Difference between revisions of "RenderWare binary stream file"

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(Model Files (DFF))
(Model Files (DFF))
Line 53: Line 53:
 
*** [[Extension (RW Section)|Extension]] *
 
*** [[Extension (RW Section)|Extension]] *
 
**** [[Frame (RW Section)|Frame]]
 
**** [[Frame (RW Section)|Frame]]
 +
**** [[HAnim PLG (RW Section)|HAnim PLG]]
 
** [[Geometry List (RW Section)|Geometry List]]
 
** [[Geometry List (RW Section)|Geometry List]]
 
*** [[Struct (RW Section)#Geometry_List|Struct]]
 
*** [[Struct (RW Section)#Geometry_List|Struct]]
Line 65: Line 66:
 
******* [[String (RW Section)|String]] - diffuse texture name
 
******* [[String (RW Section)|String]] - diffuse texture name
 
******* [[String (RW Section)|String]] - alpha texture name
 
******* [[String (RW Section)|String]] - alpha texture name
******* [[Extension (RW Section)|Extension]] - empty
+
******* [[Extension (RW Section)|Extension]]
 +
******** [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]] **
 
****** [[Extension (RW Section)|Extension]]
 
****** [[Extension (RW Section)|Extension]]
 
******* [[Specular Material (RW Section)|Specular Material]] - optional, vehicles only
 
******* [[Specular Material (RW Section)|Specular Material]] - optional, vehicles only
Line 74: Line 76:
 
******** [[String (RW Section)|String]] - environment map name
 
******** [[String (RW Section)|String]] - environment map name
 
******** [[String (RW Section)|String]] - alpha texture name
 
******** [[String (RW Section)|String]] - alpha texture name
******** [[Extension (RW Section)|Extension]] - empty
+
******** [[Extension (RW Section)|Extension]]
 +
********* [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]] **
 
**** [[Extension (RW Section)|Extension]]
 
**** [[Extension (RW Section)|Extension]]
 
***** [[Bin Mesh PLG (RW Section)|Bin Mesh PLG]]
 
***** [[Bin Mesh PLG (RW Section)|Bin Mesh PLG]]

Revision as of 18:09, 12 August 2009

RenderWare binary stream files are hierarchically structured binary data files used by the RenderWare 3.x graphics engine utilized by Rockstar North for their GTA III trilogy (only on PC, PS2 and XBOX, not PSP!) and related games (Manhunt, Bully).

GTA's model files use the file extension .dff and texture archives use .txd. Other possible extensions, not used by the GTA games, are .rws, .bsp and .dma. GTA3 does use .anm for some of its cutscene animations, but it is the only GTA to do so.

File Format

RW streams are split up into sections. Each section has a 12 byte header and can either be empty, contain data or more child sections. Section content, especially of data sections, is determined by an ID in the header.

There is only one data structure common to all RW streams - the section header:

4 byte - DWORD - section identifier
4 byte - DWORD - section size, including child sections and/or data
4 byte - DWORD - RW version ID

The RW version ID varies depending on the RW engine version used for exporting the files. It must be the same for all headers within one file. Backwards compatibility is very limited.

Valid RW Section IDs

See the list of RW section IDs.

Rockstar's Custom Section IDs

Rockstar added several vendor specific RW plugins, which have their own ID range (0x0253F2F*).

Common RW Version IDs

The following is an (incomplete) list of plain text RW versions commonly used in GTA and their encoded equivalent:

3.0.0.3 - 0x0003FFFF
3.?.?.? - 0x0800FFFF (GTA III)
3.1.0.0 - 0x00000310 (GTA III)
3.3.0.2 - 0x0C02FFFF (GTA VC)
3.4.0.3 - 0x1003FFFF (GTA VC)
3.6.0.3 - 0x1803FFFF (GTA SA)

Common File Structures

Model Files (DFF)

Texture Archives (TXD)

Texture Archives PS2 (TXD)

* These sections (and their child sections) can appear multiple times.

A byte may contain two indices, if bpp == 4.

16 bit images are in 1555 ARGB format.

The indices are swizzled and saved in a PS2 friendly format (CLUT).

Note: There are slight differences between GTA: III and VC formats concerning the raster/image format.

Tools & Scripts

See also