Difference between revisions of "Pipeline Set (RW Section)"
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For example if the data is 0x53F2009A a [[Specular_Material_(RW_Section)|specular material]] can be added to a non-vehicle object. Primarily this is used for vehicle upgrade parts and some cutscene objects. Vehicles are using this rendering pipeline by default and do not need a ''pipeline set''. It is not possible to add ''specular'' or ''reflective'' materials to a player, pedestrian or other 'skinned' models. | For example if the data is 0x53F2009A a [[Specular_Material_(RW_Section)|specular material]] can be added to a non-vehicle object. Primarily this is used for vehicle upgrade parts and some cutscene objects. Vehicles are using this rendering pipeline by default and do not need a ''pipeline set''. It is not possible to add ''specular'' or ''reflective'' materials to a player, pedestrian or other 'skinned' models. | ||
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+ | ==See also== | ||
+ | |||
+ | * [[Atomic (RW Section)|Atomic]] | ||
+ | * [[RenderWare binary stream file]] | ||
==External Links== | ==External Links== | ||
* {{GTAF|post|128451|3905781|RW Analyse Thread}} – with findings by {{U|DexX}} | * {{GTAF|post|128451|3905781|RW Analyse Thread}} – with findings by {{U|DexX}} | ||
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{{N|SA|VC}} | {{N|SA|VC}} | ||
[[Category:GTA_3]] | [[Category:GTA_3]] |
Revision as of 08:14, 26 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 Pipeline Set is one of Rockstar's custom sections. It is used by the Renderware engine to select a rendering pipeline that takes responsibility for drawing a atomic.
Binary structure
The section only consists of an 4-byte integer which can have one of three different values. This value will determine which of the engine's rendering pipeline to use for an atomic.
0x53F20098
– Render pipeline used for buildings with reflective materials.0x53F2009A
– Render pipeline used for vehicles.0x53F2009C
– Render pipeline used for night vertex colors.
For example if the data is 0x53F2009A a specular material can be added to a non-vehicle object. Primarily this is used for vehicle upgrade parts and some cutscene objects. Vehicles are using this rendering pipeline by default and do not need a pipeline set. It is not possible to add specular or reflective materials to a player, pedestrian or other 'skinned' models.
See also
External Links
- GTAForums: RW Analyse Thread – with findings by DexX