Difference between revisions of "UV Animation PLG (RW Section)"
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(Created page with "{{Stub}} {{RW Section|UV Animation PLG|0x0135}} '''UV Animation PLG''' is an extension to the Material section in the RenderWare binary stream fil...") |
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== Binary structure == | == Binary structure == | ||
| − | The existence of this section is typically determined by a effect within a [[Material Effects PLG (RW Section)|Material Effects]] section, which is also an [[Extension (RW_Section)|extension]] of the [[Material (RW Section)|Material]] section. It | + | The existence of this section is typically determined by a effect within a [[Material Effects PLG (RW Section)|Material Effects]] section, which is also an [[Extension (RW_Section)|extension]] of the [[Material (RW Section)|Material]] section. It contains the UV animation names for each of the 8 texture coordinate channels that are to be animated. |
| − | + | uint32 channel mask | |
| − | + | char[n][32] animation names | |
| + | |||
| + | Where n is the number of animated channels. To every UV channel there corresponds a bit in the channel mask that determines whether the channel has an animation attached. If bit 1<<n is set, channel n has an animation and a 32 byte string follows. | ||
== See also == | == See also == | ||
Revision as of 10:23, 27 May 2017
| {{{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 | |
UV Animation PLG is an extension to the Material section in the Renderware stream file format. It is part of the Renderware Toolkit and can be used animate a texture in UV-Space.
Binary structure
The existence of this section is typically determined by a effect within a Material Effects section, which is also an extension of the Material section. It contains the UV animation names for each of the 8 texture coordinate channels that are to be animated.
uint32 channel mask char[n][32] animation names
Where n is the number of animated channels. To every UV channel there corresponds a bit in the channel mask that determines whether the channel has an animation attached. If bit 1<<n is set, channel n has an animation and a 32 byte string follows.
See also
- Material
- Material Effects PLG
- Reflection Material
- Specular Material
- Texture
- Geometry List
- RW file format specification