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arma:file_formats:8wvr [2009/11/22 08:22] – added updated 8wvr file format. snakemanarma:file_formats:8wvr [2024/08/01 07:55] (current) – links added. snakeman
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-====== WRP File Format 8WVR ======+====== ArmA 1 WRP File Format 8WVR ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]] 
 + 
 +**ArmA 1** aka Armed Assault (ArmA)
  
 **WRP File Format - 8WVR** **WRP File Format - 8WVR**
 +
 +See also [[ofp:file_formats|OFP File Format]].
  
  
-======  Introduction  ======+====== Introduction ======
  
 The 8WVR.wrp file should be viewed as an intermediate file format and of little use to the community at large. The 8WVR.wrp file should be viewed as an intermediate file format and of little use to the community at large.
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 The reason being it is not editable in Visitor directly (it is the product of exporting a .pew file) and the format is in an //unoptimized// state for use in the Real Virtuality game engine. The reason being it is not editable in Visitor directly (it is the product of exporting a .pew file) and the format is in an //unoptimized// state for use in the Real Virtuality game engine.
  
-A wrp file is the 'world map' for the given island. The simplicity of the requirements for the map are very neatly exposed in the structure below.+A wrp file is the 'world map' for the given terrain. The simplicity of the requirements for the terrain are very neatly exposed in the structure below.
  
-A 'world' is a square dimension divided into equidistant grids. Each Cell of the grid is a uniform 50 meter square of the map surface (be it land, or sea). The overall size of the map is a fixed-in-concrete dimension of the number of grids and their uniform cell size.+A 'world' is a square dimension divided into equidistant grids. Each Cell of the grid is a uniform 50 meter square of the terrain surface (be it land, or sea). The overall size of the terrain is a fixed-in-concrete dimension of the number of grids and their uniform cell size.
  
 There are in fact only two components to a wrp. There are in fact only two components to a wrp.
   * A cell grid of textures (alias materials, alias RvMat files) that 'texture' the surface of the world with hills, sea, land.   * A cell grid of textures (alias materials, alias RvMat files) that 'texture' the surface of the world with hills, sea, land.
-  * A contiguous list of 'objects' (alias 'models', alias p3dFiles) that are placed on the map independently of the cells with pine trees, houses, etc.+  * A contiguous list of 'objects' (alias 'models', alias p3dFiles) that are placed on the terrain independently of the cells with pine trees, houses, etc.
  
 All that is required within each of cell are definitions of All that is required within each of cell are definitions of
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 Textures in arma can be very simple 'sea' or quite complex 'land terrain' and are represented in .rvmat files. Textures don't, of themselves, complicate the structure of a wrp file. Textures in arma can be very simple 'sea' or quite complex 'land terrain' and are represented in .rvmat files. Textures don't, of themselves, complicate the structure of a wrp file.
  
-Provisions exist to alter the map to+Provisions exist to alter the terrain to
   * Non Square dimensions   * Non Square dimensions
   * Separate grids for Textures versus Elevations.   * Separate grids for Textures versus Elevations.
   * Something other than 50 meter cells.   * Something other than 50 meter cells.
  
-Official BI maps have never used it. And I am unaware of any Oem map that does so.+Official bis terrains have never used it. And I am unaware of any Oem terrain that does so.
  
 The only other necessary component of a wrp file is to populate it with objects. The only other necessary component of a wrp file is to populate it with objects.
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 P3d models can of course be quite complex, even to the point of being inter-active, eg opening doors, but again, of themselves, they do no complicate the structural arrangement of a wrp file. P3d models can of course be quite complex, even to the point of being inter-active, eg opening doors, but again, of themselves, they do no complicate the structural arrangement of a wrp file.
  
-Objects are independent of the cell grid structure. They are placed on the map using their own dimensional space transform. For all the engine cares, the building could be upside down and buried 10 meters under the sea.+Objects are independent of the cell grid structure. They are placed on the terrain using their own dimensional space transform. For all the engine cares, the building could be upside down and buried 10 meters under the sea.
  
 Unlike cell indexes however, each identical pine tree is listed separately, rather than simply have a table. There's no particular reason why a table (and indexes) weren't used to conserve space, but done, it wasn't. Unlike cell indexes however, each identical pine tree is listed separately, rather than simply have a table. There's no particular reason why a table (and indexes) weren't used to conserve space, but done, it wasn't.
  
-For the purposes of game play, and no other reason, each, identical pine tree has a unique 'ID' number. (as does every other object). A soldier is told to goto THAT pine tree (as opposed to any other). The IDvalue, while guaranteed to be unique, is highly arbitrary. Any alterations / additions / deletions to the map and it's objects will result in different numbers for some / most / all of the objects. This represents no problem with game commands using NearestObject() style functions that return the ID of relevance, but, missions relying on a specific building ID (eg) will mostly fail if the 'island' is revised. This has particular relevance to porting OFP islands into Arma.+For the purposes of game play, and no other reason, each, identical pine tree has a unique 'ID' number. (as does every other object). A soldier is told to goto THAT pine tree (as opposed to any other). The IDvalue, while guaranteed to be unique, is highly arbitrary. Any alterations / additions / deletions to the terrain and it's objects will result in different numbers for some / most / all of the objects. This represents no problem with game commands using NearestObject() style functions that return the ID of relevance, but, missions relying on a specific building ID (eg) will mostly fail if the 'terrain' is revised. This has particular relevance to porting OFP terrains into Arma.
  
  
-======  File Format  ======+====== File Format ======
  
 This file format is principally used with Armed Assault and a derivation of it was used for Elite. This file format is principally used with Armed Assault and a derivation of it was used for Elite.
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   * The Objects extend to end of file. There is no count as such.   * The Objects extend to end of file. There is no count as such.
   * There is always at least one Object entry.   * There is always at least one Object entry.
-  * The last, (and possibly only) entry, has no p3d filename associated with it. This is the 'default' object specifying the 'center' of the map.+  * The last, (and possibly only) entry, has no p3d filename associated with it. This is the 'default' object specifying the 'center' of the terrain.
  
  
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 </code> </code>
  
-  * The MaterialIndex indicates what collection of textures should be used in any given cell. Ie any 50 meter chunk of the map. Thus, you should fully expect to see a lot of the same index value for 'sea' material.+  * The MaterialIndex indicates what collection of textures should be used in any given cell. Ie any 50 meter chunk of the terrain. Thus, you should fully expect to see a lot of the same index value for 'sea' material.
   * This 'collection' is held in an rvmat file, and might be a single texure, or multples.   * This 'collection' is held in an rvmat file, and might be a single texure, or multples.
-  * Secondly (and endemic to all wrp formats): BI use concatenated strings to express a series of rvmat files for EACH cell.+  * Secondly (and endemic to all wrp formats): bis use concatenated strings to express a series of rvmat files for EACH cell.
   * More than one rvmat file *could* be used PER CELL. In practice this never happens. However, the construct exists in all Wrp formats for concatenation to be used.   * More than one rvmat file *could* be used PER CELL. In practice this never happens. However, the construct exists in all Wrp formats for concatenation to be used.
   * In C code, each MaterialName entry (for 8WVR) appears as follows   * In C code, each MaterialName entry (for 8WVR) appears as follows
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 Note that file paths are *always* hard - wired to the (virtual) PrefixRoot\ directory. Like ArmA P3d files, there is NO, relative addressing. See P3D file formats for a description of the PrefixRoot\ Note that file paths are *always* hard - wired to the (virtual) PrefixRoot\ directory. Like ArmA P3d files, there is NO, relative addressing. See P3D file formats for a description of the PrefixRoot\
 +
arma/file_formats/8wvr.1258878164.txt.gz · Last modified: 2009/11/22 08:22 by snakeman

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