Difference between revisions of "WDT"

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m (MPHD chunk)
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                                                   // also changes MCAL size to 4096 for uncompressed entries
                                                   // also changes MCAL size to 4096 for uncompressed entries
   unk_0x0100                            = 0x0100, // {{Template:Sandbox/VersionRange|min_expansionlevel=7}} implicitly sets 0x8000
   unk_0x0100                            = 0x0100, // {{Template:Sandbox/VersionRange|min_expansionlevel=7}} implicitly sets 0x8000
   unk_0x0200                            = 0x0200,
   wdt_has_maid                          = 0x0200, // client will load ADT using FileDataID instead of filename formatted with "%s\\%s_%d_%d.adt"
   unk_0x0400                            = 0x0400,
   unk_0x0400                            = 0x0400,
   unk_0x0800                            = 0x0800,
   unk_0x0800                            = 0x0800,

Revision as of 12:51, 8 June 2019

WDT files specify exactly which map tiles are present in a world, if any, and can also reference a "global" WMO. They have a chunked file structure.

MPHD chunk

Contains 8 32-bit integers.

uint32 flags;
uint32 something;
uint32 unused[6];

These are the only flags checked:

enum mphd_flags {
 wdt_uses_global_map_obj               = 0x0001, // Use global map object definition.
 adt_has_mccv                          = 0x0002, // ≥ Wrath adds color: ADT.MCNK.MCCV. with this flag every ADT in the map _must_ have MCCV chunk at least with default values, else only base texture layer is rendered on such ADTs.
 adt_has_big_alpha                     = 0x0004, // shader = 2. Decides whether to use _env terrain shaders or not: funky and if MCAL has 4096 instead of 2048(?)
 adt_has_doodadrefs_sorted_by_size_cat = 0x0008, // if enabled, the ADT's MCRF(m2 only)/MCRD chunks need to be sorted by size category
 adt_has_mclv                          = 0x0010, // ≥ Cata adds second color: ADT.MCNK.MCLV
 adt_has_upside_down_ground            = 0x0020, // ≥ Cata Flips the ground display upside down to create a ceiling
 unk_0x0040                            = 0x0040, // ≥ Mists ??? -- Only found on Firelands2.wdt (but only since MoP) before Legion
 adt_has_height_texturing              = 0x0080, // ≥ Mists shader = 6. Decides whether to influence alpha maps by _h+MTXP: (without with)
                                                 // also changes MCAL size to 4096 for uncompressed entries
 unk_0x0100                            = 0x0100, // ≥ Legion implicitly sets 0x8000
 wdt_has_maid                          = 0x0200, // client will load ADT using FileDataID instead of filename formatted with "%s\\%s_%d_%d.adt"
 unk_0x0400                            = 0x0400,
 unk_0x0800                            = 0x0800,
 unk_0x1000                            = 0x1000,
 unk_0x2000                            = 0x2000,
 unk_0x4000                            = 0x4000,
 unk_0x8000                            = 0x8000, // ≥ Legion implicitly set for map ids 0, 1, 571, 870, 1116 (continents). Affects the rendering of _lod.adt

 mask_vertex_buffer_format             = adt_has_mccv | adt_has_mclv,                    // CMap::LoadWdt
 mask_render_chunk_something           = adt_has_height_texturing | adt_has_big_alpha,   // CMapArea::PrepareRenderChunk, CMapChunk::ProcessIffChunks

See a list here.

The second integer as of WotLK is not ignored but stores something too:

for( int i = 0; i < WDT_MPHD.something/8; i++ )
   WDT_MAIN[i].flags = 0;
   WDT_MAIN[i].somedata = 0;

The other bytes seem to be unused from what I can tell. In I was unable to find any code referencing something other than flags.

vertexBufferFormat = !(flags & adt_has_mccv) ? EGxVertexBufferFormat_PN
                   : flags & adt_has_mclv ? EGxVertexBufferFormat_PNC2
                   : EGxVertexBufferFormat_PNC

mcal_size = flags & mask_render_chunk_something ? 4096 : 2048;
This section only applies to versions ≥ Battle ( Could have been changed earlier.

As preparation for the removal of namehashes, this chunk underwent a change. The 'unused' array is now used for storing FileDataID references to associated WDT files and the 'something' has been removed. The new structure now looks like the following:

uint32 flags;
uint32 lgtFileDataID;
uint32 occFileDataID;
uint32 fogsFileDataID;
uint32 mpvFileDataID;
uint32 texFileDataID;
uint32 wdlFileDataID;
uint32 pd4FileDataID;  // PD4

MAIN chunk

  • Map tile table. Needs to contain 64x64 = 4096 entries of sizeof(SMAreaInfo) ( 8 ) bytes each.
struct SMAreaInfo     // -> CMapAreaTableEntry
#if version < ?       // until they maps are split into adts
  uint32_t offset;
  uint32_t size;
#if version > ?       // beginning them being split into adts
  uint32_t Flag_HasADT : 1;
#if version ≥ Cata
  uint32_t Flag_AllWater : 1;
  uint32_t Flag_Loaded : 1;

  uint32_t asyncId;    // only set during runtime.
} map_area_info[64*64];

On Cataclysm, 2 on a tile displays "fake water" ingame. If only one "fake water tile" is activated, "fake water" will appear everywhere you don't have an ADT loaded. (seen on

MAID chunk

This section only applies to versions ≥ Battle (
  • Map filedataid table. Needs to contain 64x64 = 4096 entries of sizeof(MapFileDataIDs) ( 32 ) bytes each.
struct MapFileDataIDs
  uint32_t rootADT; // reference to fdid of mapname_xx_yy.adt
  uint32_t obj0ADT; // reference to fdid of mapname_xx_yy_obj0.adt
  uint32_t obj1ADT; // reference to fdid of mapname_xx_yy_obj1.adt
  uint32_t tex0ADT; // reference to fdid of mapname_xx_yy_tex0.adt
  uint32_t lodADT;  // reference to fdid of mapname_xx_yy_lod.adt
  uint32_t mapTexture; // reference to fdid of mapname_xx_yy.blp
  uint32_t mapTextureN; // reference to fdid of mapname_xx_yy_n.blp
  uint32_t minimapTexture; // reference to fdid of mapxx_yy.blp
} MapFileDataIDs[64*64];

MWMO, MODF chunks

For worlds with terrain, parsing ends here. If it has none, there is one MWMO and one MODF chunk here. The MODF chunk is limited to one entry. See the ADT format description for details.

MWMO chunk

  • A filename for one WMO (world map object) that appears in this map. A zero-terminated string. 0x100 is the maximum size for this chunk due to being copied into a stack allocated array (at least in MOP)! (including \0).

MODF chunk

  • Placement information for the global WMO. 64 bytes. Only one instance is possible.
Offset 	Type 		Description
0x00 	uint32 		ID -- unused, always uses MWMO's content instead
0x04 	uint32 		unique identifier for this instance -- unused, generates uid dynamically
0x08 	3 floats 	Position (X,Y,Z)
0x14 	3 floats 	Orientation (A,B,C)
0x20 	3 floats 	Upper Extents
0x2C 	3 floats 	Lower Extents
0x38 	uint16 		Flags
0x3A    uint16          Doodad set index
0x3C 	uint16 		Name set?
0x3E 	uint16 		Padding
struct SMMapObjDef
  uint nameId;
  uint uniqueId;
  C3Vector pos;
  C3Vector rot;
  CAaBox extents;
  uint16 flags;
  uint16 doodadSet;
  uint16 nameSet;
  uint16 pad;
  • How to compute a matrix to map WMO to world coordinates

Refer to MODF(ADT)

_occ, _lgt

This section only applies to versions ≥ WoD.

WoD added _occ.wdt (occlusion) and _lgt.wdt (lights) for each .wdt. They are only used for adt-maps, not WMO-only ones.


MAOI and MAOH might be zero size. (WMO-only WDTs)


  uint32_t version; // 18, just as all others
} mver;


  uint16_t tile_x; // MAOH entries are per ADT tile
  uint16_t tile_y;
  uint32_t offset; // in MAOH
  uint32_t size;   // always (17*17+16*16)*2
} maoi[];


unknown. blocks referenced from MAOI. Possibly shorts. either really huge or small values. possibly a 2d map for something.

short interleaved_map[17*17+16*16];


Might only have MVER for WMO-only WDTs. Level designers are able to freely place lights, without placing models containing lights now. This is used below lamp posts and alike. As of Legion, there is support for point and spot lights.


  uint32_t version; // ≤ Legion ( 18 just as all others, ≥ Legion ( 20
} mver;


This section only applies to versions ≤ WoD.
  uint32 id;
  uint16 tile_x;
  uint16 tile_y;
  CArgb color;
  C3Vector position;
  float unknown[3]; // intensity, and stuff. flicker?
} map_point_lights[];
  • starting some Legion build, these are no longer read for backwards compatibility but MPL2 is required.

MPL2 (Legion+)

This section only applies to versions ≥ Legion.
  • appears to be either, not both MPLT and MPL2, or they need to have the same size.
  uint32 id;
  CArgb color;
  C3Vector position;
  float unknown[0x6]; //First 3 match MPLT's unknown
  uint16 tile_x;
  uint16 tile_y;
  char unknown_2[0x4];
} map_point_lights[];
  • the only file I know having this (e3148cc88c7f2fcaebe99c53e5e5079e) has a size of 0x40 for MPL2, which does not match to what the client parses (0x34) --Schlumpf (talk) 03:18, 22 November 2015 (UTC)
  • unknown_2, as an int16 array, has seen values of [0,-1] and [-1,-1] --Barncastle

MSLT (Legion+)

This section only applies to versions ≥ Legion.
  char _[0x34];
} map_spot_lights[];

MTEX (Legion+)

This section only applies to versions ≥ Legion.
uint32_t textureFileDataIds[];


This section only applies to versions ≥ Legion.
struct {
  float _1;
  float _2;
  uint32_t _3; //Always 1 or 2 ??
} map_lta[];


This section only applies to versions ≥ Legion (

Legion added _fogs.wdt for a subset of .wdts. They seem to be only present for terrain maps, not WMO maps. As of Legion ( (when they were added) and Legion ( (when this paragraph was added), they are all empty and not even read by the client. It is likely that they are merged into the branch by accident and are a Battle feature. The first files with content are zandalar and kultiras with Battle (


uint32_t version;   // ≥ Legion ( 1


struct {
  C3Vector _unk00;          // 0…1
  float _unk0c[3];
  char _unk18[4];
  C3Vector _unk1c;          // position?
  char _unk28[0x14];
  float _unk3C[3];
  char _unk48[0x14];        // fog level related, as uint32_t mostly 10000, 20000, 50000, 60000, 1
  uint32_t modelFileDataId; // the client only supports models with one M2Batch
  char _unk60[4];           // mostly 0 filled
  uint32_t _unk64;          // globally unique in the files
} volumetric_fogs[];


This section only applies to versions ≥ Battle (

As of ≥ Battle ( references to _mpv.wdt (particulate volume) have been seen in the client. While these files haven't been shipped (26310), the CMap::Load function does attempt to read them when present. These files were first shipped in Battle (

While the file is chunked, it does require the exact order of #PVPD, #PVMI, #PVBD: #PVMI might override #PVPD, and as soon as #PVBD is read, it is finalised.


enum mpv_version : uint32_t {
  mpv_version_0,               // ignores the rest of the file (actually, all < 1, so probably just ≥1 as requirement)
  mpv_version_1,               // Battle (
  mpv_version_2,               // Battle ( … Battle (
  mpv_version_3,               // Battle ( … Battle (
  mpv_version_4,               // ≥ Battle (
mpv_version version;


struct {
  C2Vector _unk00; // [-1.f, 1.f]
  float _unk08;     // only seen: -0.f
  float _unk0c;
} particle_volume_pd[];


If #PVPD was already read, it is nulled out. Note that the inverse is not true, i.e. if #PVMI comes first, #PVPD may be non-null. This is not a bug but actual files have #PVMI first, followed by #PVPD and #PVBD.

struct {
#if version == mpv_version_1
  char _unk00[0xF5C];         // appears to be a huge blob, 0xF5C bytes, including five (binary) WWFParticulateGroups
                              // this might not actually be pure binary WWFParticulateGroups (or that size changed without MVER change), since the block is 0xF84 in Battle (
#else if version == mpv_version_2
  char _unk00[0xFE8]; 
#else if version >= mpv_version_3
  char _unk00[0x10D8]; 
} particle_volume_mi[];


struct {
  uint32_t num_unk1C;
  CAaBox _unk04;         // bounds/extents
  uint32_t _unk1C[8];     // indices into #PVPD
  uint32_t _unk3C;        // boolean: This entry is complete. If false, it is joined with the next entry. It will have the same bounds.
} particle_volume_bd[];