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