Difference between revisions of "RpClump"
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== See also == | == See also == | ||
− | * [[RenderWare_binary_stream_file|RW | + | * [[RenderWare_binary_stream_file|RW file format specification]] |
* [[Texture Dictionary (RW Section)]] | * [[Texture Dictionary (RW Section)]] | ||
{{N|SA|VC}} | {{N|SA|VC}} |
Revision as of 16:26, 29 October 2010
{{{NAME}}} | |
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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 |
Clump is usually the root section of DFF files. It only contains child sections and no data. All additional data is stored inside a struct section. A clump section may appear multiple times inside one .dff
files. There is no counting variable stored inside the file defining how many clumps are stored inside it.
Structure
All additional information for the clump section is stored in a struct section which is the first child section of the clump. It stores the following information:
4b - DWORD - Number of atomically linked objects, representing the number of atomic sections. 4b - DWORD - Number of lights * 4b - DWORD - Number of cameras *
* GTA does not support dynamic lights and multiple cameras so those values are zero by default.
Child sections
- Frame List
- Geometry List
- Frame List – Can be present multiple times depending on the number of objects (see Structure.)