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WrpTool
Download WrpTool v0.906
Release (base install) here
Download WrpTool v0.950 upgrade (exe + manual) here.
Download ODOL Explorer
v2.0 (MLOD converter) here
Notice that first
time users need to download both of the above rars, old v0.906 users can
download only the upgrade and unrar it to their existing dir to get the
v0.95 running. Please, please we plead to you to read the manual...
WrpTool system requirements:
Windows 2000/XP and OFP (preferably v1.96+).
Report Bugs to our WrpTool-Bugs page!
Check latest manual additions in Online-Manual
page.
This page is for WrpTool
project. First we must thank a-lone-wolf (from here)
for providing us with the wrp file formats, without him there would be
no wrptool from us. Thank You, very much appreciated!
WrpTool is one util to create OFP Islands, all you need is notepad +
PBO packer and you're capable of doing excellent islands. WrpTool edits
all aspects of the basic terrain + objects.
This project started
Jan 23rd, 2003 (or bit sooner even), first real working wrp island made
by us was done this day. Initial team was Rom and Snake Man, Dschulle
joined in later. But with sad events regarding MLOD converter and BAS,
April 2004 Rom decided to quit from the team. We will miss him. We will
try to continue working on this utility so that one day we have program
that easily lets user to build and edit OFP Wrp Islands without working
for months about it.
Current features of
the utility:
- Writes 12.8km x 12.8km, 25.6km x 25.6km and 51.2km x 51.2km WRP
files (and smaller).
- Import terrain in Wilbur long/lat TXT format.
- Place random 3d objects throughout the map, but not in the water.
- Graphical User Interface (GUI) to edit 3d object placement.
- bitmap preview image "icon" of objects in object browser
- Copy & Paste for object, or multiple objects.
- Current object preview from bmp image when mouse over object.
- Object rotation using mouse, multiple or single object.
- Display 3D-View of the terrain elevations and objects (no texture
yet).
- Graphical User Interface (GUI) to edit elevations and texture
placement.
- XML configuration file for object p3d icons and categories.
- GUI mini map, for quick overview and jump-to selections.
- Reads 4WVR, OPRW v2 and OPRW v3 island formats.
- Rescale object sizes, change their direction.
- Road Tool. Place roads by clicking RMB for left, right, straight
etc road pieces.
- Region Tool, choose region and random place objects, delete objects
etc.
- Forest Placer, to quickly and automatically place forests, including
SEB, BAS 1 obj forests.
- Automatic texture placing for "transitions".
- Cell Selector, to select cells according to elevations.
WrpTool release package
comes with 124 page PDF manual which contains all the necessary information
to successfully operate WrpTool and to create islands from ground up.
Future plans, TODO
list:
- Feature to place terrain types.
- Placer to placer different objects on different terrain types.
- Templates for cities and airbases for automatic placement.
- Import MicroDEM .dem format (can be done but not implemented with
wilbur txt).
- Bitmap drawing (ie MAP) from the terrain types and water, and
objects.
- Automatic road placement between two points (cities for example).
How cells are set up. How forest
3d objects are set up.
--- Apr 8th, 2004. ODOL Explorer v2.0 release
ODOL Explorer v2.0 has been released as standalone download. This
is the util to view p3d models and to save the ODOL format into MLOD format
which can be read and edited with O2. Here is a screenshot of ODOL
Explorer in action. Download ODOL Explorer v2.0 here.
We will miss Rom since he decided to quit WrpTool development team because
he as BAS member cannot stand MLOD converter to be released for the OFP
community.
--- Apr 3rd, 2004. ODOL -> MLOD
ODOL Explorer has just gotten new feature, its ODOL -> MLOD converter.
You can see the results here in O2 views of BAS MH-60K,
BAS DeltaRanger and BAS Littlebird
helicopter. ODOL Explorer also reads and displays the textures now correctly
as seen on this ODOL Explorer image of BAS UH-60L
helo.
--- Dec 5th, 2003. v0.95
So much new stuff, but this is forest
with the Skew feature. Just leech the new v0.95 release...
--- Oct 12th, 2003. v0.906 First Public Release!
Today we finally came to the point where we believed that this utility
is ready for public release. Its been long journey here from Jan
23rd, 2003 when this all started. Hope you guys find this util
useful.
--- Sep 28th, 2003. v0.898
We have been working alot but not much of new features, just tweaks
and bits like that. But tonight there is something to show. Finally we
got basic Road Tool into the util, this is not yet the automatic tool,
but let me show you what can be achieved under 2hours including learning
the Road Tool config etc. Here is large 1600x1200 image of WrpTool
Tech Demo NAM islands road system as of now, just about 2hrs of work.
--- Aug 25th, 2003. v0.877
Another update, after short break. We can now read the ODOL/MLOD p3d
objects, WrpTool has its own 3dview which displays the objects. Let me
show you, here first we take a look at Montignac, Everon. Closeup of Montignac
street, wider shot of the city, then
lets jump to Petrovice, Nogova city shot,
this is how the Nogova bridge looks like
and last but not least, Ia Drang FB shot.
3d view can be rotated, zoomed, panned, flipped etc. There are also quite
lot of other smaller features added like Rescaling of objects etc...
--- Jul 9th, 2003. v0.81
We have now possibility to read MLOD and ODOL p3d files. This first
huge image is Morton with all the objects
visible in their true p3d shape, then lets see Saint
Pierre buildings, Entre Deux looks
OK and how about Everon airbase, notice
the freaky/dense looking forest objects. Finally Lipany
shot. This p3d shape display really helps the precise object placement.
--- Jul 6th, 2003.
We are now accepting applications to become a WrpTool beta tester.
Send us information of your hardware, windows version (OFP needs to be
v1.91), what kind of island are you working on including textures and
p3d objects. Finally list as many nice features as you can think of which
you would like to see in OFP island creation tool, let your imagination
fly. Send email to us if interested.
--- Jun 25th, 2003. v0.77
Some minor tweaks to improve the operations like copy-paste etc fixes.
But one of the nicer parts here is that WrpTool now reads 4WVR (Visitor
export wrp's), OPRW v2 (Malden, Everon, Kolgujev, Intro and WrpEdit wrp's)
and also the OPRW v3 (Nogova and binarized wrp's). So yes, currently we
dont know any OFP island format that WrpTool could not read. Todays screenshot
is from Mini Map window where you can
see island overview and click areas to jump there immediately in the main
view. In the screenshot you are looking SEB NAM textures in texture view
which zoomed out makes it look dark brown. The small grey stuff is the
vegetation objects. Oh btw check the WrpTool
Tech Demo wrp that was put together in about 4-6hrs, it needs SEB
NAM Pack 2 to work (please note that this conflicts with the nam_12 island
in our downloads page!).
--- Jun 23rd, 2003. v0.74
Finally another update, we have been busy as you can see here. Lets
start by that all essential OPRW read feature which allows us to read
all BIS islands (nogova needs the hex edit thing) and all user made (WrpEdit)
islands. Here is one of my favourites SEB
NAM Ia Drang made with WrpEdit by SelectThis. Object editing is one
thing, but we gotta get to change the elevations too. Here is two images
showing you how to edit elevations, in the first image you see cells
selected for elevation edits. You do this by selecting the Elevation
Editing from the top bar and dragging a box around the cells you want
to edit. Then you bring up CTRL-E the elevations edit box. Here you can
set all the cells to certain height or use relative change like I did
here with 2 meters. Little bit of rising and we have the terrain
edited for this selected area. To edit the terrain textures, just
use CTRL-T to bring up texture browser
shown in the image and you can choose your texture to use, by pointing
a mouse to a cell and pressing INSert key you can add
the selected texture into the cell. Here is nice pic of Malden
Airbase with the textures showing and last you can see the whole Malden
Island overview textures.
--- Jun 9th, 2003. v0.67
Today we got ourselves working 3D-View
of the terrain elevations. The image is rough, the terrain is still not
completely 1:1 accurate but it does give nice "bird eye" view
of your island. Also make a note that the island in the image is Everon...
its read from the OPRW format which is all BIS islands and all WrpEdit
user made islands too. We cannot read all of the user made islands yet
but we are working on it. For example SEB Ia Drang will not load, sigh.
From my island collection, total of 11 islands did not load, while 27
loaded ok. Other features are: Multiple object rotation/movement. Object
Inspector window where you can edit specific details for the selected
object and change its type.
--- Jun 1st, 2003.
We decided to bring all the five brothers
together in reunion at 51km island. Then we have overview shot of
the South-East Malden with all the objects
visibile, gives really nice look whats where etc. But lets zoom
in to Chapoi and take closer look of the objects. The next shows a
feature that the OFP community island creators have been dying for lately...
First we have pattern of trees and bushes,
then we use mouse to drag a box over them selecting them all, issue CTRL-C
key command, do some mouse movements along with CTRL-V and voila, we have
just COPY-PASTEd that tree pattern! Yay.
--- May 30th, 2003.
Object browser is where we can select 3d objects to place into the map,
when one object is selected we point to mouse cursor over the area and
ALT-left mouse button press places the object. Its very easy to see the
actual p3d object graphics in the bitmap
preview of object browser.
Closeup of the objects indicates clearly
the object rotation, meaning where the object is facing. This is very
important to give the terrain vegetation "natural" look.
--- May 29th, 2003.
This is our new Graphical User Interface (GUI) view of the 51km x 51km
island where we imported the official BIS islands Malden,
Kolgujev and Everon all nicely into one wrp island, notice how tiny
the islands are in the large 51km area :) OK lets get Everon
close-up here. Next we zoom even closer to the city of Saint
Pierre area where we start to see the objects. Now extreme
objects close-up where we actually can do some object moving work
etc.
Now let me see how
we can move the objects around. Here is a zoom close-up of my Vietnam
25km islands highest mountain area. Notice
how the terrain is filled with objects, placed by the wrptool randomly
reading a bitmap. Now we want to clear up that high-peak of this mountain,
somewhat make it more special place as its empty of crappy vegetation
etc rocks. I used a mouse to click an object, then hold left mousebutton
down and simply drag the object into different location - easy. This is
how the mountain top looks with objects moved
from it.
Our first SEB NAM
Pack 2 based test 25km island in multiplayer
test, runs nicely! And check these nicely randomly placed objects with
random heading (orientation).
First experiment to place certain objectives
per bitmap painting. Trying to make desert rocks... And this if for
SEB NAM wrp some village done with random placement but with bitmap
painting. Same village viewed from the
editor.
Rom did excellent
work on the forest routine. Here is map image
of the bitmap laid forest and also the real thing in-game
flyby screenshot of the nice trees. Wow that looks nice and it is
so fast to do!
This aerial image
shows transition features in work, now
the terrain starts to look rather good.
With the normal sized
map the number of objects were tested; 925,000
random 3d objects placed all over the (land) map. There was some slight
lag on 1.3ghz 512mb ram machine, but still playable just like my old 450mhz,
384mb ram machine.
This shot is the first
of the fixed 3d object placement function
where we do not place trees and stuff into the water anymore (more or
less).
Mission editor
view of 51.2km x 51.2km island, not all fits in the screen and another
image ingame where Cobra is flying AI waypoint
above ocean. This is first success on BMP bitmap
painting to place textures in the terrain according to the RGB colors.
Next we did some elevations
and got tree to "fit to ground" with 32768
object elevation. Then we go wild and place 200,000 random
trees into 25.6km x 25.6km map. And also we did some torture testing
on default sized island, with 500,000 random
objects fit to ground.
Some screenshots of
the the work this util can do. First image
at Jan 23rd, 2003, showing just flat terrain with one object - a tree.
Next image is bit buggy code, bunch of trees
in a line. Then we get to some lag tests, first 200,000
trees then 500,000 trees all on
flat 50m elevation terrain.
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