Difference between revisions of "Reflection Material (RW Section)"

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A '''Reflection Material''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. In [[GTA San Andreas]] it is used to override vehicle reflection maps. The typical location in a SA vehicle [[model file|dff]] section hierarchy is ''[[Clump (RW Section)|Clump]] > [[Geometry List (RW Section)|Geometry List]] > [[Geometry (RW Section)|Geometry]] > [[Material List (RW Section)|Material List]] > [[Material (RW Section)|Material]] > [[Extension (RW Section)|Extension]] > Reflection Material.
 
A '''Reflection Material''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. In [[GTA San Andreas]] it is used to override vehicle reflection maps. The typical location in a SA vehicle [[model file|dff]] section hierarchy is ''[[Clump (RW Section)|Clump]] > [[Geometry List (RW Section)|Geometry List]] > [[Geometry (RW Section)|Geometry]] > [[Material List (RW Section)|Material List]] > [[Material (RW Section)|Material]] > [[Extension (RW Section)|Extension]] > Reflection Material.
 
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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.
 
==Data Layout==
 
==Data Layout==
  
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   4b - FLOAT    - Reflection Intensity
 
   4b - FLOAT    - Reflection Intensity
 
   4b - DWORD    - Environment texture ptr, always 0 (zero)
 
   4b - DWORD    - Environment texture ptr, always 0 (zero)
 
 
===Struct unpacked===
 
===Struct unpacked===
 
<source lang="cpp">struct gtaReflectionMaterialPlg
 
<source lang="cpp">struct gtaReflectionMaterialPlg
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     RwTexture *m_pEnvMap;
 
     RwTexture *m_pEnvMap;
 
};</source>
 
};</source>
 
 
==Annotations==
 
==Annotations==
 
; Reflection Intensity : Defines how much of the image will be reflected back &ndash; 0.0 for none to 1.0 for full.
 
; Reflection Intensity : Defines how much of the image will be reflected back &ndash; 0.0 for none to 1.0 for full.

Revision as of 19:41, 29 December 2012

{{{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 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. 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.

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.