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Wrp File Format - 1WVR

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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.

General编辑

WVR type 1 was released as a cwc demo island

For a general description WVR-WRP file construct, see Wrp File Format - 4WVR

See Island File Formats for further info.

Conventions编辑

see Generic FileFormat Data Types

Structure编辑

WVR1
{
  WVR1Header  Header;
  Texture     Textures[...];
  Model       Models[...];
  Net         Nets[...];
}

WVR1Header编辑

WVR1Header // same as WVR4 except for the signature of course
{
char Signature[4]; //"1WVR"
ulong Xsize;       //(=128) cell dimension (wvr4 is 256)
ulong Ysize;       //(=128) cell dimension
}

Texture编辑

Texture
{
  ushort Elevations  [Ysize][Xsize]; // in centimetres. see 4WVR documentation
  ushort TextureIndex[Ysize][Xsize]; //Each 'index' refers to a filename below. Range 0..255 4WVR is 1..511
  Asciiz TextureFilenames[256][32];  //"LandText\\mo.pac\0LandText.pi.pac.........."
}

Unlike 4WVR the table is limited to 256 (not 512) entries. Unlike 4WVR the names can be

  • replicated
  • scattered anywhere

Unlike 4WVR there is no dummy, 0 index. the first entry is used. There are 'holes' in the table (eg no strings) where that paa file was removed


Elevations编辑

Elevations are expressed as an integral of the gridsize.

Since the gridsize for ofp is a fixed 50 meters, to convert the value into meters:

RealHeight = Elevations[x][y] * 0.05;

see Wrp File Format - 4WVR

TextureIndex编辑

Each cell on the map references an texture file (pac/paa) and an elevation for that text at that cell position. Since there could be myriads of 'sea' texture (eg), rather than have each cell list it's texture, it references a texture list via an index. In this way, THE texture which is common to many cells (at sometimes differing elevations) is only stored once.

A max of 256 texture files can be listed. Each is held as an asciiz string inside a fixed 32 byte record. Eg max length of filename is 31 characters.

Model编辑

Model// 64 byte structure
{
 XYZTriplet XYZTriplet;       // in gridsize scale. eg *50.0 meters
 float      heading;          // in Cartesian degrees NOT polar radians 
 char       P3dModelName[48]; // "Data3d\Smrk.p3d (WVR4 is 76)
}
  • Unlike wvr4, wvr1 has no object id
  • Unlike wvr4, only the xyz position, and an orientation is supplied. In wvr4, these were replaced by the standard Microsoft 12 float array
  • The XYZ triplet is specified in gridsize. to get real meters, multiply by 50.
    • The Y component (the height) is a relative measurement. eg an offset from the calculated position of the model on the land surface.
    • in all other formats this value is absolute asl. not, relative.
  • Cartesian rotation is clockwise. Polar rottion is counter clock. Therefore, Polar (wrp) degrees = -Cartesian degrees.

Net编辑

Net//64 byte structure
{
 NetHeader NetHeader;
 Subnet    SubNets[...];
}


NetHeader编辑

NetHeader
{
 Asciiz     NetName[24]; //"LandText\Silnice.pac" null termed
 ulong      Always;     //0x00cd9100 or 0x00d4c600
 ulong      Always;     //0x00bfd400
 ulong      Always;     //0x00000047
 ulong      Always;     //0x00000000
 ulong      Always;     //0x0069fbb0;
 ulong      Type;       //0,1 or 2
 XYZTriplet XYZTriplet; //[0.152,0.15,0.1] typical
 float      Scale;      //3.5, 4.5 or 5.5
}

The last NetHeader (eg, last net) contains the NetName "EndOfNets". There are NO subnets.

Endof Nets also marks end of file.

Subnet编辑

SubNet
{
 float      X,Y;           //* gridsize of 50
 if (X || Y)
 {
   XYZTriplet Triplet;     //very similar content to header triplet
   float      Stepping;
   ulong      Always;      //0x0046931A
   ulong      Always;      //0x00980778 or 0x733760
 }
}

A block of subnets continue for each Netheader until X==Y==0

  • Stepping appears to incrementally increase around 5.0 to each subsequent subnet

FilePaths编辑

Despite the impression given (lack of a leading \) All filenames (pac/paa and p3d files) are HARD WIRED to the (virtual) pboRoot\ directory.

From the very beginning of ofp, this lack of relative addressing has persisted to be the total pain that it is: Making the transfer of models into other addons a frustrating nightmare.

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