WDT: Difference between revisions

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= WDT Files =
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
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


WDT, as well as ADT, WMO, M2 and WDL files follow a chunked structure similar to IFF, consisting of chunks of the following format:
WDT, as well as [[ADT]], [[WMO]], [[M2]] and [[WDL]] files follow a chunked structure similar to IFF, consisting of chunks of the following format:
  '''Offset  Type Description'''
  '''Offset  Type Description'''
  0x0 char[4] Chunk identifier - in reverse character order
  0x0 char[4] Chunk identifier - in reverse character order
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All files use Intel (little-endian) byte order.  
All files use Intel (little-endian) byte order.  


==  MPHD chunk ==
==  MPHD chunk ==


Header chunk. Contains 8 32-bit integers. The first integer is 1 for maps without any terrain, 0 otherwise. The rest are always 0.  
Header chunk. Contains 8 32-bit integers. The first integer is 1 for maps without any terrain, 0 otherwise. The rest are always 0.  


==  MAIN chunk ==
==  MAIN chunk ==


Map tile table. contains 64x64 = 4096 records of 8 bytes each. Each record can be considered a 64-bit integer: 1 if a tile is present, 0 otherwise.  
Map tile table. contains 64x64 = 4096 records of 8 bytes each. Each record can be considered a 64-bit integer: 1 if a tile is present, 0 otherwise.  


==  MWMO, MODF chunks ==
==  MWMO, MODF chunks ==


For worlds with terrain, the MWMO chunk is empty and there is no MODF chunk. For a global-WMO-only world, these chunks specify an object in the same format as it is already done in ADT files. See the ADT format description for details.
For worlds with terrain, the MWMO chunk is empty and there is no MODF chunk. For a global-WMO-only world, these chunks specify an object in the same format as it is already done in ADT files. See the ADT format description for details.

Revision as of 19:43, 27 July 2007

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

WDT, as well as ADT, WMO, M2 and WDL files follow a chunked structure similar to IFF, consisting of chunks of the following format:

Offset  Type		Description
0x0 	char[4] 	Chunk identifier - in reverse character order
0x4 	uint32 		Chunk size
0x8 	[size] bytes 	Chunk data

The initial chunk in all of these files is an MVER chunk, specifying the version of the map files in a 32-bit integer. This version is always 0x12. (I am assuming, for version 1.2 of the file format?)

All files use Intel (little-endian) byte order.

MPHD chunk

Header chunk. Contains 8 32-bit integers. The first integer is 1 for maps without any terrain, 0 otherwise. The rest are always 0.

MAIN chunk

Map tile table. contains 64x64 = 4096 records of 8 bytes each. Each record can be considered a 64-bit integer: 1 if a tile is present, 0 otherwise.

MWMO, MODF chunks

For worlds with terrain, the MWMO chunk is empty and there is no MODF chunk. For a global-WMO-only world, these chunks specify an object in the same format as it is already done in ADT files. See the ADT format description for details.