Difference between revisions of "Specular Material (RW Section)"
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{{RW Section|Specular Material|0x0253F2F6}} | {{RW Section|Specular Material|0x0253F2F6}} | ||
| − | A '''Specular 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 store material information for specular lighting. The typical location in a SA [[model file|dff]] section hierarchy is ''[[Clump (RW Section)|Clump]] > [[Geometry List (RW Section)|Geometry List]] > [[Geometry (RW Section)|Geometry]] > Material List > Material > Extension > | + | A '''Specular 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 store material information for specular lighting. The typical location in a SA [[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]] > Specular Material. |
| − | + | ==Data Layout== | |
| − | === | ||
| − | |||
| − | |||
| − | |||
| − | + | 4b - FLOAT - Specular Level | |
| − | Specular Level - | + | ? - CHAR[?] - Specular Texture Name, see below |
| − | + | 4b - DWORD - unknown, always 0 (zero) | |
| − | === | + | ==Annotations== |
| − | |||
| − | + | ; Specular Level : 0.0 is no spec and 1.0 is full spec. Values can go past 1.0, but may produce unrealistic results. | |
| + | ; Specular Texture Name : On the PC and Xbox versions of the game this texture is not used. On the PS2 however, it is used as a second reflection map. The string is null terminated, and aligned to 4 byte boundaries with extra zeros appended. | ||
| + | |||
| + | ==Notes== | ||
| + | |||
| + | The Specular Material section is exclusive to San Andreas and Manhunt. In San Andreas, the use is further limited to vehicles; putting a Specular Material extension on a building object will not yield the same results. Its use in Manhunt is unknown. | ||
Revision as of 15:22, 5 November 2006
| {{{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 Specular Material is one of Rockstar's custom sections. In GTA San Andreas it is used to store material information for specular lighting. The typical location in a SA dff section hierarchy is Clump > Geometry List > Geometry > Material List > Material > Extension > Specular Material.
Data Layout
4b - FLOAT - Specular Level ? - CHAR[?] - Specular Texture Name, see below 4b - DWORD - unknown, always 0 (zero)
Annotations
- Specular Level
- 0.0 is no spec and 1.0 is full spec. Values can go past 1.0, but may produce unrealistic results.
- Specular Texture Name
- On the PC and Xbox versions of the game this texture is not used. On the PS2 however, it is used as a second reflection map. The string is null terminated, and aligned to 4 byte boundaries with extra zeros appended.
Notes
The Specular Material section is exclusive to San Andreas and Manhunt. In San Andreas, the use is further limited to vehicles; putting a Specular Material extension on a building object will not yield the same results. Its use in Manhunt is unknown.