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]; } there is always a minimum of one rvmat entry. The first entry is *always* 0x00 0x00 (no file) the *actual* number of files listed is therefore *always* one less than nRvmatEntries

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.