Difference between revisions of "WPL"
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The placement information corresponds to the previous [[Item_Placement#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]]: | The placement information corresponds to the previous [[Item_Placement#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=== | |
4b - FLOAT - Position X | 4b - FLOAT - Position X | ||
Line 27: | Line 27: | ||
''Rotation information as [[Wikipedia:Quarternion|Quarternion]]'' | ''Rotation information as [[Wikipedia:Quarternion|Quarternion]]'' | ||
− | + | ===Section 2 - Garages=== | |
4b - FLOAT - Position X1 | 4b - FLOAT - Position X1 | ||
Line 46: | Line 46: | ||
'''''X3, Y2''' = lower left vertex position for Garage entrance'' | '''''X3, Y2''' = lower left vertex position for Garage entrance'' | ||
− | + | ===Section 3 - Parked Cars=== | |
4b - FLOAT - Position X | 4b - FLOAT - Position X | ||
Line 63: | Line 63: | ||
4b - INT32 - Unknown | 4b - INT32 - Unknown | ||
− | + | ===Section 4 - CULL (outdoor interiors)=== | |
4b - FLOAT - Position X1 | 4b - FLOAT - Position X1 | ||
Line 80: | Line 80: | ||
'''''X2, Y2, Z2''' = upper right vertex position'' | '''''X2, Y2, Z2''' = upper right vertex position'' | ||
− | + | ===Section 9 - LODcull=== | |
4b - FLOAT - Position X1 | 4b - FLOAT - Position X1 | ||
Line 113: | Line 113: | ||
'''''X2, Y2, Z2''' = upper right vertex position'' | '''''X2, Y2, Z2''' = upper right vertex position'' | ||
− | + | ===Section 10 - Unknown Zon or Cull=== | |
4b - FLOAT - Position X1 | 4b - FLOAT - Position X1 |
Revision as of 18:19, 21 July 2009
WPL is the format of the map-related files similar to IPLs from the previous games. It can be edited with WPL Manager.
Contents
File Format
Each world placement file starts with one single header followed by the object placement information. The structure for the header is very simple:
4b - UINT32 - Unknown 4b - UINT32 - Instances
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
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 - Unknown 4b - UINT32 - LOD Index (Index of another model in the current file)(Line entry number of LOD model) 4b - UINT32 - Unknown 4b - UINT32 - Unknown
Rotation information as Quarternion
Section 2 - Garages
4b - FLOAT - Position X1 4b - FLOAT - Position Y1 4b - FLOAT - Position Z1 4b - FLOAT - Position X2 4b - FLOAT - Position Y2 4b - FLOAT - Position X3 4b - FLOAT - Position Y3 4b - FLOAT - Position Z3 4b - UINT32 - DoorType 4b - UINT32 - GarageType 4b - UINT32 - hash 4b - UINT32 - Unknown
X1, Y1, Z1 = lower left vertex position, X2, Y3, Z3 = upper right vertex position, X3, Y2 = lower left vertex position for Garage entrance
Section 3 - Parked Cars
4b - FLOAT - Position X 4b - FLOAT - Position Y 4b - FLOAT - Position Z 4b - FLOAT - Unknown 4b - FLOAT - Unknown 4b - FLOAT - Unknown 4b - UINT32 - Model name hash 4b - INT32 - Unknown 4b - INT32 - Unknown 4b - INT32 - Unknown 4b - INT32 - Unknown 4b - INT32 - Unknown 4b - INT32 - Unknown 4b - INT32 - Unknown
Section 4 - CULL (outdoor interiors)
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 - INT32 - Unknown 4b - INT32 - Unknown 4b - INT32 - Unknown 4b - INT32 - Unknown 4b - UINT32 - Model name hash
X1, Y1, Z1 = lower left vertex position, X2, Y2, Z2 = upper right vertex position
Section 9 - LODcull
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 - Unknown Zon or Cull
4b - FLOAT - Position X1 4b - FLOAT - Position Y1 4b - FLOAT - Position Z1 4b - FLOAT - Position X2 4b - FLOAT - Position Y2 4b - FLOAT - Position Z2
X1, Y1, Z1 = lower left vertex position and X2, Y2, Z2 = upper right vertex position
XPL
In the XBox 360's version of GTA 4 same files have the extension .xpl
. 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.
Tools
- GTA IV Placement Tool by |Dageron| [1]
- IV Placement Editor by Chipsman [2]
- WPL Manager – by Yoann (UZI-I)
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 |