Difference between revisions of "UV Animation PLG (RW Section)"

From GTAMods Wiki
Jump to navigation Jump to search
(Created page with "{{Stub}} {{RW Section|UV Animation PLG|0x0135}} '''UV Animation PLG''' is an extension to the Material section in the RenderWare binary stream fil...")
 
(Corrected format)
Line 6: Line 6:
 
== Binary structure ==  
 
== Binary structure ==  
  
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 is allways 36 bytes in size and contains a texture index value alongside a texture name.
+
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 UV animation names for each of the 8 texture coordinate channels that are to be animated.
  
   4b  - DWORD  - Texture Index
+
   uint32        channel mask
   32b - STRING - Texture Name
+
   char[n][32]    animation names
 +
 
 +
Where n is the number of animated channels. To every UV channel there corresponds a bit in the channel mask that determines whether the channel has an animation attached. If bit 1<<n is set, channel n has an animation and a 32 byte string follows.
  
 
== See also ==
 
== See also ==

Revision as of 10:23, 27 May 2017

{{{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

UV Animation PLG is an extension to the Material section in the Renderware stream file format. It is part of the Renderware Toolkit and can be used animate a texture in UV-Space.

Binary structure

The existence of this section is typically determined by a effect within a Material Effects section, which is also an extension of the Material section. It contains the UV animation names for each of the 8 texture coordinate channels that are to be animated.

 uint32         channel mask
 char[n][32]    animation names

Where n is the number of animated channels. To every UV channel there corresponds a bit in the channel mask that determines whether the channel has an animation attached. If bit 1<<n is set, channel n has an animation and a 32 byte string follows.

See also