Difference between revisions of "Specular Material (RW Section)"
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==Annotations== | ==Annotations== | ||
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; 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. | ||
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Revision as of 19:55, 29 December 2012
{{{NAME}}} | |
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RenderWare Stream Section | |
Vendor | {{{VENDORNAME}}} |
Module | {{{MODULENAME}}} |
Module ID | 0x{{{MODULEID}}}
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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 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.