Difference between revisions of "Pipeline Set (RW Section)"

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{{RW Section|Pipeline Set|0x0253F2F3}}
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{{RW Section
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| NAME = Pipeline Set
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| VENDORNAME = Rockstar Games
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| MODULENAME = Plug-In
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| MODULEID = 0253F2
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| IDENTIFIER = F3
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| PARENTS = [[Atomic (RW Section)|Atomic]] ''([[Extension (RW Section)|Extension]])''
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}}
  
A '''Pipeline Set''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. It defines which of the Rockstar-made Rendering Pipeline to use. So for example it is possible to add Specular Materials to Buildings.
 
  
The typical location in a SA [[model file|dff]] section hierarchy is ''[[Clump (RW Section)|Clump]] > [[Geometry List (RW Section)|Geometry List]] > [[Geometry (RW Section)|Geometry]] > [[Material List (RW Section)|Material List]] > [[Material (RW Section)|Material]] > [[Extension (RW Section)|Extension]] > Pipeline Set.
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A '''Pipeline Set''' is one of Rockstar's [[List of RW section IDs|custom sections]]. It is used by the Renderware engine to select a rendering pipeline that takes responsibility for drawing a atomic.
  
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==Binary structure==
  
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The section only consists of an 4-byte integer which can have one of three different values. This value will determine which of the engine's rendering pipeline to use for an [[Atomic (RW Section)|atomic]].
  
==Binary Structure==
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* <code>0x53F20098</code> &ndash; Render pipeline used for buildings with [[Reflection_Material_(RW_Section)|reflective materials]].
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* <code>0x53F2009A</code> &ndash; Render pipeline used for vehicles.
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* <code>0x53F2009C</code> &ndash; Render pipeline used for [[Night_Vertex_Colors_(RW_Section)|night vertex colors]].
  
The section only consists of an 4-byte integer. The interger can have 3 diffrent values. Those values define which rendering pipeline to use.
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For example if the data is 0x53F2009A a [[Specular_Material_(RW_Section)|specular material]] can be added to a non-vehicle object. Primarily this is used for vehicle upgrade parts and some cutscene objects. Vehicles are using this rendering pipeline by default and do not need a ''pipeline set''. It is not possible to add ''specular'' or ''reflective'' materials to a player, pedestrian or other 'skinned' models.
  
0x53F20098 - Unknown
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==External Links==
0x53F2009A - Vehicle Upgrades/Cutscene Models
 
0x53F2009C - Reflection Map
 
  
For example if the section is 0x53F2009C you can add the reflection map gta material to your object and it will be rendered.
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* {{GTAF|post|128451|3905781|RW Analyse Thread}} &ndash; with findings by {{U|DexX}}
 
 
==External Links==
 
  
* [http://www.gtaforums.com/index.php?showtopic=128451&st=60 RW Analyse Thread (With findings by DexX)]
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{{N|SA|VC|3}}

Latest revision as of 12:52, 11 September 2020

Pipeline Set
RenderWare Stream Section
Vendor Rockstar Games
Module Plug-In
Module ID 0x0253F2
Identifier 0xF3
Chunk ID 0x0253F2F3
Versions All
Hierarchy
Parents:
Atomic (Extension)
Children:
None
Extensions:
None
File Format


A Pipeline Set is one of Rockstar's custom sections. It is used by the Renderware engine to select a rendering pipeline that takes responsibility for drawing a atomic.

Binary structure

The section only consists of an 4-byte integer which can have one of three different values. This value will determine which of the engine's rendering pipeline to use for an atomic.

For example if the data is 0x53F2009A a specular material can be added to a non-vehicle object. Primarily this is used for vehicle upgrade parts and some cutscene objects. Vehicles are using this rendering pipeline by default and do not need a pipeline set. It is not possible to add specular or reflective materials to a player, pedestrian or other 'skinned' models.

External Links