Wrp File Format - OPRWv17 to 24: Difference between revisions

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==File Format==
==File Format==


*Texture and Terrain Grid Sizes are derived from the header.
*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
This document is based on analysis of arma1 wrps (OPRW18). The following are known differences between them, and later versions
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   WrpHeader    Header;
   WrpHeader    Header;
    
    
   ushort        GridBlock_CellEnv[TerrainGridSizeXY]; // a gridblock containing cellenv bits (16 bits per terrain cell).  
   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.
                                                 // Bits 0-2 are ground (0x0), coast (0x1), beach (0x2) and sea (0x3). Bit 4 indicates road/airstrip.
   byte          GridBlock_CfgEnvSounds[TerrainGridSizeXY]; // a gridblock. mostly the value 0x03 and probably related to Config.cpp CfgEnvSounds class
   byte          GridBlock_CfgEnvSounds[MapSize]; // a gridblock. mostly the value 0x03 and probably related to Config.cpp CfgEnvSounds class
   
   
   ulong        nPeaks;
   ulong        nPeaks;
   XYZTriplet    PeakPositions[nPeaks];
   XYZTriplet    PeakPositions[nPeaks];
   
   
   ushort        GridBlock_TextureIndex[TextureGridSizeXY]; // rvmat file index
   ushort        GridBlock_RvmatLayerIndex[LayerSize];  
    
    
   if !Elite
   if !Elite
   if ArmaOne
   if ArmaOne
     ushort      RandomClutter[TextureGridSizeXY];//compressed. probably random values needed for calculating clutter models position
     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
                                                   //seems to be related to clutters or sat mask distance as it is
                                                   //responsible for the [http://tinyurl.com/6b27ed clutterbug]
                                                   //responsible for the [http://tinyurl.com/6b27ed clutterbug]
   else
   else
     byte        GridBlock_ClutterMask[TerrainGridSizeXY];   
     byte        GridBlock_ClutterMask[MapSize];   
   endif
   endif
   endif                                           
   endif                                           
   
   
   float        Elevation[TerrainGridSizeXY];    //compressed
   float        Elevation[MapSize];    //compressed
   
   
   ulong        nTextures;
   ulong        nRvmats;
   Texture      Textures[nTextures];             //"PrefixRoot\data\layers\some.rvmat\0\0"
   Texture      Textures[nRvmats];               //"PrefixRoot\data\layers\some.rvmat\0\0"
   
   
   ulong        nModels;
   ulong        nModels;
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   ClassedModel  Models[nClassedModels];          //"Land_Hangar\0" : "ca\buildings\Hangar.p3d\0"
   ClassedModel  Models[nClassedModels];          //"Land_Hangar\0" : "ca\buildings\Hangar.p3d\0"
   
   
   ushort        GridBlock_UnknownGrid3[TerrainGridSizeXY]; // a gridblock
   ushort        GridBlock_UnknownGrid3[MapSize];
   
   
   ulong        SizeOfObjects;                  //in bytes
   ulong        SizeOfObjects;                  //in bytes
   
   
   ushort        GridBlock_UnknownGrid4[TerrainGridSizeXY]; // a gridblock
   ushort        GridBlock_UnknownGrid4[MapSize];
   
   
   ulong        SizeOfMapInfo;                  //in bytes
   ulong        SizeOfMapInfo;                  //in bytes
   
   
   byte          Bytes2[TextureGridSizeXY]; //compressed. seems to be connected to roads, runways and special grounds
   byte          Bytes2[LayerSize]; //compressed. seems to be connected to roads, runways and special grounds
   byte          Bytes3[TerrainGridSizeXY]; //compressed. unknown but 0x00 for forests and roads and sea, mostly 0x03 and rarely 0x02
   byte          Bytes3[MapSize]; //compressed. unknown but 0x00 for forests and roads and sea, mostly 0x03 and rarely 0x02
   ulong        maxObjectID;
   ulong        maxObjectID;
   
   
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Each byte represents the intensity or, number of clutter objects for that area of '''terrain'''
Each byte represents the intensity or, number of clutter objects for that area of '''terrain'''
*Sea and road texture areas have zilch.  
*Sea and road terrain have zilch.  
*desert areas have very low values
*desert terrain have very low values


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


This is a traditional wrp header endemic to most wrp formats. The CellSize was introduced during Elite. The terrain grid cell size can be derived as follows: CellSize * TextureGridSizeX / TerrainGridSizeX, and is 10m for SaraLite and Intro.
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===
===GridBlock===


The result of decompressing any GridBlock is to produce an array the size of the Header's TextureGridSizeXY, at the TypeSize specified. Eg be it byte, or ushort.
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)
There are five gridblocks in the file, two ushort arrays, and 3 byte arrays(if present)
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*The ofp entry is solely here by way of example. No such entry exists in arma/Elite format.
*The ofp entry is solely here by way of example. No such entry exists in arma/Elite format.


This entry, and it's TextureIndices, are erroneously referred to as "Materials". This because of the rvMat(erial) extension to the filename.  However, the original file name was bimpas (for elite) and in both cases they comprise, ultimately of (a series of) pac/paa files. Thus, this documentation refers to texturing intent and retains that concept from previous versions of wrp files.
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.
*see [[P3D_File_Format_-_ODOLV40_Revised|PrefixRoot\]] description. Essentially, it is a reference to a pbo.


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


Thus, '''each''' entry of this materials list consists of concatenated asciiz strings in the form
Thus, '''each''' entry of this materials list consists of concatenated asciiz strings in the form
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Ie, the end of '''this''' entry = \0\0  
Ie, the end of '''this''' entry = \0\0  


It so happens that only one, single 'texture', a single rvmat file, is used per cell, but, the construct is there to have any amount.
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
therefore, this list is of the form
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There is always, at least one materials entry. The 1st entry.
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 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's 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.
Similar to it's 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.


The ushort Textureindices (once decomposed from a GridBlock) contain references to a 'texture'. no index value of zero can exist. (The first texture of the list is always a dummy entry)
 


===ClassedModel===
===ClassedModel===
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   ulong    nRoadParts; // Zero or More...  
   ulong    nRoadParts; // Zero or More...  
   RoadPart RoadParts[nRoadParts];
   RoadPart RoadParts[nRoadParts];
  } [TextureSize];
  } [LayerSize];
</nowiki></code>
</nowiki></code>


Every cell on the map has a '''RoadNet''' entry. If there are no road(s) for that cell, there are no '''RoadParts''' (nRoadParts=0)
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.
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.
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*If ''SizeOfObjects'' above == 0 then there are no objects.
*If ''SizeOfObjects'' above == 0 then there are no objects.


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



Revision as of 13:54, 11 May 2011

Template:unsupported-doc

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];

 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
   byte         GridBlock_ClutterMask[MapSize];   
  endif
 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          Bytes2[LayerSize]; //compressed. seems to be connected to roads, runways and special grounds
 byte          Bytes3[MapSize]; //compressed. 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 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 PrefixRoot\ description. Essentially, it is a reference to a pbo.

Each cell in the grid references a (series of) rvmat texture(s) for it's 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's 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 XYZTriplet RoadPositions[nRoadPositions]; byte Flags[4]; if WrpType==24 byte MoreFlags[nRoadPositions]; Asciiz P3DModel; XYZTransform Transform[12]; // same as that found for this object in the ObjectsList }

Object Optional

Object { ulong ObjectID; ulong modelIndex; // into the [[#Models|models path name list]] (1 based) float TransformMatrix[3][4]; // standard directX 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's 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's 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 unknown[2]; float line[2][2];? }

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.