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. | ||
− | + | 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> | ||
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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. |
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.