Difference between revisions of "Texture Dictionary (RW Section)"
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| − | {{RW Section|Texture Dictionary| | + | {{RW Section |
| + | | NAME = Texture Dictionary | ||
| + | | VENDORNAME = Criterion Games | ||
| + | | MODULENAME = Core | ||
| + | | MODULEID = 000000 | ||
| + | | IDENTIFIER = 16 | ||
| + | | CHILDREN = [[Struct (RW Section)|Struct]], [[Texture (RW Section)|Texture]] | ||
| + | }} | ||
'''Texture Dictionary''' is usually the root section of [[texture archive|TXD files]], thus it only contains child sections, no data. It is normally accompanied by a [[Struct (RW Section)#Texture_Dictionary|Struct]] section. | '''Texture Dictionary''' is usually the root section of [[texture archive|TXD files]], thus it only contains child sections, no data. It is normally accompanied by a [[Struct (RW Section)#Texture_Dictionary|Struct]] section. | ||
| Line 8: | Line 15: | ||
===RW 3.6.0.0 (or lower) - 3.7.X.X=== | ===RW 3.6.0.0 (or lower) - 3.7.X.X=== | ||
| − | + | ||
| − | + | <source lang="c"> | |
| − | + | struct rwTexDictionary { | |
| − | + | unsigned short textureCount; // determines count of NativeTexture sections | |
| − | + | unsigned short deviceId; // 1 for D3D8, 2 for D3D9, 6 for PlayStation 2, 8 for XBOX | |
| + | }; | ||
| + | </source> | ||
If <code>deviceId</code> is not zero, then the RenderWare engine can reject this texture dictionary if it is told to do so. In practice, all GTA games do not care. | If <code>deviceId</code> is not zero, then the RenderWare engine can reject this texture dictionary if it is told to do so. In practice, all GTA games do not care. | ||
===RW 3.0.X.X - 3.5.0.0 (or higher)=== | ===RW 3.0.X.X - 3.5.0.0 (or higher)=== | ||
| − | + | ||
| − | + | <source lang="c"> | |
| − | + | struct rwTexDictionary { | |
| − | + | unsigned int textureCount; // determines count of NativeTexture sections | |
| + | }; | ||
| + | </source> | ||
The struct section is followed with child sections (Native Texture). | The struct section is followed with child sections (Native Texture). | ||
| − | + | {{N|SA|VC|3}} | |
| − | |||
| − | |||
| − | |||
| − | |||
Revision as of 12:09, 11 September 2020
| Texture Dictionary | |
|---|---|
| RenderWare Stream Section | |
| Vendor | Criterion Games |
| Module | Core |
| Module ID | 0x000000
|
| Identifier | 0x16
|
| Chunk ID | 0x00000016
|
| Versions | All |
| Hierarchy | |
| Parents: None | |
| Children: Struct, Texture | |
| Extensions: None | |
| File Format | |
Texture Dictionary is usually the root section of TXD files, thus it only contains child sections, no data. It is normally accompanied by a Struct section.
Structure
The struct section that comes right after the Texture Dictionary section contains 4 bytes of data. This struct tells how many textures are presented in dictionary.
RW 3.6.0.0 (or lower) - 3.7.X.X
struct rwTexDictionary {
unsigned short textureCount; // determines count of NativeTexture sections
unsigned short deviceId; // 1 for D3D8, 2 for D3D9, 6 for PlayStation 2, 8 for XBOX
};If deviceId is not zero, then the RenderWare engine can reject this texture dictionary if it is told to do so. In practice, all GTA games do not care.
RW 3.0.X.X - 3.5.0.0 (or higher)
struct rwTexDictionary {
unsigned int textureCount; // determines count of NativeTexture sections
};The struct section is followed with child sections (Native Texture).