Difference between revisions of "Specular Material (RW Section)"
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The layout of a Specular Material Extension is as follows: | The layout of a Specular Material Extension is as follows: | ||
===Spec=== | ===Spec=== | ||
− | float specular level. | + | float - specular level. |
− | string - Specular Texture. | + | string - Specular Texture. |
− | dword - 00. | + | dword - always 00. |
==Explanations== | ==Explanations== |
Revision as of 01:26, 5 November 2006
{{{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 Specular Material is one of Rockstar's custom sections. In GTA San Andreas it is used to store material information for specular lighting. The typical location in a SA dff section hierarchy is Clump > Geometry List > Geometry > Material List > Material > Extension > 0x0253F2F6.
The layout of a Specular Material Extension is as follows:
Spec
float - specular level. string - Specular Texture. dword - always 00.
Explanations
Specular Level - where 0 is no spec, and 1.0 is full spec. Values can go past 1.0, but may produce unrealistic results. Specular texture - On the PC and Xbox versions of the game, this texture is not used. On the PS2 however, it is used as a second reflection map. The string is null terminated, and byte-aligned with extra 00's appended.
Notes
The Specular Section is exclusive to San Andreas, and Manhunt. In San Andreas, the use is further limited to vehicles; putting a Specular Material extension on a building object will not yield the same results.