Difference between revisions of "Reflection Material (RW Section)"
Jump to navigation
Jump to search
m |
|||
Line 2: | Line 2: | ||
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 typical location in a SA vehicle [[model file|dff]] section hierarchy is ''[[Clump (RW Section)|Clump]] > [[Geometry List (RW Section)|Geometry List]] > [[Geometry (RW Section)|Geometry]] > [[Material List (RW Section)|Material List]] > [[Material (RW Section)|Material]] > [[Extension (RW Section)|Extension]] > Reflection Material. | 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 typical location in a SA vehicle [[model file|dff]] section hierarchy is ''[[Clump (RW Section)|Clump]] > [[Geometry List (RW Section)|Geometry List]] > [[Geometry (RW Section)|Geometry]] > [[Material List (RW Section)|Material List]] > [[Material (RW Section)|Material]] > [[Extension (RW Section)|Extension]] > Reflection Material. | ||
− | The Reflection Material is exclusive to San Andreas. | + | |
+ | 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]] extion for the geometries [[Atomic (RW Section)|atomic]] needs to be changed. | ||
+ | |||
==Data Layout== | ==Data Layout== | ||
− | 4b - FLOAT - Environment | + | 4b - FLOAT - Environment Map Scale X |
− | 4b - FLOAT - Environment | + | 4b - FLOAT - Environment Map Scale Y |
− | 4b - FLOAT - Environment | + | 4b - FLOAT - Environment Map Offset X |
− | 4b - FLOAT - Environment | + | 4b - FLOAT - Environment Map Offset Y |
− | 4b - FLOAT - Reflection | + | 4b - FLOAT - Reflection Intensity (Shininess, 0.0-1.0) |
− | 4b - DWORD - Environment | + | 4b - DWORD - Environment Texture Ptr, always 0 (zero) |
+ | |||
+ | == See also == | ||
+ | * [[Material (RW Section)|Material]] | ||
+ | * [[Material Effects (RW Section)|Material Effects]] | ||
+ | * [[Specular Material (RW Section)|Specular Material]] | ||
+ | * [[UV Animation PLG (RW Section)|UV Animation PLG]] | ||
+ | * [[Texture (RW Section)|Texture]] | ||
+ | * [[Geometry List (RW Section)|Geometry List]] | ||
+ | * [[RenderWare_binary_stream_file|RW file format specification]] | ||
− | + | {{N|SA|VC}} | |
− | + | [[Category:GTA_3]] |
Revision as of 14:39, 6 May 2016
{{{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 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.
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 extion 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)
See also
- Material
- Material Effects
- Specular Material
- UV Animation PLG
- Texture
- Geometry List
- RW file format specification