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

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{{RW Section|Reflection Material|0x0253F2FC}}
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{{RW Section
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| NAME = Reflection Material
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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 = FC
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| VERSION = 3.6.0.3 (and higher)
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| PARENTS = [[Material (RW Section)|Material]] ''([[Extension (RW Section)|Extension]])''
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}}
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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 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]] extension for the geometries [[Atomic (RW Section)|atomic]] needs to be changed.
  
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.
 
 
==Data Layout==
 
==Data Layout==
  
  16b - FLOAT[4] - Environment texture transformation params
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  4b - FLOAT    - Environment Map Scale X
  4b - FLOAT    - Reflection Intensity
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4b - FLOAT   - Environment Map Scale Y
  4b - DWORD    - Environment texture ptr, always 0 (zero)
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4b - FLOAT    - Environment Map Offset X
===Struct unpacked===
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4b - FLOAT    - Environment Map Offset Y
<source lang="cpp">struct gtaReflectionMaterialPlg
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4b - FLOAT    - Reflection Intensity (Shininess, 0.0-1.0)
{
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4b - DWORD    - Environment Texture Ptr, always 0 (zero)
    char      m_cTransformParam[4];
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    char      m_cIntensity;
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== See also ==
    short      m_sRenderFrame;
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    RwTexture *m_pEnvMap;
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* [[Material (RW Section)|Material]]
};</source>
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* [[User Data PLG (RW Section)|User Data PLG]]
==Annotations==
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* [[Material Effects PLG (RW Section)|Material Effects]]
; Reflection Intensity : Defines how much of the image will be reflected back &ndash; 0.0 for none to 1.0 for full.
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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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{{N|SA}}

Latest revision as of 13:01, 11 September 2020

Reflection Material
RenderWare Stream Section
Vendor Rockstar Games
Module Plug-In
Module ID 0x0253F2
Identifier 0xFC
Chunk ID 0x0253F2FC
Versions 3.6.0.3 (and higher)
Hierarchy
Parents:
Material (Extension)
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 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 extension 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