Difference between revisions of "Pipeline Set (RW Section)"

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{{RW Section|Pipeline Set|0x0253F2F3}}
 
{{RW Section|Pipeline Set|0x0253F2F3}}
  
A '''Pipeline Set''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. It defines which Rockstar-made Rendering Pipeline to use for an [[Atomic (RW Section)|Atomic]].
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A '''Pipeline Set''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]].
  
The location in a SA [[model file|dff]] section hierarchy is ''[[Clump (RW Section)|Clump]] > [[Atomic (RW Section)|Atomic]] > [[Extension (RW Section)|Extension]] > Pipeline Set''.
 
  
  
==Binary Structure==
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==Binary structure==
  
The section only consists of an 4-byte integer, which can have one of three different values. This value will determine which rendering pipeline to use.
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The section only consists of an 4-byte integer which can have one of three different values. This value will determine which of the engine's rendering pipeline to use for an [[Atomic (RW Section)|atomic]].
  
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* <code>0x53F20098</code> &ndash; Render pipeline used for buildings with Reflection_Material_(RW_Section)reflective materials]].
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* <code>0x53F2009A</code> &ndash; Render pipeline used for vehicles.
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* <code>0x53F2009C</code> &ndash; Render pipeline used for [[Night_Vertex_Colors_(RW_Section)|night vertex colors]].
  
*0x53F20098 - Render pipeline used for Buildings with reflective materials
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For example if the data is 0x53F2009A a [[Specular_Material_(RW_Section)|specular material]] can be added to a non-vehicle object.  Primarily this is used for vehicle upgrade parts and some cutscene objects. Vehicles are using this rendering pipeline by default and do not need a ''pipeline set''. It is not possible to add ''specular'' or ''reflective'' materials to a player, pedestrian or other 'skinned' models.
*0x53F2009A - Render pipeline used for Vehicles
 
*0x53F2009C - Render pipeline used for Night Vertex Colors
 
 
 
 
 
==Examples and Notes==
 
Example: If the data is 0x53F2009A, you can add specular data to a material on your non-vehicle object (used primarily for vehicle upgrade pieces and some cutscene objects).  
 
 
 
Vehicles are hardcoded to use 0x53F2009A, and do not require the use of this extension in the Atomics.
 
 
 
Pedestrians and players do not have a custom render pipeline, nor does adding this data to their models do anything. You cannot add specular or reflection data to a player, ped or other 'skinned' model.
 
  
 
==External Links==
 
==External Links==
  
* [http://www.gtaforums.com/index.php?showtopic=128451&st=60 RW Analyse Thread (With findings by DexX)]
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* {{GTAF|post|128451|3905781|RW Analyse Thread}} &ndash with findings by {{U|DexX}}

Revision as of 19:10, 14 November 2010

{{{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 Pipeline Set is one of Rockstar's custom sections.


Binary structure

The section only consists of an 4-byte integer which can have one of three different values. This value will determine which of the engine's rendering pipeline to use for an atomic.

  • 0x53F20098 – Render pipeline used for buildings with Reflection_Material_(RW_Section)reflective materials]].
  • 0x53F2009A – Render pipeline used for vehicles.
  • 0x53F2009C – Render pipeline used for night vertex colors.

For example if the data is 0x53F2009A a specular material can be added to a non-vehicle object. Primarily this is used for vehicle upgrade parts and some cutscene objects. Vehicles are using this rendering pipeline by default and do not need a pipeline set. It is not possible to add specular or reflective materials to a player, pedestrian or other 'skinned' models.

External Links