Reflection Material (RW Section)

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Revision as of 19:38, 29 December 2012 by DK22Pac (talk | contribs) (Data Layout: Fixed incorrect parts)
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{{{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 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.

Data Layout

16b - FLOAT[4] - Environment texture transformation params
 4b - FLOAT    - Reflection Intensity
 4b - DWORD    - Environment texture ptr, always 0 (zero)

Struct unpacked

struct gtaReflectionMaterialPlg
{
    char       m_cTransformParam[4];
    char       m_cIntensity;
    short      m_sRenderFrame;
    RwTexture *m_pEnvMap;
};

Annotations

Reflection Image Amount 
Controls how much of this channel of the image shows up. For example, setting the green and blue channels to zero, while leaving the red channel at full, will result in only the red portions of the reflection image showing up on this material. Alpha is untested.
Reflection Intensity 
Defines how much of the image will be reflected back – 0.0 for none to 1.0 for full.

The Reflection Material is exclusive to San Andreas. The use is limited to vehicles; putting this Material extension on a building object will not yield the same results.