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 | + | A '''Pipeline Set''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. |
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− | ==Binary | + | ==Binary structure== |
− | The section only consists of an 4-byte integer | + | 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]]. |
+ | * <code>0x53F20098</code> – Render pipeline used for buildings with Reflection_Material_(RW_Section)reflective materials]]. | ||
+ | * <code>0x53F2009A</code> – Render pipeline used for vehicles. | ||
+ | * <code>0x53F2009C</code> – Render pipeline used for [[Night_Vertex_Colors_(RW_Section)|night vertex colors]]. | ||
− | + | 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. | |
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− | Vehicles are | ||
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==External Links== | ==External Links== | ||
− | * | + | * {{GTAF|post|128451|3905781|RW Analyse Thread}} &ndash with findings by {{U|DexX}} |
Revision as of 19:10, 14 November 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}}}
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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
- GTAForums: RW Analyse Thread &ndash with findings by DexX