Difference between revisions of "RpClump"
m |
m (Cleaned up a bit.) |
||
Line 1: | Line 1: | ||
+ | A '''Clump''' is a container for a Frame hierarchy to which [[Atomic (RW Section)|Atomics]], [[Light (RW Section)|Lights]] and [[Camera (RW Section)|Cameras]] are attached. | ||
+ | |||
+ | == Stream Format == | ||
{{RW Section|Clump|0x0010}} | {{RW Section|Clump|0x0010}} | ||
− | |||
In a binary stream a Clump's child chunks are a [[Struct (RW Section)|Struct]] (described below), a [[Frame List (RW Section)|Frame List]], a [[Geometry List (RW Section)|Geometry List]], a number of [[Atomic (RW Section)|Atomics]], optionally a number of Structs and [[Light (RW Section)|Lights]] and a number of Structs and [[Camera (RW Section)|Cameras]] (Cameras are unused in GTA). | In a binary stream a Clump's child chunks are a [[Struct (RW Section)|Struct]] (described below), a [[Frame List (RW Section)|Frame List]], a [[Geometry List (RW Section)|Geometry List]], a number of [[Atomic (RW Section)|Atomics]], optionally a number of Structs and [[Light (RW Section)|Lights]] and a number of Structs and [[Camera (RW Section)|Cameras]] (Cameras are unused in GTA). | ||
− | + | Actually a <code>.dff</code> file contains exactly one Clump by definition but R* stores more than one in some cases (III peds and SA player models). | |
Cameras and Lights as part of Clumps were first introduced after version <code>0x33000</code>. Versions <code>0x33000</code> and below do not have them. | Cameras and Lights as part of Clumps were first introduced after version <code>0x33000</code>. Versions <code>0x33000</code> and below do not have them. | ||
− | |||
− | |||
The Clump's Struct has the following format: | The Clump's Struct has the following format: | ||
Line 21: | Line 21: | ||
Before version 0x30400 (<code>loplyguy.dff</code> in GTA III, version <code>0x30200</code>) the structure is a little different. The Clump has no Geometry List and the Geometries are children of their respective Atomic chunks (and consequently the Atomic Struct is 4 bytes shorter for having no geometry index). | Before version 0x30400 (<code>loplyguy.dff</code> in GTA III, version <code>0x30200</code>) the structure is a little different. The Clump has no Geometry List and the Geometries are children of their respective Atomic chunks (and consequently the Atomic Struct is 4 bytes shorter for having no geometry index). | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Extension == | == Extension == | ||
Line 35: | Line 27: | ||
== See also == | == See also == | ||
* [[RenderWare|RenderWare]] | * [[RenderWare|RenderWare]] | ||
− | |||
− | |||
{{N|SA|VC}} | {{N|SA|VC}} | ||
[[Category:GTA_3]] | [[Category:GTA_3]] |
Revision as of 17:48, 7 June 2016
A Clump is a container for a Frame hierarchy to which Atomics, Lights and Cameras are attached.
Stream Format
{{{NAME}}} | |
---|---|
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 |
In a binary stream a Clump's child chunks are a Struct (described below), a Frame List, a Geometry List, a number of Atomics, optionally a number of Structs and Lights and a number of Structs and Cameras (Cameras are unused in GTA).
Actually a .dff
file contains exactly one Clump by definition but R* stores more than one in some cases (III peds and SA player models).
Cameras and Lights as part of Clumps were first introduced after version 0x33000
. Versions 0x33000
and below do not have them.
The Clump's Struct has the following format:
int32 - Number of Atomics int32 - Number of Lights - only present after version 0x33000 int32 - Number of Cameras - only present after version 0x33000 but 0 in all GTA files
Following the struct are a Frame List and a Geometry List. After that a number of Atomics as given by the atomic count. If the Clump has lights or cameras, next come pairs of Structs and Lights and Structs and Cameras respectively. In both cases the Struct contains a 4 byte index into the Frame List for the Frame the Light or Camera should be attached to.
Before version 0x30400 (loplyguy.dff
in GTA III, version 0x30200
) the structure is a little different. The Clump has no Geometry List and the Geometries are children of their respective Atomic chunks (and consequently the Atomic Struct is 4 bytes shorter for having no geometry index).