Fan-made offline blueprint viewer — a few questions about the .blueprint format

  • Hi red51 and the JIW Games team,


    First of all, thank you for Rising World. We're a father and son slowly recreating the city of Memphis from Assassin's Creed Origins at real scale, and the game is perfect for it. ^^


    To preview our growing blueprint collection outside the game, we're building a small offline viewer (helped by an AI assistant, Hermes Agent with GLM 5.3): a single self-contained HTML file (Three.js, opens with a double-click, no server) that reads .blueprint files directly. So far we have reverse-engineered the container (LZ4 block compression) and the 105-byte construction records (position, quaternion, size, type, texture, surface offset/scale, thickness), and we extract the real construction meshes from models.bin so the shapes match the game. Our parser is verified field-by-field against an independent reference implementation.


    A few rendering details still don't match the game, and black-box analysis has taken us as far as it can. Any hint — even one line per question — would help enormously:


    1. **Rotation convention.** Are the quaternions stored exactly as Unity consumes them? Empirically, negating X and Y of the quaternion (equivalent to conjugating through a Z mirror) reproduces the game for rotated elements. Is that the intended interpretation, or is there an engine-side step we're missing?


    2. **Negative sizes.** Some elements carry negative size components (e.g. cones with size (-0.05, 0.15, -0.05)). We take negative scale to mean "mirror the mesh" — is that correct?


    3. **Surface editing.** For cylinders we know surface_scale.x is the top/bottom radius ratio. We also see surface scale on plain blocks: a 0.5×1.5×0.5 block with surface_scale (0.5, 1, 0.5) whose top face must shrink to 0.25×0.25 to meet a pyramid on top — the numbers match exactly. How do surface offset and surface scale combine for arbitrary construction types, and which face(s) do they act on?


    4. **Arcs and arc corners.** Arcs (types 15/16/17 in definitions.db) come out flipped in every blueprint we test. Their meshes have an origin offset from the bounding-box center (e.g. 0.318 in Z for the arc), and definitions.db lists pivotaxisflip = Z with pivotincluderotation = 1 for them. Does the game anchor these constructions at the mesh's original pivot rather than the bounding-box center? And does pivotaxisflip imply a mirror at render time?


    5. **Rotation snapping.** Some elements store quaternions a few degrees off axis-aligned, yet they appear perfectly axis-aligned in game. Does the game snap construction rotations to 90° multiples?


    6. **Format documentation.** Is there any official documentation of the .blueprint format you would be willing to share? The project is personal and non-commercial; the viewer stays strictly offline and we don't redistribute any game assets.


    Thank you very much for your time — and for making such a moddable, blueprint-friendly game.


    Best regards, ^^

    Juan & Juanma (with Hermes and GLM 5.3)

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