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

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{{Stub}}
 
{{Stub}}
{{RW Section|UV Animation PLG|0x0135}}
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{{RW Section
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| NAME = UV Animation PLG
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| VENDORNAME = Criterion Games
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| MODULENAME = Toolkit
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| MODULEID = 000001
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| IDENTIFIER = 35
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| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])''
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| CHILDREN = [[Struct (RW Section)|Struct]]
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}}
  
'''UV Animation PLG''' is an extension to the [[Material (RW Section)|Material]] section in the [[RenderWare binary stream file|Renderware stream file format]]. It is part of the [[List_of_RW_section_IDs#Toolkit|Renderware Toolkit]] and can be used animate a texture in UV-Space.
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'''UV Animation PLG''' is an extension to the [[Material (RW Section)|Material]] section in the [[RenderWare binary stream file|Renderware stream file format]]. It is part of the [[List_of_RW_section_IDs|Renderware Toolkit]] and can be used animate a texture in UV-space.
  
== Binary structure ==  
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== 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 contains the names of UV animations that are to be attached to this material. The maximum is 8 but most often only one animation is found here.
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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 does not contain any data, but rather the data is stored within a separate [[Struct (RW Section)|Struct]] section, which 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.
  
   uint32        mask
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   4b  - DWORD      - channel mask
   char[n][32]    animation names
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   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).
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== See also ==
 
== See also ==
* [[Material (RW Section)|Material]]
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* [[User Data PLG (RW Section)|User Data PLG]]
 
* [[User Data PLG (RW Section)|User Data PLG]]
 
* [[Material Effects PLG (RW Section)|Material Effects PLG]]
 
* [[Material Effects PLG (RW Section)|Material Effects PLG]]
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* [[Texture (RW Section)|Texture]]
 
* [[Texture (RW Section)|Texture]]
 
* [[Geometry List (RW Section)|Geometry List]]
 
* [[Geometry List (RW Section)|Geometry List]]
* [[RenderWare_binary_stream_file|RW file format specification]]
 
  
{{N|SA|VC}}
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{{N|SA|VC|3}}
[[Category:GTA_3]]
 

Latest revision as of 07:48, 14 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:
Struct
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.

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 does not contain any data, but rather the data is stored within a separate Struct section, which 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.

See also