Author: Mikero
All Mikero tools 'behave', install, and operate in an identical manner. You are strongly advised to read the General Readme once.
DeWrp analyses the content of any wrp file (binarised or otherwise) from the very first cwc demo thru to Vbs2lite and does consistency checks.
The wrp itself can be exposed in a folder 'some\where', or, it can be within a pbo. DeWrp will find it.
A no nonsense auto installer saving you sweat and tears.
Do not run this, or any tool from bis, as administrator.
'Admin' is not what you think it is, it is an alias for 'Microsoft Office Use only'.
Consider yourself warned.
Grab the self installers for these here
DeWrp [-options] AnyfileOrFolder[.wrp|.pbo]
Options are case insensitive.
Intention of code is to do multipasses thru a range of wrps to check the dll can analyze it and that the wrp itself (be it binarised or exported from pew) has integrity.
-I
| Will list all ID's used on island, including their AaNN map coordinate and literal pos[X,Y] along with the model for that ID.-L
| List Land classes-O
| List Objects and their ID's-D
| List Objects no ID's-W
| Warnings are errors-S
| Split wrp layers: see end of document-P
| Don't pauseOutput is produced on screen.
General usage would be dewrp -I someWrpPbo > SomeText.txt
DeWrp will list all land_xxx classes encountered in the wrp.
(note all output is forced to lower case because of sqX case sensitivity)
DeWrp -L NameOfWrp/Pbo
Will provide an SQF compatible array of all land_xxx classes with their (series of) locations on the map in xyz format.
Sample:
["land_barn_w_01", [ [3269,4325,27],[4285,3170,32] ] ],
The land_xxx string can be used to directly access the config>>cfgVehicles->Land_xx class
DeWrp will list all p3d's encountered with their objectID and position on the map.
Sample:
[
"ca\structures\barn_w\barn_w_02.p3d",
[
// id, x, y
[3958,[3536,4270]],
[2483,[3463,4432]]
]
],
Same as -O but ID's are removed. Useful for cba hash function.
Sample:
[
"ca\structures\barn_w\barn_w_02.p3d",
[
// x, y
[3536,4270],
[3463,4432]
]
],
Extremely large maps can exceed the 2gig limit of a pbo.
This option splits the layers into smaller chunks < 1gig each, thus enabling game play. It can also be used to simply create smaller sized pbos.
This option is BETA. There is no parachute.
Make backups make backups make backups.
FOR YOUR SANITY, the original layers folder is NOT deleted. This must be done manually if required
splitting can ONLY happen to exported (unbinarised) wrps
Note that ANY subsequent change to a wrp (including minor alteration of an object) means the layers must again be re split because:
Syntax
dewrp -S[=meg] NameOf[.wrp]
dewrp will create successive folders in NameOfWrp_split\layer1
NameOfWrp_split\layer999
Each one of which will be < 1gig by default OR the value specified on the command line.
Ie dewrp -S=200 SomeWrp
Will split into layer pbos of approx 200Meg each
Internals
The incoming layers folder MUST be in the data\ folder or beyond. Traditionally, it's in nameofWrp\data\layers
This layers folder is deleted on successful splitting. Not any other folder or contents in that potentially still used pbo, just the layers.
The outputs are to
NameOfWrp_splitNameOfWrp_layer1
...
NameOfWrp_split\NameOfWrp_layer999
If you simply point pboProject to [NameOfWrp]_split, it will make successive pbos for you. Automatically.
The same functionality is available in the gui. Warnings are errors are disabled when in this mode.