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

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{{RW Section|Pipeline Set|0x0253F2F3}}
 
{{RW Section|Pipeline Set|0x0253F2F3}}
  
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.
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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 Rockstar-made Rendering Pipeline to use for an [[Atomic (RW Section)|Atomic]].
  
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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The location in a SA [[model file|dff]] section hierarchy is ''[[Clump (RW Section)|Clump]] > [[Atomic (RW Section)|Atomic]] > [[Extension (RW Section)|Extension]] > Pipeline Set''.
  
  
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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 rendering pipeline to use.
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*0x53F20098 - Render pipeline used for Buildings with reflective materials
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*0x53F2009A - Render pipeline used for Vehicles
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*0x53F2009C - Render pipeline used for Night Vertex Colors
  
==Binary Structure==
 
  
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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==Examples and Notes==
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Example: If the data is 0x53F2009A, you can add specular data to a material on your non-vehicle object (used primarily for vehicle upgrade pieces and some cutscene objects).  
  
0x53F20098 - Unknown
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Vehicles are hardcoded to use 0x53F2009A, and do not require the use of this extension in the Atomics.
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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Pedestrians and players do not have a custom render pipeline, nor does adding this data to their models do anything. You cannot add specular or reflection data to a player, ped or other 'skinned' model.
  
 
==External Links==
 
==External Links==
  
 
* [http://www.gtaforums.com/index.php?showtopic=128451&st=60 RW Analyse Thread (With findings by DexX)]
 
* [http://www.gtaforums.com/index.php?showtopic=128451&st=60 RW Analyse Thread (With findings by DexX)]

Revision as of 22:28, 13 November 2010

{{{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 Pipeline Set is one of Rockstar's custom sections. It defines which Rockstar-made Rendering Pipeline to use for an Atomic.

The location in a SA dff section hierarchy is Clump > Atomic > Extension > Pipeline Set.


Binary Structure

The section only consists of an 4-byte integer, which can have one of three different values. This value will determine which rendering pipeline to use.


  • 0x53F20098 - Render pipeline used for Buildings with reflective materials
  • 0x53F2009A - Render pipeline used for Vehicles
  • 0x53F2009C - Render pipeline used for Night Vertex Colors


Examples and Notes

Example: If the data is 0x53F2009A, you can add specular data to a material on your non-vehicle object (used primarily for vehicle upgrade pieces and some cutscene objects).

Vehicles are hardcoded to use 0x53F2009A, and do not require the use of this extension in the Atomics.

Pedestrians and players do not have a custom render pipeline, nor does adding this data to their models do anything. You cannot add specular or reflection data to a player, ped or other 'skinned' model.

External Links