Difference between revisions of "Specular Material (RW Section)"
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{{RW Section|Specular Material|0x0253F2F6}} | {{RW Section|Specular Material|0x0253F2F6}} | ||
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]] > [[Geometry List (RW Section)|Geometry List]] > [[Geometry (RW Section)|Geometry]] > [[Material List (RW Section)|Material List]] > [[Material (RW Section)|Material]] > [[Extension (RW Section)|Extension]] > Specular Material. | 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]] > [[Geometry List (RW Section)|Geometry List]] > [[Geometry (RW Section)|Geometry]] > [[Material List (RW Section)|Material List]] > [[Material (RW Section)|Material]] > [[Extension (RW Section)|Extension]] > Specular Material. | ||
− | The Specular Material section is exclusive to San Andreas and Manhunt. | + | |
+ | 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. | ||
+ | |||
==Data Layout== | ==Data Layout== | ||
− | 4b - FLOAT - Specular Level | + | 4b - FLOAT - Specular Level (0.0-1.0) |
24b - CHAR[24] - Specular Texture Name, see below | 24b - CHAR[24] - Specular Texture Name, see below | ||
− | + | ||
− | + | 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. | |
− | + | ||
+ | == See also == | ||
+ | * [[Material (RW Section)|Material]] | ||
+ | * [[Material Effects PLG (RW Section)|Material Effects]] | ||
+ | * [[Reflection Material (RW Section)|Reflection Material]] | ||
+ | * [[UV Animation PLG (RW Section)|UV Animation PLG]] | ||
+ | * [[Texture (RW Section)|Texture]] | ||
+ | * [[Geometry List (RW Section)|Geometry List]] | ||
+ | * [[RenderWare_binary_stream_file|RW file format specification]] | ||
+ | |||
+ | {{N|SA|VC}} | ||
+ | [[Category:GTA_3]] |
Revision as of 14:42, 6 May 2016
{{{NAME}}} | |
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RenderWare Stream Section | |
Vendor | {{{VENDORNAME}}} |
Module | {{{MODULENAME}}} |
Module ID | 0x{{{MODULEID}}}
|
Identifier | 0x{{{IDENTIFIER}}}
|
Chunk ID | 0x{{{MODULEID}}}{{{IDENTIFIER}}}
|
Versions | All |
Hierarchy | |
Parents: None | |
Children: None | |
Extensions: None | |
File Format |
A Specular Material is one of Rockstar's custom sections. In GTA San Andreas it is used to store material information for specular lighting. The typical location in a SA dff section hierarchy is Clump > Geometry List > Geometry > Material List > Material > Extension > Specular Material.
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 extion for the geometries atomic needs to be changed.
Data Layout
4b - FLOAT - Specular Level (0.0-1.0) 24b - CHAR[24] - Specular Texture Name, see below
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.
See also
- Material
- Material Effects
- Reflection Material
- UV Animation PLG
- Texture
- Geometry List
- RW file format specification