Difference between revisions of "Texture Dictionary (RW Section)"
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(added some known deviceId parameters) |
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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 | ||
}; | }; | ||
+ | |||
+ | If <code>deviceId</code> 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. | ||
===RW 3.0.X.X - 3.5.0.0 (or higher)=== | ===RW 3.0.X.X - 3.5.0.0 (or higher)=== |
Revision as of 16:55, 31 January 2015
{{{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 |
Texture Dictionary is usually the root section of TXD files, thus it only contains child sections, no data. It is normally accompanied by a Struct section.
Contents
Structure
The struct section that comes right after the Texture Dictionary section contains 4 bytes of data. This struct tells how many textures are presented in dictionary.
RW 3.6.0.0 (or lower) - 3.7.X.X
struct rwTexDictionary { unsigned short textureCount; // determines count of NativeTexture sections unsigned short deviceId; // 1 for D3D8, 2 for D3D9, 6 for PlayStation 2, 8 for XBOX };
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.
RW 3.0.X.X - 3.5.0.0 (or higher)
struct rwTexDictionary { unsigned int textureCount; // determines count of NativeTexture sections };
The struct section is followed with child sections (Native Texture).
Child Sections
- Texture Native - count of textures is defined with textureCount value.
Extension
GTA games don't use any extension for this section.