Difference between revisions of "Atomic (RW Section)"

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'''Flags'''
 
'''Flags'''
 +
 
There are only 2 options available:
 
There are only 2 options available:
 
  0x01 rpATOMICCOLLISIONTEST - A generic collision flag to indicate that the atomic should be considered in collision tests. It wasn't used in GTA games since they don't use RW collision system.
 
  0x01 rpATOMICCOLLISIONTEST - A generic collision flag to indicate that the atomic should be considered in collision tests. It wasn't used in GTA games since they don't use RW collision system.

Revision as of 19:18, 18 January 2015

{{{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

Atomic is a container section used in DFF files as child of a Clump section. It is normally accompanied by a Struct section. An atomic section can associate a Frame with a Geometry.

Structure

An atomic section contain Struct, Geometry (optional) and Extension sections. A Struct section has 16 bytes in size (may be different in some RW versions).

struct rwAtomicStruct
{
    unsigned int frameIndex; // zero-based index
    unsigned int geometryIndex; // zero-based index
    unsigned int flags;
    unsigned int unused; // sets to 0 by default
};

Flags

There are only 2 options available:

0x01 rpATOMICCOLLISIONTEST - A generic collision flag to indicate that the atomic should be considered in collision tests. It wasn't used in GTA games since they don't use RW collision system.
0x04 rpATOMICRENDER - The atomic is rendered if it is in the view frustum. It's set to TRUE for all models by default.

Child Sections

Extension

  • Right To Render - optional. Used for Skin Rights or/and Normal Map Rights.
  • Material Effects PLG - optional. Used to set up atomic's custom rendering pipeline.
  • Right To Render - optional. Determines if atomic uses MatFx effects and thus must be rendered via MatFx rendering pipeline.