Difference between revisions of "Texture Dictionary (RW Section)"

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m
(adding deviceId for PS3)
 
Line 27: Line 27:
 
struct rwTexDictionary {
 
struct rwTexDictionary {
 
     unsigned short textureCount;  // determines count of Rastersections
 
     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, 10 for PlayStation 3
 
};
 
};
 
</source>
 
</source>

Latest revision as of 20:52, 21 October 2024

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.

RenderWare 3.0 - 3.5

struct rwTexDictionary {
    unsigned int textureCount;    // determines count of Raster sections
};

RenderWare 3.6 and newer

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, 10 for PlayStation 3
};

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.