Difference between revisions of "UV Animation PLG (RW Section)"
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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 attached to this material. The maximum number of UV channels is 8 but most often only one animation is found here. | 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 attached to this material. The maximum number of UV channels is 8 but most often only one animation is found here. | ||
− | + | 4b - DWORD - channel mask | |
− | + | 32b - CHAR[32] - Once for each *active* channel within the channel mask (see below). | |
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<<n set, counting from 0). If bit n is set, a 32 byte string follows (with n counting up). | 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<<n set, counting from 0). If bit n is set, a 32 byte string follows (with n counting up). |
Revision as of 12:34, 11 September 2020
UV Animation PLG | |
---|---|
RenderWare Stream Section | |
Vendor | Criterion Games |
Module | Toolkit |
Module ID | 0x000001
|
Identifier | 0x35
|
Chunk ID | 0x00000135
|
Versions | All |
Hierarchy | |
Parents: Material (Extension) | |
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 names of UV animations that are attached to this material. The maximum number of UV channels is 8 but most often only one animation is found here.
4b - DWORD - channel mask 32b - CHAR[32] - Once for each *active* channel within the channel mask (see below).
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<<n set, counting from 0). If bit n is set, a 32 byte string follows (with n counting up).
A UV animation can animate up to 8 nodes/UV sets.