Difference between revisions of "Reflection Material (RW Section)"
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− | {{RW Section| | + | {{RW Section|Reflection Material|0x0253F2FC}} |
A '''SA Reflection Material''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. In [[:Category:GTA SA|GTA San Andreas]] it is used to override vehicle reflection maps. The typical location in a SA [[model file|dff]] section hierarchy is ''[[Clump (RW Section)|Clump]] > [[Geometry List (RW Section)|Geometry List]] > [[Geometry (RW Section)|Geometry]] > Material List > Material > Extension > 0x0253F2FC. | A '''SA Reflection Material''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. In [[:Category:GTA SA|GTA San Andreas]] it is used to override vehicle reflection maps. The typical location in a SA [[model file|dff]] section hierarchy is ''[[Clump (RW Section)|Clump]] > [[Geometry List (RW Section)|Geometry List]] > [[Geometry (RW Section)|Geometry]] > Material List > Material > Extension > 0x0253F2FC. |
Revision as of 01:36, 5 November 2006
{{{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 |
A SA Reflection Material is one of Rockstar's custom sections. In GTA San Andreas it is used to override vehicle reflection maps. The typical location in a SA dff section hierarchy is Clump > Geometry List > Geometry > Material List > Material > Extension > 0x0253F2FC.
The layout of a Specular Material Extension is as follows:
Reflectivity
float - reflection image amount: red channel float - reflection image amount: green channel float - reflection image amount: blue channel float - reflection image amount: alpha channel float - reflection intensity dword - always 00
Explanations
reflection image amount rgba channels - controls how much of this channel of the image shows up. For example, setting the green and blue channels to zero, while leaving the red channel at full, will result in only the red portions of the reflection image showing up on this material. Alpha is untested. reflection intensity - how much of the image will be reflected back - 0 for none, to 1.0 for full.
Notes
This SA Reflection Material is exclusive to San Andreas. The use is limited to vehicles; putting this Material extension on a building object will not yield the same results.