<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://gtamods.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Muzzarino</id>
	<title>GTAMods Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gtamods.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Muzzarino"/>
	<link rel="alternate" type="text/html" href="https://gtamods.com/wiki/Special:Contributions/Muzzarino"/>
	<updated>2026-04-06T16:14:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.32.0</generator>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19425</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19425"/>
		<updated>2023-12-14T08:56:50Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies|The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize&lt;br /&gt;
 uint32 version&lt;br /&gt;
 int32 dataSize // Usually 4.&lt;br /&gt;
 uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
 void THQMaterial(void)&lt;br /&gt;
 {&lt;br /&gt;
  int32 AlphaTestFunc&lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullMode&lt;br /&gt;
  bool AlphaEnabled&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestFunc = (renderProps &amp;amp; 0x7800) &amp;gt;&amp;gt; 11;&lt;br /&gt;
  AlphaTestRef = (renderProps &amp;amp; 0x7F8000) &amp;gt;&amp;gt; 15;&lt;br /&gt;
  ZTest = (renderProps &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; 3;&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; 7;&lt;br /&gt;
  FaceCullIndex = min(max(renderProps &amp;amp; 0x7, 1), 3);&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == (void *)rwBLENDZERO)&lt;br /&gt;
    ZWrite = TRUE&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
    ZWrite = FALSE&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
    &lt;br /&gt;
    if (renderProps &amp;amp; 0x4000000)&lt;br /&gt;
       FaceCullIndex = (void *)rwCULLMODECULLNONE;&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19424</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19424"/>
		<updated>2023-12-09T00:19:35Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies|The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize&lt;br /&gt;
 uint32 version&lt;br /&gt;
 int32 dataSize // Usually 4.&lt;br /&gt;
 uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
 void THQMaterial(void)&lt;br /&gt;
 {&lt;br /&gt;
  int32 AlphaTestFunc&lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullMode&lt;br /&gt;
  bool AlphaEnabled&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestFunc = (renderProps &amp;amp; 0x7800) &amp;gt;&amp;gt; (12 - 1);&lt;br /&gt;
  AlphaTestRef = (renderProps &amp;amp; 0x7F8000) &amp;gt;&amp;gt; (16 - 1);&lt;br /&gt;
  ZTest = (renderProps &amp;amp; 0x800000) &amp;gt;&amp;gt; (18 - 1);&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; (4 - 1);&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; (8 - 1);&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == (void *)rwBLENDZERO)&lt;br /&gt;
    ZWrite = TRUE&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
    ZWrite = FALSE&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
    &lt;br /&gt;
    if (renderProps &amp;amp; 0x4000000)&lt;br /&gt;
       FaceCullIndex = (void *)rwCULLMODECULLNONE;&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19423</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19423"/>
		<updated>2023-12-09T00:18:12Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies|The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize&lt;br /&gt;
 uint32 version&lt;br /&gt;
 int32 dataSize // Usually 4.&lt;br /&gt;
 uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
 void THQMaterial(void)&lt;br /&gt;
 {&lt;br /&gt;
  int32 AlphaTestFunc&lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullMode&lt;br /&gt;
  bool AlphaEnabled&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestFunc = (renderProps &amp;amp; 0x7800) &amp;gt;&amp;gt; 11;&lt;br /&gt;
  AlphaTestRef = (renderProps &amp;amp; 0x7F8000) &amp;gt;&amp;gt; 15;&lt;br /&gt;
  ZTest = (renderProps &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; 3;&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; 7;&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == (void *)rwBLENDZERO)&lt;br /&gt;
    ZWrite = TRUE&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
    ZWrite = FALSE&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
    &lt;br /&gt;
    if (renderProps &amp;amp; 0x4000000)&lt;br /&gt;
       FaceCullIndex = (void *)rwCULLMODECULLNONE;&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19422</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19422"/>
		<updated>2023-12-07T05:20:47Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies|The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize // Usually 4.&lt;br /&gt;
 uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
 void THQMaterial(void)&lt;br /&gt;
 {&lt;br /&gt;
  int32 AlphaTestFunc&lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullMode&lt;br /&gt;
  bool AlphaEnabled&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestFunc = (renderProps &amp;amp; 0x7800) &amp;gt;&amp;gt; 11;&lt;br /&gt;
  AlphaTestRef = (renderProps &amp;amp; 0x7F8000) &amp;gt;&amp;gt; 15;&lt;br /&gt;
  ZTest = (renderProps &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; 3;&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; 7;&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == (void *)rwBLENDZERO)&lt;br /&gt;
    ZWrite = TRUE&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
    ZWrite = FALSE&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
    &lt;br /&gt;
    if (renderProps &amp;amp; 0x4000000)&lt;br /&gt;
       FaceCullIndex = (void *)rwCULLMODECULLNONE;&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Atomic_(RW_Section)&amp;diff=19421</id>
		<title>THQ Atomic (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Atomic_(RW_Section)&amp;diff=19421"/>
		<updated>2023-12-07T05:01:48Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Atomic (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 40&lt;br /&gt;
| PARENTS = [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
THQ has developed an additional '''atomic''' extension to enabling further rendering properties for cases that need fog, or rendering the grouped atomic transparent to part of geometry, made for games ''[[wikipedia:The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies|The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize // Usually F.&lt;br /&gt;
 uint32 flags&lt;br /&gt;
  &lt;br /&gt;
 {&lt;br /&gt;
  bool FogEnabled&lt;br /&gt;
  bool isTransparent&lt;br /&gt;
  &lt;br /&gt;
  isTransparent = flags &amp;amp;&amp;amp; 0x4000;&lt;br /&gt;
  FogEnabled = flags &amp;amp;&amp;amp; 0x1000;&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19420</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19420"/>
		<updated>2023-12-07T05:00:55Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies|The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize // Usually 4.&lt;br /&gt;
 uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
 void THQMaterial(void)&lt;br /&gt;
 {&lt;br /&gt;
  int32 AlphaTestFunc&lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullMode&lt;br /&gt;
  bool AlphaEnabled&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestFunc = (renderProps &amp;amp; 0x7800) &amp;gt;&amp;gt; 11;&lt;br /&gt;
  AlphaTestRef = (renderProps &amp;amp; 0x7F8000) &amp;gt;&amp;gt; 15;&lt;br /&gt;
  ZTest = (renderProps &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; 3;&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; 7;&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == (void *)rwBLENDZERO)&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
    &lt;br /&gt;
    if (renderProps &amp;amp; 0x4000000)&lt;br /&gt;
       FaceCullIndex = (void *)rwCULLMODECULLNONE;&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19419</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19419"/>
		<updated>2023-12-07T05:00:36Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[THQ Atomic (RW Section)|THQ Atomic]] ''([[Extension (RW Section)|Extension]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies|The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize // Usually 4.&lt;br /&gt;
 uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
 void THQMaterial(void)&lt;br /&gt;
 {&lt;br /&gt;
  int32 AlphaTestFunc&lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullMode&lt;br /&gt;
  bool AlphaEnabled&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestFunc = (renderProps &amp;amp; 0x7800) &amp;gt;&amp;gt; 11;&lt;br /&gt;
  AlphaTestRef = (renderProps &amp;amp; 0x7F8000) &amp;gt;&amp;gt; 15;&lt;br /&gt;
  ZTest = (renderProps &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; 3;&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; 7;&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == (void *)rwBLENDZERO)&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
    &lt;br /&gt;
    if (renderProps &amp;amp; 0x4000000)&lt;br /&gt;
       FaceCullIndex = (void *)rwCULLMODECULLNONE;&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Atomic_(RW_Section)&amp;diff=19418</id>
		<title>THQ Atomic (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Atomic_(RW_Section)&amp;diff=19418"/>
		<updated>2023-12-07T04:59:03Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Atomic (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 40&lt;br /&gt;
| PARENTS = [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
THQ has developed an additional '''atomic''' extension to enabling further rendering properties for cases that need fog, or rendering the grouped atomic transparent to part of geometry, made for games ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize // Usually F.&lt;br /&gt;
 uint32 flags&lt;br /&gt;
  &lt;br /&gt;
 {&lt;br /&gt;
  bool FogEnabled&lt;br /&gt;
  bool isTransparent&lt;br /&gt;
  &lt;br /&gt;
  isTransparent = flags &amp;amp;&amp;amp; 0x4000;&lt;br /&gt;
  FogEnabled = flags &amp;amp;&amp;amp; 0x1000;&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Atomic_(RW_Section)&amp;diff=19417</id>
		<title>THQ Atomic (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Atomic_(RW_Section)&amp;diff=19417"/>
		<updated>2023-12-07T04:37:24Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Atomic (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 40&lt;br /&gt;
| PARENTS = [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
THQ has developed an additional '''atomic''' extension to enabling further rendering properties for cases that need fog, or rendering the grouped atomic transparent to part of geometry, made for games ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize // Usually 15.&lt;br /&gt;
 uint32 flags&lt;br /&gt;
  &lt;br /&gt;
 {&lt;br /&gt;
  bool FogEnabled&lt;br /&gt;
  bool isTransparent&lt;br /&gt;
  &lt;br /&gt;
  isTransparent = flags &amp;amp;&amp;amp; 0x4000;&lt;br /&gt;
  FogEnabled = flags &amp;amp;&amp;amp; 0x1000;&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Atomic_(RW_Section)&amp;diff=19416</id>
		<title>THQ Atomic (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Atomic_(RW_Section)&amp;diff=19416"/>
		<updated>2023-12-07T04:36:09Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Atomic (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 40&lt;br /&gt;
| PARENTS = [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]]''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
THQ has developed an additional '''atomic''' extension to enabling further rendering properties for cases that need fog, or rendering the grouped atomic transparent to part of geometry, made for games ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize // Usually 15.&lt;br /&gt;
 uint32 flags&lt;br /&gt;
  &lt;br /&gt;
 {&lt;br /&gt;
  bool FogEnabled&lt;br /&gt;
  bool isTransparent&lt;br /&gt;
  &lt;br /&gt;
  isTransparent = flags &amp;amp;&amp;amp; 0x4000;&lt;br /&gt;
  FogEnabled = flags &amp;amp;&amp;amp; 0x1000;&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Atomic_(RW_Section)&amp;diff=19415</id>
		<title>THQ Atomic (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Atomic_(RW_Section)&amp;diff=19415"/>
		<updated>2023-12-07T04:35:38Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Atomic (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 40&lt;br /&gt;
| PARENTS = [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]]''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
THQ has developed an additional '''atomic''' extension to enabling further rendering properties for cases that need fog, or rendering the grouped atomic transparent to part of geometry, made for games ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize // Usually 4.&lt;br /&gt;
 uint32 flags&lt;br /&gt;
  &lt;br /&gt;
 {&lt;br /&gt;
  bool FogEnabled&lt;br /&gt;
  bool isTransparent&lt;br /&gt;
  &lt;br /&gt;
  isTransparent = flags &amp;amp;&amp;amp; 0x4000;&lt;br /&gt;
  FogEnabled = flags &amp;amp;&amp;amp; 0x1000;&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Atomic_(RW_Section)&amp;diff=19414</id>
		<title>THQ Atomic (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Atomic_(RW_Section)&amp;diff=19414"/>
		<updated>2023-12-07T04:33:30Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Atomic (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 40&lt;br /&gt;
| PARENTS = [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]]''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
THQ has developed an additional '''atomic''' extension to enabling further rendering properties for cases that need fog, extra [[THQ Material (RW Section)|THQ Material]] parameters, and to make the grouped atomic transparent to part of geometry, made for games ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize // Usually 4.&lt;br /&gt;
 uint32 flags&lt;br /&gt;
  &lt;br /&gt;
 {&lt;br /&gt;
  bool FogEnabled&lt;br /&gt;
  bool isTransparent&lt;br /&gt;
  &lt;br /&gt;
  isTransparent = flags &amp;amp;&amp;amp; 0x4000;&lt;br /&gt;
  FogEnabled = flags &amp;amp;&amp;amp; 0x1000;&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Atomic_(RW_Section)&amp;diff=19413</id>
		<title>THQ Atomic (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Atomic_(RW_Section)&amp;diff=19413"/>
		<updated>2023-12-07T04:33:07Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: Created page with &amp;quot;{{RW Section | NAME = THQ Atomic (Custom) | VENDORNAME = THQ | MODULENAME = Plug-In | MODULEID = 00CAFE | IDENTIFIER = 40 | PARENTS = Atomic ''(Exten...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Atomic (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 40&lt;br /&gt;
| PARENTS = [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]]''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
THQ has developed an additional '''atomic''' extension to enabling further rendering properties for cases that need fog, extra [[THQ Material (RW Section)|THQ Material]] parameters, and to make the grouped atomic transparent to part of geometry, made for games ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize // Usually 4.&lt;br /&gt;
 uint32 flags&lt;br /&gt;
  &lt;br /&gt;
 void THQAtomic(void)&lt;br /&gt;
 {&lt;br /&gt;
  bool FogEnabled&lt;br /&gt;
  bool isTransparent&lt;br /&gt;
  &lt;br /&gt;
  isTransparent = flags &amp;amp;&amp;amp; 0x4000;&lt;br /&gt;
  FogEnabled = flags &amp;amp;&amp;amp; 0x1000;&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19412</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19412"/>
		<updated>2023-12-07T04:10:25Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[THQ Atomic (RW Section)|THQ Atomic]] ''([[Extension (RW Section)|Extension]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize // Usually 4.&lt;br /&gt;
 uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
 void THQMaterial(void)&lt;br /&gt;
 {&lt;br /&gt;
  int32 AlphaTestFunc&lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullMode&lt;br /&gt;
  bool AlphaEnabled&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestFunc = (renderProps &amp;amp; 0x7800) &amp;gt;&amp;gt; 11;&lt;br /&gt;
  AlphaTestRef = (renderProps &amp;amp; 0x7F8000) &amp;gt;&amp;gt; 15;&lt;br /&gt;
  ZTest = (renderProps &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; 3;&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; 7;&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == (void *)rwBLENDZERO)&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
    &lt;br /&gt;
    if (renderProps &amp;amp; 0x4000000)&lt;br /&gt;
       FaceCullIndex = (void *)rwCULLMODECULLNONE;&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19411</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19411"/>
		<updated>2023-12-07T03:47:54Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize // Usually 4.&lt;br /&gt;
 uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
 void THQMaterial(void)&lt;br /&gt;
 {&lt;br /&gt;
  int32 AlphaTestFunc&lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullMode&lt;br /&gt;
  bool AlphaEnabled&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestFunc = (renderProps &amp;amp; 0x7800) &amp;gt;&amp;gt; 11;&lt;br /&gt;
  AlphaTestRef = (renderProps &amp;amp; 0x7F8000) &amp;gt;&amp;gt; 15;&lt;br /&gt;
  ZTest = (renderProps &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; 3;&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; 7;&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == (void *)rwBLENDZERO)&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
    &lt;br /&gt;
    if (renderProps &amp;amp; 0x4000000)&lt;br /&gt;
       FaceCullIndex = (void *)rwCULLMODECULLNONE;&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19410</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19410"/>
		<updated>2023-12-07T03:47:38Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]]''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize // Usually 4.&lt;br /&gt;
 uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
 void THQMaterial(void)&lt;br /&gt;
 {&lt;br /&gt;
  int32 AlphaTestFunc&lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullMode&lt;br /&gt;
  bool AlphaEnabled&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestFunc = (renderProps &amp;amp; 0x7800) &amp;gt;&amp;gt; 11;&lt;br /&gt;
  AlphaTestRef = (renderProps &amp;amp; 0x7F8000) &amp;gt;&amp;gt; 15;&lt;br /&gt;
  ZTest = (renderProps &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; 3;&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; 7;&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == (void *)rwBLENDZERO)&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
    &lt;br /&gt;
    if (renderProps &amp;amp; 0x4000000)&lt;br /&gt;
       FaceCullIndex = (void *)rwCULLMODECULLNONE;&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19409</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19409"/>
		<updated>2023-12-07T03:46:06Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]], see [[Material_Effects_PLG_(RW_Section)#Atomic_extension|below]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize // Usually 4.&lt;br /&gt;
 uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
 void THQMaterial(void)&lt;br /&gt;
 {&lt;br /&gt;
  int32 AlphaTestFunc&lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullMode&lt;br /&gt;
  bool AlphaEnabled&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestFunc = (renderProps &amp;amp; 0x7800) &amp;gt;&amp;gt; 11;&lt;br /&gt;
  AlphaTestRef = (renderProps &amp;amp; 0x7F8000) &amp;gt;&amp;gt; 15;&lt;br /&gt;
  ZTest = (renderProps &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; 3;&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; 7;&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == (void *)rwBLENDZERO)&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
    &lt;br /&gt;
    if (renderProps &amp;amp; 0x4000000)&lt;br /&gt;
       FaceCullIndex = (void *)rwCULLMODECULLNONE;&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=List_of_RW_section_IDs&amp;diff=19408</id>
		<title>List of RW section IDs</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=List_of_RW_section_IDs&amp;diff=19408"/>
		<updated>2023-12-07T03:45:37Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: /* Section List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains an incomplete list of sections used in the [[RenderWare binary stream file]] format. It is based on header definitions by [[Wikipedia:Criterion Software|Criterion Software]]. Within the RenderWare engine, sections are also commonly called ''chunks''.&lt;br /&gt;
&lt;br /&gt;
== Identifier Format ==&lt;br /&gt;
&lt;br /&gt;
A section identifier is an 4-byte integer that defines the semantics of a section and the hierarchy. It is part of the section header. For more information see [[RenderWare_binary_stream_file#File_Format|RenderWare binary streams]]. &lt;br /&gt;
&lt;br /&gt;
The identifier itself is not choosen at random, but instead contains two parts: a vendor-specific ID, that is unique to the author of the section and an identifier that uniquely identifies the section. The vendor ID is stored within the upper 24 bits of the identifier, whilst the section ID is stored in the lower byte. Criterion used 8 builtin vendor IDs to distinguish between engine modules: &amp;lt;code&amp;gt;0x000001&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;0x000008&amp;lt;/code&amp;gt;. Besides the default core module (vendor ID &amp;lt;code&amp;gt;0x000000&amp;lt;/code&amp;gt;), only two modules are used in the GTA games, namely ''Toolkit'' (&amp;lt;code&amp;gt;0x000002&amp;lt;/code&amp;gt;) and ''World'' (&amp;lt;code&amp;gt;0x000005&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Rockstar added several custom plugins, which use the vendor ID &amp;lt;code&amp;gt;0x0253F2&amp;lt;/code&amp;gt;. The section IDs &amp;lt;code&amp;gt;0xF4&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0xF7&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0xFF&amp;lt;/code&amp;gt; are reserved, but not implemented in any of the GTA games.&lt;br /&gt;
&lt;br /&gt;
== Section List ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable center-col-1 center-col-2 center-col-3&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;sorttop&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left; width:10%;&amp;quot; | Identifier&lt;br /&gt;
! style=&amp;quot;text-align:left; width:20%;&amp;quot; | Section&lt;br /&gt;
! style=&amp;quot;text-align:left; width:10%;&amp;quot; | Module/Vendor&lt;br /&gt;
! style=&amp;quot;text-align:left; width:60%;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000001&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Struct (RW Section)|Struct]]&lt;br /&gt;
| Core&lt;br /&gt;
| A generic section that stores data for its parent.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000002&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[String (RW Section)|String]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores a 4-byte aligned ASCII string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000003&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Extension (RW Section)|Extension]]&lt;br /&gt;
| Core&lt;br /&gt;
| A container for non-standard extensions of its parent section.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000005&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Camera (RW Section)|Camera]]&lt;br /&gt;
| Core&lt;br /&gt;
| Contains a camera (unused in GTA games).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000006&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Texture (RW Section)|Texture]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores the sampler state of a texture.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000007&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Material (RW Section)|Material]]&lt;br /&gt;
| Core&lt;br /&gt;
| Defines a material to be used on a geometry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000008&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Material List (RW Section)|Material List]]&lt;br /&gt;
| Core&lt;br /&gt;
| Container for a list of materials.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000009&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Atomic Section (RW Section)|Atomic Section]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000A&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Plane Section (RW Section)|Plane Section]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000B&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[World (RW Section)|World]]&lt;br /&gt;
| Core&lt;br /&gt;
| The root section of the level geometry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000C&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Spline (RW Section)|Spline]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000D&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Matrix (RW Section)|Matrix]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Frame List (RW Section)|Frame List]]&lt;br /&gt;
| Core&lt;br /&gt;
| Container for a list of ''frames''. A frame holds the transformation that is applied to an ''Atomic''.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000F&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometry (RW Section)|Geometry]]&lt;br /&gt;
| Core&lt;br /&gt;
| A platform-independent container for meshes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000010&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Clump (RW Section)|Clump]]&lt;br /&gt;
| Core&lt;br /&gt;
| The root section for a 3D model.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000012&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Light (RW Section)|Light]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores different dynamic lights.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000013&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Unicode String (RW Section)|Unicode String]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000014&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Atomic (RW Section)|Atomic]]&lt;br /&gt;
| Core&lt;br /&gt;
| Defines the basic unit for the RenderWare graphics pipeline. Generally speaking, an ''Atomic'' can be directly converted to a single draw call.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000015&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Raster (RW Section)|Raster]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores a platform-dependent (i.e. native) texture image.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000016&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| A container for texture images (also called ''raster'').&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000017&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Animation Database (RW Section)|Animation Database]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000018&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Image (RW Section)|Image]]&lt;br /&gt;
| Core&lt;br /&gt;
| An individual texture image.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000019&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin Animation (RW Section)|Skin Animation]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001A&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometry List (RW Section)|Geometry List]]&lt;br /&gt;
| Core&lt;br /&gt;
| A container for a list of geometries.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001B&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Anim Animation (RW Section)|Anim Animation]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001C&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Team (RW Section)|Team]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001D&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Crowd (RW Section)|Crowd]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Delta Morph Animation (RW Section)|Delta Morph Animation]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Right To Render (RW Section)|Right To Render]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores the render pipeline the engine uses to draw an atomic or material.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000020&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MultiTexture Effect Native (RW Section)|MultiTexture Effect Native]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000021&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MultiTexture Effect Dictionary (RW Section)|MultiTexture Effect Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000022&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Team Dictionary (RW Section)|Team Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000023&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Platform Independent Texture Dictionary (RW Section)|Platform Independent Texture Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000024&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Table of Contents (RW Section)|Table of Contents]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000025&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particle Standard Global Data (RW Section)|Particle Standard Global Data]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000026&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[AltPipe (RW Section)|AltPipe]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000027&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Platform Independent Peds (RW Section)|Platform Independent Peds]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000028&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Patch Mesh (RW Section)|Patch Mesh]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000029&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Chunk Group Start (RW Section)|Chunk Group Start]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000002A&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Chunk Group End (RW Section)|Chunk Group End]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000002B&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation Dictionary (RW Section)|UV Animation Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000002C&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Coll Tree (RW Section)|Coll Tree]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000101&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Metrics PLG (RW Section)|Metrics PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000102&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Spline PLG (RW Section)|Spline PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000103&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Stereo PLG (RW Section)|Stereo PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000104&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[VRML PLG (RW Section)|VRML PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000105&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Morph PLG (RW Section)|Morph PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000106&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PVS PLG (RW Section)|PVS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000107&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Memory Leak PLG (RW Section)|Memory Leak PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000108&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Animation PLG (RW Section)|Animation PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000109&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Gloss PLG (RW Section)|Gloss PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Logo PLG (RW Section)|Logo PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Memory Info PLG (RW Section)|Memory Info PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Random PLG (RW Section)|Random PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PNG Image PLG (RW Section)|PNG Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Bone PLG (RW Section)|Bone PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[VRML Anim PLG (RW Section)|VRML Anim PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000110&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
| Stores MipMap parameters for the PS2 version of the engine (codenamed ''Sky'').&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000111&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MRM PLG (RW Section)|MRM PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000112&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[LOD Atomic PLG (RW Section)|LOD Atomic PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000113&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[ME PLG (RW Section)|ME PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000114&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Lightmap PLG (RW Section)|Lightmap PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000115&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Refine PLG (RW Section)|Refine PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000116&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin PLG (RW Section)|Skin PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000117&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Label PLG (RW Section)|Label PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000118&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particles PLG (RW Section)|Particles PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000119&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[GeomTX PLG (RW Section)|GeomTX PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Synth Core PLG (RW Section)|Synth Core PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[STQPP PLG (RW Section)|STQPP PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Part PP PLG (RW Section)|Part PP PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Collision PLG (RW Section)|Collision PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[HAnim PLG (RW Section)|HAnim PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[User Data PLG (RW Section)|User Data PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000120&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Material Effects PLG (RW Section)|Material Effects PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000121&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particle System PLG (RW Section)|Particle System PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000122&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Delta Morph PLG (RW Section)|Delta Morph PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000123&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Patch PLG (RW Section)|Patch PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000124&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Team PLG (RW Section)|Team PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000125&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Crowd PP PLG (RW Section)|Crowd PP PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000126&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Mip Split PLG (RW Section)|Mip Split PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000127&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Anisotropy PLG (RW Section)|Anisotropy PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
| Stores the anisotropy for a texture filter.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000129&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[GCN Material PLG (RW Section)|GCN Material PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometric PVS PLG (RW Section)|Geometric PVS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[XBOX Material PLG (RW Section)|XBOX Material PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Multi Texture PLG (RW Section)|Multi Texture PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Chain PLG (RW Section)|Chain PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Toon PLG (RW Section)|Toon PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PTank PLG (RW Section)|PTank PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000130&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particle Standard PLG (RW Section)|Particle Standard PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000131&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PDS PLG (RW Section)|PDS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000132&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PrtAdv PLG (RW Section)|PrtAdv PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000133&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Normal Map PLG (RW Section)|Normal Map PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000134&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[ADC PLG (RW Section)|ADC PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000135&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation PLG (RW Section)|UV Animation PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000180&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Character Set PLG (RW Section)|Character Set PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000181&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[NOHS World PLG (RW Section)|NOHS World PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000182&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Import Util PLG (RW Section)|Import Util PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000183&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Slerp PLG (RW Section)|Slerp PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000184&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Optim PLG (RW Section)|Optim PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000185&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TL World PLG (RW Section)|TL World PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000186&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Database PLG (RW Section)|Database PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000187&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Raytrace PLG (RW Section)|Raytrace PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000188&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Ray PLG (RW Section)|Ray PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000189&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Library PLG (RW Section)|Library PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000190&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D PLG (RW Section)|2D PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000191&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Tile Render PLG (RW Section)|Tile Render PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000192&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[JPEG Image PLG (RW Section)|JPEG Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000193&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TGA Image PLG (RW Section)|TGA Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000194&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[GIF Image PLG (RW Section)|GIF Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000195&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Quat PLG (RW Section)|Quat PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000196&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Spline PVS PLG (RW Section)|Spline PVS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000197&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Mipmap PLG (RW Section)|Mipmap PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000198&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MipmapK PLG (RW Section)|MipmapK PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000199&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Font (RW Section)|2D Font]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Intersection PLG (RW Section)|Intersection PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TIFF Image PLG (RW Section)|TIFF Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Pick PLG (RW Section)|Pick PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[BMP Image PLG (RW Section)|BMP Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[RAS Image PLG (RW Section)|RAS Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin FX PLG (RW Section)|Skin FX PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a0&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[VCAT PLG (RW Section)|VCAT PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Path (RW Section)|2D Path]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a2&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Brush (RW Section)|2D Brush]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a3&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Object (RW Section)|2D Object]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a4&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Shape (RW Section)|2D Shape]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a5&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Scene (RW Section)|2D Scene]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a6&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Pick Region (RW Section)|2D Pick Region]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a7&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Object String (RW Section)|2D Object String]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a8&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Animation PLG (RW Section)|2D Animation PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a9&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Animation (RW Section)|2D Animation]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b0&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Keyframe (RW Section)|2D Keyframe]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Maestro (RW Section)|2D Maestro]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b2&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Barycentric (RW Section)|Barycentric]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b3&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Platform Independent Texture Dictionary TK (RW Section)|Platform Independent Texture Dictionary TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b4&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TOC TK (RW Section)|TOC TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b5&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TPL TK (RW Section)|TPL TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b6&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[AltPipe TK (RW Section)|AltPipe TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b7&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Animation TK (RW Section)|Animation TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b8&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin Split Tookit (RW Section)|Skin Split Tookit]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b9&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Compressed Key TK (RW Section)|Compressed Key TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001ba&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometry Conditioning PLG (RW Section)|Geometry Conditioning PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bb&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Wing PLG (RW Section)|Wing PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bc&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Generic Pipeline TK (RW Section)|Generic Pipeline TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bd&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Lightmap Conversion TK (RW Section)|Lightmap Conversion TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001be&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Filesystem PLG (RW Section)|Filesystem PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bf&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Dictionary TK (RW Section)|Dictionary TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001c0&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation Linear (RW Section)|UV Animation Linear]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001c1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation Parameter (RW Section)|UV Animation Parameter]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000050E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Bin Mesh PLG (RW Section)|Bin Mesh PLG]]&lt;br /&gt;
| World&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000510&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Native Data PLG (RW Section)|Native Data PLG]]&lt;br /&gt;
| World&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000F21E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[ZModeler Lock (RW Section)|ZModeler Lock]]&lt;br /&gt;
| ZModeler&lt;br /&gt;
| Unofficial extension that stores a password that protects the file from being modified when opened in ''ZModeler''. Ignored by other applications like ''RWAnalyze'' and the GTA games.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00CAFE40&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[THQ Atomic (RW Section)|THQ Atomic]]&lt;br /&gt;
| THQ&lt;br /&gt;
| Jimmy Neutron: Attack of the Twonkies custom. Atomic rendering flags.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00CAFE45&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[THQ Material (RW Section)|THQ Material]]&lt;br /&gt;
| THQ&lt;br /&gt;
| Jimmy Neutron: Attack of the Twonkies custom. Extended material parameters.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F200&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Atomic Visibility Distance (RW Section)|Atomic Visibility Distance]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F201&amp;lt;/code&amp;gt;&lt;br /&gt;
| Clump Visibility Distance &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F202&amp;lt;/code&amp;gt;&lt;br /&gt;
| Frame Visibility Distance &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F3&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Pipeline Set (RW Section)|Pipeline Set]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores the render pipeline used to draw objects with Rockstar-specific plug-ins.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F5&amp;lt;/code&amp;gt;&lt;br /&gt;
| TexDictionary Link &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F6&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Specular Material (RW Section)|Specular Material]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores a specularity map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F8&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2d Effect (RW Section)|2d Effect]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Used to attach various GTA-specific effects to models, for example to enable script interaction or particle effects.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F9&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Extra Vert Colour (RW Section)|Extra Vert Colour]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores an additional array of vertex colors, that are used in GTA during night-time to simulate some effects of dynamic global lighting.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FA&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Collision Model (RW Section)|Collision Model]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores a [[collision model]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FB&amp;lt;/code&amp;gt;&lt;br /&gt;
| GTA HAnim &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FC&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Reflection Material (RW Section)|Reflection Material]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Enables advanced environment mapping.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FD&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Breakable (RW Section)|Breakable]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Contains a mesh that is used to render objects that are breakable (like windows or tables).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FE&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Frame_(RW_Section)|Frame]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores the name of a frame within a ''Frame List''.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[RenderWare_binary_stream_file|RW file format specification]]&lt;br /&gt;
&lt;br /&gt;
{{N|3|VC|SA}}&lt;br /&gt;
[[Category:RW Sections]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19407</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19407"/>
		<updated>2023-12-07T03:31:14Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]], see [[Material_Effects_PLG_(RW_Section)#Atomic_extension|below]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 uint32 header&lt;br /&gt;
 int32 sectionSize&lt;br /&gt;
 uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
 void THQMaterial(void)&lt;br /&gt;
 {&lt;br /&gt;
  int32 AlphaTestFunc&lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullMode&lt;br /&gt;
  bool AlphaEnabled&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestFunc = (renderProps &amp;amp; 0x7800) &amp;gt;&amp;gt; 11;&lt;br /&gt;
  AlphaTestRef = (renderProps &amp;amp; 0x7F8000) &amp;gt;&amp;gt; 15;&lt;br /&gt;
  ZTest = (renderProps &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; 3;&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; 7;&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == (void *)rwBLENDZERO)&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
    &lt;br /&gt;
    if (renderProps &amp;amp; 0x4000000)&lt;br /&gt;
       FaceCullIndex = (void *)rwCULLMODECULLNONE;&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19406</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19406"/>
		<updated>2023-12-07T03:17:43Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]], see [[Material_Effects_PLG_(RW_Section)#Atomic_extension|below]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
  uint32 header&lt;br /&gt;
  int32 sectionSize&lt;br /&gt;
  uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
 void THQMaterial(void)&lt;br /&gt;
 {&lt;br /&gt;
  int32 AlphaTestFunc&lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  bool FogEnabled&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullIndex&lt;br /&gt;
  &lt;br /&gt;
  RwBool AlphaEnabled&lt;br /&gt;
  RwCullMode FaceCullMode&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestFunc = (renderProps &amp;amp; 0x7800) &amp;gt;&amp;gt; 11;&lt;br /&gt;
  AlphaTestRef = (renderProps &amp;amp; 0x7F8000) &amp;gt;&amp;gt; 15;&lt;br /&gt;
  ZTest = (renderProps &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; 3;&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; 7;&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == (void *)rwBLENDZERO)&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
    &lt;br /&gt;
    if (renderProps &amp;amp; 0x4000000)&lt;br /&gt;
       FaceCullIndex = (void *)rwCULLMODECULLNONE;&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  switch( FaceCullIndex )&lt;br /&gt;
    {&lt;br /&gt;
        case 0:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLNONE;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 1:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLBACK;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 2:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLFRONT;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19405</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19405"/>
		<updated>2023-12-07T02:59:22Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]], see [[Material_Effects_PLG_(RW_Section)#Atomic_extension|below]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 {&lt;br /&gt;
  uint32 header&lt;br /&gt;
  int32 sectionSize&lt;br /&gt;
  uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
  int32 AlphaTestFunc&lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullIndex&lt;br /&gt;
  &lt;br /&gt;
  RwBool AlphaEnabled&lt;br /&gt;
  RwCullMode FaceCullMode&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestFunc = (renderProps &amp;amp; 0x7800) &amp;gt;&amp;gt; 11;&lt;br /&gt;
  AlphaTestRef = (renderProps &amp;amp; 0x7F8000) &amp;gt;&amp;gt; 15;&lt;br /&gt;
  ZTest = (renderProps &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  ZWrite = (renderProps &amp;lt;&amp;lt; 9) &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; 3;&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; 7;&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == (void *)rwBLENDZERO)&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
    &lt;br /&gt;
    if (renderProps &amp;amp; 0x4000000)&lt;br /&gt;
       FaceCullIndex = (void *)rwCULLMODECULLNONE;&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  switch( FaceCullIndex )&lt;br /&gt;
    {&lt;br /&gt;
        case 0:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLNONE;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 1:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLBACK;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 2:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLFRONT;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19404</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19404"/>
		<updated>2023-12-07T02:51:47Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]], see [[Material_Effects_PLG_(RW_Section)#Atomic_extension|below]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 {&lt;br /&gt;
  uint32 header&lt;br /&gt;
  int32 sectionSize&lt;br /&gt;
  uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
  int32 AlphaTestFunc&lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullIndex&lt;br /&gt;
  &lt;br /&gt;
  RwBool AlphaEnabled&lt;br /&gt;
  RwCullMode FaceCullMode&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestFunc = (renderProps &amp;amp; 0x7800) &amp;gt;&amp;gt; 11;&lt;br /&gt;
  AlphaTestRef = (renderProps &amp;amp; 0x7F8000) &amp;gt;&amp;gt; 15;&lt;br /&gt;
  ZTest = (renderProps &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  ZWrite = (renderProps &amp;lt;&amp;lt; 9) &amp;amp; 0x800000) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; 3;&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; 7;&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == rwBLENDZERO)&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
    &lt;br /&gt;
    if (renderProps &amp;amp; 0x4000000)&lt;br /&gt;
       FaceCullIndex = 2;&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  switch( FaceCullIndex )&lt;br /&gt;
    {&lt;br /&gt;
        case 0:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLNONE;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 1:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLBACK;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 2:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLFRONT;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19403</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19403"/>
		<updated>2023-12-07T02:29:09Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]], see [[Material_Effects_PLG_(RW_Section)#Atomic_extension|below]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 {&lt;br /&gt;
  uint32 header&lt;br /&gt;
  int32 sectionSize&lt;br /&gt;
  uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullIndex&lt;br /&gt;
  &lt;br /&gt;
  RwBool AlphaEnabled&lt;br /&gt;
  RwCullMode FaceCullMode&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestRef = ((renderProps &amp;lt;&amp;lt; 1) &amp;amp; 0xFF000000)) &amp;gt;&amp;gt; 24;&lt;br /&gt;
  ZTest = renderProps &amp;amp; 0x800000;&lt;br /&gt;
  ZWrite = ((renderProps &amp;lt;&amp;lt; 9) &amp;amp; 0x00800000)) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = (renderProps &amp;amp; 0x78) &amp;gt;&amp;gt; 3;&lt;br /&gt;
  DstBlend = (renderProps &amp;amp; 0x780) &amp;gt;&amp;gt; 7;&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == rwBLENDZERO)&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
  &lt;br /&gt;
  switch( FaceCullIndex )&lt;br /&gt;
    {&lt;br /&gt;
        case 0:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLNONE;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 1:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLBACK;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 2:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLFRONT;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19402</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19402"/>
		<updated>2023-12-07T02:23:16Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]], see [[Material_Effects_PLG_(RW_Section)#Atomic_extension|below]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 {&lt;br /&gt;
  uint32 header&lt;br /&gt;
  int32 sectionSize&lt;br /&gt;
  uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  bool ZTest&lt;br /&gt;
  bool ZWrite&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullIndex&lt;br /&gt;
  &lt;br /&gt;
  RwBool AlphaEnabled&lt;br /&gt;
  RwCullMode FaceCullMode&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestRef = ((renderProps &amp;lt;&amp;lt; 1) &amp;amp; 0xFF000000)) &amp;gt;&amp;gt; 24;&lt;br /&gt;
  ZTest = renderProps &amp;amp; 0x800000;&lt;br /&gt;
  ZWrite = ((renderProps &amp;lt;&amp;lt; 9) &amp;amp; 0x00800000)) &amp;gt;&amp;gt; 17;&lt;br /&gt;
  SrcBlend = renderProps &amp;amp; 0x78;&lt;br /&gt;
  DstBlend = renderProps &amp;amp; 0x780;&lt;br /&gt;
  FaceCullIndex = renderProps &amp;amp; 0x7;&lt;br /&gt;
  &lt;br /&gt;
  if (DstBlend == rwBLENDZERO)&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
  &lt;br /&gt;
  switch( FaceCullIndex )&lt;br /&gt;
    {&lt;br /&gt;
        case 0:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLNONE;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 1:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLBACK;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 2:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLFRONT;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19401</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19401"/>
		<updated>2023-12-07T01:58:10Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]], see [[Material_Effects_PLG_(RW_Section)#Atomic_extension|below]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 {&lt;br /&gt;
  uint32 header&lt;br /&gt;
  int32 sectionSize&lt;br /&gt;
  uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  uint32 ZWriteFlags&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullIndex&lt;br /&gt;
  &lt;br /&gt;
  RwBool AlphaEnabled&lt;br /&gt;
  RwCullMode FaceCullMode&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestRef = ((renderProps &amp;lt;&amp;lt; 1) &amp;amp; 0xFF000000) &amp;gt;&amp;gt; 24);&lt;br /&gt;
  SrcBlend = ((renderProps &amp;lt;&amp;lt; 1) &amp;amp; 0xF0) &amp;gt;&amp;gt; 4;&lt;br /&gt;
  DstBlend = ((renderProps &amp;lt;&amp;lt; 1) &amp;amp; 0xF00) &amp;gt;&amp;gt; 8;&lt;br /&gt;
  FaceCullIndex = (renderProps &amp;lt;&amp;lt; 1) &amp;amp; 0xF;&lt;br /&gt;
&lt;br /&gt;
  if (DstBlend == rwBLENDZERO)&lt;br /&gt;
    AlphaEnabled = FALSE&lt;br /&gt;
  else&lt;br /&gt;
    AlphaEnabled = TRUE&lt;br /&gt;
  &lt;br /&gt;
  switch( FaceCullIndex )&lt;br /&gt;
    {&lt;br /&gt;
        case 0:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLNONE;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 1:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLBACK;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 2:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLFRONT;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19400</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19400"/>
		<updated>2023-12-07T01:46:48Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]], see [[Material_Effects_PLG_(RW_Section)#Atomic_extension|below]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 {&lt;br /&gt;
  uint32 header&lt;br /&gt;
  int32 sectionSize&lt;br /&gt;
  uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  uint32 ZWriteFlags&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullIndex&lt;br /&gt;
  &lt;br /&gt;
  RwCullMode FaceCullMode&lt;br /&gt;
  &lt;br /&gt;
  AlphaTestRef = ((renderProps &amp;lt;&amp;lt; 1) &amp;amp; 0xFF000000) &amp;gt;&amp;gt; 24);&lt;br /&gt;
  SrcBlend = ((renderProps &amp;lt;&amp;lt; 1) &amp;amp; 0xF0) &amp;gt;&amp;gt; 4;&lt;br /&gt;
  DstBlend = ((renderProps &amp;lt;&amp;lt; 1) &amp;amp; 0xF00) &amp;gt;&amp;gt; 8;&lt;br /&gt;
  FaceCullIndex = (renderProps &amp;lt;&amp;lt; 1) &amp;amp; 0xF;&lt;br /&gt;
  &lt;br /&gt;
  switch( FaceCullIndex )&lt;br /&gt;
    {&lt;br /&gt;
        case 0:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLNONE;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 1:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLBACK;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 2:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLFRONT;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19399</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19399"/>
		<updated>2023-12-07T01:26:27Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]], see [[Material_Effects_PLG_(RW_Section)#Atomic_extension|below]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 {&lt;br /&gt;
  uint32 header&lt;br /&gt;
  int32 sectionSize&lt;br /&gt;
  uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  uint32 ZWriteFlags&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  int32 FaceCullIndex&lt;br /&gt;
  &lt;br /&gt;
  RwCullMode FaceCullMode&lt;br /&gt;
  &lt;br /&gt;
  uint32 renderProps_ = renderProps &amp;lt;&amp;lt; 1;&lt;br /&gt;
  &lt;br /&gt;
  SrcBlend = (renderProps_ &amp;amp; 0xF0) &amp;gt;&amp;gt; 4);&lt;br /&gt;
  DstBlend = (renderProps_ &amp;amp; 0xF00) &amp;gt;&amp;gt; 8);&lt;br /&gt;
  &lt;br /&gt;
  switch( FaceCullIndex )&lt;br /&gt;
    {&lt;br /&gt;
        case 0:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLNONE;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 1:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLBACK;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
  &lt;br /&gt;
        case 2:&lt;br /&gt;
        {&lt;br /&gt;
            FaceCullMode = rwCULLMODECULLFRONT;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19398</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19398"/>
		<updated>2023-12-07T01:00:05Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Plug-In&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]], see [[Material_Effects_PLG_(RW_Section)#Atomic_extension|below]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 {&lt;br /&gt;
  uint32 header&lt;br /&gt;
  int32 sectionSize&lt;br /&gt;
  uint32 renderProps&lt;br /&gt;
  &lt;br /&gt;
  int32 AlphaTestRef&lt;br /&gt;
  uint32 ZWriteFlags&lt;br /&gt;
  int32 SrcBlend&lt;br /&gt;
  int32 DestBlend&lt;br /&gt;
  RwCullMode FaceCullMode&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19397</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19397"/>
		<updated>2023-12-06T23:59:59Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Toolkit&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]], see [[Material_Effects_PLG_(RW_Section)#Atomic_extension|below]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;br /&gt;
&lt;br /&gt;
==Binary structure==&lt;br /&gt;
  uint32 header&lt;br /&gt;
  int32 sectionSize&lt;br /&gt;
  uint32 materialFlags&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19396</id>
		<title>THQ Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=THQ_Material_(RW_Section)&amp;diff=19396"/>
		<updated>2023-12-06T23:56:28Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: Created page with &amp;quot;{{RW Section | NAME = THQ Material (Custom) | VENDORNAME = THQ | MODULENAME = Toolkit | MODULEID = 00CAFE | IDENTIFIER = 45 | PARENTS = Material ''([...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = THQ Material (Custom)&lt;br /&gt;
| VENDORNAME = THQ&lt;br /&gt;
| MODULENAME = Toolkit&lt;br /&gt;
| MODULEID = 00CAFE&lt;br /&gt;
| IDENTIFIER = 45&lt;br /&gt;
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'', [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]], see [[Material_Effects_PLG_(RW_Section)#Atomic_extension|below]])''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The custom '''material''' extension was developed by THQ to attach geometric rendering properties to a material, using alpha referencing, z-test flags, blend functions, and culling, used for the known game ''[[wikipedia:Jimmy Neutron: Attack of the Twonkies|Jimmy Neutron: Attack of the Twonkies]]''.&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=List_of_RW_section_IDs&amp;diff=19395</id>
		<title>List of RW section IDs</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=List_of_RW_section_IDs&amp;diff=19395"/>
		<updated>2023-12-06T23:42:57Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains an incomplete list of sections used in the [[RenderWare binary stream file]] format. It is based on header definitions by [[Wikipedia:Criterion Software|Criterion Software]]. Within the RenderWare engine, sections are also commonly called ''chunks''.&lt;br /&gt;
&lt;br /&gt;
== Identifier Format ==&lt;br /&gt;
&lt;br /&gt;
A section identifier is an 4-byte integer that defines the semantics of a section and the hierarchy. It is part of the section header. For more information see [[RenderWare_binary_stream_file#File_Format|RenderWare binary streams]]. &lt;br /&gt;
&lt;br /&gt;
The identifier itself is not choosen at random, but instead contains two parts: a vendor-specific ID, that is unique to the author of the section and an identifier that uniquely identifies the section. The vendor ID is stored within the upper 24 bits of the identifier, whilst the section ID is stored in the lower byte. Criterion used 8 builtin vendor IDs to distinguish between engine modules: &amp;lt;code&amp;gt;0x000001&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;0x000008&amp;lt;/code&amp;gt;. Besides the default core module (vendor ID &amp;lt;code&amp;gt;0x000000&amp;lt;/code&amp;gt;), only two modules are used in the GTA games, namely ''Toolkit'' (&amp;lt;code&amp;gt;0x000002&amp;lt;/code&amp;gt;) and ''World'' (&amp;lt;code&amp;gt;0x000005&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Rockstar added several custom plugins, which use the vendor ID &amp;lt;code&amp;gt;0x0253F2&amp;lt;/code&amp;gt;. The section IDs &amp;lt;code&amp;gt;0xF4&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0xF7&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0xFF&amp;lt;/code&amp;gt; are reserved, but not implemented in any of the GTA games.&lt;br /&gt;
&lt;br /&gt;
== Section List ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable center-col-1 center-col-2 center-col-3&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;sorttop&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left; width:10%;&amp;quot; | Identifier&lt;br /&gt;
! style=&amp;quot;text-align:left; width:20%;&amp;quot; | Section&lt;br /&gt;
! style=&amp;quot;text-align:left; width:10%;&amp;quot; | Module/Vendor&lt;br /&gt;
! style=&amp;quot;text-align:left; width:60%;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000001&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Struct (RW Section)|Struct]]&lt;br /&gt;
| Core&lt;br /&gt;
| A generic section that stores data for its parent.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000002&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[String (RW Section)|String]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores a 4-byte aligned ASCII string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000003&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Extension (RW Section)|Extension]]&lt;br /&gt;
| Core&lt;br /&gt;
| A container for non-standard extensions of its parent section.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000005&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Camera (RW Section)|Camera]]&lt;br /&gt;
| Core&lt;br /&gt;
| Contains a camera (unused in GTA games).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000006&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Texture (RW Section)|Texture]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores the sampler state of a texture.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000007&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Material (RW Section)|Material]]&lt;br /&gt;
| Core&lt;br /&gt;
| Defines a material to be used on a geometry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000008&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Material List (RW Section)|Material List]]&lt;br /&gt;
| Core&lt;br /&gt;
| Container for a list of materials.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000009&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Atomic Section (RW Section)|Atomic Section]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000A&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Plane Section (RW Section)|Plane Section]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000B&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[World (RW Section)|World]]&lt;br /&gt;
| Core&lt;br /&gt;
| The root section of the level geometry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000C&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Spline (RW Section)|Spline]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000D&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Matrix (RW Section)|Matrix]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Frame List (RW Section)|Frame List]]&lt;br /&gt;
| Core&lt;br /&gt;
| Container for a list of ''frames''. A frame holds the transformation that is applied to an ''Atomic''.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000F&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometry (RW Section)|Geometry]]&lt;br /&gt;
| Core&lt;br /&gt;
| A platform-independent container for meshes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000010&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Clump (RW Section)|Clump]]&lt;br /&gt;
| Core&lt;br /&gt;
| The root section for a 3D model.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000012&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Light (RW Section)|Light]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores different dynamic lights.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000013&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Unicode String (RW Section)|Unicode String]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000014&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Atomic (RW Section)|Atomic]]&lt;br /&gt;
| Core&lt;br /&gt;
| Defines the basic unit for the RenderWare graphics pipeline. Generally speaking, an ''Atomic'' can be directly converted to a single draw call.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000015&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Raster (RW Section)|Raster]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores a platform-dependent (i.e. native) texture image.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000016&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| A container for texture images (also called ''raster'').&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000017&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Animation Database (RW Section)|Animation Database]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000018&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Image (RW Section)|Image]]&lt;br /&gt;
| Core&lt;br /&gt;
| An individual texture image.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000019&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin Animation (RW Section)|Skin Animation]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001A&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometry List (RW Section)|Geometry List]]&lt;br /&gt;
| Core&lt;br /&gt;
| A container for a list of geometries.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001B&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Anim Animation (RW Section)|Anim Animation]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001C&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Team (RW Section)|Team]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001D&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Crowd (RW Section)|Crowd]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Delta Morph Animation (RW Section)|Delta Morph Animation]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Right To Render (RW Section)|Right To Render]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores the render pipeline the engine uses to draw an atomic or material.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000020&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MultiTexture Effect Native (RW Section)|MultiTexture Effect Native]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000021&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MultiTexture Effect Dictionary (RW Section)|MultiTexture Effect Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000022&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Team Dictionary (RW Section)|Team Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000023&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Platform Independent Texture Dictionary (RW Section)|Platform Independent Texture Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000024&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Table of Contents (RW Section)|Table of Contents]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000025&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particle Standard Global Data (RW Section)|Particle Standard Global Data]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000026&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[AltPipe (RW Section)|AltPipe]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000027&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Platform Independent Peds (RW Section)|Platform Independent Peds]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000028&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Patch Mesh (RW Section)|Patch Mesh]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000029&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Chunk Group Start (RW Section)|Chunk Group Start]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000002A&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Chunk Group End (RW Section)|Chunk Group End]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000002B&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation Dictionary (RW Section)|UV Animation Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000002C&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Coll Tree (RW Section)|Coll Tree]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000101&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Metrics PLG (RW Section)|Metrics PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000102&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Spline PLG (RW Section)|Spline PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000103&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Stereo PLG (RW Section)|Stereo PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000104&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[VRML PLG (RW Section)|VRML PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000105&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Morph PLG (RW Section)|Morph PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000106&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PVS PLG (RW Section)|PVS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000107&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Memory Leak PLG (RW Section)|Memory Leak PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000108&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Animation PLG (RW Section)|Animation PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000109&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Gloss PLG (RW Section)|Gloss PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Logo PLG (RW Section)|Logo PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Memory Info PLG (RW Section)|Memory Info PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Random PLG (RW Section)|Random PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PNG Image PLG (RW Section)|PNG Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Bone PLG (RW Section)|Bone PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[VRML Anim PLG (RW Section)|VRML Anim PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000110&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
| Stores MipMap parameters for the PS2 version of the engine (codenamed ''Sky'').&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000111&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MRM PLG (RW Section)|MRM PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000112&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[LOD Atomic PLG (RW Section)|LOD Atomic PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000113&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[ME PLG (RW Section)|ME PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000114&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Lightmap PLG (RW Section)|Lightmap PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000115&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Refine PLG (RW Section)|Refine PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000116&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin PLG (RW Section)|Skin PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000117&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Label PLG (RW Section)|Label PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000118&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particles PLG (RW Section)|Particles PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000119&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[GeomTX PLG (RW Section)|GeomTX PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Synth Core PLG (RW Section)|Synth Core PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[STQPP PLG (RW Section)|STQPP PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Part PP PLG (RW Section)|Part PP PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Collision PLG (RW Section)|Collision PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[HAnim PLG (RW Section)|HAnim PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[User Data PLG (RW Section)|User Data PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000120&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Material Effects PLG (RW Section)|Material Effects PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000121&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particle System PLG (RW Section)|Particle System PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000122&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Delta Morph PLG (RW Section)|Delta Morph PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000123&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Patch PLG (RW Section)|Patch PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000124&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Team PLG (RW Section)|Team PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000125&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Crowd PP PLG (RW Section)|Crowd PP PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000126&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Mip Split PLG (RW Section)|Mip Split PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000127&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Anisotropy PLG (RW Section)|Anisotropy PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
| Stores the anisotropy for a texture filter.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000129&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[GCN Material PLG (RW Section)|GCN Material PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometric PVS PLG (RW Section)|Geometric PVS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[XBOX Material PLG (RW Section)|XBOX Material PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Multi Texture PLG (RW Section)|Multi Texture PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Chain PLG (RW Section)|Chain PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Toon PLG (RW Section)|Toon PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PTank PLG (RW Section)|PTank PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000130&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particle Standard PLG (RW Section)|Particle Standard PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000131&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PDS PLG (RW Section)|PDS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000132&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PrtAdv PLG (RW Section)|PrtAdv PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000133&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Normal Map PLG (RW Section)|Normal Map PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000134&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[ADC PLG (RW Section)|ADC PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000135&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation PLG (RW Section)|UV Animation PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000180&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Character Set PLG (RW Section)|Character Set PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000181&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[NOHS World PLG (RW Section)|NOHS World PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000182&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Import Util PLG (RW Section)|Import Util PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000183&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Slerp PLG (RW Section)|Slerp PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000184&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Optim PLG (RW Section)|Optim PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000185&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TL World PLG (RW Section)|TL World PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000186&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Database PLG (RW Section)|Database PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000187&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Raytrace PLG (RW Section)|Raytrace PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000188&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Ray PLG (RW Section)|Ray PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000189&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Library PLG (RW Section)|Library PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000190&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D PLG (RW Section)|2D PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000191&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Tile Render PLG (RW Section)|Tile Render PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000192&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[JPEG Image PLG (RW Section)|JPEG Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000193&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TGA Image PLG (RW Section)|TGA Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000194&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[GIF Image PLG (RW Section)|GIF Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000195&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Quat PLG (RW Section)|Quat PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000196&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Spline PVS PLG (RW Section)|Spline PVS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000197&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Mipmap PLG (RW Section)|Mipmap PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000198&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MipmapK PLG (RW Section)|MipmapK PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000199&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Font (RW Section)|2D Font]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Intersection PLG (RW Section)|Intersection PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TIFF Image PLG (RW Section)|TIFF Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Pick PLG (RW Section)|Pick PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[BMP Image PLG (RW Section)|BMP Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[RAS Image PLG (RW Section)|RAS Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin FX PLG (RW Section)|Skin FX PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a0&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[VCAT PLG (RW Section)|VCAT PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Path (RW Section)|2D Path]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a2&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Brush (RW Section)|2D Brush]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a3&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Object (RW Section)|2D Object]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a4&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Shape (RW Section)|2D Shape]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a5&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Scene (RW Section)|2D Scene]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a6&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Pick Region (RW Section)|2D Pick Region]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a7&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Object String (RW Section)|2D Object String]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a8&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Animation PLG (RW Section)|2D Animation PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a9&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Animation (RW Section)|2D Animation]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b0&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Keyframe (RW Section)|2D Keyframe]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Maestro (RW Section)|2D Maestro]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b2&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Barycentric (RW Section)|Barycentric]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b3&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Platform Independent Texture Dictionary TK (RW Section)|Platform Independent Texture Dictionary TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b4&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TOC TK (RW Section)|TOC TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b5&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TPL TK (RW Section)|TPL TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b6&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[AltPipe TK (RW Section)|AltPipe TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b7&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Animation TK (RW Section)|Animation TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b8&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin Split Tookit (RW Section)|Skin Split Tookit]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b9&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Compressed Key TK (RW Section)|Compressed Key TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001ba&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometry Conditioning PLG (RW Section)|Geometry Conditioning PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bb&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Wing PLG (RW Section)|Wing PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bc&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Generic Pipeline TK (RW Section)|Generic Pipeline TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bd&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Lightmap Conversion TK (RW Section)|Lightmap Conversion TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001be&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Filesystem PLG (RW Section)|Filesystem PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bf&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Dictionary TK (RW Section)|Dictionary TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001c0&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation Linear (RW Section)|UV Animation Linear]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001c1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation Parameter (RW Section)|UV Animation Parameter]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000050E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Bin Mesh PLG (RW Section)|Bin Mesh PLG]]&lt;br /&gt;
| World&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000510&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Native Data PLG (RW Section)|Native Data PLG]]&lt;br /&gt;
| World&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000F21E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[ZModeler Lock (RW Section)|ZModeler Lock]]&lt;br /&gt;
| ZModeler&lt;br /&gt;
| Unofficial extension that stores a password that protects the file from being modified when opened in ''ZModeler''. Ignored by other applications like ''RWAnalyze'' and the GTA games.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00CAFE40&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unknown&lt;br /&gt;
| THQ&lt;br /&gt;
| Jimmy Neutron: Attack of the Twonkies custom. Atomic rendering parameters.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00CAFE45&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[THQ Material (RW Section)|THQ Material]]&lt;br /&gt;
| THQ&lt;br /&gt;
| Jimmy Neutron: Attack of the Twonkies custom. Extended material parameters.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F200&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Atomic Visibility Distance (RW Section)|Atomic Visibility Distance]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F201&amp;lt;/code&amp;gt;&lt;br /&gt;
| Clump Visibility Distance &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F202&amp;lt;/code&amp;gt;&lt;br /&gt;
| Frame Visibility Distance &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F3&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Pipeline Set (RW Section)|Pipeline Set]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores the render pipeline used to draw objects with Rockstar-specific plug-ins.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F5&amp;lt;/code&amp;gt;&lt;br /&gt;
| TexDictionary Link &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F6&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Specular Material (RW Section)|Specular Material]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores a specularity map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F8&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2d Effect (RW Section)|2d Effect]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Used to attach various GTA-specific effects to models, for example to enable script interaction or particle effects.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F9&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Extra Vert Colour (RW Section)|Extra Vert Colour]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores an additional array of vertex colors, that are used in GTA during night-time to simulate some effects of dynamic global lighting.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FA&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Collision Model (RW Section)|Collision Model]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores a [[collision model]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FB&amp;lt;/code&amp;gt;&lt;br /&gt;
| GTA HAnim &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FC&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Reflection Material (RW Section)|Reflection Material]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Enables advanced environment mapping.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FD&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Breakable (RW Section)|Breakable]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Contains a mesh that is used to render objects that are breakable (like windows or tables).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FE&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Frame_(RW_Section)|Frame]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores the name of a frame within a ''Frame List''.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[RenderWare_binary_stream_file|RW file format specification]]&lt;br /&gt;
&lt;br /&gt;
{{N|3|VC|SA}}&lt;br /&gt;
[[Category:RW Sections]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19378</id>
		<title>Image (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19378"/>
		<updated>2023-10-24T08:09:56Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{RW Section&lt;br /&gt;
| NAME = Image&lt;br /&gt;
| VENDORNAME = Criterion Games&lt;br /&gt;
| MODULENAME = Core&lt;br /&gt;
| MODULEID = 000000&lt;br /&gt;
| IDENTIFIER = 18&lt;br /&gt;
| CHILDREN = [[Struct (RW Section)|Struct]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''Image''' is a section containing [[Raster (RW Section)|raster]] image data, isolated from the [[Texture Dictionary (RW Section)|Texture Dictionary]] section.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
In this binary stream, is the struct properties stored within the texture image.&lt;br /&gt;
&lt;br /&gt;
 Int32 - width;&lt;br /&gt;
 Int32 - height;&lt;br /&gt;
 Int32 - depth;&lt;br /&gt;
 Int32 - rasterFormat;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
struct rwImage {&lt;br /&gt;
    RwRGBA pixelRGBA[numPixels] (RwRGBA: uint8 r, g, b, a);&lt;br /&gt;
    int32 stringLength;&lt;br /&gt;
    string textureName;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Raster (RW Section)|Raster]]&lt;br /&gt;
*[[Texture (RW Section)|Texture]]&lt;br /&gt;
*[[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19377</id>
		<title>Image (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19377"/>
		<updated>2023-10-24T08:02:53Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{RW Section&lt;br /&gt;
| NAME = Image&lt;br /&gt;
| VENDORNAME = Criterion Games&lt;br /&gt;
| MODULENAME = Core&lt;br /&gt;
| MODULEID = 000000&lt;br /&gt;
| IDENTIFIER = 18&lt;br /&gt;
| CHILDREN = [[Struct (RW Section)|Struct]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''Image''' is a section containing image sampler data stored for an individual texture, separated from the [[Texture Dictionary (RW Section)|Texture Dictionary]] section.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
In this binary stream, is the struct properties stored within the texture image.&lt;br /&gt;
&lt;br /&gt;
 Int32 - width;&lt;br /&gt;
 Int32 - height;&lt;br /&gt;
 Int32 - depth;&lt;br /&gt;
 Int32 - rasterFormat;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
struct rwImage {&lt;br /&gt;
    RwRGBA pixelRGBA[numPixels] (RwRGBA: uint8 r, g, b, a);&lt;br /&gt;
    int32 stringLength;&lt;br /&gt;
    string textureName;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Raster (RW Section)|Raster]]&lt;br /&gt;
*[[Texture (RW Section)|Texture]]&lt;br /&gt;
*[[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19376</id>
		<title>Image (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19376"/>
		<updated>2023-10-24T07:57:24Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{RW Section&lt;br /&gt;
| NAME = Image&lt;br /&gt;
| VENDORNAME = Criterion Games&lt;br /&gt;
| MODULENAME = Core&lt;br /&gt;
| MODULEID = 000000&lt;br /&gt;
| IDENTIFIER = 18&lt;br /&gt;
| CHILDREN = [[Struct (RW Section)|Struct]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''Image''' is a section containing image sampler data stored for an individual texture.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
In this binary stream, is the struct properties stored within the texture image.&lt;br /&gt;
&lt;br /&gt;
 Int32 - Width&lt;br /&gt;
 Int32 - Height&lt;br /&gt;
 Int32 - Number of mipmaps&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
struct rwImage {&lt;br /&gt;
    RwRGBA pixelRGBA[numPixels] (RwRGBA: uint8 r, g, b, a);&lt;br /&gt;
    int32 stringLength;&lt;br /&gt;
    string textureName;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Texture (RW Section)|Texture]]&lt;br /&gt;
*[[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19375</id>
		<title>Image (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19375"/>
		<updated>2023-10-24T07:56:38Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{RW Section&lt;br /&gt;
| NAME = Image&lt;br /&gt;
| VENDORNAME = Criterion Games&lt;br /&gt;
| MODULENAME = Core&lt;br /&gt;
| MODULEID = 000000&lt;br /&gt;
| IDENTIFIER = 18&lt;br /&gt;
| CHILDREN = [[Struct (RW Section)|Struct]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''Image''' is a section containing image sampler data stored for an individual texture.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
 Int32 - Width&lt;br /&gt;
 Int32 - Height&lt;br /&gt;
 Int32 - Number of mipmaps&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
struct rwImage {&lt;br /&gt;
    RwRGBA pixelRGBA[numPixels] (RwRGBA: uint8 r, g, b, a);&lt;br /&gt;
    int32 stringLength;&lt;br /&gt;
    string textureName;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Texture (RW Section)|Texture]]&lt;br /&gt;
*[[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=List_of_RW_section_IDs&amp;diff=19374</id>
		<title>List of RW section IDs</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=List_of_RW_section_IDs&amp;diff=19374"/>
		<updated>2023-10-24T07:49:45Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains an incomplete list of sections used in the [[RenderWare binary stream file]] format. It is based on header definitions by [[Wikipedia:Criterion Software|Criterion Software]]. Within the RenderWare engine, sections are also commonly called ''chunks''.&lt;br /&gt;
&lt;br /&gt;
== Identifier Format ==&lt;br /&gt;
&lt;br /&gt;
A section identifier is an 4-byte integer that defines the semantics of a section and the hierarchy. It is part of the section header. For more information see [[RenderWare_binary_stream_file#File_Format|RenderWare binary streams]]. &lt;br /&gt;
&lt;br /&gt;
The identifier itself is not choosen at random, but instead contains two parts: a vendor-specific ID, that is unique to the author of the section and an identifier that uniquely identifies the section. The vendor ID is stored within the upper 24 bits of the identifier, whilst the section ID is stored in the lower byte. Criterion used 8 builtin vendor IDs to distinguish between engine modules: &amp;lt;code&amp;gt;0x000001&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;0x000008&amp;lt;/code&amp;gt;. Besides the default core module (vendor ID &amp;lt;code&amp;gt;0x000000&amp;lt;/code&amp;gt;), only two modules are used in the GTA games, namely ''Toolkit'' (&amp;lt;code&amp;gt;0x000002&amp;lt;/code&amp;gt;) and ''World'' (&amp;lt;code&amp;gt;0x000005&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Rockstar added several custom plugins, which use the vendor ID &amp;lt;code&amp;gt;0x0253F2&amp;lt;/code&amp;gt;. The section IDs &amp;lt;code&amp;gt;0xF4&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0xF7&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0xFF&amp;lt;/code&amp;gt; are reserved, but not implemented in any of the GTA games.&lt;br /&gt;
&lt;br /&gt;
== Section List ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable center-col-1 center-col-2 center-col-3&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;sorttop&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left; width:10%;&amp;quot; | Identifier&lt;br /&gt;
! style=&amp;quot;text-align:left; width:20%;&amp;quot; | Section&lt;br /&gt;
! style=&amp;quot;text-align:left; width:10%;&amp;quot; | Module/Vendor&lt;br /&gt;
! style=&amp;quot;text-align:left; width:60%;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000001&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Struct (RW Section)|Struct]]&lt;br /&gt;
| Core&lt;br /&gt;
| A generic section that stores data for its parent.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000002&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[String (RW Section)|String]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores a 4-byte aligned ASCII string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000003&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Extension (RW Section)|Extension]]&lt;br /&gt;
| Core&lt;br /&gt;
| A container for non-standard extensions of its parent section.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000005&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Camera (RW Section)|Camera]]&lt;br /&gt;
| Core&lt;br /&gt;
| Contains a camera (unused in GTA games).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000006&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Texture (RW Section)|Texture]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores the sampler state of a texture.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000007&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Material (RW Section)|Material]]&lt;br /&gt;
| Core&lt;br /&gt;
| Defines a material to be used on a geometry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000008&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Material List (RW Section)|Material List]]&lt;br /&gt;
| Core&lt;br /&gt;
| Container for a list of materials.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000009&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Atomic Section (RW Section)|Atomic Section]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000A&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Plane Section (RW Section)|Plane Section]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000B&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[World (RW Section)|World]]&lt;br /&gt;
| Core&lt;br /&gt;
| The root section of the level geometry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000C&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Spline (RW Section)|Spline]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000D&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Matrix (RW Section)|Matrix]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Frame List (RW Section)|Frame List]]&lt;br /&gt;
| Core&lt;br /&gt;
| Container for a list of ''frames''. A frame holds the transformation that is applied to an ''Atomic''.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000F&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometry (RW Section)|Geometry]]&lt;br /&gt;
| Core&lt;br /&gt;
| A platform-independent container for meshes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000010&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Clump (RW Section)|Clump]]&lt;br /&gt;
| Core&lt;br /&gt;
| The root section for a 3D model.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000012&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Light (RW Section)|Light]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores different dynamic lights.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000013&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Unicode String (RW Section)|Unicode String]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000014&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Atomic (RW Section)|Atomic]]&lt;br /&gt;
| Core&lt;br /&gt;
| Defines the basic unit for the RenderWare graphics pipeline. Generally speaking, an ''Atomic'' can be directly converted to a single draw call.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000015&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Raster (RW Section)|Raster]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores a platform-dependent (i.e. native) texture image.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000016&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| A container for texture images (also called ''raster'').&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000017&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Animation Database (RW Section)|Animation Database]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000018&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Image (RW Section)|Image]]&lt;br /&gt;
| Core&lt;br /&gt;
| An individual texture image.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000019&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin Animation (RW Section)|Skin Animation]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001A&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometry List (RW Section)|Geometry List]]&lt;br /&gt;
| Core&lt;br /&gt;
| A container for a list of geometries.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001B&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Anim Animation (RW Section)|Anim Animation]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001C&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Team (RW Section)|Team]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001D&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Crowd (RW Section)|Crowd]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Delta Morph Animation (RW Section)|Delta Morph Animation]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Right To Render (RW Section)|Right To Render]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores the render pipeline the engine uses to draw an atomic or material.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000020&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MultiTexture Effect Native (RW Section)|MultiTexture Effect Native]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000021&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MultiTexture Effect Dictionary (RW Section)|MultiTexture Effect Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000022&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Team Dictionary (RW Section)|Team Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000023&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Platform Independent Texture Dictionary (RW Section)|Platform Independent Texture Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000024&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Table of Contents (RW Section)|Table of Contents]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000025&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particle Standard Global Data (RW Section)|Particle Standard Global Data]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000026&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[AltPipe (RW Section)|AltPipe]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000027&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Platform Independent Peds (RW Section)|Platform Independent Peds]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000028&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Patch Mesh (RW Section)|Patch Mesh]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000029&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Chunk Group Start (RW Section)|Chunk Group Start]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000002A&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Chunk Group End (RW Section)|Chunk Group End]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000002B&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation Dictionary (RW Section)|UV Animation Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000002C&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Coll Tree (RW Section)|Coll Tree]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000101&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Metrics PLG (RW Section)|Metrics PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000102&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Spline PLG (RW Section)|Spline PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000103&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Stereo PLG (RW Section)|Stereo PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000104&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[VRML PLG (RW Section)|VRML PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000105&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Morph PLG (RW Section)|Morph PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000106&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PVS PLG (RW Section)|PVS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000107&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Memory Leak PLG (RW Section)|Memory Leak PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000108&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Animation PLG (RW Section)|Animation PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000109&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Gloss PLG (RW Section)|Gloss PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Logo PLG (RW Section)|Logo PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Memory Info PLG (RW Section)|Memory Info PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Random PLG (RW Section)|Random PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PNG Image PLG (RW Section)|PNG Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Bone PLG (RW Section)|Bone PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[VRML Anim PLG (RW Section)|VRML Anim PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000110&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
| Stores MipMap parameters for the PS2 version of the engine (codenamed ''Sky'').&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000111&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MRM PLG (RW Section)|MRM PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000112&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[LOD Atomic PLG (RW Section)|LOD Atomic PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000113&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[ME PLG (RW Section)|ME PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000114&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Lightmap PLG (RW Section)|Lightmap PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000115&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Refine PLG (RW Section)|Refine PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000116&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin PLG (RW Section)|Skin PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000117&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Label PLG (RW Section)|Label PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000118&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particles PLG (RW Section)|Particles PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000119&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[GeomTX PLG (RW Section)|GeomTX PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Synth Core PLG (RW Section)|Synth Core PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[STQPP PLG (RW Section)|STQPP PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Part PP PLG (RW Section)|Part PP PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Collision PLG (RW Section)|Collision PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[HAnim PLG (RW Section)|HAnim PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[User Data PLG (RW Section)|User Data PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000120&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Material Effects PLG (RW Section)|Material Effects PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000121&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particle System PLG (RW Section)|Particle System PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000122&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Delta Morph PLG (RW Section)|Delta Morph PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000123&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Patch PLG (RW Section)|Patch PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000124&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Team PLG (RW Section)|Team PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000125&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Crowd PP PLG (RW Section)|Crowd PP PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000126&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Mip Split PLG (RW Section)|Mip Split PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000127&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Anisotropy PLG (RW Section)|Anisotropy PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
| Stores the anisotropy for a texture filter.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000129&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[GCN Material PLG (RW Section)|GCN Material PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometric PVS PLG (RW Section)|Geometric PVS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[XBOX Material PLG (RW Section)|XBOX Material PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Multi Texture PLG (RW Section)|Multi Texture PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Chain PLG (RW Section)|Chain PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Toon PLG (RW Section)|Toon PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PTank PLG (RW Section)|PTank PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000130&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particle Standard PLG (RW Section)|Particle Standard PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000131&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PDS PLG (RW Section)|PDS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000132&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PrtAdv PLG (RW Section)|PrtAdv PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000133&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Normal Map PLG (RW Section)|Normal Map PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000134&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[ADC PLG (RW Section)|ADC PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000135&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation PLG (RW Section)|UV Animation PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000180&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Character Set PLG (RW Section)|Character Set PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000181&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[NOHS World PLG (RW Section)|NOHS World PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000182&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Import Util PLG (RW Section)|Import Util PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000183&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Slerp PLG (RW Section)|Slerp PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000184&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Optim PLG (RW Section)|Optim PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000185&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TL World PLG (RW Section)|TL World PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000186&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Database PLG (RW Section)|Database PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000187&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Raytrace PLG (RW Section)|Raytrace PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000188&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Ray PLG (RW Section)|Ray PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000189&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Library PLG (RW Section)|Library PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000190&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D PLG (RW Section)|2D PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000191&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Tile Render PLG (RW Section)|Tile Render PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000192&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[JPEG Image PLG (RW Section)|JPEG Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000193&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TGA Image PLG (RW Section)|TGA Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000194&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[GIF Image PLG (RW Section)|GIF Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000195&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Quat PLG (RW Section)|Quat PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000196&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Spline PVS PLG (RW Section)|Spline PVS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000197&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Mipmap PLG (RW Section)|Mipmap PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000198&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MipmapK PLG (RW Section)|MipmapK PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000199&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Font (RW Section)|2D Font]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Intersection PLG (RW Section)|Intersection PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TIFF Image PLG (RW Section)|TIFF Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Pick PLG (RW Section)|Pick PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[BMP Image PLG (RW Section)|BMP Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[RAS Image PLG (RW Section)|RAS Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin FX PLG (RW Section)|Skin FX PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a0&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[VCAT PLG (RW Section)|VCAT PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Path (RW Section)|2D Path]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a2&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Brush (RW Section)|2D Brush]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a3&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Object (RW Section)|2D Object]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a4&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Shape (RW Section)|2D Shape]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a5&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Scene (RW Section)|2D Scene]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a6&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Pick Region (RW Section)|2D Pick Region]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a7&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Object String (RW Section)|2D Object String]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a8&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Animation PLG (RW Section)|2D Animation PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a9&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Animation (RW Section)|2D Animation]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b0&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Keyframe (RW Section)|2D Keyframe]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Maestro (RW Section)|2D Maestro]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b2&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Barycentric (RW Section)|Barycentric]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b3&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Platform Independent Texture Dictionary TK (RW Section)|Platform Independent Texture Dictionary TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b4&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TOC TK (RW Section)|TOC TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b5&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TPL TK (RW Section)|TPL TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b6&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[AltPipe TK (RW Section)|AltPipe TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b7&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Animation TK (RW Section)|Animation TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b8&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin Split Tookit (RW Section)|Skin Split Tookit]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b9&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Compressed Key TK (RW Section)|Compressed Key TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001ba&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometry Conditioning PLG (RW Section)|Geometry Conditioning PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bb&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Wing PLG (RW Section)|Wing PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bc&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Generic Pipeline TK (RW Section)|Generic Pipeline TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bd&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Lightmap Conversion TK (RW Section)|Lightmap Conversion TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001be&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Filesystem PLG (RW Section)|Filesystem PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bf&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Dictionary TK (RW Section)|Dictionary TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001c0&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation Linear (RW Section)|UV Animation Linear]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001c1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation Parameter (RW Section)|UV Animation Parameter]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000050E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Bin Mesh PLG (RW Section)|Bin Mesh PLG]]&lt;br /&gt;
| World&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000510&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Native Data PLG (RW Section)|Native Data PLG]]&lt;br /&gt;
| World&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000F21E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[ZModeler Lock (RW Section)|ZModeler Lock]]&lt;br /&gt;
| ZModeler&lt;br /&gt;
| Unofficial extension that stores a password that protects the file from being modified when opened in ''ZModeler''. Ignored by other applications like ''RWAnalyze'' and the GTA games.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00CAFE40&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unknown&lt;br /&gt;
| Other&lt;br /&gt;
| Jimmy Neutron: Attack of the Twonkies atomic rendering flags.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00CAFE45&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unknown&lt;br /&gt;
| Other&lt;br /&gt;
| Jimmy Neutron: Attack of the Twonkies material flags.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F200&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Atomic Visibility Distance (RW Section)|Atomic Visibility Distance]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F201&amp;lt;/code&amp;gt;&lt;br /&gt;
| Clump Visibility Distance &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F202&amp;lt;/code&amp;gt;&lt;br /&gt;
| Frame Visibility Distance &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F3&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Pipeline Set (RW Section)|Pipeline Set]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores the render pipeline used to draw objects with Rockstar-specific plug-ins.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F5&amp;lt;/code&amp;gt;&lt;br /&gt;
| TexDictionary Link &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F6&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Specular Material (RW Section)|Specular Material]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores a specularity map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F8&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2d Effect (RW Section)|2d Effect]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Used to attach various GTA-specific effects to models, for example to enable script interaction or particle effects.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F9&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Extra Vert Colour (RW Section)|Extra Vert Colour]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores an additional array of vertex colors, that are used in GTA during night-time to simulate some effects of dynamic global lighting.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FA&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Collision Model (RW Section)|Collision Model]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores a [[collision model]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FB&amp;lt;/code&amp;gt;&lt;br /&gt;
| GTA HAnim &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FC&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Reflection Material (RW Section)|Reflection Material]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Enables advanced environment mapping.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FD&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Breakable (RW Section)|Breakable]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Contains a mesh that is used to render objects that are breakable (like windows or tables).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FE&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Frame_(RW_Section)|Frame]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores the name of a frame within a ''Frame List''.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[RenderWare_binary_stream_file|RW file format specification]]&lt;br /&gt;
&lt;br /&gt;
{{N|3|VC|SA}}&lt;br /&gt;
[[Category:RW Sections]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19373</id>
		<title>Image (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19373"/>
		<updated>2023-10-24T07:47:24Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{RW Section&lt;br /&gt;
| NAME = Image&lt;br /&gt;
| VENDORNAME = Criterion Games&lt;br /&gt;
| MODULENAME = Core&lt;br /&gt;
| MODULEID = 000000&lt;br /&gt;
| IDENTIFIER = 18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''Image''' is a section containing image sampler data stored for an individual texture.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
struct rwImage {&lt;br /&gt;
    RwRGBA pixelRGBA[numPixels] (RwRGBA: uint8 r, g, b, a);&lt;br /&gt;
    int32 stringLength;&lt;br /&gt;
    string textureName;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Texture (RW Section)|Texture]]&lt;br /&gt;
*[[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19372</id>
		<title>Image (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19372"/>
		<updated>2023-10-24T07:38:56Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{RW Section&lt;br /&gt;
| NAME = Image&lt;br /&gt;
| VENDORNAME = Criterion Games&lt;br /&gt;
| MODULENAME = Core&lt;br /&gt;
| MODULEID = 000000&lt;br /&gt;
| IDENTIFIER = 18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''Image''' is a section containing sampler data stored for an individual texture.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
struct rwImage {&lt;br /&gt;
    RwRGBA pixelRGBA[numPixels] (RwRGBA: uint8 r, g, b, a);&lt;br /&gt;
    int32 stringLength;&lt;br /&gt;
    string textureName;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Texture (RW Section)|Texture]]&lt;br /&gt;
*[[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19371</id>
		<title>Image (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19371"/>
		<updated>2023-10-24T07:35:25Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{RW Section&lt;br /&gt;
| NAME = Image&lt;br /&gt;
| VENDORNAME = Criterion Games&lt;br /&gt;
| MODULENAME = Core&lt;br /&gt;
| MODULEID = 000000&lt;br /&gt;
| IDENTIFIER = 18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An ''Image'' is a section containing sampler data stored for an individual texture.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
struct rwImage {&lt;br /&gt;
    RwRGBA pixelRGBA[numPixels] (RwRGBA: uint8 r, g, b, a);&lt;br /&gt;
    int32 stringLength;&lt;br /&gt;
    string textureName;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Texture (RW Section)|Texture]]&lt;br /&gt;
*[[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19370</id>
		<title>Image (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19370"/>
		<updated>2023-10-24T07:24:06Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{RW Section&lt;br /&gt;
| NAME = Image&lt;br /&gt;
| VENDORNAME = Criterion Games&lt;br /&gt;
| MODULENAME = Core&lt;br /&gt;
| MODULEID = 000000&lt;br /&gt;
| IDENTIFIER = 18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An ''Image'' is a section containing sampler data stored for an individual texture.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
struct rwImage {&lt;br /&gt;
    RwRGBA pixelRGBA[numPixels] (RwRGBA: uint8 r, g, b, a);&lt;br /&gt;
    unsigned int stringLength;&lt;br /&gt;
    string textureName;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Texture (RW Section)|Texture]]&lt;br /&gt;
*[[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19369</id>
		<title>Image (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Image_(RW_Section)&amp;diff=19369"/>
		<updated>2023-10-24T07:22:47Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: Created page with &amp;quot;{{Stub}} {{RW Section | NAME = Image | VENDORNAME = Criterion Games | MODULENAME = Core | MODULEID = 000000 | IDENTIFIER = 18 }}  An ''Image'' is a section containing sampler...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{RW Section&lt;br /&gt;
| NAME = Image&lt;br /&gt;
| VENDORNAME = Criterion Games&lt;br /&gt;
| MODULENAME = Core&lt;br /&gt;
| MODULEID = 000000&lt;br /&gt;
| IDENTIFIER = 18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An ''Image'' is a section containing sampler data stored for an individual texture.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
struct rwImage {&lt;br /&gt;
    RwRGBA pixelRGBA[numPixels] (RwRGBA: uint8 r, g, b, a);&lt;br /&gt;
    unsigned int stringLength;&lt;br /&gt;
    string textureName;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Texture (RW Section)|Texture]]&lt;br /&gt;
*[[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=List_of_RW_section_IDs&amp;diff=19352</id>
		<title>List of RW section IDs</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=List_of_RW_section_IDs&amp;diff=19352"/>
		<updated>2023-05-15T20:03:34Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: /* Section List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains an incomplete list of sections used in the [[RenderWare binary stream file]] format. It is based on header definitions by [[Wikipedia:Criterion Software|Criterion Software]]. Within the RenderWare engine, sections are also commonly called ''chunks''.&lt;br /&gt;
&lt;br /&gt;
== Identifier Format ==&lt;br /&gt;
&lt;br /&gt;
A section identifier is an 4-byte integer that defines the semantics of a section and the hierarchy. It is part of the section header. For more information see [[RenderWare_binary_stream_file#File_Format|RenderWare binary streams]]. &lt;br /&gt;
&lt;br /&gt;
The identifier itself is not choosen at random, but instead contains two parts: a vendor-specific ID, that is unique to the author of the section and an identifier that uniquely identifies the section. The vendor ID is stored within the upper 24 bits of the identifier, whilst the section ID is stored in the lower byte. Criterion used 8 builtin vendor IDs to distinguish between engine modules: &amp;lt;code&amp;gt;0x000001&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;0x000008&amp;lt;/code&amp;gt;. Besides the default core module (vendor ID &amp;lt;code&amp;gt;0x000000&amp;lt;/code&amp;gt;), only two modules are used in the GTA games, namely ''Toolkit'' (&amp;lt;code&amp;gt;0x000002&amp;lt;/code&amp;gt;) and ''World'' (&amp;lt;code&amp;gt;0x000005&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Rockstar added several custom plugins, which use the vendor ID &amp;lt;code&amp;gt;0x0253F2&amp;lt;/code&amp;gt;. The section IDs &amp;lt;code&amp;gt;0xF4&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0xF7&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0xFF&amp;lt;/code&amp;gt; are reserved, but not implemented in any of the GTA games.&lt;br /&gt;
&lt;br /&gt;
== Section List ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable center-col-1 center-col-2 center-col-3&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;sorttop&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left; width:10%;&amp;quot; | Identifier&lt;br /&gt;
! style=&amp;quot;text-align:left; width:20%;&amp;quot; | Section&lt;br /&gt;
! style=&amp;quot;text-align:left; width:10%;&amp;quot; | Module/Vendor&lt;br /&gt;
! style=&amp;quot;text-align:left; width:60%;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000001&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Struct (RW Section)|Struct]]&lt;br /&gt;
| Core&lt;br /&gt;
| A generic section that stores data for its parent.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000002&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[String (RW Section)|String]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores a 4-byte aligned ASCII string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000003&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Extension (RW Section)|Extension]]&lt;br /&gt;
| Core&lt;br /&gt;
| A container for non-standard extensions of its parent section.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000005&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Camera (RW Section)|Camera]]&lt;br /&gt;
| Core&lt;br /&gt;
| Contains a camera (unused in GTA games).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000006&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Texture (RW Section)|Texture]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores the sampler state of a texture.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000007&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Material (RW Section)|Material]]&lt;br /&gt;
| Core&lt;br /&gt;
| Defines a material to be used on a geometry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000008&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Material List (RW Section)|Material List]]&lt;br /&gt;
| Core&lt;br /&gt;
| Container for a list of materials.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000009&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Atomic Section (RW Section)|Atomic Section]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000A&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Plane Section (RW Section)|Plane Section]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000B&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[World (RW Section)|World]]&lt;br /&gt;
| Core&lt;br /&gt;
| The root section of the level geometry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000C&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Spline (RW Section)|Spline]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000D&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Matrix (RW Section)|Matrix]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Frame List (RW Section)|Frame List]]&lt;br /&gt;
| Core&lt;br /&gt;
| Container for a list of ''frames''. A frame holds the transformation that is applied to an ''Atomic''.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000000F&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometry (RW Section)|Geometry]]&lt;br /&gt;
| Core&lt;br /&gt;
| A platform-independent container for meshes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000010&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Clump (RW Section)|Clump]]&lt;br /&gt;
| Core&lt;br /&gt;
| The root section for a 3D model.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000012&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Light (RW Section)|Light]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores different dynamic lights.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000013&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Unicode String (RW Section)|Unicode String]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000014&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Atomic (RW Section)|Atomic]]&lt;br /&gt;
| Core&lt;br /&gt;
| Defines the basic unit for the RenderWare graphics pipeline. Generally speaking, an ''Atomic'' can be directly converted to a single draw call.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000015&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Raster (RW Section)|Raster]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores a platform-dependent (i.e. native) texture image.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000016&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| A container for texture images (also called ''raster'').&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000017&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Animation Database (RW Section)|Animation Database]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000018&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Image (RW Section)|Image]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000019&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin Animation (RW Section)|Skin Animation]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001A&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometry List (RW Section)|Geometry List]]&lt;br /&gt;
| Core&lt;br /&gt;
| A container for a list of geometries.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001B&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Anim Animation (RW Section)|Anim Animation]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001C&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Team (RW Section)|Team]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001D&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Crowd (RW Section)|Crowd]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Delta Morph Animation (RW Section)|Delta Morph Animation]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000001f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Right To Render (RW Section)|Right To Render]]&lt;br /&gt;
| Core&lt;br /&gt;
| Stores the render pipeline the engine uses to draw an atomic or material.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000020&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MultiTexture Effect Native (RW Section)|MultiTexture Effect Native]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000021&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MultiTexture Effect Dictionary (RW Section)|MultiTexture Effect Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000022&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Team Dictionary (RW Section)|Team Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000023&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Platform Independent Texture Dictionary (RW Section)|Platform Independent Texture Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000024&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Table of Contents (RW Section)|Table of Contents]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000025&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particle Standard Global Data (RW Section)|Particle Standard Global Data]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000026&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[AltPipe (RW Section)|AltPipe]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000027&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Platform Independent Peds (RW Section)|Platform Independent Peds]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000028&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Patch Mesh (RW Section)|Patch Mesh]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000029&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Chunk Group Start (RW Section)|Chunk Group Start]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000002A&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Chunk Group End (RW Section)|Chunk Group End]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000002B&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation Dictionary (RW Section)|UV Animation Dictionary]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000002C&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Coll Tree (RW Section)|Coll Tree]]&lt;br /&gt;
| Core&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000101&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Metrics PLG (RW Section)|Metrics PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000102&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Spline PLG (RW Section)|Spline PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000103&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Stereo PLG (RW Section)|Stereo PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000104&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[VRML PLG (RW Section)|VRML PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000105&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Morph PLG (RW Section)|Morph PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000106&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PVS PLG (RW Section)|PVS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000107&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Memory Leak PLG (RW Section)|Memory Leak PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000108&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Animation PLG (RW Section)|Animation PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000109&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Gloss PLG (RW Section)|Gloss PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Logo PLG (RW Section)|Logo PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Memory Info PLG (RW Section)|Memory Info PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Random PLG (RW Section)|Random PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PNG Image PLG (RW Section)|PNG Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Bone PLG (RW Section)|Bone PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000010f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[VRML Anim PLG (RW Section)|VRML Anim PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000110&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
| Stores MipMap parameters for the PS2 version of the engine (codenamed ''Sky'').&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000111&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MRM PLG (RW Section)|MRM PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000112&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[LOD Atomic PLG (RW Section)|LOD Atomic PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000113&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[ME PLG (RW Section)|ME PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000114&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Lightmap PLG (RW Section)|Lightmap PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000115&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Refine PLG (RW Section)|Refine PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000116&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin PLG (RW Section)|Skin PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000117&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Label PLG (RW Section)|Label PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000118&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particles PLG (RW Section)|Particles PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000119&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[GeomTX PLG (RW Section)|GeomTX PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Synth Core PLG (RW Section)|Synth Core PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[STQPP PLG (RW Section)|STQPP PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Part PP PLG (RW Section)|Part PP PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Collision PLG (RW Section)|Collision PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[HAnim PLG (RW Section)|HAnim PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000011f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[User Data PLG (RW Section)|User Data PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000120&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Material Effects PLG (RW Section)|Material Effects PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000121&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particle System PLG (RW Section)|Particle System PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000122&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Delta Morph PLG (RW Section)|Delta Morph PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000123&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Patch PLG (RW Section)|Patch PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000124&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Team PLG (RW Section)|Team PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000125&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Crowd PP PLG (RW Section)|Crowd PP PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000126&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Mip Split PLG (RW Section)|Mip Split PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000127&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Anisotropy PLG (RW Section)|Anisotropy PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
| Stores the anisotropy for a texture filter.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000129&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[GCN Material PLG (RW Section)|GCN Material PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometric PVS PLG (RW Section)|Geometric PVS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[XBOX Material PLG (RW Section)|XBOX Material PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Multi Texture PLG (RW Section)|Multi Texture PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Chain PLG (RW Section)|Chain PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Toon PLG (RW Section)|Toon PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000012f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PTank PLG (RW Section)|PTank PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000130&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Particle Standard PLG (RW Section)|Particle Standard PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000131&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PDS PLG (RW Section)|PDS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000132&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[PrtAdv PLG (RW Section)|PrtAdv PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000133&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Normal Map PLG (RW Section)|Normal Map PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000134&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[ADC PLG (RW Section)|ADC PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000135&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation PLG (RW Section)|UV Animation PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000180&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Character Set PLG (RW Section)|Character Set PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000181&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[NOHS World PLG (RW Section)|NOHS World PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000182&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Import Util PLG (RW Section)|Import Util PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000183&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Slerp PLG (RW Section)|Slerp PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000184&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Optim PLG (RW Section)|Optim PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000185&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TL World PLG (RW Section)|TL World PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000186&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Database PLG (RW Section)|Database PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000187&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Raytrace PLG (RW Section)|Raytrace PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000188&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Ray PLG (RW Section)|Ray PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000189&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Library PLG (RW Section)|Library PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000190&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D PLG (RW Section)|2D PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000191&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Tile Render PLG (RW Section)|Tile Render PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000192&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[JPEG Image PLG (RW Section)|JPEG Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000193&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TGA Image PLG (RW Section)|TGA Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000194&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[GIF Image PLG (RW Section)|GIF Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000195&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Quat PLG (RW Section)|Quat PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000196&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Spline PVS PLG (RW Section)|Spline PVS PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000197&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Mipmap PLG (RW Section)|Mipmap PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000198&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[MipmapK PLG (RW Section)|MipmapK PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000199&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Font (RW Section)|2D Font]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019a&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Intersection PLG (RW Section)|Intersection PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019b&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TIFF Image PLG (RW Section)|TIFF Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019c&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Pick PLG (RW Section)|Pick PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019d&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[BMP Image PLG (RW Section)|BMP Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019e&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[RAS Image PLG (RW Section)|RAS Image PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000019f&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin FX PLG (RW Section)|Skin FX PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a0&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[VCAT PLG (RW Section)|VCAT PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Path (RW Section)|2D Path]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a2&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Brush (RW Section)|2D Brush]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a3&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Object (RW Section)|2D Object]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a4&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Shape (RW Section)|2D Shape]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a5&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Scene (RW Section)|2D Scene]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a6&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Pick Region (RW Section)|2D Pick Region]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a7&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Object String (RW Section)|2D Object String]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a8&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Animation PLG (RW Section)|2D Animation PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001a9&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Animation (RW Section)|2D Animation]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b0&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Keyframe (RW Section)|2D Keyframe]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2D Maestro (RW Section)|2D Maestro]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b2&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Barycentric (RW Section)|Barycentric]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b3&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Platform Independent Texture Dictionary TK (RW Section)|Platform Independent Texture Dictionary TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b4&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TOC TK (RW Section)|TOC TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b5&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[TPL TK (RW Section)|TPL TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b6&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[AltPipe TK (RW Section)|AltPipe TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b7&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Animation TK (RW Section)|Animation TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b8&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Skin Split Tookit (RW Section)|Skin Split Tookit]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001b9&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Compressed Key TK (RW Section)|Compressed Key TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001ba&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Geometry Conditioning PLG (RW Section)|Geometry Conditioning PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bb&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Wing PLG (RW Section)|Wing PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bc&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Generic Pipeline TK (RW Section)|Generic Pipeline TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bd&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Lightmap Conversion TK (RW Section)|Lightmap Conversion TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001be&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Filesystem PLG (RW Section)|Filesystem PLG]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001bf&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Dictionary TK (RW Section)|Dictionary TK]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001c0&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation Linear (RW Section)|UV Animation Linear]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x000001c1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[UV Animation Parameter (RW Section)|UV Animation Parameter]]&lt;br /&gt;
| Toolkit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000050E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Bin Mesh PLG (RW Section)|Bin Mesh PLG]]&lt;br /&gt;
| World&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00000510&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Native Data PLG (RW Section)|Native Data PLG]]&lt;br /&gt;
| World&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000F21E&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[ZModeler Lock (RW Section)|ZModeler Lock]]&lt;br /&gt;
| ZModeler&lt;br /&gt;
| Unofficial extension that stores a password that protects the file from being modified when opened in ''ZModeler''. Ignored by other applications like ''RWAnalyze'' and the GTA games.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00CAFE40&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unknown&lt;br /&gt;
| Other&lt;br /&gt;
| Jimmy Neutron: Attack of the Twonkies atomic rendering flags.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00CAFE45&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unknown&lt;br /&gt;
| Other&lt;br /&gt;
| Jimmy Neutron: Attack of the Twonkies material flags.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F200&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Atomic Visibility Distance (RW Section)|Atomic Visibility Distance]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F201&amp;lt;/code&amp;gt;&lt;br /&gt;
| Clump Visibility Distance &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F202&amp;lt;/code&amp;gt;&lt;br /&gt;
| Frame Visibility Distance &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F3&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Pipeline Set (RW Section)|Pipeline Set]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores the render pipeline used to draw objects with Rockstar-specific plug-ins.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F5&amp;lt;/code&amp;gt;&lt;br /&gt;
| TexDictionary Link &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F6&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Specular Material (RW Section)|Specular Material]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores a specularity map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F8&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2d Effect (RW Section)|2d Effect]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Used to attach various GTA-specific effects to models, for example to enable script interaction or particle effects.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2F9&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Extra Vert Colour (RW Section)|Extra Vert Colour]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores an additional array of vertex colors, that are used in GTA during night-time to simulate some effects of dynamic global lighting.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FA&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Collision Model (RW Section)|Collision Model]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores a [[collision model]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FB&amp;lt;/code&amp;gt;&lt;br /&gt;
| GTA HAnim &lt;br /&gt;
| Rockstar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FC&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Reflection Material (RW Section)|Reflection Material]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Enables advanced environment mapping.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FD&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Breakable (RW Section)|Breakable]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Contains a mesh that is used to render objects that are breakable (like windows or tables).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0253F2FE&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Frame_(RW_Section)|Frame]] &lt;br /&gt;
| Rockstar&lt;br /&gt;
| Stores the name of a frame within a ''Frame List''.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[RenderWare_binary_stream_file|RW file format specification]]&lt;br /&gt;
&lt;br /&gt;
{{N|3|VC|SA}}&lt;br /&gt;
[[Category:RW Sections]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Material_List_(RW_Section)&amp;diff=19158</id>
		<title>Material List (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Material_List_(RW_Section)&amp;diff=19158"/>
		<updated>2022-01-22T08:20:38Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: /* Limitations of material instancing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = Material List&lt;br /&gt;
| VENDORNAME = Criterion Games&lt;br /&gt;
| MODULENAME = Core&lt;br /&gt;
| MODULEID = 000000&lt;br /&gt;
| IDENTIFIER = 08&lt;br /&gt;
| PARENTS = [[Geometry (RW Section)|Geometry]]&lt;br /&gt;
| CHILDREN = [[Struct (RW Section)|Struct]], [[Material (RW Section)|Material]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Material List''' is a container section used in [[model file|DFF files]] as child of a [[Geometry (RW Section)|geometry section]]. The section itself does not store any data at all. All additional information get stored inside a [[Struct (RW Section)|struct section]] which directly follows this one as a child. ''Material List'' stores the different materials used by the ''geometry'' section it is appended to.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
The structure stores the number of materials and material instances inside the list.&lt;br /&gt;
&lt;br /&gt;
 4b - DWORD   - Number of materials, including material instances&lt;br /&gt;
 Xb - DWORD[] - Array of material indices.&lt;br /&gt;
&lt;br /&gt;
A material index equals ''-1'' if it is a material. If the material is an instance of a previously defined material, the index equals the base materials one.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
As an example, the definition of a material list with two different materials would look like this:&lt;br /&gt;
&lt;br /&gt;
   000 2   // There are two materials in the list.&lt;br /&gt;
   004 -1  // First material (always -1, since there needs to be at least one base material).&lt;br /&gt;
   008 -1  // A second material.&lt;br /&gt;
&lt;br /&gt;
If there is a material instance, it will store the index of the parent material:&lt;br /&gt;
&lt;br /&gt;
   000 4   // There are four materials in the list.&lt;br /&gt;
   004 -1  // First material (always -1, since there needs to be at least one base material).&lt;br /&gt;
   008 -1  // A second material.&lt;br /&gt;
   00C  0  // Instance of the first material.&lt;br /&gt;
   010  1  // Instance of the second material.&lt;br /&gt;
&lt;br /&gt;
Note that it is not possible to create material instances in a forward declarative manner:&lt;br /&gt;
&lt;br /&gt;
   000 3   // There are three materials in the list.&lt;br /&gt;
   004 -1  // First material (always -1, since there needs to be at least one base material).&lt;br /&gt;
   008 1   // Instance of the second material defined below (error!).&lt;br /&gt;
   00C -1  // Second material&lt;br /&gt;
&lt;br /&gt;
Thus it is a good practice to store base materials before material instances:&lt;br /&gt;
&lt;br /&gt;
   000 4   // There are four materials in the list.&lt;br /&gt;
   004 -1  // First material (always -1, since there needs to be at least one base material).&lt;br /&gt;
   008 -1  // Second material&lt;br /&gt;
   00C 0   // First instance&lt;br /&gt;
   010 1   // Second instance&lt;br /&gt;
   (...)&lt;br /&gt;
&lt;br /&gt;
=== Limitations of material instancing ===&lt;br /&gt;
&lt;br /&gt;
Unlike later shader-based implementations in other game engines, material instances in Renderware do not support manipulation of (even basic) material parameters, like phong parameters (e.g. specular, ambient and diffuse colors). They are more like implicit copies of a material and therefor may also be called ''material references''.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Geometry (RW Section)|Geometry]]&lt;br /&gt;
&lt;br /&gt;
{{N|SA|VC|3}}&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Camera_(RW_Section)&amp;diff=18767</id>
		<title>Camera (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Camera_(RW_Section)&amp;diff=18767"/>
		<updated>2021-02-24T00:54:05Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section&lt;br /&gt;
| NAME = Camera&lt;br /&gt;
| VENDORNAME = Criterion Games&lt;br /&gt;
| MODULENAME = Core&lt;br /&gt;
| MODULEID = 000000&lt;br /&gt;
| IDENTIFIER = 05&lt;br /&gt;
| PARENTS = [[Clump (RW Section)|Clump]]&lt;br /&gt;
| CHILDREN = [[Struct (RW Section)|Struct]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Camera''' is a section used in [[model file|DFF files]] as child of a [[Clump (RW Section)|Clump]] section. It is normally accompanied by a [[Struct (RW Section)|Struct]] section. Note that RenderWare cameras are not used in GTA.&lt;br /&gt;
&lt;br /&gt;
== Structure == &lt;br /&gt;
&lt;br /&gt;
The section itself typically does not contain any content. All information about the camera is stored within a [[Struct (RW Section)|Struct]] section, directly following the camera section header. This structure contains the following information:&lt;br /&gt;
&lt;br /&gt;
  4b - FLOAT    - Horizontal fov tangent&lt;br /&gt;
  4b - FLOAT    - Vertical fov tangent&lt;br /&gt;
  4b - FLOAT    - Viewport width&lt;br /&gt;
  4b - FLOAT    - Viewport height&lt;br /&gt;
  4b - FLOAT    - Near plane&lt;br /&gt;
  4b - FLOAT    - Far plane&lt;br /&gt;
  4b - FLOAT    - Fog distance&lt;br /&gt;
  4b - DWORD    - Projection mode&lt;br /&gt;
&lt;br /&gt;
The projection mode can be one of the following values:&lt;br /&gt;
&lt;br /&gt;
  0x01 - rwPERSPECTIVE - Perspective projection&lt;br /&gt;
  0x02 - rwPARALLEL    - Orthographic projection&lt;br /&gt;
&lt;br /&gt;
{{N|SA|VC|3}}&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Specular_Material_(RW_Section)&amp;diff=18128</id>
		<title>Specular Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Specular_Material_(RW_Section)&amp;diff=18128"/>
		<updated>2020-05-15T12:21:38Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section|Specular Material|0x0253F2F6}}&lt;br /&gt;
A '''Specular Material''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. In [[GTA San Andreas]] it is used to store material information for specular lighting. The typical location in a SA [[model file|dff]] section hierarchy is ''[[Clump (RW Section)|Clump]] &amp;gt; [[Geometry List (RW Section)|Geometry List]] &amp;gt; [[Geometry (RW Section)|Geometry]] &amp;gt; [[Material List (RW Section)|Material List]] &amp;gt; [[Material (RW Section)|Material]] &amp;gt; [[Extension (RW Section)|Extension]] &amp;gt; Specular Material.&lt;br /&gt;
&lt;br /&gt;
The Specular Material section is exclusive to San Andreas and Manhunt. To use a specular material, the rendering pipeline that is responsible for rendering the object must support specular materials. This is true by default for vehicles, but not for buildings. To hook specularity into the rendering pipeline, the [[Pipeline Set (RW Section)|pipeline]] extion for the geometries [[Atomic (RW Section)|atomic]] needs to be changed.&lt;br /&gt;
&lt;br /&gt;
==Data Layout==&lt;br /&gt;
  4b - FLOAT    - Specular Level (0.0-1.0)&lt;br /&gt;
 24b - CHAR[24] - Specular Texture Name, see below&lt;br /&gt;
&lt;br /&gt;
On the PC and Xbox versions of the game a specular texture is not used. On the PS2 however, it is used as a second reflection map. The string is null terminated, and aligned to 4 byte boundaries with extra zeros appended.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Material (RW Section)|Material]]&lt;br /&gt;
* [[User Data PLG (RW Section)|User Data PLG]]&lt;br /&gt;
* [[Material Effects PLG (RW Section)|Material Effects]]&lt;br /&gt;
* [[Reflection Material (RW Section)|Reflection Material]]&lt;br /&gt;
* [[UV Animation PLG (RW Section)|UV Animation PLG]]&lt;br /&gt;
* [[Texture (RW Section)|Texture]]&lt;br /&gt;
* [[Geometry List (RW Section)|Geometry List]]&lt;br /&gt;
* [[RenderWare_binary_stream_file|RW file format specification]]&lt;br /&gt;
&lt;br /&gt;
{{N|SA|VC}}&lt;br /&gt;
[[Category:GTA_3]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Reflection_Material_(RW_Section)&amp;diff=18127</id>
		<title>Reflection Material (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Reflection_Material_(RW_Section)&amp;diff=18127"/>
		<updated>2020-05-15T12:19:38Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section|Reflection Material|0x0253F2FC}}&lt;br /&gt;
&lt;br /&gt;
A '''Reflection Material''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. In [[GTA San Andreas]] it is used to override vehicle reflection maps. The typical location in a SA vehicle [[model file|dff]] section hierarchy is ''[[Clump (RW Section)|Clump]] &amp;gt; [[Geometry List (RW Section)|Geometry List]] &amp;gt; [[Geometry (RW Section)|Geometry]] &amp;gt; [[Material List (RW Section)|Material List]] &amp;gt; [[Material (RW Section)|Material]] &amp;gt; [[Extension (RW Section)|Extension]] &amp;gt; Reflection Material.&lt;br /&gt;
&lt;br /&gt;
The Reflection Material is exclusive to San Andreas. To use a reflective material, the rendering pipeline that is responsible for rendering the object must support reflective materials. This is true by default for vehicles, but not for buildings. To hook reflection into the rendering pipeline, the [[Pipeline Set (RW Section)|pipeline]] extion for the geometries [[Atomic (RW Section)|atomic]] needs to be changed.&lt;br /&gt;
&lt;br /&gt;
==Data Layout==&lt;br /&gt;
&lt;br /&gt;
 4b - FLOAT    - Environment Map Scale X&lt;br /&gt;
 4b - FLOAT    - Environment Map Scale Y&lt;br /&gt;
 4b - FLOAT    - Environment Map Offset X&lt;br /&gt;
 4b - FLOAT    - Environment Map Offset Y&lt;br /&gt;
 4b - FLOAT    - Reflection Intensity (Shininess, 0.0-1.0)&lt;br /&gt;
 4b - DWORD    - Environment Texture Ptr, always 0 (zero)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Material (RW Section)|Material]]&lt;br /&gt;
* [[User Data PLG (RW Section)|User Data PLG]]&lt;br /&gt;
* [[Material Effects PLG (RW Section)|Material Effects]]&lt;br /&gt;
* [[Specular Material (RW Section)|Specular Material]]&lt;br /&gt;
* [[UV Animation PLG (RW Section)|UV Animation PLG]]&lt;br /&gt;
* [[Texture (RW Section)|Texture]]&lt;br /&gt;
* [[Geometry List (RW Section)|Geometry List]]&lt;br /&gt;
* [[RenderWare_binary_stream_file|RW file format specification]]&lt;br /&gt;
&lt;br /&gt;
{{N|SA|VC}}&lt;br /&gt;
[[Category:GTA_3]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=UV_Animation_PLG_(RW_Section)&amp;diff=18126</id>
		<title>UV Animation PLG (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=UV_Animation_PLG_(RW_Section)&amp;diff=18126"/>
		<updated>2020-05-15T12:19:05Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{RW Section|UV Animation PLG|0x0135}}&lt;br /&gt;
&lt;br /&gt;
'''UV Animation PLG''' is an extension to the [[Material (RW Section)|Material]] section in the [[RenderWare binary stream file|Renderware stream file format]]. It is part of the [[List_of_RW_section_IDs#Toolkit|Renderware Toolkit]] and can be used animate a texture in UV-Space.&lt;br /&gt;
&lt;br /&gt;
== Binary structure == &lt;br /&gt;
&lt;br /&gt;
The existence of this section is typically determined by a effect within a [[Material Effects PLG (RW Section)|Material Effects]] section, which is also an [[Extension (RW_Section)|extension]] of the [[Material (RW Section)|Material]] section. It contains the names of UV animations that are to be attached to this material. The maximum is 8 but most often only one animation is found here.&lt;br /&gt;
&lt;br /&gt;
  uint32         mask&lt;br /&gt;
  char[n][32]    animation names&lt;br /&gt;
&lt;br /&gt;
Where n is the number of animations. To each of the 8 animation slots corresponds a bit in the mask (slot n has bit 1&amp;lt;&amp;lt;n set, counting from 0). If bit n is set, a 32 byte string follows (with n counting up).&lt;br /&gt;
&lt;br /&gt;
A UV animation can animate up to 8 nodes/UV sets.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Material (RW Section)|Material]]&lt;br /&gt;
* [[User Data PLG (RW Section)|User Data PLG]]&lt;br /&gt;
* [[Material Effects PLG (RW Section)|Material Effects PLG]]&lt;br /&gt;
* [[Reflection Material (RW Section)|Reflection Material]]&lt;br /&gt;
* [[Specular Material (RW Section)|Specular Material]]&lt;br /&gt;
* [[Texture (RW Section)|Texture]]&lt;br /&gt;
* [[Geometry List (RW Section)|Geometry List]]&lt;br /&gt;
* [[RenderWare_binary_stream_file|RW file format specification]]&lt;br /&gt;
&lt;br /&gt;
{{N|SA|VC}}&lt;br /&gt;
[[Category:GTA_3]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=RpMaterial&amp;diff=18125</id>
		<title>RpMaterial</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=RpMaterial&amp;diff=18125"/>
		<updated>2020-05-15T12:17:38Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: /* Extension */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section|Material|0x0007}}&lt;br /&gt;
&lt;br /&gt;
'''RpMaterial''' is a [[RenderWare]] structure that stores geometric data for 3D geometry.&lt;br /&gt;
&lt;br /&gt;
== Stream Structure ==&lt;br /&gt;
&lt;br /&gt;
When streamed in/out it is usually the child of a [[Material List (RW Section)|Material List]] chunk and parent of a [[Struct (RW Section)|Struct]], optional [[Texture (RW Section)|Texture]] and [[Extension (RW Section)|Extension]] chunk.&lt;br /&gt;
&lt;br /&gt;
The format of the Material's Struct chunk is as follows:&lt;br /&gt;
&lt;br /&gt;
 int32        flags (unused)&lt;br /&gt;
 RwRGBA       color    (RwRGBA: uint8 r, g, b, a)&lt;br /&gt;
 int32        unused&lt;br /&gt;
 bool32       isTextured&lt;br /&gt;
 #if version &amp;gt; 0x30400&lt;br /&gt;
   surface properties:&lt;br /&gt;
     float32  ambient&lt;br /&gt;
     float32  specular&lt;br /&gt;
     float32  diffuse&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
If the material is defined as textured above, a [[Texture (RW Section)|Texture]] chunk will follow the Struct.&lt;br /&gt;
&lt;br /&gt;
=== Extension ===&lt;br /&gt;
&lt;br /&gt;
The extension of an material can hold the following chunks in GTA: &lt;br /&gt;
&lt;br /&gt;
* [[Right To Render (RW Section)|Right To Render]]&lt;br /&gt;
* [[User Data PLG (RW Section)|User Data PLG]]&lt;br /&gt;
* [[Material Effects PLG (RW Section)|Material Effects PLG]]&lt;br /&gt;
* [[UV Animation PLG (RW Section)|UV Animation PLG]]&lt;br /&gt;
* [[Reflection Material (RW Section)|Reflection Material]]&lt;br /&gt;
* [[Specular Material (RW Section)|Specular Material]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Geometry List (RW Section)|Geometry List]]&lt;br /&gt;
* [[RenderWare_binary_stream_file|RW file format specification]]&lt;br /&gt;
&lt;br /&gt;
{{N|SA|VC}}&lt;br /&gt;
[[Category:GTA_3]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Material_Effects_PLG_(RW_Section)&amp;diff=18124</id>
		<title>Material Effects PLG (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Material_Effects_PLG_(RW_Section)&amp;diff=18124"/>
		<updated>2020-05-15T12:17:10Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section|Material Effects PLG|0x0120}}&lt;br /&gt;
&lt;br /&gt;
'''Material Effects PLG''' is an extension to the [[Material (RW Section)|Material]] section in the [[RenderWare binary stream file|Renderware stream file format]]. It is part of the [[List_of_RW_section_IDs#Toolkit|Renderware Toolkit]] and can be used to attach certain effects to a material, such as bump mapping, reflections and UV-Animations.&lt;br /&gt;
&lt;br /&gt;
If a material defines material effects, the [[Atomic (RW Section)|Atomic]] that draws the material's parent geometry also contains a material effects extension. However, the format of this section is different from the actual one that is defined for the material.&lt;br /&gt;
&lt;br /&gt;
== Binary structure ==&lt;br /&gt;
&lt;br /&gt;
Basically each section is structured starting with a header, that contains a effect type identifier, followed by two effects that can be overlayed, if the effect type supports it.&lt;br /&gt;
&lt;br /&gt;
  uint32  - Type (Header)&lt;br /&gt;
  First Effect (variable size)&lt;br /&gt;
  Second Effect (variable size)&lt;br /&gt;
&lt;br /&gt;
It's certain, that at least the second effect is not used, even both effects can be disabled by setting the type identifier to 0x00 ([[Material Effects PLG (RW Section)#No Effect (rwMATFXNULL)|rwMATFXNULL]]). It is important to note, that the effect rwMATFXNULL allocates 4 bytes of memory for it's effect header.&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
&lt;br /&gt;
The section starts with a type identifier. The section's actual size depends on the section type.&lt;br /&gt;
&lt;br /&gt;
  uint32  - Type&lt;br /&gt;
&lt;br /&gt;
The section type can be of one of the following values:&lt;br /&gt;
&lt;br /&gt;
  0 rwMATFXEFFECTNULL            No Effect&lt;br /&gt;
  1 rwMATFXEFFECTBUMPMAP         Bump Map&lt;br /&gt;
  2 rwMATFXEFFECTENVMAP          Environment Map (Reflections)&lt;br /&gt;
  3 rwMATFXEFFECTBUMPENVMAP      Bump Map/Environment Map&lt;br /&gt;
  4 rwMATFXEFFECTDUAL            Dual Textures&lt;br /&gt;
  5 rwMATFXEFFECTUVTRANSFORM     UV-Tranformation&lt;br /&gt;
  6 rwMATFXEFFECTDUALUVTRANSFORM Dual Textures/UV-Transformation&lt;br /&gt;
&lt;br /&gt;
The effect types 3 (rwMATFXEFFECTBUMPENVMAP) and 6 (rwMATFXEFFECTDUALUVTRANSFORM) are requiring both effects to be set. For all other section types, the second effect is usually set to 0 (rwMATFXEFFECTNULL).&lt;br /&gt;
&lt;br /&gt;
== Effects (Types) ==&lt;br /&gt;
&lt;br /&gt;
Each effect starts with a header on it's own, containing the effect identifier. The effect identifier is of the same type as the section identifier and therefor the effect identifier of the first effect typically equals the section identifier. Exceptions are the section types 3 (rwMATFXEFFECTBUMPENVMAP) and 6 (rwMATFXEFFECTDUALUVTRANSFORM), which are invalid when beeing used as effect type.&lt;br /&gt;
&lt;br /&gt;
=== No Effect (rwMATFXNULL) ===&lt;br /&gt;
&lt;br /&gt;
The effect starts with a header, containing its type identifier.&lt;br /&gt;
&lt;br /&gt;
  uint32  - 0x00, rwMATFXEFFECTNULL&lt;br /&gt;
&lt;br /&gt;
There are no other contents stored within this effect.&lt;br /&gt;
&lt;br /&gt;
=== Bump Mapping (rwMATFXEFFECTBUMPMAP) ===&lt;br /&gt;
&lt;br /&gt;
The effect starts with a header, containing its type identifier, followed by some settings.&lt;br /&gt;
&lt;br /&gt;
  uint32      - 0x01, rwMATFXEFFECTBUMPMAP&lt;br /&gt;
  float32     - Intensity&lt;br /&gt;
  bool32      - Contains Bump Map&lt;br /&gt;
  RwTexture   - Bump Map (Only if effect contains a bump map)&lt;br /&gt;
  bool32      - Contains Height Map&lt;br /&gt;
  RwTexture   - Height Map (Only if the effect contains a height map)&lt;br /&gt;
&lt;br /&gt;
Note that there are two switches within the effect, that determine the existence of two child sections, containing the actual bump or height map. The textures are stored as raw [[Texture (RW_Section)|RwTexture]]s, simply within the effect structure.&lt;br /&gt;
&lt;br /&gt;
Bump maps are restricted in their format: The actual texture inside the [[Texture archive|TXD archive]] needs to be stored in X8R8G8B8-Format, meaning there are four 8-bit channels for red, green, blue and alpha. However, bump maps do not support alpha maps (a second texture that encodes opacity-information per texel), compression or mip-mapping for performance reasons.&lt;br /&gt;
&lt;br /&gt;
=== Environment Mapping (rwMATFXENVMAP) ===&lt;br /&gt;
&lt;br /&gt;
Environment maps are used to simulate real-time reflections by blending in a pre-rendered environmental texture. Renderware does not support real-time reflections, besides [[wikipedia:Reflection mapping|Environment Mapping]] out of the box, but it can be hooked up with mods like [[ENBSeries_(SA)|ENBSeries]].&lt;br /&gt;
&lt;br /&gt;
  uint32      - 0x02, rwMATFXENVMAP&lt;br /&gt;
  float32     - Reflection Coefficient (default is 1.0)&lt;br /&gt;
  bool32      - Use Frame Buffer Alpha Channel&lt;br /&gt;
  bool32      - Contains Environment Map&lt;br /&gt;
  RwTexture   - Environment Map&lt;br /&gt;
&lt;br /&gt;
The effect itself contains a switch that determines the existence of a environment map in form of a texture. If the switch is true, the texture is stored as a raw [[Texture (RW_Section)|RwTexture]] section, succeeded by the switch itself.&lt;br /&gt;
&lt;br /&gt;
=== Dual Texturing (rwMATFXEFFECTDUAL) ===&lt;br /&gt;
&lt;br /&gt;
Dual Texturing enables the engine to blend two textures together. The effect therefor defines a set of blending options.&lt;br /&gt;
&lt;br /&gt;
  uint32     - 0x04, rwMATFXEFFECTDUAL&lt;br /&gt;
  int32      - src blend mode&lt;br /&gt;
  int32      - dest blend mode&lt;br /&gt;
  bool32     - Contains Texture&lt;br /&gt;
  RwTexture  - Texture&lt;br /&gt;
&lt;br /&gt;
If the effect contains a texture, it is stored as a raw [[Texture (RW_Section)|RwTexture]] section right after the ''Contains Texture'' option. The ''Blend Mode'' options defines how two textures are blended together. Basically each mode executes a different vector function that returns the blending result for each texel.&lt;br /&gt;
&lt;br /&gt;
The first set of blend functions returns a constant value for each texel.&lt;br /&gt;
&lt;br /&gt;
  0x00 - rwNOBLEND&lt;br /&gt;
  0x01 - rwBLENDZERO             (0,    0,    0,    0   )&lt;br /&gt;
  0x02 - rwBLENDONE              (1,    1,    1,    1   )&lt;br /&gt;
  0x03 - rwBLENDSRCCOLOR         (Rs,   Gs,   Bs,   As  )&lt;br /&gt;
  0x04 - rwBLENDINVSRCCOLOR      (1-Rs, 1-Gs, 1-Bs, 1-As)&lt;br /&gt;
  0x05 - rwBLENDSRCALPHA         (As,   As,   As,   As  )&lt;br /&gt;
  0x06 - rwBLENDINVSRCALPHA      (1-As, 1-As, 1-As, 1-As)&lt;br /&gt;
  0x07 - rwBLENDDESTALPHA        (Ad,   Ad,   Ad,   Ad  )&lt;br /&gt;
  0x08 - rwBLENDINVDESTALPHA     (1-Ad, 1-Ad, 1-Ad, 1-Ad)&lt;br /&gt;
  0x09 - rwBLENDDESTCOLOR        (Rd,   Gd,   Bd,   Ad  )&lt;br /&gt;
  0x0A - rwBLENDINVDESTCOLOR     (1-Rd, 1-Gd, 1-Bd, 1-Ad)&lt;br /&gt;
  0x0B - rwBLENDSRCALPHASAT      (f,    f,    f,    1   )  f = min (As, 1-Ad)&lt;br /&gt;
&lt;br /&gt;
The very first function, rwNOBLEND, disables blending at all, meaning that only the base texture of the material will be drawn.&lt;br /&gt;
In the other cases the final color is the sum of the base texture multiplied by the value of the dest Blend mode and the dual pass texture multiplied by the value of the src blend mode.&lt;br /&gt;
&lt;br /&gt;
=== UV-Animation (rwMATFXEFFECTUVTRANSFORM) ===&lt;br /&gt;
&lt;br /&gt;
UV-Animation itself does not contain any further information, besides it obligatory header.&lt;br /&gt;
&lt;br /&gt;
  uint32     - 0x05, rwMATFXEFFECTUVTRANSFORM&lt;br /&gt;
&lt;br /&gt;
If this effect is defined, the [[Material (RW_Section)|Material]] also contains a [[UV Animation PLG (RW_Section)|UV Animation PLG]] extension.&lt;br /&gt;
&lt;br /&gt;
== Atomic extension ==&lt;br /&gt;
&lt;br /&gt;
Renderware does not support advanced shading or physically based rendering (PBR). In order to better quality rendering, it defines different rendering pipelines a draw call can be passed to. Each pipeline supports different features, like Bump Mapping for the illusion of uneven or rough surfaces, Environment Mapping to approximate reflection or Vertex Colors to support approximative precalculated lightning. Rockstar even defined a set of [[Pipeline Set (RW Section)|custom rendering pipelines]] to support their custom engine features, like [[Reflection Material (RW Section)|reflective materials]] or [[Night Vertex Colors (RW Section)|extra vertex colors]]. For more information about the general rendering workflow in Renderware, please refer to the [[RenderWare]] article.&lt;br /&gt;
&lt;br /&gt;
In order to choose the right parameters for the rendering pipelines, while passing each [[Atomic (RW Section)|Atomic]] to a draw-call, the Atomic itself needs to know which effects the linked geometry uses. The MatFX plugin uses another [[Material (RW Section)|Material]] chunk that specifies whether the MatFX pipeline should be attached to the Atomic:&lt;br /&gt;
&lt;br /&gt;
  bool32     - MatFX enabled&lt;br /&gt;
&lt;br /&gt;
In RW versions &amp;gt;= 3.4.0.0 this chunk is only written when the value is 1.&lt;br /&gt;
&lt;br /&gt;
An Atomic can also have a [[Right To Render (RW Section)|Right To Render]] chunk in its Extension data, this however is ignored by the engine. In the case of MatFX this chunk is only written when a null-pipeline was attached when the file was written. This is generally the case if the file was exported from a modeling program.&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
=== Environment mapping ===&lt;br /&gt;
&lt;br /&gt;
Environment mapping on the PS2 works different than on the PC in some ways:&lt;br /&gt;
* The environment effect is rendered as a second pass and hence uses alpha blending which gives a different result than using multiple texture stages&lt;br /&gt;
* The environment pass uses the same vertex colors as the diffuse pass&lt;br /&gt;
* Texture coordinates are generated differently (independent of camera position)&lt;br /&gt;
&lt;br /&gt;
For an implementation of PS2-like env-mapping on PC see [[SkyGfx]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Atomic (RW Section)|Atomic]]&lt;br /&gt;
* [[Material (RW Section)|Material]]&lt;br /&gt;
* [[Reflection Material (RW Section)|Reflection Material]]&lt;br /&gt;
* [[Specular Material (RW Section)|Specular Material]]&lt;br /&gt;
* [[UV Animation PLG (RW Section)|UV Animation PLG]]&lt;br /&gt;
* [[Texture (RW Section)|Texture]]&lt;br /&gt;
* [[Geometry List (RW Section)|Geometry List]]&lt;br /&gt;
* [[RenderWare_binary_stream_file|RW file format specification]]&lt;br /&gt;
* [[User Data PLG (RW Section)|User Data PLG]]&lt;br /&gt;
&lt;br /&gt;
{{N|SA|VC}}&lt;br /&gt;
[[Category:GTA_3]]&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Atomic_(RW_Section)&amp;diff=18123</id>
		<title>Atomic (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Atomic_(RW_Section)&amp;diff=18123"/>
		<updated>2020-05-15T12:14:10Z</updated>

		<summary type="html">&lt;p&gt;Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section|Atomic|0x0014}}&lt;br /&gt;
&lt;br /&gt;
'''Atomic''' is a container section used in [[model file|DFF files]] as child of a [[Clump (RW Section)|Clump]] section. It is normally accompanied by a [[Struct (RW Section)#Atomic|Struct]] section. An atomic section can associate a [[Frame (RW Section)|Frame]] with a [[Geometry (RW Section)|Geometry]].&lt;br /&gt;
&lt;br /&gt;
Atomics are - generally speaking - converted to draw-calls directly. They therefor resemble parts of the geometry (sub-geometries) that should be rendered &amp;quot;as one&amp;quot;, utilizing a certain rendering pipeline. They are transformed from object-space directly or indirectly based on the transformation rules that are set for the Frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
An atomic section contains Struct, Geometry (optional) and Extension sections.&lt;br /&gt;
A Struct section has 16 bytes in size (may be different in some RW versions).&lt;br /&gt;
 struct rwAtomicStruct&lt;br /&gt;
 {&lt;br /&gt;
     unsigned int frameIndex; // zero-based index&lt;br /&gt;
     unsigned int geometryIndex; // zero-based index&lt;br /&gt;
     unsigned int flags;&lt;br /&gt;
     unsigned int unused; // sets to 0 by default&lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
'''Flags'''&lt;br /&gt;
&lt;br /&gt;
There are only 2 options available:&lt;br /&gt;
 0x01 rpATOMICCOLLISIONTEST - A generic collision flag to indicate that the atomic should be considered in collision tests. &lt;br /&gt;
                              It wasn't used in GTA games since they don't use RW collision system.&lt;br /&gt;
 0x04 rpATOMICRENDER        - The atomic is rendered if it is in the view frustum. It's set to TRUE for all models by default.&lt;br /&gt;
&lt;br /&gt;
==Child Sections==&lt;br /&gt;
*[[Geometry (RW Section)|Geometry]] - optional. A geometry linked to this atomic and stored internally. It may exist only if [[Clump (RW Section)|Clump]]'s [[Geometry List (RW Section)|Geometry List]] is empty.&lt;br /&gt;
&lt;br /&gt;
==Extension==&lt;br /&gt;
*[[Right To Render (RW Section)|Right To Render]] - optional. Used for Skin Rights or/and Normal Map Rights.&lt;br /&gt;
*[[Particles PLG (RW Section)|Particles PLG]] - optional. Used for built-in Renderware particles.&lt;br /&gt;
*[[Pipeline Set (RW Section)|Pipeline Set]] - optional. Used to set up atomic's custom rendering pipeline.&lt;br /&gt;
*[[User Data PLG (RW Section)|User Data PLG]] - optional. Used for custom rendering properties based on the given title.&lt;br /&gt;
*[[Material Effects PLG (RW Section)|Material Effects PLG]] - optional. Determines if atomic uses MatFx effects and thus must be rendered via MatFx rendering pipeline.&lt;/div&gt;</summary>
		<author><name>Muzzarino</name></author>
		
	</entry>
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