Hello everybody
First, excuse me for my poor english.
I'm trying to extract data from wrp files, for making a viewer.
I don't succeed with the decompression of the data (cellflags, cellsound, ....).
you would have detailed documentation (or sources) for make this???
Thanks in advance!!!
Wrp files - unpacking data
Moderators: Lone Wolf, Snake Man
Re: Wrp files - unpacking data
The WRP file formats are documented, I think the BIS wiki has them, then also ofpec should have them. If you cannot find, post again and I'll dig them up from my hdd somewhere.
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- Newbie
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- Joined: 2006-11-14 23:39:16
Re: Wrp files - unpacking data
ok, finaly, i can use 4wvr and not oprw files.... But i've an other questions : if the size of each cells is 50mx50m, how opf can make differents detail levels?
I try to make a little viewer for wrp files.
I try to make a little viewer for wrp files.
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- Recruit
- Posts: 19
- Joined: 2005-12-18 18:45:51
Re: Wrp files - unpacking data
For each higher terrain setting, OFP halves the terrain grid size (doubles the vertices). The engine interpolates the height of the additional data points, based on the cell they are in, adjacent cells, plus noise. I don't know of anybody working out what equation it uses though.
Cells with a slope less than a certain amount are always flat.
See the BI wiki:
http://community.bistudio.com/wiki/setTerrainGrid
This is from the "commented config" :
// Fractal and white noise random offset are added
// White noise generating more "wild" terrain
// Fractal tends to generate smooth, varied terrain
class Subdivision
{
// Fractal component of subdivision
// Changes are smaller for smaller rectangles
class Fractal
{
// Texture roughness factor
rougness = 10;
// Max. value for squares containing road
maxRoad = 0.2;
// Max. value for squares containing track
maxTrack = 1.0;
// Max. coefficient depending on slope
maxSlopeFactor = 0.05;
};
// White noise component of subdivision
// Change size is independent of rectangle size
class WhiteNoise
{
rougness = 5;
// Max. value for squares containing road
maxRoad = 0.1;
// Max. value for squares containing track
maxTrack = 0.5;
// Max. coeficient depending on slope
maxSlopeFactor = 0.025;
};
// Do not divide surfaces that are under given limit
minY = -0.0;
// Do not divide flat surfaces
minSlope = 0.02;
};
};
good luck : )
Cells with a slope less than a certain amount are always flat.
See the BI wiki:
http://community.bistudio.com/wiki/setTerrainGrid
This is from the "commented config" :
// Fractal and white noise random offset are added
// White noise generating more "wild" terrain
// Fractal tends to generate smooth, varied terrain
class Subdivision
{
// Fractal component of subdivision
// Changes are smaller for smaller rectangles
class Fractal
{
// Texture roughness factor
rougness = 10;
// Max. value for squares containing road
maxRoad = 0.2;
// Max. value for squares containing track
maxTrack = 1.0;
// Max. coefficient depending on slope
maxSlopeFactor = 0.05;
};
// White noise component of subdivision
// Change size is independent of rectangle size
class WhiteNoise
{
rougness = 5;
// Max. value for squares containing road
maxRoad = 0.1;
// Max. value for squares containing track
maxTrack = 0.5;
// Max. coeficient depending on slope
maxSlopeFactor = 0.025;
};
// Do not divide surfaces that are under given limit
minY = -0.0;
// Do not divide flat surfaces
minSlope = 0.02;
};
};
good luck : )