Difference between revisions of "UV Animation PLG (RW Section)"
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| IDENTIFIER = 35 | | IDENTIFIER = 35 | ||
| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'' | | PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])'' | ||
| + | | CHILDREN = [[Struct (RW Section)|Struct]] | ||
}} | }} | ||
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== Binary structure == | == Binary structure == | ||
| − | The existence of this section is typically determined by a effect within a [[Material Effects PLG (RW Section)|Material Effects]] section, which is also an [[Extension (RW_Section)|extension]] of the [[Material (RW Section)|Material]] section. It contains the names of UV animations that are attached to this material. The maximum number of UV channels is 8 but most often only one animation is found here. | + | The existence of this section is typically determined by a effect within a [[Material Effects PLG (RW Section)|Material Effects]] section, which is also an [[Extension (RW_Section)|extension]] of the [[Material (RW Section)|Material]] section. It does not contain any data, but rather the data is stored within a separate [[Struct (RW Section)|Struct]] section, which contains the names of UV animations that are attached to this material. The maximum number of UV channels is 8 but most often only one animation is found here. |
4b - DWORD - channel mask | 4b - DWORD - channel mask | ||
Revision as of 07:47, 14 September 2020
| UV Animation PLG | |
|---|---|
| RenderWare Stream Section | |
| Vendor | Criterion Games |
| Module | Toolkit |
| Module ID | 0x000001
|
| Identifier | 0x35
|
| Chunk ID | 0x00000135
|
| Versions | All |
| Hierarchy | |
| Parents: Material (Extension) | |
| Children: Struct | |
| Extensions: None | |
| File Format | |
UV Animation PLG is an extension to the Material section in the Renderware stream file format. It is part of the Renderware Toolkit and can be used animate a texture in UV-space.
Binary structure
The existence of this section is typically determined by a effect within a Material Effects section, which is also an extension of the Material section. It does not contain any data, but rather the data is stored within a separate Struct section, which contains the names of UV animations that are attached to this material. The maximum number of UV channels is 8 but most often only one animation is found here.
4b - DWORD - channel mask 32b - CHAR[32] - Once for each *active* channel within the channel mask (see below).
Where n is the number of animations. To each of the 8 animation slots corresponds a bit in the mask (slot n has bit 1<<n set, counting from 0). If bit n is set, a 32 byte string follows (with n counting up).
A UV animation can animate up to 8 nodes/UV sets.