Difference between revisions of "Texture Dictionary (RW Section)"
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| Line 5: | Line 5: | ||
| MODULEID = 000000 | | MODULEID = 000000 | ||
| IDENTIFIER = 16 | | IDENTIFIER = 16 | ||
| − | | CHILDREN = [[Struct (RW Section)|Struct]], [[ | + | | CHILDREN = [[Struct (RW Section)|Struct]], [[Raster (RW Section)|Raster]] |
}} | }} | ||
| − | '''Texture Dictionary''' is usually the root section of [[texture archive|TXD files]], thus it only contains child sections, no data. It is | + | '''Texture Dictionary''' is usually the root section of [[texture archive|TXD files]], thus it only contains child sections, no data. It is a container for [[Raster (RW Section)|Raster]] sections, that store the actual image data. It is accompanied by a [[Struct (RW Section)|Struct]] section that stores information about the dictionary contents. |
==Structure== | ==Structure== | ||
| − | The struct section that comes right after the | + | The struct section that comes right after the dictionary section contains 4 bytes of data. This struct tells how many textures are presented in dictionary. |
===RW 3.6.0.0 (or lower) - 3.7.X.X=== | ===RW 3.6.0.0 (or lower) - 3.7.X.X=== | ||
| Line 18: | Line 18: | ||
<source lang="c"> | <source lang="c"> | ||
struct rwTexDictionary { | struct rwTexDictionary { | ||
| − | unsigned short textureCount; // determines count of | + | unsigned short textureCount; // determines count of Rastersections |
unsigned short deviceId; // 1 for D3D8, 2 for D3D9, 6 for PlayStation 2, 8 for XBOX | unsigned short deviceId; // 1 for D3D8, 2 for D3D9, 6 for PlayStation 2, 8 for XBOX | ||
}; | }; | ||
| Line 29: | Line 29: | ||
<source lang="c"> | <source lang="c"> | ||
struct rwTexDictionary { | struct rwTexDictionary { | ||
| − | unsigned int textureCount; // determines count of | + | unsigned int textureCount; // determines count of Raster sections |
}; | }; | ||
</source> | </source> | ||
Revision as of 15:25, 11 September 2020
| Texture Dictionary | |
|---|---|
| RenderWare Stream Section | |
| Vendor | Criterion Games |
| Module | Core |
| Module ID | 0x000000
|
| Identifier | 0x16
|
| Chunk ID | 0x00000016
|
| Versions | All |
| Hierarchy | |
| Parents: None | |
| Children: Struct, Raster | |
| Extensions: None | |
| File Format | |
Texture Dictionary is usually the root section of TXD files, thus it only contains child sections, no data. It is a container for Raster sections, that store the actual image data. It is accompanied by a Struct section that stores information about the dictionary contents.
Structure
The struct section that comes right after the dictionary section contains 4 bytes of data. This struct tells how many textures are presented in dictionary.
RW 3.6.0.0 (or lower) - 3.7.X.X
struct rwTexDictionary {
unsigned short textureCount; // determines count of Rastersections
unsigned short deviceId; // 1 for D3D8, 2 for D3D9, 6 for PlayStation 2, 8 for XBOX
};If deviceId is not zero, then the RenderWare engine can reject this texture dictionary if it is told to do so. In practice, all GTA games do not care.
RW 3.0.X.X - 3.5.0.0 (or higher)
struct rwTexDictionary {
unsigned int textureCount; // determines count of Raster sections
};The struct section is followed with child sections (Native Texture).