ulong nObjectTemplates;
ObjectTemplate ObjectTemplates[nObjectTemplates];
shortBool NoOfpTerrains;
if (!NoOfpTerrains)
{
ulong nOFPTerrains; // none in Arma
OFPTerrain OFPTerrains[nOFPTerrains];
}
shortBool NoOFPForests; // none in Arma
if (!NoOFPForests)
{
ulong nOFPForests;
OFPForest OFPForests[nOFPForests];
}
RoadNetworkTemplate RoadNetworkTemplates[...];
Elevation Elevation[...];
ulong NoOfObjects;
Object Objects[NoOfObjects];
 
ulong NoOfLayers;
String CurrentLayerName; // "Base"
Layer Layers[NoOfLayers] ;
 
ulong nNamedZones;// almost never present on pose60
NamedZone NamedZones[nNamedZones];
 
ulong nRoadNetworks;
if (nRoadNetworks > 0)
RoadNetwork RoadNetworks[nRoadNetworks];
 
ulong nKeyPoints;
KeyPoint KeyPoints[nKeyPoints];
ulong NoOfBackgrounds;
Background Backgrounds[NoOfBackgrounds]; // not checked for 59
ulong TotalSizeOfSelections; // from here, to end of file
ulong nSelections;
Selection Selections[nSelections];
}
</syntaxhighlight>
 
=== PoseHeader ===
 
<syntaxhighlight lang="C#">
Header
{
char Signature[7]; // "POSEW59" or "POSEW60" note: NOT null terminated
ulong Length; // of PEW file;
ulong UnknownLong; // typically 0
String IslandRvMatPath; // "SomePboPrefix\SomeIsland\data\0" see below
String IslandP3dPath; // "" (objects)
float TerrainGridSize; // 10.0 metres
float SegmentSize; // 400.0 (==SegmentSize - SegmentOverlap)
String IslandClassname; // ""
};
</syntaxhighlight>
 
==== Texture And Terrain Sizes ====
* Pew files deal with '''terrain'''. There is no 'texture' size as such. Therefore the gridsize specified in the header pertains to '''terrain''' cells.
* In contrast, the gridsize specified in a WRP pertains to TEXTURE(rvmat) cells.
 
"Texture", 'Material', 'Surface', 'Layer' are synonomous to rvmat files.
They are the island's unique surface as generated by importing from a sat mask image. There can be multipler layers of rvmat files.
 
''Terrain'', are the cell grids of the map and as often as not specified at a different (larger) dimension.
 
Unlike Wrp files, Textures and Terrain sizes are not declared in a pew directly. At least, not, in the header.
 
The Terrain (Map) Size is declared in the elevations structure.
 
TextureSizeS (plural) are derived, not declared, in each surface 'Layer' of pew. Since, ultimately, each layer must 'fit' onto the map.
Each layer contains a shift value of how much SMALLER the surface is, relative to the map.
For OFP, and OFP converted-to-arma, islands, this is 0 (there is no difference betweem a 256x256 cell Terrain and a 256x256 cell Texture.
 
For Arma, it is *generally* x 4 (shift value=2).
 
===== TerrainGridSize =====
A wrp file's GridSize is the OPPOSITE of a PewFile's GridSize.
 
In a wrp, it defines the size (in meters) of each cell of the TEXTURE (rvmats).
 
In a pew, there is no direct TEXTURE dimension since there can be multiple layers, each with different (derived) dimensions.
 
So this value, in a pew, is the TERRAIN dimension.
 
 
===== IslandRvMatPath =====
RVMAT file references in the Layers structure are listed as ''relative'' addresses to the IslandRvMatPath.
This is in contradistinction to the general Bis way-of-doing-things where all references are hard references.
 
Traditionally, an RVMAT(Island) data path is declared as "Layers\some.rvmat".
It is expected, therefore, that you do indeed have a "P:\SomePboPrefix\SomeIsland\...\Layers" folder.
Put another way, the ''prefix'' of the PBO must be "SomePboPrefix\SomeIsland\...".
 
The SubFolder 'Layers' is hard wired by Visitor. It is generated automatically when importing a satmask image.
Thus, all relative reverences to the rvmats that Visitor produces, are prefaced by 'Layers\'.
 
Using 3rd party tools, you can, should you wish to, alter this prefixing and location of the rvmats to anywhere at all, including no path at all (Visitor, the engine, and the binarizer don't actually care).
The purpose in doing so is somewhat moot, since, unlike p3d's, rvmat's for an island are unique to an island.
The chances or need of referencing them by something else is zilch. Hence, unlike p3d's, they may just as well stay in the wrp's pbo. Point being, they don't have to.
 
===== IslandObjectPath =====
IslandObjectPath uses the same mechanics as above.
However, since P3D files are almost inevitable declared from multiple locations (any PBO, including the base 'CA' PBO included in the game) its use is moot.
Be that as it may, the mechanism exists and works, identically to {{Link|#IslandRvMatPath}}.
 
 
PEW files are not known to contain anything in IslandObjectPath or IslandClassname. <!-- This statement is subject to revision. -->
 
=== OFPTexture ===
 
<syntaxhighlight lang="C#">
OFPTexture
{
ulong TextureID;
String TextureFileName; // "snih3.paa"
String TextureName; // "snih3"
String RvmatName; // "snih3.rvmat"
byte UnknownBytes[14]; // (typically 0)
RGBAColor Colour;
}
</syntaxhighlight>
 
=== ObjectTemplate ===
 
<syntaxhighlight lang="C#">
ObjectTemplate
{
String ModelFilename; // "SomePrefixRoot\data\jablon.p3d\0"
String ModelName; // "jablon"
ulong ObjectType; // 0..5 (so far...)
// 0 Undefined - This type should never be encountered.
// 1 Natural
// 2 Artificial
// 3 Road (RoadFlag will be true)
// 4 Forest
// 5 Road2 (RoadFlag will be false)
RGBAColor OutlineColour;
RGBAColor ObjectColour;
double GeometryBounds[2]; // 50.0
ulong ModelID; // uniqueID, used by objects to lookup this model(p3d)
XYZTriplet GeometryAutocenterPos;
double ResolutionBounds[2]; // 50.0
XYZTriplet ResolutionAutoCenterPos;
shortBool Generally0x01;
shortBool RandomScaleFlag;
double RandomScaleMinMax[2]; // 50.0
shortBool RandomRotateFlag;
double RandomRotateMinMax[2]; // 20.0
shortBool RandomOrientationFlag;
double RanmdomOrientationMinMax[2]; // 180.0
shortBool RoadFlag;
if (RoadFlag)
{
TransformMatrix RoadNamedSelections; // (LB, PB, LE, PE)
TransformMatrix XRoadNamedSelections; // (LD, LH, PD, PH)
};
ulong nNamedVectors; // Usually 0 (zero)
NamedVector NamedVectors[nNamedVectors];
ulong MarkerType; // Rectangular = 0, Elliptical = 1
}
</syntaxhighlight>
 
As opposed to layers (material RVMAT surfaces), 'objects' are instances of models placed onto the map.
Irrespective of the number of objects there is only one reference to the model used, which is then referenced as often as needed.
 
ModelFilename, ModelName, and ModelID are unique unduplicated entries.
 
The ModelID is not zero based; its value is incremental according to the number of times ''any'' model has been added while editing, even if previous models have been deleted; model IDs do not rearrange themselves and deleted IDs are not recycled for re-use.
The ObjectID illustrated on maps is, in contrast, the unique InstanceID of each object in the objects structure below.
'Road2' type cannot be defined with Visitor3 Personal Edition. It's a type specific to VBS2 V3 edition.
 
==== NamedVector ====
<syntaxhighlight lang="C#">
NamedVector
{
String Name; // "pohrada"
LongBool Unknown;
ulong nTriplets; // generally 2 sometimes 1
XYZTriplet StartEndPos[nTriplets];
}
</syntaxhighlight>
 
As of v60 a rarely used sub structure with ObjTemplates.
 
=== OFPTerrain ===
 
<syntaxhighlight lang="C#">
OFPTerrain
{
String TerrainName;
byte UnknownBytes[11];
ulong nSurfaces;
OFPSurface OFPSurfaces[nSurfaces];
}
</syntaxhighlight>
 
==== OFPSurface ====
<syntaxhighlight lang="C#">
OFPSurface
{
String SurfaceName;
float Surfacefloat[4];
byte UnknownBytes[16];
}
</syntaxhighlight>
 
=== OFPForest ===
 
<syntaxhighlight lang="C#">
OFPForest
{
String ForestName;
RGBAColor OutlineColour;
RGBAColor ObjectColour;
ulong SquareFillModelID;
ulong SquareModelID;
ulong TriangleModelID;
ulong Unknown1; // (typically 0)
ulong Unknown2; // (typically 0)
}
</syntaxhighlight>
 
=== NamedZone ===
 
<syntaxhighlight lang="C#">
NamedZone
{
ushort IsPresent;
ushort Moveable;
String Name; // Les_new
RGBAColor AreaColor;
RGBAColor OutlineColor;
ulong DisplayStyle;
ulong nFloats;
float Floats[nFloats];
ulong ID;
String Name2;
}
</syntaxhighlight>
 
=== AltNamedZone ===
 
<syntaxhighlight lang="C#">
AltNamedZone
{
ushort IsPresent;
ushort Moveable;
String Name; // Les_new
RGBAColor AreaColor;
RGBAColor OutlineColor;
ulong DisplayStyle;
ulong nFloats;
float Floats[nFloats];
ulong ID;
ulong Visible;
}
</syntaxhighlight>
 
=== RoadNetworkTemplates ===
 
<syntaxhighlight lang="C#">
RoadNetworkTemplates
{
shortBool RoadNetworkTemplatesDefined;
if (!RoadNetworkTemplatesDefined)
{
//RoadNetworkTemplates
ulong NoOfRoadNetworkTemplates;
if (NoOfRoadNetworkTemplates > 0)
{
RoadNetTemplate RoadNetTemplates[NoOfRoadNetworkTemplates];
}
 
//CrossroadTemplates
ulong NoOfCrossroadTemplates;
if (NoOfCrossroadTemplates > 0)
{
CrossroadTemplate CrossroadTemplates[NoOfCrossroadTemplates];
}
}
}
</syntaxhighlight>
 
==== RoadNetTemplate ====
<syntaxhighlight lang="C#">
RoadNetTemplate
{
String TemplateName;
RGBAColor KeyPartsColour;
RGBAColor NormalPartsColour;
shortBool FilledLine;
double MaxAngle;
double MaxBankAngle;
 
ulong NoOfStraightParts;
if (NoOfStraightParts > 0)
StraightPart StraightParts[NoOfStraightParts];
 
ulong NoOfCurveParts;
if (NoOfCurveParts > 0)
CurvePart CurveParts[NoOfCurveParts];
 
ulong NoOfSpecialParts;
if (NoOfSpecialParts > 0)
SpecialPart SpecialParts[NoOfSpecialParts];
 
ulong NoOfTerminatorParts;
if (NoOfTerminatorParts > 0)
TerminatorPart TerminatorParts[NoOfTerminatorParts];
}
</syntaxhighlight>
 
===== StraightPart =====
<syntaxhighlight lang="C#">
StraightPart
{
String StraightPartName;
ulong ObjectTemplateID;
StraightPartEnum StraightPartType;
shortBool CanChangeBankAngle;
}
</syntaxhighlight>
 
===== CurvePart =====
<syntaxhighlight lang="C#">
CurvePart
{
String CurvePartName;
ulong ObjectTemplateID;
CurvePartEnum CurvePartType;
}
</syntaxhighlight>
 
===== SpecialPart =====
<syntaxhighlight lang="C#">
SpecialPart
{
String SpecialPartName;
ulong ObjectTemplateID;
SpecialPartEnum SpecialPartType;
}
</syntaxhighlight>
 
===== TerminatorPart =====
<syntaxhighlight lang="C#">
TerminatorPart
{
String TerminatorPartName;
ulong ObjectTemplateID;
}
</syntaxhighlight>
 
==== CrossroadTemplate ====
<syntaxhighlight lang="C#">
CrossroadTemplate
{
String TemplateName;
CrossroadTypeEnum Shape;
RGBAColor Color;
shortBool FilledLine;
ulong ObjectTemplateID;
String Net_A;
String Net_B;
String Net_C;
String Net_D;
}
</syntaxhighlight>
 
{| class="wikitable"
|+ MeterType Values
|-
|-
! Type
! Straights
! Curves
|-
|-
|align="middle"|byte||align="left"| 8 bit (1 byte)
| 0 || 6 m || 25 m
|-
|-
|align="middle"|short||align="left"| 16 bit signed short (2 bytes)
| 1 || 12 m || 50 m
|-
|-
|align="middle"|int||align="left"| 32 bit signed integer (4 bytes)
| 2 || 25 m || 75 m
|-
|-
|align="middle"|float||align="left"| 32 bit signed single precision floating point value (4 bytes)
| 3 ||      || 100 m
|-
|}
 
Broadly speaking, there are a few basic road types:
* '''asfalt''': Bitumen
* '''silnice''': Paved
* '''cesta''': Dirt
 
Each RoadType describes the general characteristics of the corresponding road, and can have multiple curved, straight, special, and termination P3D models associated with it.
 
Generally speaking, there are:
* 3 'straight' models, approximately 6, 12, and 25 meters long respectively.
* 4 'curved' models, approximately 25, 50, 75, and 100 meters long.
* 1 'termination' type.
The termination type is a road like any other but tends to be a fixed 6 meter fade out of the general road texture.
 
Although "CrossRoads" could conceivably have any number of intersections, only two types are handled.
 
* Type 1: A T_Junction (3 intersections)
* Type 3: A genuine crossroad (4 way intersection)
 
For T_Junctions, there is obviously no 4th intersection and this is null filled.
 
Without taking too literal an interpretation, there are some major types of road.
 
* asfaltka: Bitumen (sealed)
* silnice: Paved
* cesta: Dirt
 
Thus the names of each intersection reflect the road type of that intersection, sometimes resulting in (up to) four identical names.
 
The overall name of the crossroad itself, tries to reflect the nature of it is makeup thus
* {{hl|kr_asfaltka_asfaltka_t}}: an bitumen T_Junction
* {{hl|kr_silince_x_cesta}}: a crossroad of paved and dirt roads.
 
=== Elevation ===
 
<syntaxhighlight lang="C#">
Elevation
{
XYPair TerrainSize; // 256 x 256 eg
float Heights[TerrainSize];
float BlueEdgeTerrainHeights[NoOfBlueFloats]; // Always zero values
// NoOfBlueFloats = (TerrainSize_Y * TerrainSize_X) / 16;
ulong Always0;
}
</syntaxhighlight>
 
=== Object ===
 
<syntaxhighlight lang="C#">
Object
{
ShortBool IsPresent;
if (IsPresent)
{
ShortBool Moveable; // always 0
ulong ObjectID; // See Below
TransformMatrix ColumnFormat;
 
double ObjectRelativeSize; // decimal percentage
String InstanceName; // "" mostly. "minimalStrelPos" eg for artifical objects
float RelativeSurfaceElevation;
RGBA OutlineColour;
RGBA ObjectColour;
ulong ModelID; // See below
};
};
</syntaxhighlight>
 
==== TransformMatrix ====
Note that a '''pew''' TransformMatrix is the only instance in the entire repertoire of bis file formats where the transform is specified in columns.
All other TransformMatrices of BI (notably models) are in Row format.
It makes diddly squat difference to the '''values''' in the matrix, only the positions of those values are different.
 
The XYZ positional component is the absolute position. If a relative elevation has been specified in the pew, that value has been added to the component at this storage time.
 
{{Feature|informative|See {{Link|Generic FileFormat Data Types#TransformMatrices|TransformMatrix}}.}}
 
==== ObjectID ====
Every object entry has a zero-based, linear sequential ObjectID.
ObjectID is unique for every object and is the value displayed on a map for all models placed on it (including roads, grass, etc.).
Thus, every tree and every road section has its own unique ObjectID.
 
The first Object in the PEW file is ObjectID==0, the next 1,2,3,4 etc.
 
If an object has been deleted, that entry retains its unique object ID, even though the ObjectID is no longer stored.
If an object is not present (IsPresent is false), the ObjectID is calculated based on the last used object ID.
The next real object (IsPresent is true) will always be the ''N''th ObjectID because the number always increases by the number of object entries, present or not.
The reason for this is to maintain consistent IDs for objects so that missions can rely on a bush having the same NearestObject ID as it always had, irrespective of map upgrades.
 
When you add a new object, it is thus always is added to end of table with a new object ID.
When you remove an object, the object ID remains reserved even though the object no longer exists.
 
This mechanism works well within the ArmA engine, but fails to help at all for conversion of OFP islands unless you methodically and manually enter all of the entries in the correct order.
With upwards of 100,000 entries per island, this is practically impossible.
 
==== ModelID ====
Note that this is the unique ID of the ModelID in the object Template. It is not an index into the template structures.
Unusual, and slow as a result.<!-- This should be explained in more detail. Why is it unusual? Why is it slow? -->
 
=== Layer ===
 
<syntaxhighlight lang="C#">
Layer
{
ulong SizeType; // 0..2 - see below
String Name; // "Base"
shortBool DefaultIndicator; // 0 ... 1
 
if (DefaultIndicator == 0)
{
ulong SurfaceTable[TableSize.x*y];
ulong TextureTable[TableSize.x*y];
byte UnknownTable[(TableSize.x*y/4)];
ushort UnknownShort;
};
 
if (DefaultIndicator == 1)
{
ulong NoOfTerrainMaterials;
TerrainMaterial[NoOfTerrainMaterials]
{
ulong BitFlags; // 1 = label, 0x40 = rvmatfile,,,,
String MaterialName; // "---sea---", "Layers\P_000-000_L00.rvmat"
ulong TypeID; // 0..3
};
ulong RvmatIndexTable[TableSize.x*y];
};
};
 
TableSize = Elevations.TerrainSize >> SizeType;
</syntaxhighlight>
 
==== RvmatIndexTable ====
The texture table contains 1-based indexes into the rvmats.
This is a traditional bis way-of-doing-things in that the 0th 'rvmat' is, by default 'sea' texture and does not have an associated file, nor is it referenced in this table.
 
The organisation of 'cells' differs from its equivalent wrp. They are the reversed, mirror image of each other. Thus for a pew file with a 'poetic' 4x4 island:
 
{|
|+ PEW vs WRP format
|-
|-
|align="middle"|double||align="left"| 64 bit signed single precision floating point value (8 bytes)
|
 
{| class="wikitable"
! colspan="4" | PEW
|-
|-
|align="middle"|asciiz||align="left"| Null terminated (0x00) variable length ascii string
| C || 8 || 4 || '''0'''
|-
|-
|align="middle"|ascii||align="left"| fixed length ascii string(UTF-8)
| D || 9 || 5 || 1
|-
|-
| E || A || 6 || 2
|-
|-
| F || B || 7 || 3
|}
|}


Although technically there should never be negetive values for many of the 16 bit & 32 bit values, it's 'safer' in programming terms to use signed datatypes as opposed to unsigned datatypes.
|
----


== File Format ==
{| class="wikitable"
! colspan="4" | WRP
|-
| C || D || E || F
|-
| 8 || 9 || A || B
|-
| 4 || 5 || 6 || 7
|-
| '''0''' || 1 || 2 || 3
|}


|}


::The following is a mix of ''pseudo-code'' and structure references that could be used to describe the file format of POSEW60.pew project design file.
::Any naming definitions or naming conventions used may or may not be accurate.


::*This file format is principally used with Armed Assault v1.09 and later plus the ArmA Tools Suite Final release (v1.14).
Unlike a wrp there is no Texture Size (256x256) eg. It is a derived value from the Elevations size (ergo the TerrainSize) (1024x1024 eg)
The size of this table, the 'Texture Size' is defined as a ratio via LayerSizeType.


<code><nowiki>
* 0 same
  POSEW60
* 1 half
  {
* 2 quarter
    structHeader                              Header;
    int                                        NoOfObjectTypes;
    structObjectType[NoOfObjectTypes]          ObjectTypes;
    short                                      Unknown;
    short                                      Unknown;
    short                                      RoadNetworkTypesIndicator;
    if(RoadNetworkTypesIndicator == 0)
    {
      int                                                NoOfRoadNetworkTypes;
      structRoadNetworkType[NoOfRoadNetworkTypes]        RoadNetworkTypes;
      int                                                Unknown;//?Cross?
    }
    int                                        TerrainGrid_X;
    int                                        TerrainGrid_Z;
    float[TerrainGrid_Z,TerrainGrid_X]        TerrainGridHeights;
    int NoOfBlueFloats = (TerrainGrid_X / 16) * TerrainGrid_X;
    float[NoOfBlueFloats]                      BlueEdgeTerrainHeights; //Always zero values.
    int                                        Unknown;


    structObject[unknown]              Objects;
==== Rvmat Conventions ====


    structObject
Naming of rvmat files (generally) follows a simple convention largely because the files are auto_generated when importing the satmask.
    {
The resolved Texture size (dependent on the pixels and resoltion wanted) are divided into x and y numbered co-ordinates thus
      while ()
      {
        int Indicator;
        if (Indicator != 0)
        {
          int  InstanceId;
          float TransformColumn[3][4]; // described here to solidly illustrate to reader
                                      // this is a standard DirectX Transform matrix
                                      // but in COLUMN format;
          double  SomeCoef;
          int NoOfCharsInInstanceName;
          ascii[NoOfCharsInInstanceName] InstanceName;
          float RelativeSurfaceElevation;
          byte[4] OutlineColour; // rgba 0xFFFF FFFF means 'default'
          byte[4] ObjectColour;  // rgba 0xFFFF FFFF means 'default'
          int ObjectTypeId;
        }else
          break;
      };
    };


    int                                        NoOfLayers;
p_(x)00..(x)nn_(y)00..nn_L00..zz
    structLayer[NoOfLayers]                    Layers;
   
  }
</nowiki></code>


----
where:


== Structures ==
(x) and (y) are the cellgrid position (and not part of the label)


Lzz is the layer


=== structLayer ===
For a mythical single layer island with an 8x8 TEXTURE , files names will range from


<code><nowiki>
p_00_00_L00 to p_07_07_L00
  struct structLayer
  {
    int NoOfCharsInLayerName1;
    ascii[NoOfCharsInLayerName1] LayerName1;
    int LayerSizeType;
    int NoOfCharsInLayerName2;
    ascii[NoOfCharsInLayerName2] LayerName2;
    short DefaultIndicator;
    int NoOfTerrainMaterials;
    if (NoOfTerrainMaterials != 0)
    {
      structTerrainMaterial[NoOfTerrainMaterials] TerrainMaterials;
    }
  }
</nowiki></code>




=== structTerrainMaterial ===
PxxPyy


<code><nowiki>
=== RoadNetworks ===
  struct structTerrainMaterial
  {
    int Unknown;
    int NoOfCharsInMaterialName;
    ascii[NoOfCharsInMaterialName] MaterialName;
    int Unknown;
  }
</nowiki></code>


A 'RoadNetwork' essentially is comprised of a 'KeyPart' and 1-4 Directions. A Direction comprsises 0 to 'N' number of 'Parts'.
When the Visitor3 user starts placing a 'RoadNetwork' on a map they are 'forced' to place a 'KeyPart'. Each 'RoadNetwork' has at least 1 'Direction' defined. A 'Direction' may have zero 'RoadParts' placed on the map.


<syntaxhighlight lang="C#">
RoadNetworks
{
shortBool NetworkDefined;
if (NetworkDefined)
{
shortBool Always0x01;
shortBool Movable;
ulong NetworkID;
float Network_XZY[3];
float Direction;
shortBool KeyPartDefined; // Should always be 1=Yes 'cause you cant start a road without placing a KeyPart
float KeyPart_XZY[3];
float KeyPart_Direction;
ulong KeyPart_TemplateObjectID;
KeyPartTypeEnum KeyPart_Type;
ushort KeyPart_FamilyType;
String KeyPart_RoadNetworkTemplateName;
String KeyPart_ModelName;
RGBAColor KeyPart_Color;
shortBool DirectionsDefined; // Should always be 0x0100=yes because every RoadNetwork has at least 1 direction.
ulong NoOfDirections;
ulong Direction_A_Something; //Always 0x0000 0000
ulong Direction_B_Something; //Always 0x0000 0000
ulong Direction_C_Something; //Always 0x0000 0000
ulong Direction_D_Something; //Always 0x0000 0000
DirectionHeader DirectionHeaders[NoOfDirections];
byte Unknown[92];
ulong NoOfDirections;
Direction Directions[NoOfDirections];
}
}
</syntaxhighlight>


==== DirectionHeader ====
<syntaxhighlight lang="C#">
DirectionHeader
{
String RoadNetworkTemplateName;
float DirectionOffsetXZY[3];
float DirectionOffsetDirection; // 180.0 degrees.
}
</syntaxhighlight>


=== structObjectType ===
==== Direction ====
<syntaxhighlight lang="C#">
Direction
{
ulong NoOfParts;
RoadPart RoadParts[NoOfParts];
String RoadNetworkTemplateName;
float DirectionOffsetXZY[3];
float DirectionOffsetDirection; // 180.0 degrees.
RGBAColor KeyPartColor;
RGBAColor NormalPartColor;
shortBool FilledLine;
double MaxAngle;
double MaxBankAngle;
}
</syntaxhighlight>


<code><nowiki>
===== RoadPart =====
  struct structObjectType
<syntaxhighlight lang="C#">
  {
RoadPart
    int                                            NoOfCharsInObjectModelFilename;
{
    ascii[NoOfCharsInObjectModelFilename]         ModelFilename;
shortBool Defined;
    int                                            NoOfCharsInObjectName;
shortBool Enabled; // Possibly incorrect.
    ascii[NoOfCharsInObjectName]                  ObjectTypeName;
float RoadPartXZY[3];
    int                                            ObjectClassId;
float RoadPartDirection;
    byte[4]                                        OutlineColour; // rgba 0xFFFF FFFF means 'default'
ulong RoadPart_ObjectTemplateID;
    byte[4]                                       ObjectColour; // rgba 0xFFFF FFFF means 'default'
ushort PartTypeUIListboxIndex;
String ModelName;
byte Unknown[102];
}
</syntaxhighlight>


    switch (ObjectClassId)
=== KeyPoint ===
    {
      case ObjectClassEnum.Natural // 1
      {
        byte[118]      VariousInfo;
      }
      case ObjectClassEnum.Artificial // 2
      {
        byte[118]      VariousInfo;
      }
      case ObjectClassEnum.ArtificialAndDefinedInRoad // 5
      {
        byte[118]      VariousInfo;
      }
      case ObjectClassEnum.Road // 3
      {
        byte[214]      VariousInfo;
      }
    }


    int                                            NoOfArtificialSubObjects;
<syntaxhighlight lang="C#">
KeyPoint
{
ShortBool IsPresent;
if (IsPresent)
{
ShortBool Always0;
String ClassName; // "Noe_Lany"
RGBA AreaColor,OutlineColor;
ulong DisplayStyle; // 0 solid
// 1..6 hatch-horz,vert,cross,skew right,skew left,skewcross
// 7 standard
ShortBool Visible;
float Offset[2]; // map relative
float Size[2]; // 250 x 250.0 eg (width and height)
ulong ID; // 0,1,2,3,4,5,6....
BisString TownName; // "Lipany", "Hill"
BisString LocaleType; // "NameCity" NameCityCapital, NameVillage, NameLocal, VegetationBroadLeaf, Hill, Marine, ViewPoint
BisString ClassText; // "canOcclude=1; BumbleButt='FlowControl2"; ++=)#4555Semi"
}
}
</syntaxhighlight>


    if (NoOfArtificialSubObjects != 0)
There is '''always''' a classname associated with this Keypoint,
    {
* Forest_Owls
      structArtificialSubObject[NoOfArtificialSubObjects]      ArtificialSubObjects;
* Abel_LaTrinite
    }
* MyPinkElephant


    int                                                        MarkerType; //See MarkerTypeEnum
and in most cases a text name that is 'seen' on the map


    int ObjectTypeId = VariousInfo.Offset(16).[4].ToInt; // The 4-bytes at offset 16 in the VariousInfo is the ObjectTypeId.
"Le Refuge Des Chasseurs"
  }
</nowiki></code>


::NB: While the 'VariousInfo' byte array is decernable at this time it essentially defines various floats, integers, transforms etc. that denote the 'default' and/or 'seed' values for a given '''''ObjectType'''''.
Viewpoint and Marine types normally don't have names associated with them. There is no "place" in the sea.
::    The most important data is the ''ObjectTypeId'' found at the 16th byte and is an 4-byte int.


=== structArtificialSubObject ===
Each of these Keypoints have a Locale '''Type'''. Some of which are:
* NameCity
* NameCityCapital
* NameVillage
* VegetationBroadLeaf (Forest)


<code><nowiki>
{{Feature|informative|See [[Location]].}}
  struct structArtificialSubObject
  {
    int NoOfCharsInArtificialSubObjectName;
    ascii[NoOfCharsInArtificialSubObjectName]    ArtificialSubObjectName;
    int Something1;
    int Something2;
    float[3][2] StartEndPosXYZ;
  }
</nowiki></code>


=== structRoadNetworkType ===
=== Background ===


<code><nowiki>
<syntaxhighlight lang="C#">
  struct structRoadNetworkType
Background // this structure has not been seen
  {
{
    int                                            NoOfCharsInRoadNetworkTypeName;
String BackgroundFilename; // "sat_lco.bmp"
    ascii[NoOfCharsInRoadNetworkTypeName]          NetworkTypeName;
String BackgroundName; // "overlay1"
    byte[4]                                        KeyPartsColour; // rgba 0xFFFF FFFF means 'default'
float OffsetXY[2];
    byte[4]                                        NormalPartsColour; // rgba 0xFFFF FFFF means 'default'
float SizeXY[2];
    short                                          FilledLine; // 0x0000=No, 0x0100=Yes
ulong Transparency;
    double                                        MaxAngle; // degrees
shortBool Visible; // or ulong?
    double                                        MaxBankAngle; // degrees
}
    int                                            NoOfStraightParts;
</syntaxhighlight>
    if (NoOfStraightParts != 0)
    {
      structRoadNetworkTypeStraightPart[NoOfStraightParts]      RoadNetworkTypeStraightParts;
    }
    int                                            NoOfCurveParts;
    if (NoOfCurveParts != 0)
    {
      structRoadNetworkTypeCurvePart[NoOfCurveParts]       RoadNetworkTypeCurveParts;
    }
    int                                            NoOfSpecialParts;
    if (NoOfSpecialParts != 0)
    {
      structRoadNetworkTypeSpecialPart[NoOfSpecialParts]       RoadNetworkTypeSpecialParts;
    }
    int                                            NoOfTerminatorParts;
    if (NoOfTerminatorParts != 0)
    {
      structRoadNetworkTypeTerminatorPart[NoOfTerminatorParts]      RoadNetworkTypeTerminatorParts;
    }
  }
</nowiki></code>


=== structRoadNetworkTypeStraightPart ===
=== Selection ===


<code><nowiki>
<syntaxhighlight lang="C#">
  struct structRoadNetworkTypeStraightPart
Selection
  {
{
      int                                  NoOfCharsInStraightPartName;
ushort strlen;
      ascii[NoOfCharsInStraightPartName]   StraightPartName;
char[] SelectionName[strlen]; // NOT null terminated
      int                                  ObjectId;
ulong nObjects;
      short                                StraightPartType;
SelectionObject SelectionObjects[nObjects]
      short                                CanChangeBankAngle;
}
  }
</syntaxhighlight>
</nowiki></code>


==== SelectionObject ====
<syntaxhighlight lang="C#">
SelectionObject
{
ulong ObjectInstanceID;
byte Unknown[8];
}
</syntaxhighlight>


=== structRoadNetworkTypeCurvePart ===
== Enums ==


<code><nowiki>
  struct structRoadNetworkTypeCurvePart
  {
      int                                  NoOfCharsInCurvePartName;
      ascii[NoOfCharsInCurvePartName]      CurvePartName;
      int                                  ObjectId;
      short                                CurvePartType;
  }
</nowiki></code>


=== ObjectTemplateTypeEnum ===


=== structRoadNetworkTypeSpecialPart ===
<syntaxhighlight lang="C#">
enum ObjectTemplateTypeEnum
{
Undefined = 0,
Natural = 1,
Artificial = 2,
Road = 3,
Forest = 4,
Road2 = 5
}
</syntaxhighlight>


<code><nowiki>
=== MarkerTypeEnum ===
  struct structRoadNetworkTypeSpecialPart
  {
      int                                  NoOfCharsInSpecialPartName;
      ascii[NoOfCharsInSpecialPartName]    SpecialPartName;
      int                                  ObjectId;
      short                                SpecialPartType;
      short                                CanChangeBankAngle;
  }
</nowiki></code>


<syntaxhighlight lang="C#">
enum MarkerTypeEnum
{
Rectangular = 0,
Elliptical = 1
}
</syntaxhighlight>


=== structRoadNetworkTypeTerminatorPart ===
=== StraightPartEnum ===


<code><nowiki>
<syntaxhighlight lang="C#">
  struct structRoadNetworkTypeTerminatorPart
enum StraightPartEnum : ushort
  {
{
      int                                  NoOfCharsInTerminatorPartName;
SixBy25, // 6,25m
      ascii[NoOfCharsInTerminatorPartName] TerminatorPartName;
TwelveBy5, // 12,5m
      int                                  ObjectId;
TwentyFive // 25m
  }
}
</nowiki></code>
</syntaxhighlight>


=== structLayer ===
=== CurvePartEnum ===


<code><nowiki>
<syntaxhighlight lang="C#">
  struct structLayer
enum CurvePartEnum : ushort
  {
{
      int                                  NoOfCharsInTerminatorPartName;
Radius25m,
      ascii[NoOfCharsInTerminatorPartName] TerminatorPartName;
Radius50m,
      int                                  ObjectId;
Radius75m,
      short                                TerminatorPartType;
Radius100m
      short                                CanChangeBankAngle;
}
  }
</syntaxhighlight>
</nowiki></code>


=== SpecialPartEnum ===


== Enums ==
<syntaxhighlight lang="C#">
enum SpecialPartEnum : ushort
{
SixBy25, // 6,25m
TwelveBy5, // 12,5m
TwentyFive // 25m
}
</syntaxhighlight>


=== KeyPartTypeEnum ===


=== ObjectClassEnum ===
<syntaxhighlight lang="C#">
enum KeyPartTypeEnum
{
Crossroad,
Straight,
Special,
Terminator
}
</syntaxhighlight>


<code><nowiki>
  enum ObjectClassEnum
  {
    Natural = 1,
    Artificial = 2,
    ArtificialAndDefinedInRoad = 5,
    Road = 3   
  }
</nowiki></code>
=== MarkerTypeEnum ===


<code><nowiki>
[[Category:BIS File Formats]]
  enum MarkerTypeEnum
  {
    Rectangular = 0,
    Elliptical = 1
  }
</nowiki></code>

Latest revision as of 17:24, 4 January 2023

bi symbol white.png
Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.

This page contains unofficial information.

Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.
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.

PEW files are Visitor's project files. Visitor is Bohemia Interactive's tool for creating Islands.

Visitor is a GUI tool interface that interacts with Bulldozer, an in-built 'world' viewer inside any Armed Assault engine.

The contents of the PEW project file are not directly related to the ultimate output, a WRP file. However, that data contains all similar elements, such as road networks, elevations, cell matrices, models (P3D files) and textures (RVMAT files).

Exporting a PEW file into WRP format involves the use of Bulldozer, since it is Bulldozer that decides how it wants that data presented rather than anything Visitor might like to decide. It is Bulldozer that determines the format and version of the resulting WRP file (in 8WVR format), so the WRP version is based on the version of the Real Virtuality engine used to create it. This is not the same thing as saying the VERSION of the engine. It is the engine, that decides, the VERSION of wrp it needs to generate.

Furthermore, the resulting Wrp file is (for want of a better expression) 'unbinarised' 8WVR format. It is nothing more or less, than a (modified) copy of texture, elevations and models. Period. Roadnetworks and other ancilliary data is only processed into a 'binarised' OPRW format wrp, using Bi's binarizer tool.

Note that it is possible to generate 8WVR format without involving bulldozer (or arma) using [party tools (dead link)].


While there have been several PEW versions, the ones listed here are:

  • POSEW59
  • POSEW60

There are only a few subtle differences to their makeup.


Legend

See Generic FileFormat Data Types.


File Format

This file format is principally used with Armed Assault v1.09 and later, with the ArmA Tools Suite final release (v1.14).
POSEW59
POSEW60
{
	PoseHeader				Header;
	ulong					nOFPTextures;			// none in Arma
	OFPTexture				OFPTextures[nOFPTextures];
	ulong					nObjectTemplates;
	ObjectTemplate			ObjectTemplates[nObjectTemplates];
	shortBool				NoOfpTerrains;
	if (!NoOfpTerrains)
	{
		ulong				nOFPTerrains;			// none in Arma
		OFPTerrain			OFPTerrains[nOFPTerrains];
	}
	shortBool				NoOFPForests;			// none in Arma
	if (!NoOFPForests)
	{
		ulong				nOFPForests;
		OFPForest			OFPForests[nOFPForests];
	}
	RoadNetworkTemplate		RoadNetworkTemplates[...];
	Elevation				Elevation[...];
	ulong					NoOfObjects;
	Object					Objects[NoOfObjects];

	ulong					NoOfLayers;
	String					CurrentLayerName;		// "Base"
	Layer					Layers[NoOfLayers] ;

	ulong					nNamedZones;// almost never present on pose60
	NamedZone				NamedZones[nNamedZones];

	ulong					nRoadNetworks;
	if (nRoadNetworks > 0)
		RoadNetwork			RoadNetworks[nRoadNetworks];

	ulong					nKeyPoints;
	KeyPoint				KeyPoints[nKeyPoints];
	ulong					NoOfBackgrounds;
	Background				Backgrounds[NoOfBackgrounds]; // not checked for 59
	ulong					TotalSizeOfSelections; // from here, to end of file
	ulong					nSelections;
	Selection				Selections[nSelections];
}

PoseHeader

Header
{
	char	Signature[7];		// "POSEW59" or "POSEW60" note: NOT null terminated
	ulong	Length;				// of PEW file;
	ulong	UnknownLong;		// typically 0
	String	IslandRvMatPath;	// "SomePboPrefix\SomeIsland\data\0" see below
	String	IslandP3dPath;		// "" (objects)
	float	TerrainGridSize;	// 10.0 metres
	float	SegmentSize;		// 400.0 (==SegmentSize - SegmentOverlap)
	String	IslandClassname;	// ""
};

Texture And Terrain Sizes

  • Pew files deal with terrain. There is no 'texture' size as such. Therefore the gridsize specified in the header pertains to terrain cells.
  • In contrast, the gridsize specified in a WRP pertains to TEXTURE(rvmat) cells.

"Texture", 'Material', 'Surface', 'Layer' are synonomous to rvmat files. They are the island's unique surface as generated by importing from a sat mask image. There can be multipler layers of rvmat files.

Terrain, are the cell grids of the map and as often as not specified at a different (larger) dimension.

Unlike Wrp files, Textures and Terrain sizes are not declared in a pew directly. At least, not, in the header.

The Terrain (Map) Size is declared in the elevations structure.

TextureSizeS (plural) are derived, not declared, in each surface 'Layer' of pew. Since, ultimately, each layer must 'fit' onto the map. Each layer contains a shift value of how much SMALLER the surface is, relative to the map. For OFP, and OFP converted-to-arma, islands, this is 0 (there is no difference betweem a 256x256 cell Terrain and a 256x256 cell Texture.

For Arma, it is *generally* x 4 (shift value=2).

TerrainGridSize

A wrp file's GridSize is the OPPOSITE of a PewFile's GridSize.

In a wrp, it defines the size (in meters) of each cell of the TEXTURE (rvmats).

In a pew, there is no direct TEXTURE dimension since there can be multiple layers, each with different (derived) dimensions.

So this value, in a pew, is the TERRAIN dimension.


IslandRvMatPath

RVMAT file references in the Layers structure are listed as relative addresses to the IslandRvMatPath. This is in contradistinction to the general Bis way-of-doing-things where all references are hard references.

Traditionally, an RVMAT(Island) data path is declared as "Layers\some.rvmat". It is expected, therefore, that you do indeed have a "P:\SomePboPrefix\SomeIsland\...\Layers" folder. Put another way, the prefix of the PBO must be "SomePboPrefix\SomeIsland\...".

The SubFolder 'Layers' is hard wired by Visitor. It is generated automatically when importing a satmask image. Thus, all relative reverences to the rvmats that Visitor produces, are prefaced by 'Layers\'.

Using 3rd party tools, you can, should you wish to, alter this prefixing and location of the rvmats to anywhere at all, including no path at all (Visitor, the engine, and the binarizer don't actually care). The purpose in doing so is somewhat moot, since, unlike p3d's, rvmat's for an island are unique to an island. The chances or need of referencing them by something else is zilch. Hence, unlike p3d's, they may just as well stay in the wrp's pbo. Point being, they don't have to.

IslandObjectPath

IslandObjectPath uses the same mechanics as above. However, since P3D files are almost inevitable declared from multiple locations (any PBO, including the base 'CA' PBO included in the game) its use is moot. Be that as it may, the mechanism exists and works, identically to IslandRvMatPath.


PEW files are not known to contain anything in IslandObjectPath or IslandClassname.

OFPTexture

OFPTexture
{
	ulong		TextureID;
	String		TextureFileName;	// "snih3.paa"
	String		TextureName;		// "snih3"
	String		RvmatName;			// "snih3.rvmat"
	byte		UnknownBytes[14];	// (typically 0)
	RGBAColor	Colour;
}

ObjectTemplate

ObjectTemplate
{
	String		ModelFilename;	// "SomePrefixRoot\data\jablon.p3d\0"
	String		ModelName;		// "jablon"
	ulong		ObjectType;		// 0..5 (so far...)
								// 0 Undefined - This type should never be encountered.
								// 1 Natural
								// 2 Artificial
								// 3 Road (RoadFlag will be true)
								// 4 Forest
								// 5 Road2 (RoadFlag will be false)
	RGBAColor	OutlineColour;
	RGBAColor	ObjectColour;
	double		GeometryBounds[2];				// 50.0
	ulong		ModelID;						// uniqueID, used by objects to lookup this model(p3d)
	XYZTriplet	GeometryAutocenterPos;
	double		ResolutionBounds[2];			// 50.0
	XYZTriplet	ResolutionAutoCenterPos;
	shortBool	Generally0x01;
	shortBool	RandomScaleFlag;
	double		RandomScaleMinMax[2];			// 50.0
	shortBool	RandomRotateFlag;
	double		RandomRotateMinMax[2];			// 20.0
	shortBool	RandomOrientationFlag;
	double		RanmdomOrientationMinMax[2];	// 180.0
	shortBool	RoadFlag;
	if (RoadFlag)
	{
		TransformMatrix RoadNamedSelections;	// (LB, PB, LE, PE)
		TransformMatrix XRoadNamedSelections;	// (LD, LH, PD, PH)
	};
	ulong		nNamedVectors;					// Usually 0 (zero)
	NamedVector	NamedVectors[nNamedVectors];
	ulong		MarkerType;						// Rectangular = 0, Elliptical = 1
}

As opposed to layers (material RVMAT surfaces), 'objects' are instances of models placed onto the map. Irrespective of the number of objects there is only one reference to the model used, which is then referenced as often as needed.

ModelFilename, ModelName, and ModelID are unique unduplicated entries.

The ModelID is not zero based; its value is incremental according to the number of times any model has been added while editing, even if previous models have been deleted; model IDs do not rearrange themselves and deleted IDs are not recycled for re-use. The ObjectID illustrated on maps is, in contrast, the unique InstanceID of each object in the objects structure below. 'Road2' type cannot be defined with Visitor3 Personal Edition. It's a type specific to VBS2 V3 edition.

NamedVector

NamedVector
{
	String		Name;		// "pohrada"
	LongBool	Unknown;
	ulong		nTriplets; // generally 2 sometimes 1
	XYZTriplet	StartEndPos[nTriplets];
}

As of v60 a rarely used sub structure with ObjTemplates.

OFPTerrain

OFPTerrain
{
	String		TerrainName;
	byte		UnknownBytes[11];
	ulong		nSurfaces;
	OFPSurface	OFPSurfaces[nSurfaces];
}

OFPSurface

OFPSurface
{
	String	SurfaceName;
	float	Surfacefloat[4];
	byte	UnknownBytes[16];
}

OFPForest

OFPForest
{
	String		ForestName;
	RGBAColor	OutlineColour;
	RGBAColor	ObjectColour;
	ulong		SquareFillModelID;
	ulong		SquareModelID;
	ulong		TriangleModelID;
	ulong		Unknown1; // (typically 0)
	ulong		Unknown2; // (typically 0)
}

NamedZone

NamedZone
{
	ushort		IsPresent;
	ushort		Moveable;
	String		Name; // Les_new
	RGBAColor	AreaColor;
	RGBAColor	OutlineColor;
	ulong		DisplayStyle;
	ulong		nFloats;
	float		Floats[nFloats];
	ulong		ID;
	String		Name2;
}

AltNamedZone

AltNamedZone
{
	ushort		IsPresent;
	ushort		Moveable;
	String		Name; // Les_new
	RGBAColor	AreaColor;
	RGBAColor	OutlineColor;
	ulong		DisplayStyle;
	ulong		nFloats;
	float		Floats[nFloats];
	ulong		ID;
	ulong		Visible;
}

RoadNetworkTemplates

RoadNetworkTemplates
{
	shortBool	RoadNetworkTemplatesDefined;
	if (!RoadNetworkTemplatesDefined)
	{
		//RoadNetworkTemplates
		ulong	NoOfRoadNetworkTemplates;
		if (NoOfRoadNetworkTemplates > 0)
		{
			RoadNetTemplate RoadNetTemplates[NoOfRoadNetworkTemplates];
		}

		//CrossroadTemplates
		ulong	NoOfCrossroadTemplates;
		if (NoOfCrossroadTemplates > 0)
		{
			CrossroadTemplate CrossroadTemplates[NoOfCrossroadTemplates];
		}
	}
}

RoadNetTemplate

RoadNetTemplate
{
	String		TemplateName;
	RGBAColor	KeyPartsColour;
	RGBAColor	NormalPartsColour;
	shortBool	FilledLine;
	double		MaxAngle;
	double		MaxBankAngle;

	ulong		NoOfStraightParts;
	if (NoOfStraightParts > 0)
		StraightPart StraightParts[NoOfStraightParts];

	ulong		NoOfCurveParts;
	if (NoOfCurveParts > 0)
		CurvePart CurveParts[NoOfCurveParts];

	ulong		NoOfSpecialParts;
	if (NoOfSpecialParts > 0)
		SpecialPart SpecialParts[NoOfSpecialParts];

	ulong		NoOfTerminatorParts;
	if (NoOfTerminatorParts > 0)
		TerminatorPart TerminatorParts[NoOfTerminatorParts];
}
StraightPart
StraightPart
{
	String				StraightPartName;
	ulong				ObjectTemplateID;
	StraightPartEnum	StraightPartType;
	shortBool			CanChangeBankAngle;
}
CurvePart
CurvePart
{
String			CurvePartName;
ulong			ObjectTemplateID;
CurvePartEnum	CurvePartType;
}
SpecialPart
SpecialPart
{
	String				SpecialPartName;
	ulong				ObjectTemplateID;
	SpecialPartEnum		SpecialPartType;
}
TerminatorPart
TerminatorPart
{
	String	TerminatorPartName;
	ulong	ObjectTemplateID;
}

CrossroadTemplate

CrossroadTemplate
{
	String				TemplateName;
	CrossroadTypeEnum	Shape;
	RGBAColor			Color;
	shortBool			FilledLine;
	ulong				ObjectTemplateID;
	String				Net_A;
	String				Net_B;
	String				Net_C;
	String				Net_D;
}
MeterType Values
Type Straights Curves
0 6 m 25 m
1 12 m 50 m
2 25 m 75 m
3 100 m

Broadly speaking, there are a few basic road types:

  • asfalt: Bitumen
  • silnice: Paved
  • cesta: Dirt

Each RoadType describes the general characteristics of the corresponding road, and can have multiple curved, straight, special, and termination P3D models associated with it.

Generally speaking, there are:

  • 3 'straight' models, approximately 6, 12, and 25 meters long respectively.
  • 4 'curved' models, approximately 25, 50, 75, and 100 meters long.
  • 1 'termination' type.

The termination type is a road like any other but tends to be a fixed 6 meter fade out of the general road texture.

Although "CrossRoads" could conceivably have any number of intersections, only two types are handled.

  • Type 1: A T_Junction (3 intersections)
  • Type 3: A genuine crossroad (4 way intersection)

For T_Junctions, there is obviously no 4th intersection and this is null filled.

Without taking too literal an interpretation, there are some major types of road.

  • asfaltka: Bitumen (sealed)
  • silnice: Paved
  • cesta: Dirt

Thus the names of each intersection reflect the road type of that intersection, sometimes resulting in (up to) four identical names.

The overall name of the crossroad itself, tries to reflect the nature of it is makeup thus

  • kr_asfaltka_asfaltka_t: an bitumen T_Junction
  • kr_silince_x_cesta: a crossroad of paved and dirt roads.

Elevation

Elevation
{
	XYPair	TerrainSize; // 256 x 256 eg
	float	Heights[TerrainSize];
	float	BlueEdgeTerrainHeights[NoOfBlueFloats]; // Always zero values
	// NoOfBlueFloats = (TerrainSize_Y * TerrainSize_X) / 16;
	ulong	Always0;
}

Object

Object
{
	ShortBool IsPresent;
	if (IsPresent)
	{
		ShortBool			Moveable;				// always 0
		ulong				ObjectID;				// See Below
		TransformMatrix		ColumnFormat;

		double				ObjectRelativeSize;		// decimal percentage
		String				InstanceName;			// "" mostly. "minimalStrelPos" eg for artifical objects
		float				RelativeSurfaceElevation;
		RGBA				OutlineColour;
		RGBA				ObjectColour;
		ulong				ModelID;				// See below
	};
};

TransformMatrix

Note that a pew TransformMatrix is the only instance in the entire repertoire of bis file formats where the transform is specified in columns. All other TransformMatrices of BI (notably models) are in Row format. It makes diddly squat difference to the values in the matrix, only the positions of those values are different.

The XYZ positional component is the absolute position. If a relative elevation has been specified in the pew, that value has been added to the component at this storage time.

ObjectID

Every object entry has a zero-based, linear sequential ObjectID. ObjectID is unique for every object and is the value displayed on a map for all models placed on it (including roads, grass, etc.). Thus, every tree and every road section has its own unique ObjectID.

The first Object in the PEW file is ObjectID==0, the next 1,2,3,4 etc.

If an object has been deleted, that entry retains its unique object ID, even though the ObjectID is no longer stored. If an object is not present (IsPresent is false), the ObjectID is calculated based on the last used object ID. The next real object (IsPresent is true) will always be the Nth ObjectID because the number always increases by the number of object entries, present or not. The reason for this is to maintain consistent IDs for objects so that missions can rely on a bush having the same NearestObject ID as it always had, irrespective of map upgrades.

When you add a new object, it is thus always is added to end of table with a new object ID. When you remove an object, the object ID remains reserved even though the object no longer exists.

This mechanism works well within the ArmA engine, but fails to help at all for conversion of OFP islands unless you methodically and manually enter all of the entries in the correct order. With upwards of 100,000 entries per island, this is practically impossible.

ModelID

Note that this is the unique ID of the ModelID in the object Template. It is not an index into the template structures. Unusual, and slow as a result.

Layer

Layer
{
	ulong		SizeType;			// 0..2 - see below
	String		Name;				// "Base"
	shortBool	DefaultIndicator;	// 0 ... 1

	if (DefaultIndicator == 0)
	{
		ulong	SurfaceTable[TableSize.x*y];
		ulong	TextureTable[TableSize.x*y];
		byte	UnknownTable[(TableSize.x*y/4)];
		ushort	UnknownShort;
	};

	if (DefaultIndicator == 1)
	{
		ulong	NoOfTerrainMaterials;
		TerrainMaterial[NoOfTerrainMaterials]
		{
			ulong	BitFlags;		// 1 = label, 0x40 = rvmatfile,,,,
			String	MaterialName;	// "---sea---", "Layers\P_000-000_L00.rvmat"
			ulong	TypeID;			// 0..3
		};
		ulong	RvmatIndexTable[TableSize.x*y];
	};
};

TableSize = Elevations.TerrainSize >> SizeType;

RvmatIndexTable

The texture table contains 1-based indexes into the rvmats. This is a traditional bis way-of-doing-things in that the 0th 'rvmat' is, by default 'sea' texture and does not have an associated file, nor is it referenced in this table.

The organisation of 'cells' differs from its equivalent wrp. They are the reversed, mirror image of each other. Thus for a pew file with a 'poetic' 4x4 island:

PEW vs WRP format
PEW
C 8 4 0
D 9 5 1
E A 6 2
F B 7 3
WRP
C D E F
8 9 A B
4 5 6 7
0 1 2 3


Unlike a wrp there is no Texture Size (256x256) eg. It is a derived value from the Elevations size (ergo the TerrainSize) (1024x1024 eg) The size of this table, the 'Texture Size' is defined as a ratio via LayerSizeType.

  • 0 same
  • 1 half
  • 2 quarter

Rvmat Conventions

Naming of rvmat files (generally) follows a simple convention largely because the files are auto_generated when importing the satmask. The resolved Texture size (dependent on the pixels and resoltion wanted) are divided into x and y numbered co-ordinates thus

p_(x)00..(x)nn_(y)00..nn_L00..zz

where:

(x) and (y) are the cellgrid position (and not part of the label)

Lzz is the layer

For a mythical single layer island with an 8x8 TEXTURE , files names will range from

p_00_00_L00 to p_07_07_L00


PxxPyy

RoadNetworks

A 'RoadNetwork' essentially is comprised of a 'KeyPart' and 1-4 Directions. A Direction comprsises 0 to 'N' number of 'Parts'. When the Visitor3 user starts placing a 'RoadNetwork' on a map they are 'forced' to place a 'KeyPart'. Each 'RoadNetwork' has at least 1 'Direction' defined. A 'Direction' may have zero 'RoadParts' placed on the map.

RoadNetworks
{
	shortBool				NetworkDefined;
	if (NetworkDefined)
	{
		shortBool			Always0x01;
		shortBool			Movable;
		ulong				NetworkID;
		float				Network_XZY[3];
		float				Direction;
		shortBool			KeyPartDefined;		// Should always be 1=Yes 'cause you cant start a road without placing a KeyPart
		float				KeyPart_XZY[3];
		float				KeyPart_Direction;
		ulong				KeyPart_TemplateObjectID;
		KeyPartTypeEnum		KeyPart_Type;
		ushort				KeyPart_FamilyType;
		String				KeyPart_RoadNetworkTemplateName;
		String				KeyPart_ModelName;
		RGBAColor			KeyPart_Color;
		shortBool			DirectionsDefined;	// Should always be 0x0100=yes because every RoadNetwork has at least 1 direction.
		ulong				NoOfDirections;
		ulong				Direction_A_Something; //Always 0x0000 0000
		ulong				Direction_B_Something; //Always 0x0000 0000
		ulong				Direction_C_Something; //Always 0x0000 0000
		ulong				Direction_D_Something; //Always 0x0000 0000
		DirectionHeader		DirectionHeaders[NoOfDirections];
		byte				Unknown[92];
		ulong				NoOfDirections;
		Direction			Directions[NoOfDirections];
	}
}

DirectionHeader

DirectionHeader
{
	String	RoadNetworkTemplateName;
	float	DirectionOffsetXZY[3];
	float	DirectionOffsetDirection; // 180.0 degrees.
}

Direction

Direction
{
	ulong		NoOfParts;
	RoadPart	RoadParts[NoOfParts];
	String		RoadNetworkTemplateName;
	float		DirectionOffsetXZY[3];
	float		DirectionOffsetDirection; // 180.0 degrees.
	RGBAColor	KeyPartColor;
	RGBAColor	NormalPartColor;
	shortBool	FilledLine;
	double		MaxAngle;
	double		MaxBankAngle;
}
RoadPart
RoadPart
{
	shortBool	Defined;
	shortBool	Enabled; // Possibly incorrect.
	float		RoadPartXZY[3];
	float		RoadPartDirection;
	ulong		RoadPart_ObjectTemplateID;
	ushort		PartTypeUIListboxIndex;
	String		ModelName;
	byte		Unknown[102];
}

KeyPoint

KeyPoint
{
	ShortBool IsPresent;
	if (IsPresent)
	{
		ShortBool	Always0;
		String		ClassName;	// "Noe_Lany"
		RGBA		AreaColor,OutlineColor;
		ulong		DisplayStyle;	// 0 solid
									// 1..6 hatch-horz,vert,cross,skew right,skew left,skewcross
									// 7 standard
		ShortBool	Visible;
		float		Offset[2];	// map relative
		float		Size[2];	// 250 x 250.0 eg (width and height)
		ulong		ID;			// 0,1,2,3,4,5,6....
		BisString	TownName; 	// "Lipany", "Hill"
		BisString	LocaleType;	// "NameCity" NameCityCapital, NameVillage, NameLocal, VegetationBroadLeaf, Hill, Marine, ViewPoint
		BisString	ClassText;	// "canOcclude=1; BumbleButt='FlowControl2"; ++=)#4555Semi"
	}
}

There is always a classname associated with this Keypoint,

  • Forest_Owls
  • Abel_LaTrinite
  • MyPinkElephant

and in most cases a text name that is 'seen' on the map

"Le Refuge Des Chasseurs"

Viewpoint and Marine types normally don't have names associated with them. There is no "place" in the sea.

Each of these Keypoints have a Locale Type. Some of which are:

  • NameCity
  • NameCityCapital
  • NameVillage
  • VegetationBroadLeaf (Forest)

Background

Background // this structure has not been seen
{
	String		BackgroundFilename;	// "sat_lco.bmp"
	String		BackgroundName;		// "overlay1"
	float		OffsetXY[2];
	float		SizeXY[2];
	ulong		Transparency;
	shortBool	Visible;			// or ulong?
}

Selection

Selection
{
	ushort				strlen;
	char[]				SelectionName[strlen]; // NOT null terminated
	ulong				nObjects;
	SelectionObject		SelectionObjects[nObjects]
}

SelectionObject

SelectionObject
{
	ulong	ObjectInstanceID;
	byte	Unknown[8];
}

Enums

ObjectTemplateTypeEnum

enum ObjectTemplateTypeEnum
{
	Undefined = 0,
	Natural = 1,
	Artificial = 2,
	Road = 3,
	Forest = 4,
	Road2 = 5
}

MarkerTypeEnum

enum MarkerTypeEnum
{
	Rectangular = 0,
	Elliptical = 1
}

StraightPartEnum

enum StraightPartEnum : ushort
{
	SixBy25,	// 6,25m
	TwelveBy5,	// 12,5m
	TwentyFive	// 25m
}

CurvePartEnum

enum CurvePartEnum : ushort
{
	Radius25m,
	Radius50m,
	Radius75m,
	Radius100m
}

SpecialPartEnum

enum SpecialPartEnum : ushort
{
	SixBy25,	// 6,25m
	TwelveBy5,	// 12,5m
	TwentyFive	// 25m
}

KeyPartTypeEnum

enum KeyPartTypeEnum
{
	Crossroad,
	Straight,
	Special,
	Terminator
}