Difference between revisions of "Reflection Material (RW Section)"
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== See also == | == See also == | ||
* [[Material (RW Section)|Material]] | * [[Material (RW Section)|Material]] | ||
+ | * [[User Data PLG (RW Section)|User Data PLG]] | ||
* [[Material Effects PLG (RW Section)|Material Effects]] | * [[Material Effects PLG (RW Section)|Material Effects]] | ||
* [[Specular Material (RW Section)|Specular Material]] | * [[Specular Material (RW Section)|Specular Material]] |
Revision as of 12:19, 15 May 2020
{{{NAME}}} | |
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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. To use a reflective material, the rendering pipeline that is responsible for rendering the object must support reflective materials. This is true by default for vehicles, but not for buildings. To hook reflection into the rendering pipeline, the pipeline extion for the geometries atomic needs to be changed.
Data Layout
4b - FLOAT - Environment Map Scale X 4b - FLOAT - Environment Map Scale Y 4b - FLOAT - Environment Map Offset X 4b - FLOAT - Environment Map Offset Y 4b - FLOAT - Reflection Intensity (Shininess, 0.0-1.0) 4b - DWORD - Environment Texture Ptr, always 0 (zero)
See also
- Material
- User Data PLG
- Material Effects
- Specular Material
- UV Animation PLG
- Texture
- Geometry List
- RW file format specification