arma:file_formats:8wvr
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arma:file_formats:8wvr [2009/11/22 08:22] – added updated 8wvr file format. snakeman | arma:file_formats:8wvr [2024/08/01 07:55] (current) – links added. snakeman | ||
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- | ====== WRP File Format 8WVR ====== | + | ====== |
+ | |||
+ | [[https:// | ||
+ | |||
+ | **ArmA 1** aka Armed Assault (ArmA) | ||
**WRP File Format - 8WVR** | **WRP File Format - 8WVR** | ||
+ | |||
+ | See also [[ofp: | ||
- | ====== | + | ====== 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 // | 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 // | ||
- | 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 |
- | A ' | + | A ' |
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 ' | * A cell grid of textures (alias materials, alias RvMat files) that ' | ||
- | * A contiguous list of ' | + | * A contiguous list of ' |
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 ' | Textures in arma can be very simple ' | ||
- | Provisions exist to alter the map to | + | Provisions exist to alter the terrain |
* 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 | + | Official |
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, | P3d models can of course be quite complex, even to the point of being inter-active, | ||
- | 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 |
Unlike cell indexes however, each identical pine tree is listed separately, rather than simply have a table. There' | Unlike cell indexes however, each identical pine tree is listed separately, rather than simply have a table. There' | ||
- | For the purposes of game play, and no other reason, each, identical pine tree has a unique ' | + | For the purposes of game play, and no other reason, each, identical pine tree has a unique ' |
- | ====== | + | ====== 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 ' | + | * The last, (and possibly only) entry, has no p3d filename associated with it. This is the ' |
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</ | </ | ||
- | * 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 ' | + | * 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 ' |
* This ' | * This ' | ||
- | * Secondly (and endemic to all wrp formats): | + | * Secondly (and endemic to all wrp formats): |
* 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\ | ||
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arma/file_formats/8wvr.1258878164.txt.gz · Last modified: 2009/11/22 08:22 by snakeman