Difference between revisions of "WPL"

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m (Section 3 - Parked Cars)
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* {{GTAG|6094|IV Placement Editor}} – by {{U|Chipsman}}
 
* {{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
  
 
== See also ==
 
== See also ==

Revision as of 10:09, 2 September 2011

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.

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 - (Main file header)          (Value always = 3)
4b - UINT32 - (Section 0)  - Instances    (Value always = Amount of Object instances)
4b - UINT32 - (Section 1)  - Unused       (Value always = 0)
4b - UINT32 - (Section 2)  - Garage       (Value always = Amount of Object instances)
4b - UINT32 - (Section 3)  - Parked Cars  (Value always = Amount of Object instances)(only used in * _stream *. wpl files) 
4b - UINT32 - (Section 4)  - Cull         (Value always = Amount of Object instances)
4b - UINT32 - (Section 5)  - Unused       (Value always = 0)
4b - UINT32 - (Section 6)  - Unused       (Value always = 0)
4b - UINT32 - (Section 7)  - Unused       (Value always = 0)
4b - UINT32 - (Section 8)  - Strbig       (Value always = Amount of Object instances)(only used in * _strbig *. wpl files) 
4b - UINT32 - (Section 9)  - LODcull      (Value always = Amount of Object instances)(only used in lodcull_ *. wpl files) 
4b - UINT32 - (Section 10) - Zone or Cull (Value always = Amount of Object instances)
4b - UINT32 - (Section 11) - Unused       (Value always = 0)
4b - UINT32 - (Section 12) - Unused       (Value always = 0)
4b - UINT32 - (Section 13) - Unused       (Value always = 0)
4b - UINT32 - (Section 14) - Unused       (Value always = 0)
4b - UINT32 - (Section 15) - Blok         (Value always = Amount of Object 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

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 - Unknown
4b - INT32  - LOD Index 
4b - UINT32 - Unknown
4b - FLOAT  - Unknown

Rotation information as Quarternion

Section 2 - Garages

Size = 48 bytes
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

only used in the (*_stream*.wpl) files

Size = 56 bytes
4b - FLOAT  - Position X
4b - FLOAT  - Position Y
4b - FLOAT  - Position Z
4b - FLOAT  - Rotation Z from -10 to 10
4b - FLOAT  - Rotation ?
4b - FLOAT  - Rotation ?
4b - UINT32 - Model Name Hash Hashes list
4b - INT32  - Unknown Always -1
4b - INT32  - Unknown Always -1
4b - INT32  - Unknown Always -1
4b - INT32  - Unknown Always -1
4b - INT32  - Car groups hash ( this selects car group only used when value 7 is 0 this will then spawn any car from this group ) [1]
4b - INT32  - Unknown Always 0
4b - INT32  - Unknown Always 0

Section 4 - CULL

these are used for interiors directly accessed from outdoor locations.

Size = 44 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 -  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 8 - Unknown (Strbig)

only used in (*_strbig*.wpl) files.

Size = 44 bytes
24b - String - Model name
4b  - UINT32 - Unknown
4b  - UINT32 - Unknown
4b  - UINT32 - Unknown
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

Section 9 - LODcull

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 - Unknown (Zone or Cull)

Size = 24 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

X1, Y1, Z1 = lower left vertex position, X2, Y2, Z2 = upper right vertex position

Section 15 - Unknown (Blok)

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

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

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