Difference between revisions of "Pipeline Set (RW Section)"
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==External Links== | ==External Links== | ||
| − | * {{GTAF|post|128451|3905781|RW Analyse Thread}} &ndash with findings by {{U|DexX}} | + | * {{GTAF|post|128451|3905781|RW Analyse Thread}} – with findings by {{U|DexX}} |
Revision as of 12:06, 19 April 2016
| {{{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 Pipeline Set is one of Rockstar's custom sections.
Binary structure
The section only consists of an 4-byte integer which can have one of three different values. This value will determine which of the engine's rendering pipeline to use for an atomic.
0x53F20098– Render pipeline used for buildings with reflective materials.0x53F2009A– Render pipeline used for vehicles.0x53F2009C– Render pipeline used for night vertex colors.
For example if the data is 0x53F2009A a specular material can be added to a non-vehicle object. Primarily this is used for vehicle upgrade parts and some cutscene objects. Vehicles are using this rendering pipeline by default and do not need a pipeline set. It is not possible to add specular or reflective materials to a player, pedestrian or other 'skinned' models.
External Links
GTAForums: RW Analyse Thread – with findings by DexX