Difference between revisions of "Reflection Material (RW Section)"
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; 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 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. | ; Reflection Intensity : Defines how much of the image will be reflected back – 0.0 for none to 1.0 for full. | ||
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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. | 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. |
Revision as of 15:27, 5 November 2006
{{{NAME}}} | |
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RenderWare Stream Section | |
Vendor | {{{VENDORNAME}}} |
Module | {{{MODULENAME}}} |
Module ID | 0x{{{MODULEID}}}
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Identifier | 0x{{{IDENTIFIER}}}
|
Chunk ID | 0x{{{MODULEID}}}{{{IDENTIFIER}}}
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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.