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WrpTool manual

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WrpTool – OFP island creator utility
WrpTool Manual version 2.1 Oct 11th, 2003
This is document for WrpTool operations and descriptions of anything related. If you
do not find solution to your WrpTool problem by reading this document through,
please log on to our web site, click on to the forums and post a message there
asking for help. We are glad to help anyone who’s first read this doc and then comes
to ask help or to point out bugs/errors etc.
Latest updates to this document can be found on the online page
WRPTOOL – OFP ISLAND CREATOR UTILITY ............................ 1
INSTALLATION ......................................................................... 4
BASIC OPERATIONS ................................................................. 7
WHAT ARE OBJECTS?.............................................................. 11
OBJECT BROWSER .................................................................. 12
OBJECT FINDER ...................................................................... 14
OBJECT INSPECTOR................................................................ 15
PLACING OBJECTS .................................................................. 16
MOVING OBJECTS................................................................... 18
MULTIPLE OBJECTS ................................................................ 19
OBJECT PLACER ...................................................................... 21
OBJECTS TOOL........................................................................ 22
REPLACE OBJECTS .................................................................. 24
ROADS.................................................................................... 25
FORESTS................................................................................. 36
BRIDGES ................................................................................ 40
ICON IMAGES 3DPREVIEW ..................................................... 41
OBJECTS.INI .......................................................................... 42
XML ........................................................................................ 43
ELEVATIONS........................................................................... 47
MODIFYING ELEVATIONS ....................................................... 49
TEXTURES............................................................................... 52
3D-VIEW ................................................................................ 57
IMPORT & EXPORT PARTS OF WRP......................................... 60
HOW TO CREATE TERRAIN...................................................... 63
BINARIZE ............................................................................... 65
ISLAND SIZES ........................................................................ 66
ISLAND CONFIG ..................................................................... 68
ISLAND THUMBNAIL............................................................... 72
PREVIEW YOUR ISLAND ......................................................... 74
WILBUR ISLAND CREATION TUTORIAL .................................. 75
WRPTOOL TO OFP TUTORIAL.................................................. 82
CONTACT INFO ....................................................................... 84
Its been noticed that installing WrpTool for the first time tends to be very difficult to
most users, high number of bad installs are cause the users, have not read this part
of the manual. We have tried to make installation instructions as clear as possible.
To install WrpTool is very simple, first unrar all the WrpTool files to any directory
folder of your choosing, it does not need to be on partition root or any specific dir
like that. I personally use “d:\ofpstuff\wrptool\” directory folder.
WrpTool Base Dir
Make sure you have the wrptool.exe, objects.ini, objects.xml, roaddef.xml and the
two dll files in that main directory folder, also you need the 3DPreview dir folder
present with the bmp images and icon_images.ini to get object preview images
To get textures viewable and objects showing, you must un-pbo the addon pbo files
used in your island(s), ALL of them. If any texture files are missing, red error cells
are displayed instead the texture, if any p3d files are missing default icons are
displayed and elevation height calculations cannot be completed.
Un-pbo Tool
To un-pbo (unpack) the addon pbo files correctly you must use the pbo-decrypter
which can decrypt the files. If you use some poor un-pbo tool you can’t get the files
in their original correct format. We suggest PBO Decryptor v1.5 by Amalfi which does
nice job on any pbo’s out there.
When you un-pbo for example the Data3D.pbo file, it creates “Data3D” directory
folder in the current dir the pbo was un-pbo’ed. This is the correct dir what you must
preserve for WrpTool usage (read below).
WrpTool Settings
When you have gotten the initial files together, the first thing inside WrpTool you
need to do is to go to the Settings -> Change Settings and setup the path(s) to your
texture and objects directories. Usually these are same i.e. one dir, just un-pbo all
the necessary pbo’s into this one main dir and configure this dir into the Settings like
shown in our example image.
In this example image our settings points to e:\bis\ where we have the unpbo’ed all
the addon pbo files as directories. In this settings screen you DO NOT list each
individual addon dir, i.e. DO NOT configure for example e:\bis\Data3D\ directory!
Do you understand, Settings screen only lists the ROOT directory where all addon
dirs are located. OK?
Addons Directory / Folder
Now that we take closer look of the contents of that directory folder which we
configured in WrpTool’s Settings screen, it would look something like the following.
For example our dirs would be e:\bis\Abel, e:\bis\Cain, e:\bis\Data, e:\bis\Data3D,
e:\bis\Eden, e:\bis\O, e:\bis\sebnam_obj, etc what ever p3d’s and textures we
should happen to need in our island.
Now let’s take a look at my example e:\bis\ directory folder and we’ll do this with
example image so hopefully nobody can mess this up, shall we…
As you see our Addons dir is e:\bis\ and there are all those un-pbo’ed addon pbo
files, they are directory subfolders as they appear in OFP as Addons. You do NOT just
un-pbo the p3d or texture files into some one single dir, they must be at the correct
addon subdir folders, like shown in the image here.
Most common error installing WrpTool is to fail to understand this part of the un-pbo
business… use correct un-pbo tool, use subfolders as the tool creates them and point
WrpTool Settings into the ROOT of this Addons directory.
Windows 98, 98SE and Win ME
One critical note is that WrpTool unfortunately is NOT working with Win98, Win98SE
or Win ME. This is something we have to live with at the moment, although most
people these days have Win XP or Win2k which are far better versions. There is no
planned fix for this old windows version, so we suggest you simply upgrade your
system. WrpTool is system demanding with all the p3d/texture files especially on
larger islands; it just could not cope under win98 system.
Extra Utilities
WrpTool release contains PaNSee.exe (OFP Texture Browser v1.0) and
ODOL_Explorer.exe (ODOL Explorer v1.0) programs. These are brought to you by us
as bonus surprise along side the main utility, we are not providing full documentation
to them at this time but here is quick briefing: PaNSee use load texture button to
browse into directory folder and first texture, then use cursor keys to browse the
textures in that dir. ODOL Explorer, use cursor keys to browse p3d files, use
SHIFT+LMB+Mouse Left/Right to tilt the 3dview, CTRL+LMB+Mouse
Forward/Backward to zoom/unzoom and finally use LMB + Mouse movement to
rotate the 3d view. Some alpha channel textures and some p3d models cannot be
correctly loaded, this is normal.
From the main menu we can see File, Settings and View submenus. These do the
File -> New creates new wrp file. It asks you a Cell size for the island. Cell sizes are
256 which is the default 12.8km x 12.8km, 512 which is 25.6km x 25.6km and
finally the mother of all islands 1024 cells, a whopping 51.2km x 51.2km island. You
can do also 2048 which is 102km x 102km but at least in our tests OFP crashes even
on simpler terrains without objects on this island size.
File -> Load WRP… loads a wrp file. Hmm that was difficult.
File -> Save WRP… saves a wrp file, please do this often, just for the sake of it.
File -> Import WRP Cells… imports WRP files.
File -> Export WRP Cells… select a cells and export them to wrp file.
File -> Import Wilbur… imports the Wilbur lon/lat export file.
File -> Exit. Mmm this is difficult one, let me think…
Edit -> Align all obj. to ground… will set all objects to ground level.
Edit -> Align selected obj. to ground… aligns selected object to ground level.
Edit -> Replace Textures… brings up texture replace dialog.
Edit -> Deselect All… CTRL-D unselects all selected objects.
Settings -> Change Settings… configure texture & objects dirs.
Settings -> Add Textures… Brings up Texture Finder to add textures to texture
Settings -> Add Objects… Brings up Object Finder to add objects to object browser.
View -> Object Browser… Strg-O this brings up a window/dialog of the object
browser where you can select all objects saved to your wrp file or listed in objects.ini
file. Hotkey is CTRL (control key) and O key. It says on the display “Strg” but that’s
just German for CTRL, sorry about that it will be fixed later.
View -> Texture Browser… CTRL-T brings up texture browser which displays are
currently loaded textures for the island.
View -> Object Inspector… CTRL-I brings up object inspector where you can set
individual object coordinates, rotation and type changes. Hotkey is CTRL+I keys.
View -> Object Placer… CTRL-P is basically a Fence placing tool where it adds the
currently selected object into row or column next to each other.
View -> Object Tool… CTRL-R. Brings up Object Tool to rescale object scales.
View -> Elevation Tool… CTRL-E brings up elevation tool which is used to lower or
raise the elevations on the terrain.
View -> Mini Map… CTRL-M brings up mini map of the island “map” where you see
the main view area in red box. You can mouse click anywhere to jump there with the
main view.
View -> 3D View… brings up 3D-View window of your island elevations. You can
zoom, pan and move around this map by using CTRL+LMB to zoom and LMB +
mouse to pan and RightMouseButton (RMB) + move to move the map.
In the bottom part of the screen you see Show named area, here you can click few
viewing options to your map view. These are Grid: Cell which brings the 50m x 50m
Cell grid reference into the view, if your zoom level is too much out, no grid is
displayed, but when you zoom in it will show up.
OFP tick box is the good old Map Grid Reference from the OFP map view and mission
Mouse Position is where you find detailed information where your mouse pointer is
traveling at present time.
First is the Cell x / z coordinates. The first X is the left to right cell count, from 0 to
Cell Size minus one. Remember the Cell Sizes? Ok let’s recap that here. 12km island
is from 0 to 255 cells, the 25km island is from 0 to 511 cells and 51km is from 0 to
1023 cells. The second Z is from bottom to up Cell size. This all comes to Cell: 0 / 0
being the lower left hand corner, Cell: 1023 / 0 being the lower right hand corner
and Cell: 1023 / 1023 being upper right hand corner in the 51km wrp island files.
Second is X, Y and Z values which are the coordinates in the island. These are the X
left to right, Y height and Z bottom to up. To summary, X: 0 and Z: 0 would be the
lower left hand corner and X: 51200.0, Z: 0 would be lower right hand corner on the
51km map, etc. The coordinates comes from Cell size * 50, so here is summary of
the largest coordinates 12km island 12800.0, 25km island 25600.0 and 51km that
above mentioned 51200.0 values.
Current Object will show you a preview image of the object under the mouse pointer,
this lists also its p3d name, direction in 0 to 359.9 degrees, Scale in percentage %,
and finally the position X,Y,Z. If you have the current object selected with HOME key
to object brush, text will be displayed next to the image saying “Object Brush”.
Object Brush window displays you the currently selected object (with HOME key),
this object will be placed on the mouse pointer location when ALT+LMB or INS keys
is pressed. No image is available if no object is selected.
Last is information box which by start of loading a wrp displays you the statistics
from that island. These are; the signature (4WVR or OPRW is possible), X and Z
sizes, amount of texture indexes read, amount of texture names and finally the
amount of 3dObjects read. This information box will also list some possible errors on
the wrp editing etc misc data.
In the map view when you use mouse wheel, it zooms in and out of the island. When
holding down Right Mouse Button (RMB) you can move the map left, right, up or
down. Left Mouse Button (LMB) is used to select objects, to place objects, to move
objects and drag a box around objects.
In the bottom left part of the screen you can choose to display level lines, textures
(terrain button), and objects, colored which makes the map view background a
white, Roads which is roads placed with Road Tool and finally Real button toggles the
real p3d shape display on/off. There is also text displaying the currently loaded wrp
island filename.
Levels are the Iso-Lines drawn to the map so you can more easily see where the
terrain elevations are and what shape. You can of course view the general elevations
(high or low) by looking at the color of the terrain. Blue is water 0m height or below
that, dark green is 1m and above, all the way changing colors to lighter green… etc.
Terrain is automatically selected when you press Texture Editing button on the top
bar. The unzoomed view shows you only a generic overview of the texture colors,
but when you zoom in closer you sees the textures more detailed. Also if you zoom
extremely close the textures become a grainy.
Colored is white background mode which can help some object placing as the real
p3d shapes stand out from the background better.
Real mode is where the p3d objects are displayed in their true shapes in sort of wire
frame models. You have to be zoomed in pretty close to see the p3d shapes as they
are demanding on your hardware and cannot be displayed very far out zooms. What
you see here is the real object outlines and shape, some of the OFP models can look
pretty scary, but in game with textures on looked from sideways they look like
you’ve known to see them. This real p3d shapes display gives extremely good
overview of how to accurately place objects in the terrain.
Objects as we call them are the P3D files (3D models) of trees, bushes, rocks,
houses, roads and also guns, vehicles etc. However in this document we discuss only
the static objects which are the ones used in island wrp files.
Most of the Island objects are the vegetation like bushes, trees, rocks and forests.
Then there are the human made objects like fences, roads, houses, bridges and
other miscellaneous things.
Fences, roads and somewhat forest objects are connected to each other and by used
in single they just look bad or do not work at all (roads). Most other objects can be
placed individually to the user preferred locations etc.
With the latest WrpTool when zooming in close the objects are displayed in their true
p3d shapes. Some of them might look bit weird but that’s how they are shown from
top-down view. This helps us a lot when doing precise object placement.
In WrpTool the center position of the real p3d object contains a yellow + marker,
this is to let you know where you find its center of balance so to speak and where to
click if you want to precisely grab certain object for moving etc.
In this window you can browse through the objects available in your objects.ini file,
this has really nothing to do what Addons & objects you have in your OFP dir.
When you RMB object name you get options to Lock or Unlock the current object,
Lock or Unlock all objects in this category. When you have one or more (but not all)
objects locked up in a category, you get the lock symbol besides the p3d name and
half-lock symbol besides the category header name, like this
You can also lock the whole category RMB clicking the category name and choose
Lock/Unlock. If you lock some categories, you get lock symbol beside the category
name like this
You can also lock and unlock the current object by LMB clicking the left side of the
object name. There will be clear lock symbol appearing when the object type is
locked. Locked objects in the map view will be displayed in Grey edges and all
preview image windows will display Locked text to indicate its locked status.
Locking means that you cannot delete, move, rotate or just basically do any edits for
this object type then. It’s a handy feature if you must delete all rocks but leave rest
of the vegetation intact etc.
If Object Browser displays text p3d with cross X over to it, next to an object name, it
means that this object is listed in objects.ini or it’s loaded with new wrp file, but it is
in fact missing from your configured objects directories or the directory entry is
Use the Object Finder to place new p3d files into the object browser, you can then
use them normally when placing objects. The p3d names are not added into the
objects.ini file so you must place at least one of them into the wrp file you want,
otherwise the added p3d(s) is lost when exiting from WrpTool.
Usually if you need to add new objects, use the object finder to place them into the
object browser first, place them on the island and finally add them into objects.ini
file using notepad or similar text editor. In the ini file you can specify the category
where the p3d’s are added.
This is single object editing tool. You can specify accurate position values for
currently selected object, as well as the heading and Scale. Fit to ground is selected
by default and should be used. You can also change the object to whatever you find
on the Object Browser.
If you have multiple objects selected, you cannot use Object Inspector, it will only
work when you have one object selected.
To place a new P3D Object into the wrp there is two ways of doing that, by mouse
button presses or copy-pasting the object or objects. First you go into the Object
Browser (View -> Object Browser…) and click some of the objects located in the
categories. Now go to your wrp map view and place mouse pointer where you want
the object to be placed, now press either INSERT key or ALT and LeftMouseButton
(LMB) and the object is placed.
If you use the object browsers “Random Dir” ticked, then the placed object will have
its directional rotation random along the 360 degree angle. If you don’t use it, then
direction will be north, 0 degrees. If you want to add new objects into the object
browser so you can place them into your island, simply press Add New… and it brings
up the Object Finder window.
You’ll see the direction of an object by looking at its icon, you must zoom close to it
to get good view of the object. There is black arrow pointing where the object is
If you want to edit the rotation of a object, move mouse pointer over the object
when it displays yellow outline showing its currently under mouse pointer, hold down
Left SHIFT key and LMB, then move your mouse around and the objects rotation is
changed and the black arrow is moving accordingly.
When you have selected “Real” from the icons at lower-left hand corner, you can
view the real object p3d shapes. They look something like this below image.
It is very easy to accurately place the objects using these real p3d’s as guide. Road
tweaking should be no more a problem, also placing houses right next to each other
or to make sure no vegetation is inside house walls etc, all is possible with the
accurate display of p3d’s.
If you want to move object to a different location you can do this by just using your
mouse to pick it up. Put the mouse pointer over object you want to move, press the
LMB and then just drag it where you want it to go, release the mouse button and it
drops there.
You can also use keyboard to move, use Cursor keys to move the selected objects,
SHIFT + Cursor keys to Rotate. Apply CTRL key to move or rotate faster.
If you accidentally have grabbed object and it moved which was not your attention
to do, while you still have the LMB pressed, hit ESC key and the object(s) are
returned to their original position.
If you want to move or operate multiple objects, this can be done by dragging a box
around the objects. Then they turn red in the borders, this indicates that the object
or objects is selected. Now you can press LMB on one of them and normally move all
the objects at once or you can also use keyboard to move, use Cursor keys to move
the selected objects, SHIFT + Cursor keys to Rotate. Apply CTRL key to move or
rotate faster.
Rotating the multiple objects works as single object, just hold down left SHIFT key
and LMB and move the mouse to rotate. You can also use SHIFT + cursor keys to
rotate, and SHIFT + CTRL + cursor keys to rotate faster.
While you have multiple objects selected (indicated by the red edges) and you press
DEL key, then all the selected objects are deleted. This is powerful feature if you
need to remove large number of objects, like clear vegetation if you decide to place
a city in forest/tree/bush area. But be careful if you don’t delete your objects by
mistake. If you want to De-select multiple objects, you can press CTRL-D or use the
mouse to drag a box around empty area.
Copy and Paste
Copy and Paste works by selecting object(s) and pressing that normal CTRL-C copy
key combination, then place mouse pointer where you want the new objects to be
placed and press CTRL-V key combination for Paste. Very easy.
The last copy-pasted objects turn selected always and to de-select object or objects,
just drag a box around nothing – over open terrain or use CTRL-D key combination.
If you want to lock certain object types so you cant edit their present status (move,
rotate or delete) then just move mouse pointer over object and press L key, red
Locked text will appear in the object preview window indicating it is locked.
When you have multiple objects selected, there will be red box displayed in the lower
This will make sure you know that you have several objects selected, if you happen
to press DEL key, they are all deleted. Also other features are affected with multiple
objects selected.
Align Objects to Ground
If you ever see objects in-game OFP that are half buried underground, then you
need to use the Edit -> Align all obj. to the ground or the selected obj. This would be
pretty rare case if you just started a new island, mostly the Edit window is for the old
Beta WrpTool users who might have run into this problem. However it is there for
everyone to use if that would be the case.
You need the correct p3d file paths working to achieve results with this align to
ground feature, if you don’t have p3d available for WrpTool it cannot align.
Object placer is basically your fence placer as it does wonderful job of placing objects
right next to each other in rows or columns. It takes the X and Z distances of an
selected object, (so please have only one object selected when at Object Placer
mode) and gets ready to place next same type of p3d right next to it, X or Z side.
First you need to select an object from the map, and then you bring up Object Placer
either from View -> Object Placer or pressing CTRL-P key combination. Then you can
select Row Align (right side of selected object) or Col Align (top of selected object).
Now when you press Copy & Place button, new object is created to the appropriate
location right next to the selected object, if this is fence then they are connected, if
it’s a house then they are wall to wall. This is especially nice to align those SEB NAM
forest objects right next to each other.
Notice that you can also use negative values when the new object is created left side
or down side of the selected object, use the <-> buttons to turn on/off the negative
values for the X and Z distances.
Lock button is used for locking up the values in the edit box. For example, forest
objects are supposed to be 50x50m in size (one cell), but the SEB NAM Pack 2
objects in fact are 54x54m which makes object placer adding there some gap
between them. But if you type 50 50 into the X and Z-Dist boxes, the hit Lock button
to lock them up, you can always align the forest object nicely.
Objects Tool is really a Random Rescale Options, it is very useful as you can scale
the objects smaller or larger sizes randomly. Normal size of object is valued as
“100%” but in fact you can bring this value up or down, its advised not to use larger
than 290% values for trees for example as the geometry LODs (or something) go
haywire and you can basically walk through the trees or other objects then.
You can bring up Objects Tool with CTRL-R key or from View -> Objects Tool… When
you have it open, you can drag a box around the objects you want to select for
rescaling. You also must first lock-up any possible objects/object categories which
you do not want to rescale (fences, houses, roads are good example).
The Random box contains the most useful information which includes the left edit
box which in our image says 50%; this is the smallest possible scale to use, right
hand edit box which says 150% is the largest scale to use. When you click Rescale,
all objects currently selected will be randomly rescaled between these values
specified here.
Direction button when pressed will randomly change the heading/direction of the
objects currently selected. You ran press this as many times to you like to randomize
the selected objects orientation.
If you have objects selected in the selection box (object names), you can then use
the big Remove from Selection button to remove them, or you can simply press
CTRL-D or drag a box around empty area in the map.
Here you see the differences on the scaled trees; all the favorite OFP soldiers have
been added to the next to them so you can see the sizes better.
And same from WrpTool itself…
As you see, left most tree is 50%, second from left is original 100%, next to right is
scale of 150% and last is 250% scaled tree.
Notice that if you scale trees for too large, low flying helicopters or other air vehicles
might collide with them. Earlier stated that some trees will get some LOD errors
when doing over 290% rescale, this is especially true with low flying vehicles. It is
possible, but not recommended.
Replace Objects is a way to simply replace object1 with object2. With this feature
you can’t replace one object with two or more, but you can replace several objects
with one new one. We are talking about object types here, the effect will be issued
either on selected objects or all objects found on the wrp.
This feature is useful if at some point you decide that the forest you placed in your
island sucks and you want to use different kind of forest, maybe new objects are
completed by addon makers etc. What ever the situation is, you can now replace one
type of object with another type automatically, no manual work required.
Replace Objects
First select an object, either from object browser or directly from the 2d map view by
putting mouse over it and press HOME key. Now select Edit -> Replace Objects…
which brings up the Replace Objects window (gee whiz). In there just click on Old
Objects -> from Obj Browser button to bring in the selected object and then go to
object browser (or map view home key thing) and select another object, then press
New Objects -> from Obj Browser to bring it in.
In this image you see that we have selected sebkrovi4.p3d to be replaced with
sebelekrovi2.p3d object. If we would have selected several objects and pressed
Replace Selected, the operation would affect the selected objects. If we place the
Replace All button, then all old objects are replaced with new ones in the wrp file.
Another example, assume you want to replace obj A by C and D, that means that
50% are replaced by C and 50% by D. Assume you only want to replace every 2nd
obj then just add the same Old obj to the list of New Objects.
Roads are what AI units use to travel from one place to another when they are in
safe mode driving a vehicle. AI and Humans too can travel faster when they are in
the roads as driving a vehicle on the rugged terrain slows them down quite a bit.
Road icons like any other icons are displayed in their correct sizes and with the real
p3d shapes also.
WrpTool has basic Road Tool feature which allows you to place roads accurately
piece by piece, yet quite fast when you get familiar with the procedure.
Configuring Roads
To correctly get the road definitions in, first load some kind of wrp or do new one (no
matter what size, just do/load it). Then select Settings -> Road Definer… Now you
should see this window open.
Road Classes are the main roadway parts, Connectors are the crossroads road
objects but Connectors are not yet supported. Now that you are ready to add your
first road, make sure the Road Classes is selected, and then click the New button on
top by the dropdown box, you are asked for the name of the new class. This name is
what you want to call the road, in our example it will be the excellent SEB NAM
Pack’s SEB Trail Path.
Click OK to continue or Abbrechen (sorry about the bad word) for Cancel. Now you
have created your first road class in WrpTool and you’re ready to proceed with
adding the individual road p3d objects in the class. Press the <- New button to bring
up the next window which looks like this.
This is the individual road p3d object adding window. The P3d edit box is where the
path and filename of your road object will be shown; the … button right of the edit
box is a browse button. Alias will be the name shown on the Road Tool itself (see
below) of this current road p3d file. Length, Angle and Radius are the p3d object
values for the road p3d file, terminator tick box is ticked if the p3d is a terminator.
Terminator can also be selected by the user; it's only "auto detected" if p3d name
contains string "konec" in it.
Now click on the … button which is the browse button, this brings up an Object
Finder window (you probably have already used this). From the Object Finder browse
and select the road p3d file you wish to add, in our example that would be the SEB
NAM trail paths.
It does not matter in which order you select the road p3d files; you can sort them
out later in the Road Tool. Also you cannot multiple select them, you need to pick
them up one by one. We selected the sebtrailpath6konec.p3d first and clicked OK,
and then we got the next window that looks like this.
Here you have the path and filename displayed in the P3d edit box, Alias comes
directly from the filename itself but if you wish to give it more personal name, you
are free to edit the name. The length shows 6.25 which means 6.25 meters long
road object.
Right, now you must do this to all the road p3d’s in the road. These would include
also the curves; the difference in curves is that you get actually two aliases in the
Define Road’s Parts window. Here is example of our curve.
Now the Length shows zero but the Angle is the curves angle, its 10 and radius is the
road pieces radius.
Now that all the road p3d’s are added, you should see the curves in there also, but
they are in fact listed as two aliases. One is _R and other is _L named, these actually
mean Right turn and Left turn.
At this time if you wish to sort the road p3d list in the Parts window, you can use
click the wanted road alias and then click the Move Up and Move Down buttons to
move the alias where you want it to go. If you rearrange the order of elements by
using Move up and Move down buttons, after restart curves always stay together,
what I mean is, that if you want to sort all left curves to the top and all right to
bottom, it won't work, because curves are always stored together (since they use the
same p3d-Object).
The final road Parts list for SEB Trail Path would look something like this following
image here.
Nice. Now when you’re finished, press OK and the new road class is saved into
WrpTool directory with name RoadDef.xml and it looks quite horrible if you open it
with notepad or other text editor. You can do all your road definition editing from the
Define Roads window.
Placing Roads
To place roads, first open Object Browser and select lets say
data3d\cesta6konec.p3d road terminator piece, remember to unselect the random
dir tick box too. Next just normally place the road object to the map, when its there
it points to north 0.0 degrees. If you deselect the Real mode, you can see the arrow
pointing towards where the road is pointing. Now select the konec object by dragging
a box around it so the object turns red on edges.
In the image the edges are yellow as mouse cursor was over it, but just select it so it
turns red on edges.
Then select View -> Road Tool… menu. You’ll get to see the default Road Tool
window dialog which is of course still empty but ready to receive your new roads.
This is without any roads created into your island. This does not mean that the Road
Definer has gone crazy, the roads are stored safely in the config RoadDef.xml file,
don’t worry about that.
Now click New, then it asks you to specify road name. This is for your own help; it
does not need to reflect the real p3d files or anything, just like in this example
It’s just so you remember which road this is and what it purposes is. Now that you
have clicked OK to your new road, you see all the necessary information on the Road
Tool window like this.
It shows the newly named road section of your island in the dropdown box, this
means that this is ONE ROAD. You can have several same trail paths in your island;
this is just one of them. Let’s say you could call it “Dirtroad in north” or something
like that to give unique identification what purpose the road plays in the island.
OK now that we are finally ready to use the Road Tool to really put the p3ds into the
map like roads should be, lets proceed.
You have the konec piece selected, Road Tool open… now you can either use right
mouse button (RMB) to click the road alias (Parts window) you want to place. As our
konec part points towards north at 0.0 degrees, the new road object is placed…
towards north (i.e. up). Lets RMB click the cesta12 alias and voila, we have newly
placed 12 length road pointing towards north from the konec piece! Now just click
away few more of the road pieces like cesta10 25_R and _L etc.
Yellow line is drawn between all these road pieces in this same name, they are
displayed always no matter how zoomed out when the Roads button is selected from
the main user interface. You can change this color by clicking Road Tool’s top right
hand corners color box.
Also you can press the Append… button to do the same operation of placing the road
object, but the RMB is much faster when you start to place lot of roads. Delete last
button will delete the last placed road piece; you can “rewind” back deleting all road
pieces until you reach the first placed konec object.
Just a few RMB clicks away and we have this nice road. You may notice that WrpTool
automatically centers the 2d view into the new road object placed, this way you can
have what ever zoom level on the map, but the road stays always focused dead
center, leaving you not to worry about panning around in the map, but just to click
away with the RMB. Nice way to place roads.
When you are done, you can just place the konec object again to stop the road and
close Road Tool. The next time you make roads into your island, just make new Road
Name and place konec to start to place road objects.
Your islands roads will be saved on a <island name>.rrp file, please if you edit the
wrp file in any other editor, do not move the roads as that would cause the roads not
being able to be loaded from the RRP file anymore by WrpTool.
Rebuild Road
If you have made changes in your road system somewhere along the line, you might
have need for rebuild road feature. Rebuild road works nicely if there are some gaps
in the named road placed with Road Tool, rebuild cannot fix existing pre Road Tool
placed roads unfortunately.
Lets assume there are few road pieces missing from your road, they are simply badly
misplaced or there are new road pieces added in the middle. Your bad road might
look something like in the next image.
Now this is one bad looking
road don’t you think so?
But you notice that it is Road
Tool placed road as it’s
connected with the yellow
line (our “ggg” road color).
At this point you can
manually add new road
pieces in between the two
konec’s freely.
To add new road pieces,
select the Insert After
button, then select the road
piece between konec’s which
after you want to add new
road piece. Next just simply
add it, RMB button on the
wanted road piece and it’s
then connected after the
selected road piece.
Okay so now you’re ready to
fix that horrible road that
could not be simpler. Just
press the Rebuild button on
the top-right corner of the
Road Tool and your road is being rebuild from beginning of the first placed object
which is of course the konec piece.
Now that was easy wasn’t it? Please do notice that if you add/delete lot of road
pieces and then rebuild a long named road, it will shift dramatically at the ending
konec. You should be very careful not messing up your roads using this Insert After
and Rebuild features.
Delete Road
If you get ever the need to simply delete whole named road (just applies to one),
you can do it by having the road to be deleted selected in the dropdown and press
Delete Road button. Road Tool asks you whether you really want to delete whole
current named road, if you answer yes the road is deleted from the wrp.
Automatic Road Placement
This current Road Tool is not the fantasized automatic road placement feature. We
are indeed seriously planning the awesome util where you just pick a road type,
place starting & ending points and press button… road is computed. However this
fancier feature will not be possible with this WrpTool code and will only be included
into the new Lib we are planning to do. Don’t worry; you’ll get it in the future.
Using FOREST objects properly can really improve your map development as well as
playability, Forest objects consist of a special group of trees designated as a single
object/p3d. Forests are much easier to place than manually planting an equal
amount of trees, and they put less load on the computers. Forests are different from
other objects in that sense that they are used in together to create full forest area.
There are three different forest objects, each covering half a cell. By using forests
you can populate the landscape with less 3d slowdown than placing individual tree
objects. BIS uses a simple method for building a forest from smaller sections.
Resistance adds a couple of tweaks that we'll cover later. (CWC) There are three
main types of forest objects, two mirror halves of a square forest, and an extra
bushy corner filling section. Here is an image of a sample forest layout using
standard BIS \data3d forests.
As you can see the three different colors present the different forest triangle shaped
objects. The green one is usually the T1 named, blue is T2 and red one is without
that naming at all. Like this
data3d\les ctverec pruchozi_t1.p3d = green
data3d\les ctverec pruchozi_t2.p3d = blue
data3d\les trojuhelnik pruchozi.p3d = red
The T1 and T2 are rotated to face 0 degrees, north. The red basic triangle is placed
on the corners of the forest area and is facing changed according to which side of the
forest edge it’s placed. For reasons we'll explain later, we strongly urge you to place
the forests so that all objects hotspots are centered as close to the center of the cell
as possible for normal forest placement, unless you intend for them otherwise. If
you center the forests and keep your T1's and T2's pointing north, and your
trojuhelnik's either 0, 90, 180, or 270deg, you'll save yourself a lot of grief.
Resistance adds some additional content and options for foresting. First, the O\
forests are arguably better looking, although with some addititional performance
hit. A new leafy type of trees and forests are added for your pleasure. Also, the
square section is now available, but only for O\ forests. Using a single square section
can speed up your development as well as providing a cleaner-looking map in
Resistance does have one quirk though. You can not just directly place O\ forests
and expect it to look good like with Data3d\ forests. You need to add a special
'ReplaceObjects()' class to your addon\config.cpp\addon.defaultworld.cfgworlds that
replaces Forest (X) with Forest (X) or some other forest. If you do not, then these
Resistance forest sections will not properly wrap to your terrain, floating flat at the
elevation point of the hotspot.
Here is a sample
class CfgWorlds
class DefaultWorld {};
class Intro : DefaultWorld {};
class testcali: Intro
// ====== end ILS ======
class ReplaceObjects
// ====== Comments by shinRaiden – BEGIN ======
// this syntax removes a bogus p3d...
class Forest1Border
with[]= {};
// a little weird, replacing ourself...
class Forest1Triangle
// -- Individually placed, these stair-step:
// O\Tree\les_nw_ctver_pruhozi_T1.p3d
// O\Tree\les_nw_ctver_pruhozi_T2.p3d
class Forest1Square
// this syntax removes a bogus p3d...
class Forest2Border
// a little weird, replacing ourself...
class Forest2Triangle
// -- Individually placed, these stair-step:
// O\Tree\les_nw_jehl_T1.p3d
// O\Tree\les_nw_jehl_T2.p3d
class Forest2Square
// --- EXPERIMENTAL – Works. --//===================================
class Forest2T1
class Forest2T2
// =============================
// This p3d is only 2d planes, and you can not walk inside.
// -- O\Tree\les_nw_jehl_ctver.p3d
// I made up the className "Forest2Plane"
// =============================
class Forest2plane
// ====== Comments by shinRaiden – END ======
Using square sections, you can place forest sections in one shot like placing a pair of
matching T1 and T2 sections for a square. To properly wrap them to your terrain
though, you must use the ReplaceObjects() code. Also, the center=”” might impact
the placing in the cell. It has been reported that placing a section too close to a cell
boundary can confuse OFP, causing it to just drop the offending forest section.
Other Forest Objects
There is also SEB and BAS who made single object forests, these are the SEB NAM
Pack 2 jungle objects along with BAS Tonal jungle objects, they are basically two
Malden forest triangles merged together to cover the whole 50m cell size. But they
are of course highly edited these days and there is well… not much left of the Malden
forest objects.
WrpTool forest auto placing routines will be supporting the BIS standard three piece
forest objects, this code is already made and it’s working. Hopefully we can get in
automatic placement code for the SEB and BAS type of single object forests.
Currently WrpTool does not have build in forest placer; it’s located on the “Old
WrpTool” program. We are planning on adding fully automatic and easy to use forest
placer to the future version of WrpTool.
(note! This forest text most likely has some errors, please correct if you find them!).
Placing bridges (using the o\misc\[?] noe.wrp bridge) neatly can cause some
headaches. It seems that the p3d may be a bit 'quirky', and OFP may also have
some placement limitations. In testing, I have noticed that OFP will not allow 'flying'
bridges; regardless of what you set the elevation value to in WrpTool.
Here are some guidelines:
If the terrain elevation at the base of the bridge pier = (N) your maximum bridge
elevation is N+20.78, rounded off to N+21. Example:
-20- ==7== -20###\__0__/###
The two sides' terrain elevation is 20. The river bottom is 0. ALL bridge spans should
be set to an elevation of 7. If you crawl around the bridge ends, you will notice a
slight variation between the bridge deck and the terrain level. This is normal, to
match the bridge deck with you (sil) road pieces.
For river crossings, here are the maximum limits.
_33_ ==20== _33_
If your embankments are < (riverbottom+13), you MUST set the river depth to
negative values to equal at least 13 from bottom to rim. General rule of thumb:
Bridges are set to (embankment - 13)
The directory folder 3Dpreview/ contains the 128 x 128 resolution 256 color bitmap
images of all the Object P3D files available and icon_images.ini file. This directory is
used to display those nice previews of all the objects in the object browser or when
moving mouse over known object in the map view. Format of the ini is following.
That would read krovi object and show data3d_krovi.bmp image in the preview
window. The format is really simple <p3d>=<bmp> and you can specify your own
p3d and bmp names there if your island happens to have new objects, or if you think
that the default bmps are too bad quality.
This file is what controls what object p3d files are displayed in the object browser
and under which categories they are placed. Let’s say we have the following:
That would place fortress1.p3d object under the “Houses” category in the object
browser. This really helps the user to make quick changes to the objects as he
doesn’t have to scan through hundreds of p3d wondering which is which. The format
is same as the icons, which is <p3d>=<category> and you can specify your own
categories there with the p3d files, but the categories are created from objects.xml
file (read below).
When looking at the island and objects, if you see small black question mark “?” in
center of that purgandy box, it means that WrpTool does not recognize the p3d
object file placed here.
Simply to put, WrpTool does not support the current type of p3d or the p3d is
missing from your objects.ini file. Let’s say you have a custom made p3d’s on your
island and this is the first time you downloaded and started WrpTool, then you see
these unknown p3d objects in the Object Browser’s Unknown category. Also WrpTool
alerts you in the startup that p3d objects are missing.
The Objects.xml file contains XML config file for your p3d icons shown in the map
view. You can use notepad to edit this .xml file or some specific XML editor, but the
format is standard XML in anyways. WrpTool release package contains pretty nice
objects.xml file for you to use, most likely you won’t need to edit it. If you add your
own p3d models in new categories (houses, trees, rocks etc) then you might want to
add them into this file.
Level Of Detail settings (LOD)
If you want to adjust the “level of detail” the objects are showing on the map view
you need to change this part of the xml file
This will contain the zoom levels; SimpleLOD is the amount when you get the grey
object pixels displayed. It’s nice to have this on quite high number so you can always
see big overview of your islands object placements; however it needs to be tweaked
according to each of our hardware specs. Lower for slower machines, higher for
faster etc. Use values like 50, 100, 200, 400, 500 etc depending on your computer.
DetailLOD is when the detailed (actual) object icons are displayed on the map view.
These are the icons specified in this XML configuration file; they do not represent the
real 3d object shapes.
RealLOD controls when the real p3d object shapes are displayed, these are the most
demanding on your computer so you got to tweak the setting to suit your computer
hardware. These are also the most useful as you can have real good and precise
object placement seeing the real 3d shapes. These shapes when visible are also
displayed in the 3D-View if open. This is how the p3d objects look like from the top.
DetailTextureLOD is when the overview “medium color” changes to the real detailed
textures display. The zoomed out island view is really blurred or smudged looking,
but when you zoom in and the DetailTextureLOD setting kicks in, you get to see the
real textures. When real textures are displayed, they of course are in the zoom level
which you are at the time. Some point you will find the realistic zoom, but unzoomed
and zoomed too much makes the textures look bit distorted or something.
Adding A New Category
To add new category into object browser, you need to set it up in objects.xml file
first. Do this simply by copy-pasting let’s say the Misc category and edit it to your
liking. The actual xml config for this example Misc category is as follows
The whole category part starts with <Class>, it ends with </Class> and between is
the stuff that makes things happen. <Classname> is the name of the category you
see in object browser. <Shape> part is what tells WrpTool what kind of object icon
do we want to draw; these include Ellipse, Rectangle and Pie. Then there are the
difficult sizes on <X> and <Z> values… maybe more details on these later. <Color>
is simply the RGB values of the icon colors.
Objects Missing in Wrp Load
If you have objects missing from your configured p3d directories when you load a
wrp island, you get warning on the screen asking if you want to list these p3d
names. Also if your wrp has objects which aren’t included in the objects.ini file, this
error comes up.
This means what is says, the objects placed in the map cannot be correctly aligned
with ground which means your trees/bushes/etc might float in the air or be buried
half underground. Also it means you cannot see the object models in the basic 2d
map view and the fancy 3d view.
If you click yes, you get to see Output Log which lists what kind of p3d objects are
located in the loaded wrp file but are in fact missing from your configured p3d
objects directory. Here is the output log
Its quite easy at this point to fix the situation by getting these addon pbo’s unpacked
into the configured p3d objects directory folder or to simply copy paste the output
log into your objects.ini and add the ending “=misc” etc what category you want
Elevations are those height values of the terrain which makes it look like a … terrain.
In OFP the elevations can be negative which means they are under ocean level and
very much positive which usually means high hilltop. Ocean level is always 0 meter
height elevation. It’s been said that islands should be made using –50 to 1000m
elevations, the maximum you can use with WrpTool is 1474 meters. Be careful with
extreme elevation changes as this can mess OFP terrain rendering up completely,
you see sudden ocean levels appearing next to a huge mountain etc. If you have
smooth terrain elevations, then you should have no problem using the max values.
Ocean Level and Tide
The ocean level is interesting as OFP has tide, a 5 meter tide. This means the ocean
water level will rise and lower during the day according to seasons, so if you have
important objects near the beach you must ensure that they will be out of the water
at high tide. High tide is at noon (1200hrs), again according to seasons. Also you
need to consider the lat/long position of your island which affects the tide. If you
want to make sure some certain beach objects never hit the water, place them on
elevations 6m or above.
Map / Mission Editor Lag
The terrain roughness will affect the performance in map view (M) and Mission Editor
while in OFP, if your elevations are very rough, i.e. good looking elevated terrain in
25km or 51km islands, then you most likely will suffer from heavy load on CPU. In
the 3d in-game screen there is no slowdown at all, but when you enter mission
editor or bring up the map with M key, then you can basically come to a crawling
stop with the “lag” the OFP suffers. You’ll just have to experiment the terrain
elevation roughness to find the balance.
It’s possible to get default 12.8km x 12.8km island to lag also with extreme terrain
elevations, so please people do not jinx the larger terrains 25 and 51km ones to be
“lag hells” just because your first terrain import caused CPU slowdown.
You can avoid this lag by running Wilbur Blur tool on the terrain you are importing.
It’s been our recent experience that not the large elevation changes but the small
very rough changes like “ruggedness” causes the Map lag. Use Smooth/Blur son!
Where is the Elevation point?
The point in each cell where the elevation comes from is the lower left corner. This
can be somewhat confusing at times but here is small illustration of how the cells
and elevations work.
As you can see the elevation point raised here in the red is the cell 2/2, it then rises
parts of the three other cells also to make smooth terrain.
When you want to edit your terrain elevations, first choose the Elevation Editing
button from the top panel, or press F6 key.
Now you are in the mode which allows you to use mouse to select the Cell’s for
elevation edits. Cells grid is automatically selected when you choose Elevation mode
to help you find the elevation points on the map.
Now you see all the Cell grids on the terrain. The cells to edit the elevations have
their lower left corner grid position always the “edit point” so to speak. So use your
mouse to drag a box around the lower left corners of the cells you want to modify
the elevation. In the next image we show you how we selected a few cells, where
you could imagine we would want to make a river for example.
When you have the cells selected for editing, use View -> Elevation Tool… or press
CTRL-E to bring up the Elevations edit box. Now you can do few things, you can use
the Select Mode or Interactive mode, we’ll go through Select Mode first. In Select
Mode you can change relative values and absolute values. First we want to edit the
elevations down in our river example by 5 meters. Use the default 5 in the edit box
and then use arrows to raise or lower the elevations. There is also Absolute Change
box where you can write an amount of meters and press Set to apply it. This will
make all of the selected cells to this elevation, pretty good for making lets say city
layouts and especially when making a runway backgrounds for airbases.
When we press the down arrow few times, we get lowered elevations in the selected
elevation points which are cells left bottom corner.
In this image you see us lowered the example terrain so water emerged and voila,
we got ourselves a river there.
To use the Interactive Mode in elevations edit, click the Interactive Mode button then
use your mouse pointer which has turned into a circle as place where to edit. When
you press LMB and move the mouse, terrain rises and pressing Left-Shift+LMB the
terrain lowers. Use the Rel. Change to set the amount you want to rise or lower the
terrain. Be careful with the changes as you can get pretty wild rollercoaster type
elevations with this mode.
You can use the mouse drag a box around the cells to select multiple of them, or you
can use CTRL + LMB to select individual cells on and off from this list. In this next
image we have selected several cells in bit larger area, you could use this a base
layout for example.
In this image we have lifted the terrain on several cells in height and width, now it
would be nice place the start to build your base of any kind, or city even.
Textures are what make the terrain look good. One OFP texture fits one Cell; the
textures can be 128x128, 256x256 or like in Nogova 512x512 resolution. There is
possibility to use even 1024x1024 but… that’s going pretty much to the wild side of
texture resolutions. There is limit of total of 512 terrain textures per island; you can’t
have more than that.
To start to edit terrain textures you need to press the Texture Editing button on the
top bar, when you click texture button the Cell’s grid display is automatically selected
for you since textures always fit exactly to one cell which makes it more helpful to
see where you place the textures.
To open the Texture Browser press CTRL-T or select View -> Texture Browser. This
texture browser shows you the currently loaded terrain textures with the addon dir
path included. This is the window where you select a texture what you want to insert
into the terrain. If you want to add new textures, click the Add New button to bring
up the Texture Finder.
Adding Textures
If you want to add more textures into the texture browser or if you are starting a
brand new island from ground up, you must use Texture Finder to add them. To start
Texture Finder you’ll select Settings -> Add Textures… or press the Add New in
texture browser and then you see the Texture Finder window.
Here you can browse the directories where you have already unpbo’ed the textures
using PBO Decryptor v1.5 or similar program that handles pbo decryption correctly.
You’ll see the preview image of the texture when browsing through the texture
names. When you have found what you’re looking for, click the Add to Texture
Browser button. You can use Shift-LMB to select several textures at once.
The textures you selected are ready to be used from Texture Browser, but if you do
not add them into your island, they are discarded when WrpTool is shutdown. Good
tip to “store” textures into your island is to add them into the bottom of the ocean,
this way they are not visible to the user in OFP, but you can see them “underwater”
in WrpTool anytime you select Terrain button.
When you add textures into your island, be aware that it might get tricky then to use
the wrp as you have added so much textures in the terrain, there is this 512 limit
also. If you add for example SEB NAM textures and Afghanistan textures, every user
using your island then must have these two addon islands installed to be able to read
the textures from the pbo’s. Do not make fool out of yourself and rip off other island
maker’s addon pbo’s, if you want to use SEB NAM Pack 2 textures, you do NOT need
to pack the sebnam_obj.pbo into your island files! Just use the textures from the
sebnam_obj.pbo and in the island release readme.txt explain to users that SEB NAM
Pack 2 is required to use your island.
Make sure you un-pbo’ed the textures (data.pbo, sebnam_obj.pbo etc) from the OFP
Addons dir into the temporary directory so the addon name will be the subdir in the
temp dir, also you must use the pbo decrypter utility as the normal pbotools might
not unpack the pbo’s correctly. This would be for example e:\bis\sebnam_obj\ etc.
Error in my textures
If you make a mistake in the addon subdirectory folder name, and this exactly same
path to the texture is not available in OFP in game, you can’t see the texture and
OFP most likely will crash on you. So unpbo the addon’s correctly to get textures.
The following image shows you what you see when textures are missing for one
reason or another.
All the Cells are displayed in red color if the textures are missing. This is when you
need to re-check your Settings and make sure the textures are correctly unpbo’ed.
Placing Textures
To edit textures, select one texture from the texture browser, then point a mouse
into the Cell you want to add this texture and press INSERT key, texture is placed.
You can also pick up textures from the terrain by pointing mouse to the texture/cell
you want to pickup and press HOME key (same as picking up Objects).
If you hold the INSERT key (or ALT-LMB) and move mouse, you will “paint” with the
currently selected texture. When you want to place one texture type into larger area,
drag a box around the area you want, then choose texture from texture browser and
SHIFT-LMB click somewhere on the selected area, the red cells and the texture is
placed. You can choose more areas by zooming out a bit, dragging a box but keeping
CTRL key pressed, this adds the selected area to your current selection.
Replacing Textures
If you want to replace several textures at once there is feature build just for that
purpose. It’s the Edit -> Replace Textures… In this dialog you give the texture name
to be replaced and texture name which will replace it.
These textures come from texture browser, but you can as well type manually the
texture name there in the edit boxes. You can use replace all, which means what it
says, all textures matching the first name will be replaced with the second texture
name. If you drag a box around cells (use texture edit mode) and then use replace
selected cells, then only the selected cells are affected with the change.
This is working texture edit view from Malden airbase, sweet isn’t it.
When you zoom out to the extreme, the rough colors of the textures are shown just
to give you an idea what kind of terrain is present. When you zoom back in you see
the colors better and eventually the true textures (like shown above), also when you
zoom to extreme close you get blurred up textures, this is perfectly normal and the
zoom level where it happens depends on the "detailedtexturelod".
In the View menu when you select 3D View… you see another window pop up which
displays your islands elevations in 3d graphics. The 3d-view is displayed from the
current zoom of your main 2d map. You must unzoom it totally to see whole island
on the 3d-view.
Use CTRL key and LMB to zoom the 3D-View in and out (push mouse forward to
zoom in and pull mouse backwards to zoom out). When you press only LMB alone
and move mouse it will pan the map, while RMB will move the map left to right, up
and down.
You can move around in this 3D-View with use of mouse. First if you want to zoom in
or out, press CTRL + LMB and then move mouse forward to zoom in and pull it
backwards to zoom out.
To rotate or pan the map (turn it), press LMB only and move a mouse. Btw you can
have freaky underneath the ground view there too. Yikes.
To move the map around, press RMB + move the mouse around. Left, Right, forward
brings map up and backwards brings the map down.
To reset 3d-view, press R key or close it and open it again.
When you have Real mode selected to show the p3d object models and you have
zoomed the 2d map enough to see them, they turn up in the 3d view also. They
move in real time when you move them in the 2d map, rotating and such. When you
have object or multiple objects selected, they are highlighted in the 3d-view and
when mouse pointer is over an object, it shows up in 3d-view too. In our example
images the houses are configured as red color in objects.xml, the highlight is red too
so you must tweak the house colors just a bit to make them turn out. You can have
pretty nice precision object placement by looking the objects in 3d view.
Why export part of island?
Somewhere along the island building road you might come to the point where
someone in your team is willing to work on the island with you. Two persons working
on a single .wrp file causes conflicts or delays when each editor guy takes turns
editing the wrp and swapping it back and forth. No more… let us introduce you
Export and Import functions.
As you can work on lets say northern part of the island, while your team mate works
on southern part, you both utilize the best time to complete the island and by
merging the work you have done you’ll get one nice working island. Or maybe you
have two dedicated wrp editing guys and one master pimp who just idle on IRC and
coordinate the island creation, perhaps testing etc. This third person would then
receive the work from the two wrp editing guys and merging the exported regions
into the main island .wrp file.
Here we tell you how to export and import parts of the island, it is really simple; you
just use the File -> Export WRP Cells… and you get to see another window.
Now your should be seeing this following Export window on WrpTool.
Here is where you choose the region of cells you want to export into smaller .wrp
file. Please note that this smaller wrp file it is in fact a complete OFP compatible
island IF you restrict to 2^n Size like 32x32, 64x64 ...
To export you can click the select by dragging a box when cursor appears which you
can use to drag a box around the cells you wish to export. Then you use LMB
pressed to drag this box and release LMB, the cell grid coordinates of this region
from left-down to top-right will be displayed in the Region part of Export window.
If you want to manually enter the coordinates, you can just edit into the start cell x/z
and end cell x/z slots the cell grid coordinate values.
When you click Export, WrpTool then asks you for a .wrp name to save, do not
overwrite any of your existing island .wrp files here! Give it some filename what you
know is temporary export file like “snake_nam_northwest_export_aug11th.wrp” etc.
When you have received your friends Export file (which is 4WVR .wrp file) you want
to get it back to the main island wrp file. First we must say DO GOOD BACKUPS of
your existing main island .wrp file so no work gets lost, do not underestimate the
pain and suffering your whole team can experience if you screw simple thing as
backups up.
Use File -> Import WRP Cells… to import the new material. You’ll see this Import
Region window pop up when selecting that.
Here you can specify what do you import and where do you start the import along
with do you want to import all the terrain, objects, and elevations.
Destination start cell is the left-bottom corner cell where the import starts, from
there it moves to top-right cell and imports everything in box shape between these
two cells.
If you select the import only a part, you need to specify certain range in your export
file what do you want to import.
When you create your initial terrain you have few options available. First of all you
must use third party utilities to create the terrain or you can use WrpTool itself but
that is extremely slow process using the elevation editing.
There are automatic terrain generators and utility where you can “paint” your own
terrains. The automatic terrain generators are basically TerraGen and GeoFrac 2000.
Terrain painter utility is Wilbur.
TerraGen creates nice looking terrains and you can even make it to do island types
where there is water around the edges which suits perfectly to the OFP. GeoFrac
2000 will unfortunately do only big landmass and there will be no water, which
means you have to do lot of manual editing to make sure it comes out as island or
you must endure the big cliffs at the edges of OFP world in game.
GeoFrac 2000
Use the GeoFrac to make cool terrains with nice looking contour, but as said this util
only makes big chunk of landmass with no water around. First select Height field
Generators -> Synthesized. Then Preset samples -> The Rockies. When you have
created nice looking terrain, go to the Terrain Filters -> Erode. Here you create
excellent erosion look for the terrain.
To save the landmass use File -> Export -> TerraGen ter, use also Vertical Scale
Factor: 1000 and Base Height: 200 which should create believable OFP scale for you.
Experiment with these values for best effect. Base height is the ocean level. Vertical
scale is how much you want to boost the terrain up.
TerraGen is nasty as you must tweak it to make it do island types, well… ☺
TER files?
So now you got these .TER files from both GeoFrac and TerraGen, what to do with
them? Well the Wilbur reads TerraGen format files and imports them. Use Wilbur to
load up the GeoFrac TerraGen saved terrains.
Using Wilbur is easy, just select New, the type in Surface Size which is the 256x256
for 12.8km, 512x512 for 25.6km and 1024x1024 for 51.2km islands. Surface Edges
can be the default what Wilbur offers you. Now we aren’t going into the details how
to use Wilbur to create the terrain since this after all is WrpTool document, but when
your terrain is ready you must export it to the format that WrpTool reads.
Save Format
Select File -> Save As… and choose Lon/Lat Text Mesh as save type, then just write
in the myterrain.txt or what you wish. On the export dialog click Set to Pixel and edit
the Decimal Places to zero (0) value, and then click OK and it saves the terrain for
you. Use the Z value to rise and lower the terrain elevation in general.
Now you are ready to import this into WrpTool which makes it into real wrp terrain.
First do the File -> New to setup a new terrain, make the size same as the Wilbur
export file because if the sizes are different, you get bad terrain in WrpTool. Then
choose File -> Import Wilbur… option. Your Wilbur made terrain now should appear
in the WrpTool.
What is binarize? Well I don’t know it does some wonderful things to your OFP raw
files. Binarize converts MLOD models into the more compact and more efficient ODOL
format. Binarized p3ds cannot be loaded into O2 since O2 cannot read ODOL format,
this does not relate to islands however.
In island files (wrp) the binarize does something fancy to them when they are
converted, for example our nam25 island in its raw 4WVR format is 51mb in file size,
when we run binarize to it, it shrinks down to only 21mb, now that is nice for DL
sizes and I assume OFP can load them faster too.
To get 4WVR island format converted to OPRW you need to binarize the wrp file.
WrpTool always saves 4WVR format and if you’re not sure what is your wrp current
format (weird situation, but can happen) load it up with WrpTool and check the
message box of what it says. Here are the descriptions.
[ImportWrpFile] Signature: 4WVR
[ImportWrpFile] Signature: OPRW, Version 2
[ImportWrpFile] Signature: OPRW, Version 3
The standard WrpTool save is 4WVR, BIS islands Malden, Kolgujev and Everon are
OPRW version 2. Nogova and all binarized islands are OPRW Version 3. So when you
do binarize your island it will be OPRW Version 3.
When you take island wrp file from WrpEdit (OFPInternals utility) it is OPRW v2 and
WrpTool loads it fine, but when you save it, it will be saved in 4WVR format. There is
one slight difference what we know so far, is that the object ID’s will change. If you
have a mission which lets say has some check with object ID’s like if bridge/house is
destroyed “!alive object 123456” then your mission doesn’t work anymore. You need
to re-check the object ID’s for the missions that use them. This happens every time
you make edits and save with WrpTool, so you must be careful not to make these
object ID dependant missions before the island is fully finalized.
How to run Binarize on your WRP
First install Binarize v1.0 (yes use v1.0!), copy all the object p3d files and textures
files which are used in your island wrp file into the binarize directory in their correct
dir folders like the pbo names indicate. Binarize will give you weird errors if you are
missing some p3d’s or textures and will not process your wrp file! It is very
important that none of the used files are missing. It should run without any errors
when it’s successfully configured. If you are using the standard dos batch files, your
new OPRW wrp will appear in the OPT/<name here> directory under the same name
as the source wrp.
Sorry but we aren’t going to detail with binarize here as this after all is the WrpTool
manual, we just give you the generic overview.
Default OFP island size is 256x256 cells that comes to 12.8x12.8km area, these all
are the BIS islands and most if not all user made islands to date (Aug 2003). There
are however different sizes you can use, these are: all 2^n Size like 32x32, 64x64,
256x256 etc. This means you cannot create a narrow island for example.
Largest Island
The largest island size OFP engine accepts is 1024x1024 which is 51.2x51.2km area,
if you try to get 2048x2048 island into OFP, you have CTD with some memory error
even if the island wrp file don’t have any objects to eat memory. Just the terrain
itself is too much to handle for OFP’s memory management.
Smallest Island
Smallest island you can create for OFP is 2x2 cells which is quite funny size. Of
course this would not be quite useful island even for the most fanatic quak3 death
match fraggers out there. However it is something you can do with WrpTool.
Vibration or Shaking
When you are in the larger island, especially the 51km sized you experience some 3d
model “vibration” or “shaking”, this means that for example when you are flying with
helicopter, the cockpit view does that. When you are infantry soldier holding your
weapon, when moving the weapon model vibrates/shakes annoyingly.
Map View Vegetation
When you are in game and use mission editor or map view, the black objects display
the vegetation which could be trees, bushes, rocks etc. In larger island sizes like
25km and 51km these black objects get to be too large. Here is example of Everon’s
city Montignac in the 51km island (BISislands addon, long story heh).
As you can see the trees and bushes are huge compared to the houses, they just
overwhelm the whole landscape with their sheer size. In 25km island this is still quite
acceptable, but the above example images size is just too much. The sizes can be
adjusted by editing the resource.bin file, however if you do this then the island must
be added into the “MOD” folder and that’s not really a nice thing for small island
addon. It might be good solution if your island is part of larger mod/addon.
To correctly get your brand new wrp file island into OFP you need the config file and
small addon pbo. In this example we use “nam_25” as our addon name, replace
them all with your own name what you wish to use.
Island Addon dir
First create nam_25/ directory folder. Place here the .paa icon file (_nam_25.paa)
for the small image you see on the mission editor island selection part (sorry I can’t
now instruct how to make such paa file). Then the most important file, config.cpp is
to be placed in this dir. When you have these files in the dir ready to go, use your
favorite pbo packing utility and pack this directory to nam_25.pbo and place it to the
ofp\Addons directory folder.
Island Cutscenes Dir
It is purely normal OFP mission which is playing a cutscene, this cutscene is shown
on the OFP main menu when you have the island loaded once. Also place directory
nam_25_anims/ directory folder into the ofp\Addons dir and inside this
nam_25_anims dir you place “intro.nam_25” mission dir. You must write all the
cutscene mission names into the cutscenes[] = {“”}; part of config.cpp file, you can
have more than one cutscene, these cutscenes then are played randomly.
Here is small example config.cpp file which allows you to get your own island in
game quickly. There is lot more to cover in this topic which we will hopefully go into
the future. But here is the small example island config.cpp which is setup for 25km
size and uses SEB NAM Pack 2 environment sounds:
class CfgPatches {
class nam_25 {
units[] = {};
worlds[] = {nam_25};
requiredVersion = 1.91;
class CfgWorldList {
class nam_25 {
class CfgEnvSounds {};
class CfgWorlds {
class DefaultWorld {};
class Intro : DefaultWorld {};
class nam_25 : Intro {
access = 3;
description = "Vietnam 25km";
icon = "\nam_25\_nam_25.paa";
worldName = "nam_25.wrp";
cutscenes[] = {"..\addons\nam_25_anims\intro"};
// a-lone-wolf stuff
centerPosition[]={25600,25600,200}; //{6400,6400,0};
class Grid
class Zoom1
stepX=256; //128;
stepY=256; //128;
class Zoom2
zoomMax=1e30; //1000000015047466219900000000000.000000;
stepX=2560; //1280;
stepY=2560; //1280;
ilsPosition[] ={24871,12937,0}; // runway north end, touchdown spot?
ilsDirection[] ={0,0.08,1}; // no clue, north-south?
24990,11975, // service path middle point
24990,12925, // point on runway to start there
24990,12954, // point on runway to start there
24940,12960, // point on runway to start there
// above is center of AB, then three points near the
// runway entrance.
24871,12950, // point on runway to start there
24871,12920, // align with runway
24871,12900, // align with runway
24871,11010, // align with runway
// and these are the runway pos and three points
// close to each other in the runway towards South.
24871,12937, //ilsPos, // touchdown point on runway
// this is the north end of runway.
24871,10945, // move to taxi-off point
24871,10913, // start turning
24990,10912, // move to taxi-path
24990,10945, // move to taxi-path
24990,11975, // move on service path to middle point
class Sounds
class Animation
class Names
class Lawng_ngaw
class EnvSounds: CfgEnvSounds
class Rain
class Sea
class Meadows
class Trees
class Hills
There you go. Ok so I lied, it’s not that small after all, but hey it’s a start. Notice the
part where we say worldName = "nam_25.wrp"; as this means that our wrp file is not
placed inside the nam_25.pbo but in the ofp\Worlds dir instead, this way is lot
quicker for you island builder when you do testing a lot. You don’t want to be pbo
packing the wrp each time you test run your island now do you.
Of course for final island release it would be much nicer to place the wrp inside the
nam_25.pbo and you would then say in the config line like this:
worldName = "\nam_25\nam_25.wrp"; and place the nam_25.wrp into the nam_25/ dir
which you pbo into nam_25.pbo it’s that easy, right?
Instead of the class DefaultWorld {}; on your island config, we suggest you use
something specific to your island, along the lines of this example:
class CfgWorldList
class WrpToolWorld {};
class CfgWorlds
class WrpToolWorld
all world parameters
Geographic Coordinates
OFP can use specific geographic coordinates, longitude and latitude settings for your
island, this effects how the stars, sunrise and sunset is displayed. The config.cpp
entry for this lon/lat configuration is following:
latitude= x
longitude= z
That is to be placed just under the CenterPosition[]= part in config.cpp file. The
values X and Z will be the lon/lat coordinates position of the world where your island
is located. (Ranges: -90 (north pole) < x > +90 (south pole) and -180 < z > +180).
With this configuration entry you can have nice realism boost to the island since the
stars behave like in the region, sun rises and sets down again according to the
seasonal and regional real world data.
To have your island’s image showing up on mission editor or multiplayer island
selection, you need to create the paa image configured in the config.cpp file.
This island thumbnail image as we call it, is the normal 2^n sized resolution, like
64x64, 128x128 or maximum of 256x256 resolution. There isn’t that much of details
you can put in this image, mostly it’s just a rough overview of the terrain on your
island and that is enough for it. First you need to capture an image of your island,
unfortunately at this time WrpTool doesn’t have automatic map saving feature but
such thing is on the plan. We suggest you load up the island on WrpTool then select
the zoom out so you can view whole island, press Print Scrn button on the keyboard
and then just paste the image into your paint program.
In this tutorial we teach you how to apply the required operations from PaintShopPro
painter utility. Other utilities have different operations which we aren’t going to here.
Resize the Image
When you have the image, save it as TGA. First make sure the image is at proper
resolution, we’ll make it 256x256. Use SHIFT-S to bring up the resize window. Now
select Pixel Size of 256 for width and height, resize type Pixel Resize and unselect
Resize all layers & maintain aspect ratio. Click OK and your image should be now
256x256 resolution.
Alpha Channel
Open up the TGA, use CTRL-A to select all. Then from the menu Selections -> Save
To Alpha Channel. Now you have the Save To Alpha window open, just click OK and
it asks you the name of the “New Channel”, click OK here too. Now you have created
an alpha channel to your image.
Now press F12 to bring up Save As menu, select from the Save As Type dropdown
the Truevision TARGA image type. Click Options and select 24 bits, Uncompressed.
Now click Save and you’re done, image is saved to OFP friendly TGA format.
Next we use Texview from BIS to convert the tga file into paa format. Open up
Texview, select Open and open the TGA file you just saved from PaintShopPro. Then
select File -> Save As and from this menu, just write the filename you wish to save,
make sure the extension is the .paa which OFP reads.
Now you have the proper .paa file which you must name as you have configured the
config.cpp for your island. Place the paa into the addon dir of your island and it
should appear in OFP just fine, if not… this tutorial sucks or you have made a
This is our list.
In the time you want to preview your island, the normal way would be to exit from
WrpTool, possibly even pbo your wrp and p3d’s & textures (if you have custom
stuff), then move the stuff into your OFP Addons dir and start OFP to view the island.
There is also quicker way to preview your changes, its bit tricky but does work. First
of all you build your config.cpp to have the wrp file in the ofp\Worlds dir and not
inside an addon pbo. You must have all possible custom p3d’s & textures in the
Addons dir normally so OFP can read them.
Then you just save your wrp file into the worlds dir, but you do not exit from
WrpTool yet, keep it running. Now you start OFP, then just go to the mission editor
or if you have mission already setup for your island and start viewing the island.
When you want to do some edits to the island, just ALT+TAB from the OFP (or you
can run it in window mode) into WrpTool and do your editing there.
Now that you have edited the necessary changes, save the wrp into the ofp\Worlds
dir again, then go to OFP again and load some OTHER island than the one you were
just running & editing, good choice is BIS Desert Island as it’s so small. Now re-load
your own island and voila, there are the new edits loaded into the OFP!
If you want to speed things up, you can just Export small part of your island
(remember the 2^n size like 32x32, 64x64) so the reloading wont take much time.
In this tutorial we are concentrating using Wilbur to create the basic terrain, in the
earlier parts we discussed where you can get Wilbur so now you should have it
installed and ready to go.
This example shows the bit more exotic 25.6km x 25.6km island size, this comes to
512x512 cells grid.
How To Use Wilbur
First you start Wilbur, and then click the “New” button on the top left hand corner.
You’ll see this following Surface Size window asking for the size for your terrain.
As shown on the image you’ll insert Width 512 and Height 512 pixels, which means
your island terrain will be 25km in size (512 x 512 cells). Now click next and you got
the Surface Edges window which asks for some values, leave them be and click
Now you should see blue background which is considered ocean level (0 meters).
Next we should choose a drawing method, let’s select Raise and 50x50 Tool like
shown in the image below. Btw Wilbur can read TerraGen generated terrains too
which imports nicely, however in this example we just painted the terrain ourselves.
After this, double click on the Paint icon on the top bar to bring up the Brush Setup
window where you can specify all kinds of stuff for the selected brush. Here in the
image below we have selected the Value to 5, which means one mouse button press
brings up the terrain 5 meters, or when you move mouse it brings it up 5 meters.
When these paint tools have selected we are ready to “paint” the terrain into the
Wilbur map area. Just draw something you think would be nice looking terrain. The
more you press the mouse and swing it around the same spot the more red/yellow
or shall we say “hot” color it gets. This means the area has high elevation; highest in
Wilbur is painted in pure white color.
After the initial painting, you can use the Relight icon to relight the map which brings
the elevations out more clearly. Relight button is the sun looking icon shown here
Now we assume you have painted the terrain you wish to see, in our example the
terrain looks like this after we pressed the Relight button.
Pretty. Now take a closer look at the elevations, they are marked in the bottom right
hand corner in Wilbur and they display the current elevation (and X, Y coordinates)
of the mouse pointers location.
You can see the elevations by looking at the colors, green are low and reddish /
white are the high elevations. Now as we are living in OFP world, all elevations below
5 meters will take a swim when the tide changes. If you definitely don’t want to have
a lake or river in middle of your terrain, make sure it’s at least 6 meters of height.
Also you should not go above 1000 meter elevations as those can be quite extreme
in game, at least make them very smooth so you don’t get cliffs where soldiers can
jump to their deaths (unless that’s what you want).
If you want to make river crossing like in SEB NAM Pack’s Ia Drang island, then use
elevation of 1 meter to make area in the river which is underwater but can be passed
by soldiers and vehicles.
When you feel that the terrain is finished and looks good, we suggest that you run
the Blur tool into the terrain to smooth it out. Its known that in larger islands such as
our example 25km size the rough elevations tend to lag OFP when in Map view or in
Mission Editor. Also the blur tool helps to get rid of the round edges that your paint
tool made earlier. Here you see the Blur tool with smoothens the terrain when
applied around it.
Use it wisely and experiment for best results, not too smooth but you have to chip
away some of the roughness if you experience Map lag in OFP.
Exporting Elevation Data
To export the painted Wilbur terrain you need to use File -> Save As, then use the
Save As Type dropdown to choose Lon/Lat Text Mesh (*.txt) from there. When you
select filename and press Save a Export window pops up. Here is what it looks like.
You must click the Set to Pixel button; edit the Decimal Places to 0 to make it
compatible with WrpTool import. Here is also where you do the last minute elevation
modifications, the Z value in Maximum box is what you want to adjust if you think
the terrain is too lowland or maybe too highly elevated.
When you have successfully completed the terrain export/import we also suggest
you save the terrain for possible future reference, use File -> Save As and select
from the save as dropdown BMP Texture (*.bmp) and save. This is not necessary for
WrpTool but believe me you never know when you need the reference terrain image.
Here we run into one stupid Wilbur feature, you cannot save your terrain. Yeah it
sucks; at least we haven’t found a way to save it so it loads the correct elevations
also. Every time you load a saved Wilbur file, the elevations are 0 which makes the
terrain pretty useless.
Importing Wilbur File To WrpTool
Now that we have the terrain created and lon/lat Wilbur export file saved, we are
ready to import it to the WrpTool for the first time. This is really easy, start up
WrpTool, click File -> New and now Create New Map window appears, here you write
the Map Size which is 512 like shown in the image below
Click Create and you should soon have brand new clean water map view in front of
you. Now you are ready to import the Wilbur lon/lat file.
Choose File -> Import Wilbur and browse to the lon/lat file you saved with Wilbur,
now WrpTool imports the data and creates the elevations. You might have to zoom
or unzoom one time to refresh the map view, and then you should see your imported
terrain like in our example image below.
Voila, its there! Now you are ready to do whatever you please with WrpTool to your
newly imported terrain. When you are ready, just normally save the wrp and its like
any other wrp you save with WrpTool.
In this tutorial we show you how to get your WrpTool saved wrp file into in game
OFP where you can start to use it normally. In this tutorial our island is called the
“nam_25” and all references will be to this name in the tutorial.
Example Configs
With WrpTool release packet you got the directory called Example_Configs, in this dir
you will find three different example setups for fully working and tested island
configs. These include 12km, 25km and 51km island setups, even the pre-made
simple anims dirs are there which create the background menu cutscene.
In the directory OFP/ you find two additional dirs, Addons/ and Worlds/ dirs. In the
Addons dir are located the main menu cutscene anims dirs and pbo files for each
island which contain the config.cpp etc. Worlds/ dir have the three islands .wrp files.
At the root of Example_Configs you find three directories named wrptool_12km,
wrptool_25km and wrptool_51km which contain the .paa file for island thumbnail to
be seen on the mission editor and multiplayer menus, also config.cpp file is located
in these dirs. These three dirs are the same as the three pbo files in OFP/Addons/
directory; these are just not pbo’ed yet.
Wrp file format
The format WrpTool saves is 4WVR, OFP reads this fine and in development phase of
the island you can fully use this direct WrpTool saved file in your OFP. However when
you are preparing for lets say first betas to other people etc, then you should really
binarize the wrp file when it comes to OPRW v3 format and much smaller in file size.
The config.cpp would list the following:
class CfgPatches {
class nam_25 {
units[] = {};
worlds[] = {nam_25};
class CfgWorlds {
class DefaultWorld {};
class Intro : DefaultWorld {};
class nam_25 : Intro {
description = "test 12km";
icon = "\nam_25\_nam_25.paa";
worldName = "nam_25.wrp";
cutscenes[] = {"..\addons\nam_25_anims\intro"};
class CfgWorldList {
class nam_25 {};
And then your “nam_25.wrp” island file would be required to be in the ofp\Worlds dir
instead on the addon .pbo file. The config.cpp file shown here is the smallest of what
we know so far, if you remove anything from this, its most likely the island wont
work anymore or doesn’t just show up in OFP.
This config.cpp should work for all sizes of islands…
Addon pbo
The addon pbo file which is required to the island needs its own dir, the directory
folders name is “nam_25”. In this dir you must have config.cpp and island icon
image .paa file for the mission editor/multiplayer selection screen.
When you have the files ready, use any pbo packing tool to create pbo file which is
called what the dir is called, a nam_25.pbo name. This pbo you must place to
ofp\Addons directory folder.
Island Anims Cutscene
If you want that nice main menu background cutscene to be playing after you quit a
mission/mission editor from your island, you need to create the nam_25_anims
directory. This directory contains the intro.nam_25 normal mission dir which plays
the cutscene, if you’re not up to build one right now just grab one of the
Example_Configs dirs anims (check island size) and rename the dirs to match your
That should be it then, just start your OFP and you should see the island in the
mission editor island selection, if not… something has gone wrong. ☺
Development team is OFP enthusiasts who will love to edit and mess around with
OFP. We also would like to hear from WrpTool users if they have anything to tell us,
we also would like to ask any questions send in our way.
If you have any kind of feedback to send us, bug reports, errors, comments, ideas,
questions etc. Feel free to visit our WrpTool Project page from there you find the
latest information.
We have good coverage of WrpTool discussion going on our forum area. In there you
can check all the latest hot topics and maybe even catch a new user made objects
config files etc.
Also all latest bugs can be found on this forum posted for anyone to read.
IRC channel
Guys who hang around online at IRC (internet relay chat) can find our channel at
quakenet with the name of #wrptool – feel free to drop in and have a chat with us.
Email Address
You can reach us with email, which btw is the slowest form of communicating to the
development team. Our email address is don’t spam.
Bug Report Page
We have setup basic bug reporting web page for anyone willing to share information
of bugs they have discovered. This page works anonymously where you don’t
necessarily need to leave you name or email, you can send feedback anonymously or
leaving your forum name and/or email address. The page can be found here and all
submits are forwarded to our review.
Dschulle, Rom, Snake Man
4WVR format
Snake Man
Lone Wolf
Snake Man
Beta Testers
Dschulle, Rom and Snake Man or their affiliated groups will not take any
kind of responsibility what so ever of any damage caused directly or
indirectly to you, your computer or your software by WrpTool. You have
been warned!
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