Difference between revisions of "Reflection Material (RW Section)"
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==Data Layout== | ==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) | |
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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 17:02, 15 December 2014
{{{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 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.