Difference between revisions of "ADD EXPLOSION"

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(New page: {{Native |np=8 |p1t=float |p1d=X Coordinate |p2t=float |p2d=Y Coordinate |p3t=float |p3d=Z Coordinate |p4t=integer |p4d=Explosion Type |p5t=float |p5d=Unknown |p6t=bool |p6d=Unknown |p7t=b...)
 
Line 1: Line 1:
{{Native
+
'''WPL''' is the format of the map-related files similar to [[IPL]]s from the previous games. It can be edited with [[WPL Manager]].
|np=8
 
|p1t=float
 
|p1d=X Coordinate
 
|p2t=float
 
|p2d=Y Coordinate
 
|p3t=float
 
|p3d=Z Coordinate
 
|p4t=integer
 
|p4d=Explosion Type
 
|p5t=float
 
|p5d=Unknown
 
|p6t=bool
 
|p6d=Unknown
 
|p7t=bool
 
|p7d=Unknown
 
|p8t=float
 
|p8d=Radius
 
|r=0
 
}}
 
  
Creates an Explosion.
+
== File Format ==
  
{{Incomplete}}
+
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 [[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 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  - Unknown
 +
4b - UINT32  - [[LOD]] Index (Index of another model in the current file)
 +
4b - UINT32  - Unknown
 +
4b - UINT32  - Unknown
 +
 
 +
''Rotation information as [[Wikipedia:Quarternion|Quarternion]]''
 +
 
 +
'''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 [[:Category:Static_Model_Hashes|hash]]
 +
4b - INT32  - Unknown
 +
4b - INT32  - Unknown
 +
4b - INT32  - Unknown
 +
4b - INT32  - Unknown
 +
4b - INT32  - Unknown
 +
4b - INT32  - Unknown
 +
4b - INT32  - Unknown
 +
 
 +
'''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  - number of lod models in wdd file
 +
4b  - UINT32  - hash1
 +
4b  - UINT32  - hash2
 +
4b  - UINT32  - hash3
 +
4b  - UINT32  - hash4
 +
4b  - UINT32  - hash5
 +
4b  - UINT32  - hash6
 +
4b  - UINT32  - hash7
 +
4b  - UINT32  - hash8
 +
4b  - UINT32  - hash9
 +
4b  - UINT32  - hash10
 +
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'' and
 +
'''''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''
 +
 
 +
<!---
 +
;Header
 +
<source lang="cpp">
 +
struct Header_t
 +
{
 +
    BYTE byteUnknown01[4];
 +
    DWORD dwNbrOfBlockInst;
 +
};
 +
</source>
 +
 
 +
;InstBlock (Start from 0x44)
 +
<source lang="cpp">
 +
struct Inst_t
 +
{
 +
    float  fPosition[3];
 +
    float  fRotation[4];
 +
    DWORD dwModelNameHash;
 +
    BYTE byteUnknown01[4];
 +
    DWORD dwAttachedLod;
 +
    BYTE byteUnknown02[8];
 +
};
 +
</source>
 +
-->
 +
 
 +
== XPL ==
 +
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]].
 +
<!--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 ==
 +
* [[WPL Manager]] &ndash; by {{U|UZI-I|Yoann (UZI-I)}}
 +
 
 +
== External Link ==
 +
* {{GTAF|389423|WPL file format specification}}
 +
 
 +
{{GTA4-navi}}
 +
{{File-stub}}
 +
[[Category:Map Formats]][[Category:GTA 4]]

Revision as of 00:43, 6 June 2009

WPL is the format of the map-related files similar to IPLs from the previous games. It can be edited with WPL Manager.

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)
4b - UINT32  - Unknown
4b - UINT32  - Unknown

Rotation information as Quarternion

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 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  - number of lod models in wdd file
4b  - UINT32  - hash1 
4b  - UINT32  - hash2
4b  - UINT32  - hash3
4b  - UINT32  - hash4
4b  - UINT32  - hash5
4b  - UINT32  - hash6
4b  - UINT32  - hash7
4b  - UINT32  - hash8
4b  - UINT32  - hash9
4b  - UINT32  - hash10
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 and 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

External Link