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

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==Data Layout==
 
==Data Layout==
  
  16b - FLOAT[4] - Environment texture transformation params
+
  4b - FLOAT    - Environment texture : scale X
  4b - FLOAT    - Reflection Intensity
+
4b - FLOAT   - Environment texture : scale Y
  4b - DWORD    - Environment texture ptr, always 0 (zero)
+
4b - FLOAT    - Environment texture : translation X
===Struct unpacked===
+
4b - FLOAT    - Environment texture : translation Y
<source lang="cpp">struct gtaReflectionMaterialPlg
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4b - FLOAT    - Reflection intensity (shininess)
{
+
4b - DWORD    - Environment texture ptr, always 0 (zero)
    char      m_cTransformParam[4];
+
 
    char      m_cIntensity;
 
    short      m_sRenderFrame;
 
    RwTexture *m_pEnvMap;
 
};</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 17:02, 15 December 2014

{{{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

4b - FLOAT    - Environment texture : scale X
4b - FLOAT    - Environment texture : scale Y
4b - FLOAT    - Environment texture : translation X
4b - FLOAT    - Environment texture : translation Y
4b - FLOAT    - Reflection intensity (shininess)
4b - DWORD    - Environment texture ptr, always 0 (zero)

Annotations

Reflection Intensity 
Defines how much of the image will be reflected back – 0.0 for none to 1.0 for full.