Converter: Iwi File
Key complexity: – texels are stored in a Z-order/Morton order for cache efficiency, not row-major. 3. Converter Architecture The proposed IWI Converter is a command-line tool written in C++ with libpng, libjpeg, and DirectXTex for DDS support. 3.1 Pipeline (IWI → PNG/DDS) IWI file → Header parser → De-swizzle → Decompress (DXT1/3/5) → Color correction (sRGB ↔ linear) → Output (PNG/DDS) 3.2 Pipeline (PNG/DDS → IWI) Source image → Resize to power-of-two → Generate mipmaps → Compress (DXT) → Swizzle → Write IWI header → Output .iwi 3.3 Key Algorithms De‑swizzle function (pseudocode):
Abstract The IWI file format, proprietary to Infinity Ward’s game engines (Call of Duty series), stores compressed texture data for real-time rendering. Unlike standard image formats (PNG, JPEG, DDS), IWI integrates custom headers, swizzled layouts, and engine-specific compression (e.g., DXTn variants). This paper presents a dedicated IWI File Converter that supports bidirectional conversion between IWI and common formats. We detail the format’s structure, conversion algorithms for texture swizzle reversal, and a modular pipeline. Experimental results show lossless reconstruction of original textures from IWI files with performance suitable for batch processing modding workflows. 1. Introduction Game modding and asset preservation often require access to proprietary formats. IWI (Infinity Ward Image) files are used in Call of Duty 2 through Modern Warfare (2019). Existing tools are fragmented or outdated. A robust, documented converter is needed for researchers, modders, and archival purposes. 2. IWI Format Analysis Based on reverse engineering (patch 1.3–1.13 engines): iwi file converter
| Offset | Size (bytes) | Field | Description | |--------|--------------|-----------------|--------------------------------------| | 0 | 4 | Magic | IWi (0x69576949) | | 4 | 4 | Version | 6–8 (engine dependent) | | 8 | 2 | Width | Texture width (pixels) | | 10 | 2 | Height | Texture height | | 12 | 1 | MipCount | Number of mipmaps | | 13 | 1 | Format | 0=DXT1, 1=DXT3, 2=DXT5, 3=uncompressed | | 14–end | variable | Texture data | Compressed + mip chain + optional palette | Key complexity: – texels are stored in a
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