Difference between revisions of "Reflection Material (RW Section)"
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==Annotations== | ==Annotations== | ||
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; Reflection Intensity : Defines how much of the image will be reflected back – 0.0 for none to 1.0 for full. | ; Reflection Intensity : Defines how much of the image will be reflected back – 0.0 for none to 1.0 for full. | ||
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The 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. | The 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. |
Revision as of 19:39, 29 December 2012
{{{NAME}}} | |
---|---|
RenderWare Stream Section | |
Vendor | {{{VENDORNAME}}} |
Module | {{{MODULENAME}}} |
Module ID | 0x{{{MODULEID}}}
|
Identifier | 0x{{{IDENTIFIER}}}
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Chunk ID | 0x{{{MODULEID}}}{{{IDENTIFIER}}}
|
Versions | All |
Hierarchy | |
Parents: None | |
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 typical location in a SA vehicle dff section hierarchy is Clump > Geometry List > Geometry > Material List > Material > Extension > Reflection Material.
Data Layout
16b - FLOAT[4] - Environment texture transformation params 4b - FLOAT - Reflection Intensity 4b - DWORD - Environment texture ptr, always 0 (zero)
Struct unpacked
struct gtaReflectionMaterialPlg
{
char m_cTransformParam[4];
char m_cIntensity;
short m_sRenderFrame;
RwTexture *m_pEnvMap;
};
Annotations
- Reflection Intensity
- Defines how much of the image will be reflected back – 0.0 for none to 1.0 for full.
The 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.