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[DOC] WPL / XPL File Format

10 replies to this topic
UZI-I
  • UZI-I

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#1

Posted 01 January 2009 - 11:50 PM Edited by UZI-I, 06 January 2009 - 08:48 PM.

Hello All...

Here is what I found on the WPL / XPL file from GTA4
They are like the SA's Binary IPL...

Header :
CODE

struct Header_t
{
BYTE byteUnknown01[ 4 ];
DWORD dwNbrOfBlockInst;
};


BlockInst (Repeated X Time)
CODE

struct Inst_t
{
float  fPosition[ 3 ];
float  fRotation[ 4 ];
DWORD dwModelNameHash;
BYTE byteUnknown01[ 4 ];
DWORD dwAttachedLod;
BYTE byteUnknown02[ 8 ];
};


The first 'BlockInst' is located at 0x44 in the file.
The Rotation is a Complex Number, Quaternion.

http://www.gtaforums...howtopic=390195

Have fun...

xmen
  • xmen

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#2

Posted 02 January 2009 - 10:02 AM Edited by xmen, 02 January 2009 - 10:37 AM.

nice...but format not working for me confused.gif

found some blocks at the end of each file

CODE
byte[8] = always (xpl 0000 0001)  (wpl 0100 0000)

InfoBlock 128 bytes (separated by ,)
Ist = file name ?
2nd = unknown
3rd = unknown some address type thing or any identifier
4th = date time(YYYY:MM:DD:HH:mm:ss)


edit :
worked...dunno, but .net textbox dont support some stupid chars and do not add any lines

Intosia
  • Intosia

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#3

Posted 02 January 2009 - 11:52 AM

What does it do?

warclaw
  • warclaw

    Prankster

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#4

Posted 02 January 2009 - 11:59 AM

please found the coords of car spawn point! xmen! and have i right that that is coords?

UZI-I
  • UZI-I

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#5

Posted 02 January 2009 - 12:30 PM Edited by UZI-I, 02 January 2009 - 12:42 PM.

I think in my unknown value, there is an address to an Info block that determine the File to be spawned and some sh*t. I'll look at that today.

@Intosia : WPL / XPL are the new IPL name. They are used to create static object in the game.

UZI-I
  • UZI-I

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#6

Posted 02 January 2009 - 03:55 PM Edited by UZI-I, 02 January 2009 - 05:16 PM.

Sorry for the double post...

(16:50:30) Yoann: http://public.yoa2n....rook_s2.wpl.txt
(16:50:30) Yoann: http://public.yoa2n....rook_s2.xpl.txt
(16:50:43) Yoann: http://public.yoa2n....taiv/ipldumper/

Header and BlockInst of XPL are the same as WPL but the endianning is different...

And the crappy source of ipldumper... http://public.yoa2n....umper.cpp__.txt

EDIT (Thanks Tanjes):
http://tof.canardpc....070e3f8f23.html

xmen
  • xmen

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#7

Posted 03 January 2009 - 01:03 AM

here is the format i got
CODE
float  X, Y, Z
float  RX, RY, RZ, RW
byte[20] unknown


inst section starts from 0x44

http://i476.photobuc.../Untitled-1.png

UZI-I
  • UZI-I

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#8

Posted 03 January 2009 - 01:19 AM Edited by UZI-I, 03 January 2009 - 04:13 PM.

Maybe...

After the rotation, there is the Hash of the model Name (DWORD)

EDIT:
http://public.yoa2n....L_NAME).wpl.txt

OMG biggrin.gif
brook_s2.wpl with model name. (Scroll Down)

EDIT:
Everything is there
http://public.yoa2n....L_NAME).wpl.txt
http://public.yoa2n..../hash_table.txt

Acoustik
  • Acoustik

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#9

Posted 03 January 2009 - 07:57 PM

Woo! Great, Now I wait when you can add an objet ingame with the WPL modification !

UZI-I
  • UZI-I

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#10

Posted 03 January 2009 - 11:31 PM

OMG biggrin.gif

http://pix.nofrag.co...3c0b67d874.html

Download Soon...

JKM
  • JKM

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#11

Posted 04 January 2009 - 12:36 AM

WOW...... really cool smile.gif hopefully with an editor (which can save any changes) too smile.gif cookie.gif cookie.gif Or better a max script xD




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