Difference between revisions of "WPL"
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− | '''WPL''' is the format of the map-related files similar to [[IPL]] | + | '''WPL''' is the format of the map-related files in [[GTA4|GTA IV]] similar to [[Binary IPL|Binary IPLs]] introduced with [[GTA SA]]. It can be edited using [[WPL Manager]]. |
== File Format == | == File Format == | ||
+ | |||
+ | === Binary Headers=== | ||
Each world placement file starts with one single header followed by the object placement information. The structure for the header is very simple: | Each world placement file starts with one single header followed by the object placement information. The structure for the header is very simple: | ||
+ | |||
+ | Size = 68 bytes | ||
+ | 4b - UINT32 - (Version) - value always "3" | ||
+ | 4b - UINT32 - (Section 0) - inst | ||
+ | 4b - UINT32 - (Section 1) - 0 (unused) | ||
+ | 4b - UINT32 - (Section 2) - grge | ||
+ | 4b - UINT32 - (Section 3) - cars (only used in *_stream*.wpl) | ||
+ | 4b - UINT32 - (Section 4) - tcyc | ||
+ | 4b - UINT32 - (Section 5) - 0 (unused) | ||
+ | 4b - UINT32 - (Section 6) - 0 (unused) | ||
+ | 4b - UINT32 - (Section 7) - 0 (unused) | ||
+ | 4b - UINT32 - (Section 8) - mlop (only used in *_strbig*.wpl) | ||
+ | 4b - UINT32 - (Section 9) - lodm (only used in lodcull_*.wpl) | ||
+ | 4b - UINT32 - (Section 10) - slow | ||
+ | 4b - UINT32 - (Section 11) - 0 (unused) | ||
+ | 4b - UINT32 - (Section 12) - 0 (unused) | ||
+ | 4b - UINT32 - (Section 13) - 0 (unused) | ||
+ | 4b - UINT32 - (Section 14) - 0 (unused) | ||
+ | 4b - UINT32 - (Section 15) - blok (section ignore by the game) | ||
+ | |||
+ | The placement information corresponds to the previous [[inst|instance]] section of the <code>.ipl</code> files. They have a binary structure like the [[Binary_IPL|binary ipl]] files introduced with [[San Andreas]]: | ||
+ | |||
+ | === Section 0 - INST=== | ||
+ | |||
+ | Size = 48 bytes | ||
+ | 4b - FLOAT - Position X | ||
+ | 4b - FLOAT - Position Y | ||
+ | 4b - FLOAT - Position Z | ||
+ | 4b - FLOAT - Rotation X | ||
+ | 4b - FLOAT - Rotation Y | ||
+ | 4b - FLOAT - Rotation Z | ||
+ | 4b - FLOAT - Rotation W | ||
+ | 4b - UINT32 - Model name [[:Category:Static_Model_Hashes|hash]] | ||
+ | 4b - UINT32 - Flags | ||
+ | 4b - INT32 - [[LOD]] Index | ||
+ | 4b - UINT32 - Unknown | ||
+ | 4b - FLOAT - Unknown | ||
+ | |||
+ | ''Rotation information as [[Wikipedia:Quarternion|Quarternion]]'' | ||
+ | |||
+ | ===Section 2 - GRGE(Garage)=== | ||
+ | |||
+ | Size = 48 bytes | ||
+ | 4b - float - X1 | ||
+ | 4b - float - Y1 | ||
+ | 4b - float - Z1 | ||
+ | 4b - float - frontX | ||
+ | 4b - float - frontY | ||
+ | 4b - float - X2 | ||
+ | 4b - float - Y2 | ||
+ | 4b - float - Z2 | ||
+ | 4b - UINT32 - DoorType | ||
+ | 4b - UINT32 - GarageType | ||
+ | 8b - char - GarageName | ||
+ | |||
+ | '''''X1, Y1, Z1''' = lower left vertex position'' | ||
+ | |||
+ | '''''FrontX, FrontY''' = lower right front vertex position'' | ||
+ | |||
+ | '''''X2, Y2, Z2''' = upper left rear vertex position'' | ||
+ | |||
+ | ===Section 3 - CARS=== | ||
+ | |||
+ | only used in the (*_stream*.wpl) files | ||
− | 4b - UINT32 - | + | Size = 56 bytes |
− | 4b - UINT32 - | + | 4b - float - X |
+ | 4b - float - Y | ||
+ | 4b - float - Z | ||
+ | 4b - float - Unknown | ||
+ | 4b - float - Rotation | ||
+ | 4b - float - Rotation | ||
+ | 4b - UINT32 - Model name hash | ||
+ | 4b - int32 - Car color 1 | ||
+ | 4b - int32 - Car color 2 | ||
+ | 4b - int32 - Car color 3 | ||
+ | 4b - int32 - Specular color | ||
+ | 4b - UINT32 - Flags | ||
+ | 4b - int32 - Alarm | ||
+ | 4b - int32 - Unknown | ||
− | |||
− | + | ===Section 4 - TCYC=== | |
− | + | Size = 56 bytes | |
− | 4b - | + | 4b - float - X1 |
− | 4b - | + | 4b - float - Y1 |
− | 4b - | + | 4b - float - Z1 |
− | 4b - | + | 4b - float - X2 |
− | 4b - | + | 4b - float - Y2 |
− | 4b - | + | 4b - float - Z2 |
− | 4b - UINT32 - | + | 4b - UINT32 - Unknown1 |
− | 4b - UINT32 - | + | 4b - UINT32 - Unknown2 |
− | 4b - UINT32 - | + | 4b - UINT32 - Unknown3 |
− | 4b - UINT32 - | + | 4b - UINT32 - Unknown4 |
− | 4b - UINT32 - | + | 4b - UINT32 - Hash |
− | '' | + | '''''X1, Y1, Z1''' = lower left vertex position'' |
+ | |||
+ | '''''X2, Y2, Z2''' = upper left rear vertex position'' | ||
+ | |||
+ | '''''Hash''' = Box hash name'' | ||
+ | |||
+ | ===Section 8 - MLOP=== | ||
+ | Used only in (*_strbig*.wpl) files. | ||
+ | |||
+ | size = 64 bytes | ||
+ | 24b - char - modelname | ||
+ | 4b - UINT32 - flags | ||
+ | 4b - UINT32 - interior index // interior inst index | ||
+ | 4b - UINT32 - Unknown | ||
+ | 4b - float - Pos X | ||
+ | 4b - float - Pos Y | ||
+ | 4b - float - Pos Z | ||
+ | 4b - float - Rot X | ||
+ | 4b - float - Rot Y | ||
+ | 4b - float - Rot Z | ||
+ | 4b - float - Rot W | ||
+ | |||
+ | '''''modelname''' = Model name'' | ||
+ | |||
+ | '''''Pos X, Pos Y, Pos Z''' = Object coordinates'' | ||
− | ''' | + | '''''Rot X, Rot Y, Rot Z, Rot W''' = Object Rotate (In [[Wikipedia:Quarternion|Quarternion]] view) |
− | + | ===Section 9 - LODM=== | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | '' | + | only used in (lodcull_x.wpl) files, usually located in 'Rockstar Games\Grand Theft Auto IV\pc\data\maps\generic' folder. |
+ | Size = 388 bytes | ||
4b - FLOAT - Position X1 | 4b - FLOAT - Position X1 | ||
4b - FLOAT - Position Y1 | 4b - FLOAT - Position Y1 | ||
Line 52: | Line 142: | ||
4b - FLOAT - Position Y2 | 4b - FLOAT - Position Y2 | ||
4b - FLOAT - Position Z2 | 4b - FLOAT - Position Z2 | ||
− | 4b - UINT32 - | + | 4b - UINT32 - unknown UINT32 |
− | 4b - UINT32 | + | 4b - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 1 |
− | 4b - UINT32 | + | 4b - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 2 |
− | 4b - UINT32 | + | 4b - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 3 |
− | 4b - UINT32 | + | 4b - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 4 |
− | 4b - UINT32 | + | 4b - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 5 |
− | 4b - UINT32 | + | 4b - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 6 |
− | 4b - UINT32 | + | 4b - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 7 |
− | 4b - UINT32 | + | 4b - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 8 |
− | 4b - UINT32 | + | 4b - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 9 |
− | 4b - UINT32 | + | 4b - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 10 |
32b - String - Model name 1 | 32b - String - Model name 1 | ||
32b - String - Model name 2 | 32b - String - Model name 2 | ||
Line 74: | Line 164: | ||
32b - String - Model name 10 | 32b - String - Model name 10 | ||
− | '''''X1, Y1, Z1''' = lower left vertex position'' | + | '''''X1, Y1, Z1''' = lower left vertex position'' |
+ | |||
'''''X2, Y2, Z2''' = upper right vertex position'' | '''''X2, Y2, Z2''' = upper right vertex position'' | ||
− | + | ===Section 10 - SLOW=== | |
+ | |||
+ | Size = 24 bytes | ||
+ | 4b - float - X1 | ||
+ | 4b - float - Y1 | ||
+ | 4b - float - Z1 | ||
+ | 4b - float - X2 | ||
+ | 4b - float - Y2 | ||
+ | 4b - float - Z2 | ||
− | + | '''''X1, Y1, Z1''' = lower left vertex position'' | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
'''''X2, Y2, Z2''' = upper right vertex position'' | '''''X2, Y2, Z2''' = upper right vertex position'' | ||
+ | |||
+ | ===Section 15 - BLOK=== | ||
+ | Section is ignored by the game | ||
+ | Size = 132 bytes | ||
+ | 4b - UINT32 - Unknown | ||
+ | 92b - Char - Unknown string (X1,Y1,X2,Y2,X3,Y3,X4,Y4) | ||
+ | 4b - UINT32 - Unknown | ||
+ | 4b - FLOAT - X1 | ||
+ | 4b - FLOAT - Y1 | ||
+ | 4b - FLOAT - X1 | ||
+ | 4b - FLOAT - Y2 | ||
+ | 4b - FLOAT - X3 | ||
+ | 4b - FLOAT - Y3 | ||
+ | 4b - FLOAT - X4 | ||
+ | 4b - FLOAT - Y4 | ||
<!--- | <!--- | ||
Line 113: | Line 221: | ||
--> | --> | ||
− | == XPL == | + | == XPL and CPL == |
− | In the XBox 360's version of GTA 4 same files have the extension <code>.xpl</code>. The XPL and WPL formats are same, but due to the fact XPL files are used on the Xenon platform its data is stored in the [[Wikipedia:Endianness|big-endian order]]. | + | In the XBox 360's version of GTA 4 same files have the extension <code>.xpl</code>, PS3 version have the extension <code>.cpl</code>. The XPL and WPL formats are same, but due to the fact XPL files are used on the Xenon platform its data is stored in the [[Wikipedia:Endianness|big-endian order]]. .xpl and .cpl files are identical in structure. |
<!--not sure where to put this: "They are used to map generic objects which are defined with another path in the [[Images.txt|image listing]] file."--> | <!--not sure where to put this: "They are used to map generic objects which are defined with another path in the [[Images.txt|image listing]] file."--> | ||
== Tools == | == Tools == | ||
+ | * {{GTAF|409799|GTA IV Placement Tool}} – by |Dageron| | ||
+ | * {{GTAG|6094|IV Placement Editor}} – by {{U|Chipsman}} | ||
* [[WPL Manager]] – by {{U|UZI-I|Yoann (UZI-I)}} | * [[WPL Manager]] – by {{U|UZI-I|Yoann (UZI-I)}} | ||
− | * | + | * [[OpenIV]] – contains a built-in WPL viewer |
− | * IV | + | * [[Ingame WPL Editor]] – edit/export WPL files |
+ | |||
+ | == See also == | ||
+ | * [[Binary IPL]] – binary item placecement file format from ''GTA San Andreas''. | ||
+ | * [[IPL]] – plain text item placement format used for all games of the ''GTA III triology'' and ''GTA IV''. | ||
== External Link == | == External Link == | ||
Line 126: | Line 240: | ||
{{GTA4-navi}} | {{GTA4-navi}} | ||
− | + | [[Category:Map Formats]] | |
− | [[Category:Map Formats |
Latest revision as of 17:32, 3 May 2016
WPL is the format of the map-related files in GTA IV similar to Binary IPLs introduced with GTA SA. It can be edited using WPL Manager.
Contents
File Format
Binary Headers
Each world placement file starts with one single header followed by the object placement information. The structure for the header is very simple:
Size = 68 bytes 4b - UINT32 - (Version) - value always "3" 4b - UINT32 - (Section 0) - inst 4b - UINT32 - (Section 1) - 0 (unused) 4b - UINT32 - (Section 2) - grge 4b - UINT32 - (Section 3) - cars (only used in *_stream*.wpl) 4b - UINT32 - (Section 4) - tcyc 4b - UINT32 - (Section 5) - 0 (unused) 4b - UINT32 - (Section 6) - 0 (unused) 4b - UINT32 - (Section 7) - 0 (unused) 4b - UINT32 - (Section 8) - mlop (only used in *_strbig*.wpl) 4b - UINT32 - (Section 9) - lodm (only used in lodcull_*.wpl) 4b - UINT32 - (Section 10) - slow 4b - UINT32 - (Section 11) - 0 (unused) 4b - UINT32 - (Section 12) - 0 (unused) 4b - UINT32 - (Section 13) - 0 (unused) 4b - UINT32 - (Section 14) - 0 (unused) 4b - UINT32 - (Section 15) - blok (section ignore by the game)
The placement information corresponds to the previous instance section of the .ipl
files. They have a binary structure like the binary ipl files introduced with San Andreas:
Section 0 - INST
Size = 48 bytes 4b - FLOAT - Position X 4b - FLOAT - Position Y 4b - FLOAT - Position Z 4b - FLOAT - Rotation X 4b - FLOAT - Rotation Y 4b - FLOAT - Rotation Z 4b - FLOAT - Rotation W 4b - UINT32 - Model name hash 4b - UINT32 - Flags 4b - INT32 - LOD Index 4b - UINT32 - Unknown 4b - FLOAT - Unknown
Rotation information as Quarternion
Section 2 - GRGE(Garage)
Size = 48 bytes 4b - float - X1 4b - float - Y1 4b - float - Z1 4b - float - frontX 4b - float - frontY 4b - float - X2 4b - float - Y2 4b - float - Z2 4b - UINT32 - DoorType 4b - UINT32 - GarageType 8b - char - GarageName
X1, Y1, Z1 = lower left vertex position
FrontX, FrontY = lower right front vertex position
X2, Y2, Z2 = upper left rear vertex position
Section 3 - CARS
only used in the (*_stream*.wpl) files
Size = 56 bytes 4b - float - X 4b - float - Y 4b - float - Z 4b - float - Unknown 4b - float - Rotation 4b - float - Rotation 4b - UINT32 - Model name hash 4b - int32 - Car color 1 4b - int32 - Car color 2 4b - int32 - Car color 3 4b - int32 - Specular color 4b - UINT32 - Flags 4b - int32 - Alarm 4b - int32 - Unknown
Section 4 - TCYC
Size = 56 bytes 4b - float - X1 4b - float - Y1 4b - float - Z1 4b - float - X2 4b - float - Y2 4b - float - Z2 4b - UINT32 - Unknown1 4b - UINT32 - Unknown2 4b - UINT32 - Unknown3 4b - UINT32 - Unknown4 4b - UINT32 - Hash
X1, Y1, Z1 = lower left vertex position
X2, Y2, Z2 = upper left rear vertex position
Hash = Box hash name
Section 8 - MLOP
Used only in (*_strbig*.wpl) files.
size = 64 bytes 24b - char - modelname 4b - UINT32 - flags 4b - UINT32 - interior index // interior inst index 4b - UINT32 - Unknown 4b - float - Pos X 4b - float - Pos Y 4b - float - Pos Z 4b - float - Rot X 4b - float - Rot Y 4b - float - Rot Z 4b - float - Rot W
modelname = Model name
Pos X, Pos Y, Pos Z = Object coordinates
Rot X, Rot Y, Rot Z, Rot W = Object Rotate (In Quarternion view)
Section 9 - LODM
only used in (lodcull_x.wpl) files, usually located in 'Rockstar Games\Grand Theft Auto IV\pc\data\maps\generic' folder.
Size = 388 bytes 4b - FLOAT - Position X1 4b - FLOAT - Position Y1 4b - FLOAT - Position Z1 4b - FLOAT - Position X2 4b - FLOAT - Position Y2 4b - FLOAT - Position Z2 4b - UINT32 - unknown UINT32 4b - UINT32 - Hash 1 4b - UINT32 - Hash 2 4b - UINT32 - Hash 3 4b - UINT32 - Hash 4 4b - UINT32 - Hash 5 4b - UINT32 - Hash 6 4b - UINT32 - Hash 7 4b - UINT32 - Hash 8 4b - UINT32 - Hash 9 4b - UINT32 - Hash 10 32b - String - Model name 1 32b - String - Model name 2 32b - String - Model name 3 32b - String - Model name 4 32b - String - Model name 5 32b - String - Model name 6 32b - String - Model name 7 32b - String - Model name 8 32b - String - Model name 9 32b - String - Model name 10
X1, Y1, Z1 = lower left vertex position
X2, Y2, Z2 = upper right vertex position
Section 10 - SLOW
Size = 24 bytes 4b - float - X1 4b - float - Y1 4b - float - Z1 4b - float - X2 4b - float - Y2 4b - float - Z2
X1, Y1, Z1 = lower left vertex position
X2, Y2, Z2 = upper right vertex position
Section 15 - BLOK
Section is ignored by the game
Size = 132 bytes 4b - UINT32 - Unknown 92b - Char - Unknown string (X1,Y1,X2,Y2,X3,Y3,X4,Y4) 4b - UINT32 - Unknown 4b - FLOAT - X1 4b - FLOAT - Y1 4b - FLOAT - X1 4b - FLOAT - Y2 4b - FLOAT - X3 4b - FLOAT - Y3 4b - FLOAT - X4 4b - FLOAT - Y4
XPL and CPL
In the XBox 360's version of GTA 4 same files have the extension .xpl
, PS3 version have the extension .cpl
. The XPL and WPL formats are same, but due to the fact XPL files are used on the Xenon platform its data is stored in the big-endian order. .xpl and .cpl files are identical in structure.
Tools
- GTAForums: GTA IV Placement Tool – by |Dageron|
- GTAGarage: IV Placement Editor – by Chipsman
- WPL Manager – by Yoann (UZI-I)
- OpenIV – contains a built-in WPL viewer
- Ingame WPL Editor – edit/export WPL files
See also
- Binary IPL – binary item placecement file format from GTA San Andreas.
- IPL – plain text item placement format used for all games of the GTA III triology and GTA IV.
External Link
- GTAForums: WPL file format specification
Grand Theft Auto IV | |
---|---|
File Formats | .dat • .gxt • .ide • .img • .ipl • .nod • .sco • .rpf • .rrr • .wad • .wbd/.wbn • .wdd • .wdr • .wft • .whm • .wpl • .wtd |
Documentation | Audio • Bink Video • Cryptography • Cutscenes • GXT Text • Image listing • Keycodes • Map Listing • Native functions • Paths • Radar Blips • Radio Stations • Saves • Scenarios • VTable • Weapons |
Tools | ASI Loader • ENBSeries • G-Texture • GIMS IV • Ingame WPL Editor • IV Needle • OpenIV • SparkIV • XLiveLess • WPL Manager • X Mod Installer Alice • C++ Script Hook • .NET Script Hook • Scocl |
Tutorials | Importing Textures with OpenIV • Importing Textures with SparkIV |
Modifications | GTA Connected • Gostown IV • Four Multiplayer • IV Multiplayer • CitizenMP:IV Reloaded |
Useful links | Community portal • Discussion forums • Modding forums • Mods on GTAGarage.com |