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

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m (Annotations)
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==Annotations==
 
==Annotations==
 
 
; Specular Level : 0.0 is no spec and 1.0 is full spec. Values can go past 1.0, but may produce unrealistic results.
 
; Specular Level : 0.0 is no spec and 1.0 is full spec. Values can go past 1.0, but may produce unrealistic results.
 
; Specular Texture Name : On the PC and Xbox versions of the game this texture is not used. On the PS2 however, it is used as a second reflection map. The string is null terminated, and aligned to 4 byte boundaries with extra zeros appended.
 
; Specular Texture Name : On the PC and Xbox versions of the game this texture is not used. On the PS2 however, it is used as a second reflection map. The string is null terminated, and aligned to 4 byte boundaries with extra zeros appended.
 
The Specular Material section is exclusive to San Andreas and Manhunt. In San Andreas, the use is further limited to vehicles; putting a Specular Material extension on a building object will not yield the same results. Its use in Manhunt is unknown.
 

Revision as of 19:55, 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 Specular Material is one of Rockstar's custom sections. In GTA San Andreas it is used to store material information for specular lighting. The typical location in a SA dff section hierarchy is Clump > Geometry List > Geometry > Material List > Material > Extension > Specular Material.

Data Layout

 4b - FLOAT    - Specular Level
24b - CHAR[24] - Specular Texture Name, see below

Struct unpacked

struct gtaSpecularMaterialPlg
{
    float      m_fSpecLevel;
    RwTexture *m_pSpecMap;
};

Annotations

Specular Level 
0.0 is no spec and 1.0 is full spec. Values can go past 1.0, but may produce unrealistic results.
Specular Texture Name 
On the PC and Xbox versions of the game this texture is not used. On the PS2 however, it is used as a second reflection map. The string is null terminated, and aligned to 4 byte boundaries with extra zeros appended.