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

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{{RW Section|Reflection Material|0x0253F2FC}}
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{{RW Section|SA Reflection Material|0x0253F2FC}}
  
 
A '''SA Reflection Material''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. In [[:Category:GTA SA|GTA San Andreas]] it is used to override vehicle reflection maps. 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 > Material > Extension > 0x0253F2FC.
 
A '''SA Reflection Material''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. In [[:Category:GTA SA|GTA San Andreas]] it is used to override vehicle reflection maps. 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 > Material > Extension > 0x0253F2FC.

Revision as of 01:37, 5 November 2006

{{{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 SA 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 dff section hierarchy is Clump > Geometry List > Geometry > Material List > Material > Extension > 0x0253F2FC.

The layout of a Specular Material Extension is as follows:

Reflectivity

float - reflection image amount: red channel
float - reflection image amount: green channel
float - reflection image amount: blue channel
float - reflection image amount: alpha channel
float - reflection intensity
dword - always 00

Explanations

reflection image amount rgba channels - controls how much of this channel of the image shows up. For example, setting the green and blue channels to zero, while leaving the red channel at full, will result in only the red portions of the reflection image showing up on this material. Alpha is untested.
reflection intensity - how much of the image will be reflected back - 0 for none, to 1.0 for full.

Notes

This SA 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.