Difference between revisions of "Talk:Struct (RW Section)"
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ModelingMan (talk | contribs) (New page: ==Slightly wrong information== Under "Clump" the following information is found: "The first DWORD in the struct holds the number of objects (frames) within the file. There are additional ...) |
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"The first DWORD in the struct holds the number of objects (frames) within the file. There are additional DWORDs for each of them, but they are usually 0 (zero)." | "The first DWORD in the struct holds the number of objects (frames) within the file. There are additional DWORDs for each of them, but they are usually 0 (zero)." | ||
− | Yes the first DWORD in the first struct holds the number of atomically linked objects, but that '''isn't''' the number of frames. There is '''not''' a DWORD for every object; the '''two''' additional DWORDs are the number of lights and cameras stored in the clump which, by GTA's standard, are always set to zero. | + | Yes the first DWORD in the first struct holds the number of atomically linked objects, but that '''isn't''' the number of frames. There is '''not''' a DWORD for every object; the '''two''' additional DWORDs are the number of lights and cameras stored in the clump which, by GTA's standard, are always set to zero. --[[User:ModelingMan|ModelingMan]] |
− | [[User: | + | :Thank's for this information... finally I corrected this :D --{{#if:Aschratt|[[User:Aschratt|Aschratt]]}} - [http://www.aschratt.com oO] 16:32, 29 October 2010 (UTC) |
Latest revision as of 16:32, 29 October 2010
Slightly wrong information
Under "Clump" the following information is found:
"The first DWORD in the struct holds the number of objects (frames) within the file. There are additional DWORDs for each of them, but they are usually 0 (zero)."
Yes the first DWORD in the first struct holds the number of atomically linked objects, but that isn't the number of frames. There is not a DWORD for every object; the two additional DWORDs are the number of lights and cameras stored in the clump which, by GTA's standard, are always set to zero. --ModelingMan