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	<updated>2026-04-08T20:08:18Z</updated>
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	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=RenderWare_binary_stream_file&amp;diff=11036</id>
		<title>RenderWare binary stream file</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=RenderWare_binary_stream_file&amp;diff=11036"/>
		<updated>2012-08-04T20:53:03Z</updated>

		<summary type="html">&lt;p&gt;Xepomaht007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{File-stub}}&lt;br /&gt;
{{TocRight}}&lt;br /&gt;
'''RenderWare binary stream files''' are hierarchically structured binary data files used by the [[Wikipedia:RenderWare|RenderWare]] 3.x graphics engine utilized by [[Wikipedia:Rockstar North|Rockstar North]] for their GTA III trilogy (only on PC, [[Wikipedia:PS2|PS2]] and [[Wikipedia:XBOX|XBOX]], not [[Wikipedia:PSP|PSP]]!) and related games (Manhunt, Bully).&lt;br /&gt;
&lt;br /&gt;
GTA's [[model file]]s use the [[Wikipedia:file extension|file extension]] &amp;lt;code&amp;gt;.dff&amp;lt;/code&amp;gt; and [[texture archive]]s use &amp;lt;code&amp;gt;.txd&amp;lt;/code&amp;gt;. Other possible extensions, not used by the GTA games, are &amp;lt;code&amp;gt;.rws&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;.bsp&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.dma&amp;lt;/code&amp;gt;. GTA3 does use &amp;lt;code&amp;gt;.anm&amp;lt;/code&amp;gt; for some of its cutscene animations, but it is the only GTA to do so.&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
&lt;br /&gt;
RW streams are split up into sections. Each section has a 12 byte header and can either be empty, contain data or more child sections. Section content, especially of data sections, is determined by an ID in the header.&lt;br /&gt;
&lt;br /&gt;
There is only one data structure common to all RW streams - the '''section header''':&lt;br /&gt;
&lt;br /&gt;
 4 byte - DWORD - section identifier&lt;br /&gt;
 4 byte - DWORD - section size, including child sections and/or data&lt;br /&gt;
 4 byte - DWORD - RW version ID&lt;br /&gt;
&lt;br /&gt;
The RW version ID varies depending on the RW engine version used for exporting the files. It must be the same for all headers within one file. Backwards compatibility is very limited.&lt;br /&gt;
&lt;br /&gt;
===Valid RW Section IDs===&lt;br /&gt;
&lt;br /&gt;
See the [[list of RW section IDs]].&lt;br /&gt;
&lt;br /&gt;
===Rockstar's Custom Section IDs===&lt;br /&gt;
&lt;br /&gt;
Rockstar added several vendor specific RW plugins, which have their own ID range (0x0253F2F*).&lt;br /&gt;
&lt;br /&gt;
* [[Pipeline Set (RW Section)|Pipeline Set]] ''(0x0253F2F3)''&lt;br /&gt;
* [[Specular Material (RW Section)|Specular Material]] ''(0x0253F2F6)''&lt;br /&gt;
* [[2dfx (RW Section)|2dfx]] ''(0x0253F2F8)''&lt;br /&gt;
* [[Night Vertex Colors (RW Section)|Night Vertex Colors]] ''(0x0253F2F9)''&lt;br /&gt;
* [[Collision Model (RW Section)|Collision Model]] ''(0x0253F2FA)''&lt;br /&gt;
* [[Reflection Material (RW Section)|Reflection Material]] ''(0x0253F2FC)''&lt;br /&gt;
* [[Mesh Extension (RW Section)|Mesh Extension]] ''(0x0253F2FD)''&lt;br /&gt;
* [[Frame (RW Section)|Frame]] ''(0x0253F2FE)''&lt;br /&gt;
&lt;br /&gt;
===Common RW Version IDs===&lt;br /&gt;
&lt;br /&gt;
The following is an (incomplete) list of plain text RW versions commonly used in GTA and their encoded equivalent:&lt;br /&gt;
&lt;br /&gt;
 3.0.0.0 - 0x00000310 - only for multi-dff and generic, from old versions GTA III.&lt;br /&gt;
 3.2.0.0 - 0x0800FFFF - PS2 and PC GTA III&lt;br /&gt;
 3.3.0.2 - 0x0C02FFFF - GTA VC&lt;br /&gt;
 3.4.0.3 - 0x1003FFFF - X-BOX GTA III, GTA VC&lt;br /&gt;
 3.5.0.0 - 0x1400FFFF - Android GTA III&lt;br /&gt;
 3.6.0.3 - 0x1803FFFF - GTA SA, Manhunt&lt;br /&gt;
&lt;br /&gt;
==Common File Structures==&lt;br /&gt;
&lt;br /&gt;
===Model Files (DFF)===&lt;br /&gt;
&lt;br /&gt;
* [[Clump (RW Section)|Clump]]&lt;br /&gt;
** [[Struct (RW Section)#Clump|Struct]]&lt;br /&gt;
** [[Frame List (RW Section)|Frame List]]&lt;br /&gt;
*** [[Struct (RW Section)#Frame_List|Struct]]&lt;br /&gt;
*** [[Extension (RW Section)|Extension]] *&lt;br /&gt;
**** [[Frame (RW Section)|Frame]]&lt;br /&gt;
**** [[HAnim PLG (RW Section)|HAnim PLG]]&lt;br /&gt;
** [[Geometry List (RW Section)|Geometry List]]&lt;br /&gt;
*** [[Struct (RW Section)#Geometry_List|Struct]]&lt;br /&gt;
*** [[Geometry (RW Section)|Geometry]] *&lt;br /&gt;
**** [[Struct (RW Section)#Geometry|Struct]]&lt;br /&gt;
**** [[Material List (RW Section)|Material List]]&lt;br /&gt;
***** [[Struct (RW Section)#Material_List|Struct]]&lt;br /&gt;
***** [[Material (RW Section)|Material]] *&lt;br /&gt;
****** [[Struct (RW Section)#Material|Struct]]&lt;br /&gt;
****** [[Texture (RW Section)|Texture]] - optional&lt;br /&gt;
******* [[Struct (RW Section)#Texture|Struct]]&lt;br /&gt;
******* [[String (RW Section)|String]] - diffuse texture name&lt;br /&gt;
******* [[String (RW Section)|String]] - alpha texture name&lt;br /&gt;
******* [[Extension (RW Section)|Extension]]&lt;br /&gt;
******** [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]] **&lt;br /&gt;
****** [[Extension (RW Section)|Extension]]&lt;br /&gt;
******* [[Material Effects PLG (RW Section)|Material Effects PLG]] - optional&lt;br /&gt;
******** [[Texture (RW Section)|Texture]] - optional ''(See [[Material Effects PLG (RW Section)|Material Effects PLG]] for more information)''&lt;br /&gt;
********* [[Struct (RW Section)#Texture|Struct]]&lt;br /&gt;
********* [[String (RW Section)|String]] - environment map name&lt;br /&gt;
********* [[String (RW Section)|String]] - alpha texture name&lt;br /&gt;
********* [[Extension (RW Section)|Extension]]&lt;br /&gt;
********** [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]] **&lt;br /&gt;
******* [[Reflection Material (RW Section)|Reflection Material]] - optional&lt;br /&gt;
******* [[Specular Material (RW Section)|Specular Material]] - optional&lt;br /&gt;
******* [[UV Animation PLG (RW Section)|UV Animation PLG]] - optional&lt;br /&gt;
**** [[Extension (RW Section)|Extension]]&lt;br /&gt;
***** [[Bin Mesh PLG (RW Section)|Bin Mesh PLG]]&lt;br /&gt;
***** [[Native Data PLG (RW Section)|Native Data PLG]] (on Xbox and PS2)&lt;br /&gt;
***** [[Skin PLG (RW Section)|Skin PLG]]&lt;br /&gt;
***** [[Mesh Extension (RW Section)|Mesh Extension]] - optional&lt;br /&gt;
***** [[Night Vertex Colors (RW Section)|Night Vertex Colors]] - optional (static objects only)&lt;br /&gt;
***** [[Morph PLG (RW Section)|Morph PLG]]&lt;br /&gt;
***** [[2dfx (RW Section)|2dfx]] - optional&lt;br /&gt;
** [[Atomic (RW Section)|Atomic]] *&lt;br /&gt;
*** [[Struct (RW Section)#Atomic|Struct]]&lt;br /&gt;
*** [[Extension (RW Section)|Extension]]&lt;br /&gt;
**** [[Right To Render (RW Section)|Right To Render]] - optional&lt;br /&gt;
**** [[Particles PLG (RW Section)|Particles PLG]] - optional&lt;br /&gt;
**** [[Material Effects PLG (RW Section)|Material Effects PLG]] - optional&lt;br /&gt;
**** [[Pipeline Set (RW Section)|Pipeline Set]] - optional&lt;br /&gt;
** [[Extension (RW Section)|Extension]]&lt;br /&gt;
*** [[Collision Model (RW Section)|Collision Model]] - vehicles only&lt;br /&gt;
&lt;br /&gt;
===Texture Archives (TXD)===&lt;br /&gt;
&lt;br /&gt;
* [[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;br /&gt;
** [[Struct (RW Section)#Texture_Dictionary|Struct]] - 4 byte, 2x word, first one is the texture count&lt;br /&gt;
** [[Texture Native (RW Section)|Texture Native]] *&lt;br /&gt;
*** [[Struct (RW Section)#Texture_Native|Struct]] - header and actual image data&lt;br /&gt;
*** [[Extension (RW Section)|Extension]] - empty&lt;br /&gt;
** [[Extension (RW Section)|Extension]] - empty&lt;br /&gt;
&lt;br /&gt;
===Texture Archives PS2 (TXD)===&lt;br /&gt;
* [[Texture Dictionary (RW Section)|Texture Dictionary]]&lt;br /&gt;
** [[Struct (RW Section)#Texture_Dictionary|Struct]] - 4b - Texture count&lt;br /&gt;
** [[Texture Native (RW Section)|Texture Native]] *&lt;br /&gt;
*** [[Struct (RW Section)#Texture_Native|Struct]] - 4b - Platform, 4b- Filter Flags&lt;br /&gt;
*** [[String (RW Section)|String]] - Texture name&lt;br /&gt;
*** [[String (RW Section)|String]] - Alpha name&lt;br /&gt;
*** [[Struct (RW Section)|Struct]]&lt;br /&gt;
**** [[Struct (RW Section)|Struct]] - 4b- Width, 4b - Height, 4b - Bits per pixel, 4b - Raster flags, unknown&lt;br /&gt;
**** [[Struct (RW Section)|Struct]] - 80 bytes unknown, pixels/indices (80 bytes unknown, palette)&lt;br /&gt;
*** [[Extension (RW Section)|Extension]]&lt;br /&gt;
**** [[Sky Mipmap Val (RW Section)]] - 4 bytes unknown&lt;br /&gt;
** [[Extension (RW Section)|Extension]] - empty&lt;br /&gt;
&lt;br /&gt;
''* These sections (and their child sections) can appear multiple times.&lt;br /&gt;
&lt;br /&gt;
''** Not always present, effect also unknown.&lt;br /&gt;
&lt;br /&gt;
''*** Require [[Pipeline Set (RW Section)|Pipeline Set]] to work for static objects, by default only for vehicles.&lt;br /&gt;
&lt;br /&gt;
A byte may contain two indices, if bpp == 4.&lt;br /&gt;
&lt;br /&gt;
16 bit images are in 1555 ARGB format or 565 (used by VC only on ancient hardware such as Riva TNT2 when you choose 16 bit color mode and game builds non-dxt version of txd files on disk).&lt;br /&gt;
&lt;br /&gt;
The indices are swizzled and saved in a PS2 friendly format (CLUT).&lt;br /&gt;
&lt;br /&gt;
Note: There are slight differences between GTA: III and VC formats concerning the raster/image format.&lt;br /&gt;
&lt;br /&gt;
==Tools &amp;amp; Scripts==&lt;br /&gt;
&lt;br /&gt;
* [http://www.steve-m.com/downloads/tools/rwanalyze/ RW Analyze] &amp;amp;ndash; by {{U|steve-m}}&lt;br /&gt;
* various [[model file]] and [[texture archive]] related tools&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* {{GTAF|128451|RW Analyze discussion thread}}&lt;br /&gt;
* [http://www.chronetal.co.uk/gta/index.php?page=dff Original DFF format description] by KCow&lt;br /&gt;
* [http://www.renderware.com Official RenderWare Site]&lt;br /&gt;
* [http://wiki.multimedia.cx/index.php?title=TXD MultimediaWiki TXD]&lt;br /&gt;
&lt;br /&gt;
{{SA-navi}}&lt;br /&gt;
[[Category:3D File Formats]]&lt;/div&gt;</summary>
		<author><name>Xepomaht007</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Native_Data_PLG_(RW_Section)&amp;diff=11035</id>
		<title>Native Data PLG (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Native_Data_PLG_(RW_Section)&amp;diff=11035"/>
		<updated>2012-08-04T20:47:58Z</updated>

		<summary type="html">&lt;p&gt;Xepomaht007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section|Native Data PLG|0x510}}&lt;br /&gt;
&lt;br /&gt;
== Structure (X-Box GTA 3, RW version 3.4.0.3) ==&lt;br /&gt;
&lt;br /&gt;
    ('''Section Header''')&lt;br /&gt;
        4 bytes - int - 5&lt;br /&gt;
        4 bytes - hex - VertexOffset&lt;br /&gt;
        2 bytes - int - VertexUnknow&lt;br /&gt;
        2 bytes - int - MaterialCount&lt;br /&gt;
        4 bytes - int - 6&lt;br /&gt;
        4 bytes - int - VertexCount&lt;br /&gt;
        4 bytes - int - 32&lt;br /&gt;
        4 bytes - hex - 0x164314&lt;br /&gt;
&lt;br /&gt;
    ('''Material Header''')&lt;br /&gt;
        4 bytes - int - 0&lt;br /&gt;
        4 bytes - int - unknow1&lt;br /&gt;
        4 bytes - int - unknow2&lt;br /&gt;
&lt;br /&gt;
    ('''Material tristrips info''')&lt;br /&gt;
    {ARRAY OF SIZE: MaterialCount*24 bytes}&lt;br /&gt;
        4 bytes - int - MaterialCount.VertexCountStart&lt;br /&gt;
        4 bytes - int - MaterialCount.VertexCountEnd&lt;br /&gt;
        4 bytes - int - MaterialCount.TristripsCount&lt;br /&gt;
        4 bytes - int - MaterialCount.UnknowCount&lt;br /&gt;
        4 bytes - hex - Unknow3 (in fist = 0x17AB78)&lt;br /&gt;
        4 bytes - hex - 0x19ED91&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Padding''')&lt;br /&gt;
    {ARRAY OF SIZE: 16 - (12+MaterialCount*24 bytes) mod 16}&lt;br /&gt;
        1 byte - hex - 0xCD&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Tristrips''')&lt;br /&gt;
    {ARRAY OF SIZE: MaterialCount.TristripsCount*2 bytes}&lt;br /&gt;
        2 bytes - int - Vertex&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Padding''')&lt;br /&gt;
    {ARRAY OF SIZE: unknow}&lt;br /&gt;
        1 byte - hex - 0xCD&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Verticles''')&lt;br /&gt;
    {ARRAY OF SIZE: Vertex Count*(24 or 32) bytes}&lt;br /&gt;
        4 bytes - float - Coordinate X&lt;br /&gt;
        4 bytes - float - Coordinate Y&lt;br /&gt;
        4 bytes - float - Coordinate Z&lt;br /&gt;
        1 byte - int - Color R&lt;br /&gt;
        1 byte - int - Color G&lt;br /&gt;
        1 byte - int - Color B&lt;br /&gt;
        1 byte - int - Color Alpha&lt;br /&gt;
        4 bytes - float - U&lt;br /&gt;
        4 bytes - float - V&lt;br /&gt;
        {IF Textured_2=1 in flags THEN}&lt;br /&gt;
            4 bytes - float - U&lt;br /&gt;
            4 bytes - float - V&lt;br /&gt;
        {END IF}&lt;br /&gt;
     {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Padding''')&lt;br /&gt;
    {ARRAY OF SIZE: unknow}&lt;br /&gt;
        1 byte - hex - 0xCD&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Normals''')&lt;br /&gt;
    {IF Normals=1 in Flags THEN}&lt;br /&gt;
        {ARRAY OF SIZE: Vertex Count*12 bytes}&lt;br /&gt;
            4 bytes - float - Coordinate X&lt;br /&gt;
            4 bytes - float - Coordinate Y&lt;br /&gt;
            4 bytes - float - Coordinate Z&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
    {END IF}&lt;br /&gt;
&lt;br /&gt;
    ('''Padding''')&lt;br /&gt;
    {ARRAY OF SIZE: unknow}&lt;br /&gt;
        1 byte - hex - 0xCD&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[RenderWare_binary_stream_file|RW file format specification]]&lt;br /&gt;
&lt;br /&gt;
{{N|SA|VC|3}}&lt;br /&gt;
[[Category:GTA_3]]&lt;/div&gt;</summary>
		<author><name>Xepomaht007</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Native_Data_PLG_(RW_Section)&amp;diff=11034</id>
		<title>Native Data PLG (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Native_Data_PLG_(RW_Section)&amp;diff=11034"/>
		<updated>2012-08-04T20:42:51Z</updated>

		<summary type="html">&lt;p&gt;Xepomaht007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section|Native Data PLG|0x510}}&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
    ('''Section Header''')&lt;br /&gt;
        4 bytes - int - 5&lt;br /&gt;
        4 bytes - hex - VertexOffset&lt;br /&gt;
        2 bytes - int - VertexUnknow&lt;br /&gt;
        2 bytes - int - MaterialCount&lt;br /&gt;
        4 bytes - int - 6&lt;br /&gt;
        4 bytes - int - VertexCount&lt;br /&gt;
        4 bytes - int - 32&lt;br /&gt;
        4 bytes - hex - 0x164314&lt;br /&gt;
&lt;br /&gt;
    ('''Material Header''')&lt;br /&gt;
        4 bytes - int - 0&lt;br /&gt;
        4 bytes - int - unknow1&lt;br /&gt;
        4 bytes - int - unknow2&lt;br /&gt;
&lt;br /&gt;
    ('''Material tristrips info''')&lt;br /&gt;
    {ARRAY OF SIZE: MaterialCount*24 bytes}&lt;br /&gt;
        4 bytes - int - MaterialCount.VertexCountStart&lt;br /&gt;
        4 bytes - int - MaterialCount.VertexCountEnd&lt;br /&gt;
        4 bytes - int - MaterialCount.TristripsCount&lt;br /&gt;
        4 bytes - int - MaterialCount.UnknowCount&lt;br /&gt;
        4 bytes - hex - Unknow3 (in fist = 0x17AB78)&lt;br /&gt;
        4 bytes - hex - 0x19ED91&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Padding''')&lt;br /&gt;
    {ARRAY OF SIZE: 16 - (12+MaterialCount*24 bytes) mod 16}&lt;br /&gt;
        1 byte - hex - 0xCD&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Tristrips''')&lt;br /&gt;
    {ARRAY OF SIZE: MaterialCount.TristripsCount*2 bytes}&lt;br /&gt;
        2 bytes - int - Vertex&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Padding''')&lt;br /&gt;
    {ARRAY OF SIZE: unknow}&lt;br /&gt;
        1 byte - hex - 0xCD&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Verticles''')&lt;br /&gt;
    {ARRAY OF SIZE: Vertex Count*(24 or 32) bytes}&lt;br /&gt;
        4 bytes - float - Coordinate X&lt;br /&gt;
        4 bytes - float - Coordinate Y&lt;br /&gt;
        4 bytes - float - Coordinate Z&lt;br /&gt;
        1 byte - int - Color R&lt;br /&gt;
        1 byte - int - Color G&lt;br /&gt;
        1 byte - int - Color B&lt;br /&gt;
        1 byte - int - Color Alpha&lt;br /&gt;
        4 bytes - float - U&lt;br /&gt;
        4 bytes - float - V&lt;br /&gt;
        {IF Textured_2=1 in flags THEN}&lt;br /&gt;
            4 bytes - float - U&lt;br /&gt;
            4 bytes - float - V&lt;br /&gt;
        {END IF}&lt;br /&gt;
     {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Padding''')&lt;br /&gt;
    {ARRAY OF SIZE: unknow}&lt;br /&gt;
        1 byte - hex - 0xCD&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Normals''')&lt;br /&gt;
    {IF Normals=1 in Flags THEN}&lt;br /&gt;
        {ARRAY OF SIZE: Vertex Count*12 bytes}&lt;br /&gt;
            4 bytes - float - Coordinate X&lt;br /&gt;
            4 bytes - float - Coordinate Y&lt;br /&gt;
            4 bytes - float - Coordinate Z&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
    {END IF}&lt;br /&gt;
&lt;br /&gt;
    ('''Padding''')&lt;br /&gt;
    {ARRAY OF SIZE: unknow}&lt;br /&gt;
        1 byte - hex - 0xCD&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
== See also ==&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>Xepomaht007</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Native_Data_PLG_(RW_Section)&amp;diff=11033</id>
		<title>Native Data PLG (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Native_Data_PLG_(RW_Section)&amp;diff=11033"/>
		<updated>2012-08-04T20:41:03Z</updated>

		<summary type="html">&lt;p&gt;Xepomaht007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section|Native Data PLG|0x510}}&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
    ('''Section Header''')&lt;br /&gt;
        4 bytes - int - 5&lt;br /&gt;
        4 bytes - hex - VertexOffset&lt;br /&gt;
        2 bytes - int - VertexUnknow&lt;br /&gt;
        2 bytes - int - MaterialCount&lt;br /&gt;
        4 bytes - int - 6&lt;br /&gt;
        4 bytes - int - VertexCount&lt;br /&gt;
        4 bytes - int - 32&lt;br /&gt;
        4 bytes - hex - 0x164314&lt;br /&gt;
&lt;br /&gt;
    ('''Material Header''')&lt;br /&gt;
        4 bytes - int - 0&lt;br /&gt;
        4 bytes - int - unknow1&lt;br /&gt;
        4 bytes - int - unknow2&lt;br /&gt;
&lt;br /&gt;
    ('''Material tristrips info''')&lt;br /&gt;
    {ARRAY OF SIZE: MaterialCount*24 bytes}&lt;br /&gt;
        4 bytes - int - MaterialCount.VertexCountStart&lt;br /&gt;
        4 bytes - int - MaterialCount.VertexCountEnd&lt;br /&gt;
        4 bytes - int - MaterialCount.TristripsCount&lt;br /&gt;
        4 bytes - int - MaterialCount.UnknowCount&lt;br /&gt;
        4 bytes - hex - Unknow3 (in fist = 0x17AB78)&lt;br /&gt;
        4 bytes - hex - 0x19ED91&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Padding''')&lt;br /&gt;
    {ARRAY OF SIZE: 16 - (12+MaterialCount*24 bytes) mod 16}&lt;br /&gt;
        4 bytes - hex - 0xCD&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Tristrips''')&lt;br /&gt;
    {ARRAY OF SIZE: MaterialCount.TristripsCount*2 bytes}&lt;br /&gt;
        2 bytes - int - Vertex&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Padding''')&lt;br /&gt;
    {ARRAY OF SIZE: unknow}&lt;br /&gt;
        4 bytes - hex - 0xCD&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Verticles''')&lt;br /&gt;
    {ARRAY OF SIZE: Vertex Count*(24 or 32) bytes}&lt;br /&gt;
        4 bytes - float - Coordinate X&lt;br /&gt;
        4 bytes - float - Coordinate Y&lt;br /&gt;
        4 bytes - float - Coordinate Z&lt;br /&gt;
        1 byte - int - Color R&lt;br /&gt;
        1 byte - int - Color G&lt;br /&gt;
        1 byte - int - Color B&lt;br /&gt;
        1 byte - int - Color Alpha&lt;br /&gt;
        4 bytes - float - U&lt;br /&gt;
        4 bytes - float - V&lt;br /&gt;
        {IF Textured_2=1 in flags THEN}&lt;br /&gt;
            4 bytes - float - U&lt;br /&gt;
            4 bytes - float - V&lt;br /&gt;
        {END IF}&lt;br /&gt;
     {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Padding''')&lt;br /&gt;
    {ARRAY OF SIZE: unknow}&lt;br /&gt;
        4 bytes - hex - 0xCD&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Normals''')&lt;br /&gt;
    {IF Normals=1 in Flags THEN}&lt;br /&gt;
        {ARRAY OF SIZE: Vertex Count*12 bytes}&lt;br /&gt;
            4 bytes - float - Coordinate X&lt;br /&gt;
            4 bytes - float - Coordinate Y&lt;br /&gt;
            4 bytes - float - Coordinate Z&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
    {END IF}&lt;br /&gt;
&lt;br /&gt;
    ('''Padding''')&lt;br /&gt;
    {ARRAY OF SIZE: unknow}&lt;br /&gt;
        4 bytes - hex - 0xCD&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
== See also ==&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>Xepomaht007</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Native_Data_PLG_(RW_Section)&amp;diff=11032</id>
		<title>Native Data PLG (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Native_Data_PLG_(RW_Section)&amp;diff=11032"/>
		<updated>2012-08-04T20:39:22Z</updated>

		<summary type="html">&lt;p&gt;Xepomaht007: Created page with &amp;quot;{{RW Section|Native Data PLG|0x510}}  == Structure ==      ('''Section Header''')         4 bytes - int - 5         4 bytes - hex - VertexOffset         2 bytes - int - Vertex...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RW Section|Native Data PLG|0x510}}&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
    ('''Section Header''')&lt;br /&gt;
        4 bytes - int - 5&lt;br /&gt;
        4 bytes - hex - VertexOffset&lt;br /&gt;
        2 bytes - int - VertexUnknow&lt;br /&gt;
        2 bytes - int - MaterialCount&lt;br /&gt;
        4 bytes - int - 6&lt;br /&gt;
        4 bytes - int - VertexCount&lt;br /&gt;
        4 bytes - int - 32&lt;br /&gt;
        4 bytes - hex - 0x164314&lt;br /&gt;
&lt;br /&gt;
    ('''Material Header''')&lt;br /&gt;
        4 bytes - int - 0&lt;br /&gt;
        4 bytes - int - unknow1&lt;br /&gt;
        4 bytes - int - unknow2&lt;br /&gt;
&lt;br /&gt;
    ('''Material tristrips info''')&lt;br /&gt;
    {ARRAY OF SIZE: MaterialCount*24 bytes}&lt;br /&gt;
        4 bytes - int - MaterialCount.VertexCountStart&lt;br /&gt;
        4 bytes - int - MaterialCount.VertexCountEnd&lt;br /&gt;
        4 bytes - int - MaterialCount.TristripsCount&lt;br /&gt;
        4 bytes - int - MaterialCount.UnknowCount&lt;br /&gt;
        4 bytes - hex - Unknow3 (in fist = 0x17AB78)&lt;br /&gt;
        4 bytes - hex - 0x19ED91&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''????????????''')&lt;br /&gt;
    {ARRAY OF SIZE: 16 - (12+MaterialCount*24 bytes) mod 16}&lt;br /&gt;
        4 bytes - hex - 0xFFFFFFFF&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Tristrips''')&lt;br /&gt;
    {ARRAY OF SIZE: MaterialCount.TristripsCount*2 bytes}&lt;br /&gt;
        2 bytes - int - Vertex&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''????????????''')&lt;br /&gt;
    {ARRAY OF SIZE: unknow}&lt;br /&gt;
        4 bytes - hex - 0xFFFFFFFF&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Verticles''')&lt;br /&gt;
    {ARRAY OF SIZE: Vertex Count*(24 or 32) bytes}&lt;br /&gt;
        4 bytes - float - Coordinate X&lt;br /&gt;
        4 bytes - float - Coordinate Y&lt;br /&gt;
        4 bytes - float - Coordinate Z&lt;br /&gt;
        1 byte - int - Color R&lt;br /&gt;
        1 byte - int - Color G&lt;br /&gt;
        1 byte - int - Color B&lt;br /&gt;
        1 byte - int - Color Alpha&lt;br /&gt;
        4 bytes - float - U&lt;br /&gt;
        4 bytes - float - V&lt;br /&gt;
        {IF Textured_2=1 in flags THEN}&lt;br /&gt;
            4 bytes - float - U&lt;br /&gt;
            4 bytes - float - V&lt;br /&gt;
        {END IF}&lt;br /&gt;
     {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''????????????''')&lt;br /&gt;
    {ARRAY OF SIZE: unknow}&lt;br /&gt;
        4 bytes - hex - 0xFFFFFFFF&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
    ('''Normals''')&lt;br /&gt;
    {IF Normals=1 in Flags THEN}&lt;br /&gt;
        {ARRAY OF SIZE: Vertex Count*12 bytes}&lt;br /&gt;
            4 bytes - float - Coordinate X&lt;br /&gt;
            4 bytes - float - Coordinate Y&lt;br /&gt;
            4 bytes - float - Coordinate Z&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
    {END IF}&lt;br /&gt;
&lt;br /&gt;
    ('''????????????''')&lt;br /&gt;
    {ARRAY OF SIZE: unknow}&lt;br /&gt;
        4 bytes - hex - 0xFFFFFFFF&lt;br /&gt;
        {END ARRAY}&lt;br /&gt;
&lt;br /&gt;
== See also ==&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>Xepomaht007</name></author>
		
	</entry>
</feed>