Wrp File Format - OPRWv17 to 24

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Introduction

Legend

  • byte 8 bits, unsigned.
  • ushort 2 bytes, unsigned.
  • ulong 4 bytes, unsigned.
  • float 4 bytes, signed.


File Format

structHeader Header; //still unknown stuff here //followed by structPeaks Peaks; structTextureGridMaterials MaterialIndices; //see discussion below. Not fully defined (yet) ushort PackedRandom[texZ][texX]; //probably random values needed for calculating clutter models position byte PackedBytes1[gridZ][gridX]; // seems to be related to clutters or sat mask distance as it is responsible for the clutterbug float PackedElevation[gridZ][gridX]; structMaterials Materials; structModels Models; structClassedModels ClassedModels; //something grid related[size unknown] // followed by: 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 ulong maxObjectID; //not number of objects ulong ObjectBlockOffset; //amount of bytes used for RoadNets structRoadNet RoadNets[texZ,texX]; //probably organized in texture grid cells to realize terrain streaming structObject Objects[unknown]; structMapInfo MapInfos[]; //have to be iterated until EndOfFile

Structures

structHeader

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) }




structPeaks

structPeaks { ulong nPeaks; float XZY[nPeaks][3]; //Position of the Peak (Z is height) }




structTextureGridMaterials

structTextureGridMaterials { //still need to be worked out }




structMaterials

structMaterials { ulong nMaterials; //Number of Rvmat entries (at least one) structMaterial Materials[nMaterials]; } 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

structMaterial { asciiz rvmat_path; byte 0x00; }




structModels

structModels { ulong nModels; //number of models asciiz model_path[nModels]; //e.g. ca\buildings\kostelik.p3d } The ModelIndex in the ObjectsBlock below is a direct reference to one of the above p3d files for that object entry. If there are 99 nModels then the Object entries will contain ModelIndexes between 0 and 98




structClassedModels

structClassedModels { ulong nClassedModels; //number of classed models structClassedModel Models[nClassedModels]; }

structClassedModel

structClassedModel { asciiz class_name; //e.g. Land_Hangar asciiz model_path; //e.g. ca\buildings\kostelik.p3d float pos[3]; //XZY ulong unknown; }




structRoadNet

structRoadNet { ulong nRoadParts; // Zero or More... structRoadPart RoadParts[nRoadParts]; } 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 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.

structRoadPart

structRoadPart { ushort nRoadPositions; float RoadPositions[nRoadPositions][3]; //XYZ byte Flags[4]; asciiz Model; float matrix[12]; }




structObject

structObject { ulong ObjectID; ulong modelIndex; float matrix[12]; ulong 0x02; }

modelIndex is a direct reference to the Nth model entry in the Model Block above. If there are 99 p3d files listed in the Model Block, then any given Object entry will contain a modelIndex between 0 and 98. For any island, there are more than 100,000 (p3d) objects on the terrain. The ObjectID uniquely identifies *that* tree, at *that* position. The *same* tree, house, bush, will be used many times on the island at different locations. Thus many object entries contain the same modelIndex. Eg, the same, p3d tree.




structMapInfo

structMapInfo { ulong infoType; if(infoType in [0,1,2,10,11,13,14,15,16,17,22,23,26,27,30]) structType1 type1; if(infoType in [24,31,32]) structType2 type2; if(infoType in [25,33]) structType3 type3; if(infoType in [3,4,8,9,18,19,20,28,29]) structType4 type4; if(infoType in [34]) structType5 type5; }

structType1

structType1 { ulong ObjectId float x, z }

structType2

structType2 { ulong ObjectId float[4][2] Bounds }

structType3

structType3 { long[2] unknown float[2][2] line? }

structType4

structType4 { ulong ObjectId float[4][2] Bounds byte[4] Color //rgba }

structType5

structType5 { ulong ObjectId float[2][2] line? }


Packed Data

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