Difference between revisions of "Reflection Material (RW Section)"

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{{RW Section|Reflection Material|0x0253F2FC}}
 
{{RW Section|Reflection Material|0x0253F2FC}}
  
A '''Reflection Material''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. In [[:Category:GTA SA|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.
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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.
  
 
==Data Layout==
 
==Data Layout==

Revision as of 23:35, 3 February 2009

{{{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.

Data Layout

16b - FLOAT[4] - Reflection Image Amount (RGBA)
 4b - FLOAT    - Reflection Intensity
 4b - DWORD    - unknown, always 0 (zero)

Annotations

Reflection Image Amount 
Controls how much of this channel of the image shows up. For example, setting the green and blue channels to zero, while leaving the red channel at full, will result in only the red portions of the reflection image showing up on this material. Alpha is untested.
Reflection Intensity 
Defines how much of the image will be reflected back – 0.0 for none to 1.0 for full.

The Reflection Material is exclusive to San Andreas. The use is limited to vehicles; putting this Material extension on a building object will not yield the same results.