Wrp File Format - OPRWv17 to 24: Difference between revisions

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part of old WRP File Format article:
== Introduction ==


==General==
For a general description of wrp files see [[Wrp_File_Format_-_8WVR|8WVR]]
The terrain as seen in game are '''wrp''' files (world maps). The 'map' generally consist of an 'island', surrounded by sea texture. All official maps are square areas 256 x 256 'cells'. Each 'cell' defines attributes of that part of the map in a fixed 50 meter square grid.  Thus a 256 square map covers 12.8 kms square.
=== Legend ===
see [[Generic FileFormat Data Types]]


With the introduction of Resistance, the map sizes could be considerably larger. No official BI island took advantage of this. However, the OFP Community has, for  example: '''BAS Tonal''', '''PMC Rugen 25km''', '''PMC Rattler 25km''', to name only a few.


A '''wrp''' file contain indexed references to models (p3d files) and textures (pac/paa). A wrp file does '''not''' contain the models, or the textures. Instead, these models and textures are held inside a mixture of one or more pbo files. Frequently, since this is after all an island, the very same p3d models accessed in '''this''' wrp file, '''this''' island, might also be available as separate Mission Editor models. Buildings eg, grass eg, trees, eg.


The model and texture pbo files can be 'official' (eg O.pbo,data3d.pbo), or unofficial. Any and all pbos that contain pxx files can be referenced by the wrp file. The wrp file itself, may, or may not be, inside one of the very same pbo's that contain some of the pictures, but, that, is immaterial to the wrp.


A wrp file is accompanied with a familiar [[Config.cpp|config.cpp]], or it's raPified equivalent, [[Config.bin|config.bin]].


All references to models and textures within the config begin:
== File Format ==


filename_of_pbo\thing.pxx
*Layer and Map Sizes are derived from the header.
note there is NO leading slash.


'''pxx''' of course are p3d. pac. or paa extensions. Depending on context, one or other of these file externsions are default. But, for modellers to play safe it is better (tm) to be specific.
This document is based on analysis of arma1 wrps (OPRW18). The following are known differences between them, and later versions


There are two file formats in use. Either can be used in the engine.
::*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];          //see http://en.wikipedia.org/wiki/Maxima_and_minima
  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 {{Link|http://tinyurl.com/6b27ed|clutterbug}}
  else
    bytes      RandomClutter[MapSize];    //compressed
  endif
 
 
      bytes        CompressedBytes1[MapSize];    //compressed
 
  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          CompressedBytes2[LayerSize];    // seems to be connected to roads, runways and special grounds
  byte          CompressedBytes3[MapSize];      // 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 [[P3D_File_Format_-_ODOLV40_Revised|PrefixRoot\]] description. Essentially, it is a reference to a pbo.
 
Each cell in the grid references a (series of) rvmat texture(s) for it is 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 is 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 ===
<code style="display: block"><nowiki>
ClassedModel
{
asciiz    class_name; //"Land_Hangar\0"
asciiz    model_path;  //"ca\buildings\Hangar.p3d"
XYZTriplet Position;
ulong      unknown;
}
</nowiki></code>
 
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 ===
<code style="display: block"><nowiki>
RoadNet
{
  ulong    nRoadParts; // Zero or More...
  RoadPart RoadParts[nRoadParts];
} [LayerSize];
</nowiki></code>
 
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 ====
<code style="display: block"><nowiki>
RoadPart
{
ushort    nRoadPositions;// at least 1? sometimes 0
XYZTriplet RoadPositions[nRoadPositions];
byte      Flags[4];
        if WrpType==24
          byte      MoreFlags[nRoadPositions];
Asciiz    P3DModel;
XYZTransform Transform[12]; // the averaged position of all the roads in this cell of this type
}
</nowiki></code>
 
=== Object Optional ===
<code style="display: block"><nowiki>
Object
{
ulong ObjectID;
ulong modelIndex; // into the [[#Models|models path name list]] (1 based)
float TransformMatrix[3][4]; // standard directX RowFormat transform matrix
ulong 0x02;
}
</nowiki></code>
*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 is 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 is 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 ====
<code style="display: block"><nowiki>
MapType1
{
ulong ObjectId
float x, z
}
</nowiki></code>
 
==== MapType2 ====
<code style="display: block"><nowiki>
MapType2
{
  ulong ObjectId
  float Bounds[4][2];
}
</nowiki></code>
 
==== MapType3 ====
<code style="display: block"><nowiki>
MapType3
{
ulong color; // maybe. or default ind of 0xFFFFFFF generally
ulong indicator; // typically 0x01010000
float [4]      // typically 0.5,1.0.1,5.3.0 always 'integers'
}
</nowiki></code>
 
==== MapType4 ====
<code style="display: block"><nowiki>
MapType4
{
ulong ObjectId
float Bounds[4][2];
byte  Color[4] //rgba
}
</nowiki></code>
 
==== MapType5 ====
<code style="display: block"><nowiki>
MapType5
{
  ulong ObjectId
  float line[2][2];?
}
</nowiki></code>
==== MapType35 ====
<code style="display: block"><nowiki>
MapType35  // found in chernarus
{
  ulong ObjectId
  float line[3][2];?
  byte  unknown;
}
</nowiki></code>
 
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 File Format|paa]] and OFP [[PBO File Format|pbo]] files.
{{GameCategory|ofp|Modelling}}
[[Category:BIS_File_Formats]]

Latest revision as of 15:11, 28 April 2023

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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.

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];           //see http://en.wikipedia.org/wiki/Maxima_and_minima

 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
    bytes       RandomClutter[MapSize];    //compressed
  endif


     bytes         CompressedBytes1[MapSize];    //compressed
 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          CompressedBytes2[LayerSize];     // seems to be connected to roads, runways and special grounds
 byte          CompressedBytes3[MapSize];       // 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 Operation Flashpoint 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 is 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 is 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? sometimes 0 XYZTriplet RoadPositions[nRoadPositions]; byte Flags[4]; if WrpType==24 byte MoreFlags[nRoadPositions]; Asciiz P3DModel; XYZTransform Transform[12]; // the averaged position of all the roads in this cell of this type }

Object Optional

Object { ulong ObjectID; ulong modelIndex; // into the [[#Models|models path name list]] (1 based) float TransformMatrix[3][4]; // standard directX RowFormat 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 is 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 is 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 color; // maybe. or default ind of 0xFFFFFFF generally ulong indicator; // typically 0x01010000 float [4] // typically 0.5,1.0.1,5.3.0 always 'integers' }

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.