Difference between revisions of "Reflection Material (RW Section)"

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A '''Reflection Material''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. In [[GTA San Andreas]] it is used to override vehicle reflection maps. The typical location in a SA vehicle [[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]] > Reflection Material.
 
A '''Reflection Material''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. In [[GTA San Andreas]] it is used to override vehicle reflection maps. The typical location in a SA vehicle [[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]] > Reflection Material.
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.
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The Reflection Material is exclusive to San Andreas. To use a reflective material, the rendering pipeline that is responsible for rendering the object must support reflective materials. This is true by default for vehicles, but not for buildings. To hook reflection into the rendering pipeline, the [[Pipeline Set (RW Section)|pipeline]] extion for the geometries [[Atomic (RW Section)|atomic]] needs to be changed.
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==Data Layout==
 
==Data Layout==
  
  4b - FLOAT    - Environment texture : scale X
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  4b - FLOAT    - Environment Map Scale X
  4b - FLOAT    - Environment texture : scale Y
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  4b - FLOAT    - Environment Map Scale Y
  4b - FLOAT    - Environment texture : translation X
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  4b - FLOAT    - Environment Map Offset X
  4b - FLOAT    - Environment texture : translation Y
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  4b - FLOAT    - Environment Map Offset Y
  4b - FLOAT    - Reflection intensity (shininess)
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  4b - FLOAT    - Reflection Intensity (Shininess, 0.0-1.0)
  4b - DWORD    - Environment texture ptr, always 0 (zero)
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  4b - DWORD    - Environment Texture Ptr, always 0 (zero)
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== See also ==
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* [[Material (RW Section)|Material]]
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* [[Material Effects (RW Section)|Material Effects]]
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* [[Specular Material (RW Section)|Specular Material]]
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* [[UV Animation PLG (RW Section)|UV Animation PLG]]
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* [[Texture (RW Section)|Texture]]
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* [[Geometry List (RW Section)|Geometry List]]
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* [[RenderWare_binary_stream_file|RW file format specification]]
  
==Annotations==
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{{N|SA|VC}}
; Reflection Intensity : Defines how much of the image will be reflected back – 0.0 for none to 1.0 for full.
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[[Category:GTA_3]]

Revision as of 14:39, 6 May 2016

{{{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.

The Reflection Material is exclusive to San Andreas. To use a reflective material, the rendering pipeline that is responsible for rendering the object must support reflective materials. This is true by default for vehicles, but not for buildings. To hook reflection into the rendering pipeline, the pipeline extion for the geometries atomic needs to be changed.

Data Layout

4b - FLOAT    - Environment Map Scale X
4b - FLOAT    - Environment Map Scale Y
4b - FLOAT    - Environment Map Offset X
4b - FLOAT    - Environment Map Offset Y
4b - FLOAT    - Reflection Intensity (Shininess, 0.0-1.0)
4b - DWORD    - Environment Texture Ptr, always 0 (zero)

See also