Difference between revisions of "Reflection Material (RW Section)"
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==Annotations== | ==Annotations== | ||
; 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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Revision as of 19:41, 29 December 2012
| {{{NAME}}} | |
|---|---|
| RenderWare Stream Section | |
| Vendor | {{{VENDORNAME}}} |
| Module | {{{MODULENAME}}} |
| Module ID | 0x{{{MODULEID}}}
|
| Identifier | 0x{{{IDENTIFIER}}}
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| 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] - Environment texture transformation params 4b - FLOAT - Reflection Intensity 4b - DWORD - Environment texture ptr, always 0 (zero)
Struct unpacked
struct gtaReflectionMaterialPlg
{
char m_cTransformParam[4];
char m_cIntensity;
short m_sRenderFrame;
RwTexture *m_pEnvMap;
};Annotations
- Reflection Intensity
- Defines how much of the image will be reflected back – 0.0 for none to 1.0 for full.