2d Effect (RW Section)
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{{{NAME}}} | |
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RenderWare Stream Section | |
Vendor | {{{VENDORNAME}}} |
Module | {{{MODULENAME}}} |
Module ID | 0x{{{MODULEID}}}
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Identifier | 0x{{{IDENTIFIER}}}
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Chunk ID | 0x{{{MODULEID}}}{{{IDENTIFIER}}}
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Versions | All |
Hierarchy | |
Parents: None | |
Children: None | |
Extensions: None | |
File Format |
2dfx is one of Rockstar's custom sections. In GTA San Andreas it is used to store particle and light effects, which were located in ide files in previous versions. The typical location in a SA dff section hierarchy is Clump > Geometry List > Geometry > Extension > 2dfx.
There can be multiple effects per section, their types are defined by an ID.
Contents
Header
A 2dfx section starts with a 4 byte DWORD which is the number of 2dfx entries that follow.
Entries
There is a common 20 byte header for each 2dfx entry:
12 byte - FLOAT[3] - Position Vector (xyz) 4 byte - DWORD - Entry Type 4 byte - DWORD - Data Size
Entry Type defines the type of the 2dfx entry, and Data Size the number of bytes that follow the first 20, until the next entry starts.
Entry Type 0 - Light
This type defines lights and has a size of 80 bytes.[1]
4b - BYTE[4] - RGBX, where X = 200d 4b - FLOAT - draw distance 4b - FLOAT - outer range 4b - FLOAT - size 4b - FLOAT - inner range 5b - BYTE[5] - parameters 24b - CHAR[24] - corona texture name 24b - CHAR[24] - shadow texture name 4b - INT32 - flare 3b - BYTE[3] - flare parameters (?)
This section is incomplete. You can help by fixing and expanding it.
Entry Type 1 - Particle Effects
This type defines particle effects and has a size of 24 bytes.
24b - CHAR[24] - particle effect name
The particle effect name is an entry in effects.fxp.
Entry Type 3 - PEDs
The PED-Section consists in 56 bytes. It`s used for spawning PEDs (Like on ticketbooth, Windows of shops, Blackjack-tables,...) It includes information about the External Script ped is going to use when spawned, it`s facing angle and it`s behaviour.
4b - INT32 - Type (1 - Sitting, 5 - Standing...) 8b - BYTE[8]? - Unknown 16b - FLOAT[4] - Rotation (XYZW) 12b - BYTE[12]?- PED IDs? 8b - CHAR[8] - External script name 4b - INT32 - PED-Existing-Probability 4b - INT32 - Unknown (always zero)
The rotations are stored in quarternions (That means like in IPLs).
External script name field has to contain a name defined by 0884 opcode like PEDSLOT or TICKET. If the PED just stands/sits/lays, this field is set to 'none'.
This section is incomplete. You can help by fixing and expanding it.
Entry Type 6 - EnEx markers
Type may call game crash!
4b - FLOAT - Rotation angle enter-marker (relative to the object) (Always 0?) 4b - FLOAT - The radius of the approximation to the marker X 4b - FLOAT - The radius of the approximation to the marker Y 12b - FLOAT[3]- The position of exit-marker (offset relative to the object) (Always 0?) 4b - FLOAT - angle of rotation exit-marker (relative to the object) (always 0?) 4b - INT32 - Number of interior 4b - INT32 - Flags? 8b - CHAR[8] - The name of the interior 4b - INT32 - color of the sky
Entry Type 7 - Street Signs
This type defines the texts that appear on street signs and has a size of 88 bytes.
8b - FLOAT[2] - scale (xy) 12b - FLOAT[3] - rotation (xyz) 2b - WORD - possibly unused 64b - CHAR[64] - sign text, 16 byte per line 2b - ? - padding
The lines can start with arrows, such as <
, ^
and >
; also _
is used instead of a whitespace.
Entry Type 8 - Slotmachine-wheels
This is for Slotmachines.
4b - Int32 - Wheelindex
Every wheel in the slotmachine has an index, increments by 1 and starrting with 1. The position of the index is the position of the wheel in the Slotmachine. Maybe it can be controlled using SCM.
Entry Type 9
Size is 12 bytes, used quite often and in large ammounts per file.
Entry Type 10 - Escalators
This type defines escalators and has a size of 40 bytes.
12b - FLOAT[3] - bottom of escalator (xyz) 12b - FLOAT[3] - top of escalator (xyz) 12b - FLOAT[3] - escalator end (Z pos, matches top Z if escalator goes up, bottom Z if it goes down) 4b - DWORD - direction 0/1 (down/up)
The normal position info of the header gets the same function of th estart-position in opposite to the end-position. Positions seem to be roundet to *.5 or *.0 by the game, so it doesnt make many sense to create escalators with the value of *.3 or *.7. This got the effect that a Escalator looks like in the picture (Example: vgseesc01.dff). Legend to the picture:
- Escalator_Standart_Position - Positioninfo from the header
- Escalator_Bottom - Bottominfo from the section
- Escalator_Top - Topinfo from the section
- Escalator_End - Endinfo from the section
External Link
- ^ GTAForums: Encryption of light information
Tools and Scripts
- GTAForums: DexX Tools by DexX – 2dfx export from 3DSMax (MaxScript)
- GTAForums: 2dfx Editor by Aschratt – 2dfx Editing
- RW Analyze by steve-m (no 2dfx support yet, but needed by above script)