WPL is the format of the map-related files in Grand Theft Auto IV, similar to Binary IPLs introduced with Grand Theft Auto: San Andreas. 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 - 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[]
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[]
- – by |Dageron|
- Template:GTAG – by User:Chipsman
- WPL Manager – by User:UZI-I
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.
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