Difference between revisions of "Reflection Material (RW Section)"
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− | A '''Reflection Material''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. In [[GTA San Andreas]] it is used to override vehicle reflection maps. The Reflection Material is exclusive to San Andreas. To use a reflective material, the rendering pipeline that is responsible for rendering the object must support reflective materials. This is true by default for vehicles, but not for buildings. To hook reflection into the rendering pipeline, the [[Pipeline Set (RW Section)|pipeline]] | + | A '''Reflection Material''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. In [[GTA San Andreas]] it is used to override vehicle reflection maps. The Reflection Material is exclusive to San Andreas. To use a reflective material, the rendering pipeline that is responsible for rendering the object must support reflective materials. This is true by default for vehicles, but not for buildings. To hook reflection into the rendering pipeline, the [[Pipeline Set (RW Section)|pipeline]] extension for the geometries [[Atomic (RW Section)|atomic]] needs to be changed. |
==Data Layout== | ==Data Layout== |
Latest revision as of 13:01, 11 September 2020
Reflection Material | |
---|---|
RenderWare Stream Section | |
Vendor | Rockstar Games |
Module | Plug-In |
Module ID | 0x0253F2
|
Identifier | 0xFC
|
Chunk ID | 0x0253F2FC
|
Versions | 3.6.0.3 (and higher) |
Hierarchy | |
Parents: Material (Extension) | |
Children: None | |
Extensions: None | |
File Format |
A Reflection Material is one of Rockstar's custom sections. In GTA San Andreas it is used to override vehicle reflection maps. The Reflection Material is exclusive to San Andreas. To use a reflective material, the rendering pipeline that is responsible for rendering the object must support reflective materials. This is true by default for vehicles, but not for buildings. To hook reflection into the rendering pipeline, the pipeline extension for the geometries atomic needs to be changed.
Data Layout
4b - FLOAT - Environment Map Scale X 4b - FLOAT - Environment Map Scale Y 4b - FLOAT - Environment Map Offset X 4b - FLOAT - Environment Map Offset Y 4b - FLOAT - Reflection Intensity (Shininess, 0.0-1.0) 4b - DWORD - Environment Texture Ptr, always 0 (zero)