WPL

WPL is the format of the map-related files in GTA IV similar to Binary IPLs introduced with GTA SA. It can be edited using WPL Manager.

Binary Headers
Each world placement file starts with one single header followed by the object placement information. The structure for the header is very simple: Size = 68 bytes 4b - UINT32 - (Main file header)         (Value always = 3) 4b - UINT32 - (Section 0) - Instances    (Value always = Amount of Object instances) 4b - UINT32 - (Section 1) - Unused       (Value always = 0) 4b - UINT32 - (Section 2) - Garage       (Value always = Amount of Object instances) 4b - UINT32 - (Section 3) - Parked Cars  (Value always = Amount of Object instances)(only used in * _stream *. wpl files) 4b - UINT32 - (Section 4) - Cull         (Value always = Amount of Object instances) 4b - UINT32 - (Section 5) - Unused       (Value always = 0) 4b - UINT32 - (Section 6) - Unused       (Value always = 0) 4b - UINT32 - (Section 7) - Unused       (Value always = 0) 4b - UINT32 - (Section 8) - Strbig       (Value always = Amount of Object instances)(only used in * _strbig *. wpl files) 4b - UINT32 - (Section 9) - LODcull      (Value always = Amount of Object instances)(only used in lodcull_ *. wpl files) 4b - UINT32 - (Section 10) - Zone or Cull (Value always = Amount of Object instances) 4b - UINT32 - (Section 11) - Unused      (Value always = 0) 4b - UINT32 - (Section 12) - Unused      (Value always = 0) 4b - UINT32 - (Section 13) - Unused      (Value always = 0) 4b - UINT32 - (Section 14) - Unused      (Value always = 0) 4b - UINT32 - (Section 15) - Blok        (Value always = Amount of Object instances)

The placement information corresponds to the previous instance section of the  files. They have a binary structure like the binary ipl files introduced with San Andreas:

Section 0 - INST
Size = 48 bytes 4b - FLOAT - Position X 4b - FLOAT  - Position Y 4b - FLOAT  - Position Z 4b - FLOAT  - Rotation X 4b - FLOAT  - Rotation Y 4b - FLOAT  - Rotation Z 4b - FLOAT  - Rotation W 4b - UINT32 - Model name hash 4b - UINT32 - Unknown 4b - INT32 - LOD Index 4b - UINT32 - Unknown 4b - FLOAT - Unknown

Rotation information as Quarternion

Section 2 - Garages
Size = 48 bytes 4b - FLOAT   - Position X1 4b -  FLOAT   - Position Y1 4b -  FLOAT   - Position Z1 4b -  FLOAT   - Position X2 4b -  FLOAT   - Position Y2 4b -  FLOAT   - Position X3 4b -  FLOAT   - Position Y3 4b -  FLOAT   - Position Z3 4b -  UINT32  - DoorType 4b - UINT32  - GarageType 4b - UINT32  - hash 4b - UINT32  - Unknown

X1, Y1, Z1 = lower left vertex position,  X2, Y3, Z3 = upper right vertex position,  X3, Y2 = lower left vertex position for Garage entrance

Section 3 - Parked Cars
only used in the (*_stream*.wpl) files

Size = 56 bytes 4b - FLOAT - Position X 4b - FLOAT  - Position Y 4b - FLOAT  - Position Z 4b - FLOAT  - Unknown 4b - FLOAT - Unknown 4b - FLOAT - Unknown 4b - UINT32 - Model name hash 4b - INT32 - Unknown 4b - INT32 - Unknown 4b - INT32 - Unknown 4b - INT32 - Unknown 4b - INT32 - Unknown 4b - INT32 - Unknown 4b - INT32 - Unknown

Section 4 - CULL
these are used for interiors directly accessed from outdoor locations.

Size = 44 bytes 4b - FLOAT  - Position X1 4b -  FLOAT  - Position Y1 4b -  FLOAT  - Position Z1 4b -  FLOAT  - Position X2 4b -  FLOAT  - Position Y2 4b -  FLOAT  - Position Z2 4b -  INT32  - Unknown 4b - INT32  - Unknown 4b - INT32  - Unknown 4b - INT32  - Unknown 4b - UINT32 - Model name hash

X1, Y1, Z1 = lower left vertex position,  X2, Y2, Z2 = upper right vertex position

Section 8 - Unknown (Strbig)
only used in (*_strbig*.wpl) files.

Size = 44 bytes 24b - String - Model name 4b - UINT32 - Unknown 4b - UINT32 - Unknown 4b - UINT32 - Unknown 4b - FLOAT  - Position X 4b  - FLOAT  - Position Y 4b  - FLOAT  - Position Z 4b  - FLOAT  - Rotation X 4b  - FLOAT  - Rotation Y 4b  - FLOAT  - Rotation Z 4b  - FLOAT  - Rotation W

Section 9 - LODcull
only used in (lodcull_x.wpl) files, usually located in 'Rockstar Games\Grand Theft Auto IV\pc\data\maps\generic' folder.

Size = 388 bytes 4b - FLOAT  - Position X1 4b -  FLOAT  - Position Y1 4b -  FLOAT  - Position Z1 4b -  FLOAT  - Position X2 4b -  FLOAT  - Position Y2 4b -  FLOAT  - Position Z2 4b  - UINT32 - unknown UINT32 4b - UINT32 - Hash 1 4b - UINT32 - Hash 2 4b - UINT32 - Hash 3 4b - UINT32 - Hash 4 4b - UINT32 - Hash 5 4b - UINT32 - Hash 6 4b - UINT32 - Hash 7 4b - UINT32 - Hash 8 4b - UINT32 - Hash 9 4b - UINT32 - Hash 10 32b - String - Model name 1 32b - String - Model name 2 32b - String - Model name 3 32b - String - Model name 4 32b - String - Model name 5 32b - String - Model name 6 32b - String - Model name 7 32b - String - Model name 8 32b - String - Model name 9 32b - String - Model name 10

X1, Y1, Z1 = lower left vertex position,  X2, Y2, Z2 = upper right vertex position

Section 10 - Unknown (Zone or Cull)
Size = 24 bytes 4b - FLOAT - Position X1 4b - FLOAT - Position Y1 4b - FLOAT - Position Z1 4b - FLOAT - Position X2 4b - FLOAT - Position Y2 4b - FLOAT - Position Z2

X1, Y1, Z1 = lower left vertex position,  X2, Y2, Z2 = upper right vertex position

Section 15 - Unknown (Blok)
Size = 132 bytes 4b - UINT32 - Unknown 92b - Char  - Unknown string (X1,Y1,X2,Y2,X3,Y3,X4,Y4) 4b - UINT32 - Unknown 4b - FLOAT  - X1  4b  - FLOAT  - Y1  4b  - FLOAT  - X1  4b  - FLOAT  - Y2  4b  - FLOAT  - X3  4b  - FLOAT  - Y3  4b  - FLOAT  - X4  4b  - FLOAT  - Y4

XPL
In the XBox 360's version of GTA 4 same files have the extension. The XPL and WPL formats are same, but due to the fact XPL files are used on the Xenon platform its data is stored in the big-endian order.

Tools

 * – by |Dageron|
 * – by
 * WPL Manager – by