Difference between revisions of "RenderWare binary stream file"

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(Model Files (DFF))
(Common File Structures)
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******** [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]] **
 
******** [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]] **
 
****** [[Extension (RW Section)|Extension]]
 
****** [[Extension (RW Section)|Extension]]
******* [[Specular Material (RW Section)|Specular Material]] - optional, vehicles only
+
******* [[Material Effects PLG (RW Section)|Material Effects PLG]] - optional
******* [[Reflection Material (RW Section)|Reflection Material]] - optional, vehicles only
+
******* [[Reflection Material (RW Section)|Reflection Material]] - optional
******* [[Material Effects PLG (RW Section)|Material Effects PLG]] - optional, vehicles only
+
******* [[Specular Material (RW Section)|Specular Material]] - optional
 +
******* [[UV Animation PLG (RW Section)|UV Animation PLG]] - optional
 
******* [[Texture (RW Section)|Texture]] - optional<br>''only occurs with the section above, possibly even a child section''
 
******* [[Texture (RW Section)|Texture]] - optional<br>''only occurs with the section above, possibly even a child section''
 
******** [[Struct (RW Section)#Texture|Struct]]
 
******** [[Struct (RW Section)#Texture|Struct]]
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*** [[Struct (RW Section)#Atomic|Struct]]
 
*** [[Struct (RW Section)#Atomic|Struct]]
 
*** [[Extension (RW Section)|Extension]]
 
*** [[Extension (RW Section)|Extension]]
**** [[Right To Render (RW Section)|Right To Render]]
+
**** [[Right To Render (RW Section)|Right To Render]] - optional
**** [[Particles PLG (RW Section)|Particles PLG]]
+
**** [[Particles PLG (RW Section)|Particles PLG]] - optional
**** [[Material Effects PLG (RW Section)|Material Effects PLG]]
+
**** [[Material Effects PLG (RW Section)|Material Effects PLG]] - optional
**** [[Pipeline Set (RW Section)|Pipeline Set]]
+
**** [[Pipeline Set (RW Section)|Pipeline Set]] - optional
 
** [[Extension (RW Section)|Extension]]
 
** [[Extension (RW Section)|Extension]]
 
*** [[Collision Model (RW Section)|Collision Model]] - vehicles only
 
*** [[Collision Model (RW Section)|Collision Model]] - vehicles only
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''** Not always present, effect also unknown.
 
''** Not always present, effect also unknown.
 +
 +
''*** Require [[Pipeline Set (RW Section)|Pipeline Set]] to work for static objects, by default only for vehicles.
  
 
A byte may contain two indices, if bpp == 4.
 
A byte may contain two indices, if bpp == 4.

Revision as of 15:42, 29 October 2010

RenderWare binary stream files are hierarchically structured binary data files used by the RenderWare 3.x graphics engine utilized by Rockstar North for their GTA III trilogy (only on PC, PS2 and XBOX, not PSP!) and related games (Manhunt, Bully).

GTA's model files use the file extension .dff and texture archives use .txd. Other possible extensions, not used by the GTA games, are .rws, .bsp and .dma. GTA3 does use .anm for some of its cutscene animations, but it is the only GTA to do so.

File Format

RW streams are split up into sections. Each section has a 12 byte header and can either be empty, contain data or more child sections. Section content, especially of data sections, is determined by an ID in the header.

There is only one data structure common to all RW streams - the section header:

4 byte - DWORD - section identifier
4 byte - DWORD - section size, including child sections and/or data
4 byte - DWORD - RW version ID

The RW version ID varies depending on the RW engine version used for exporting the files. It must be the same for all headers within one file. Backwards compatibility is very limited.

Valid RW Section IDs

See the list of RW section IDs.

Rockstar's Custom Section IDs

Rockstar added several vendor specific RW plugins, which have their own ID range (0x0253F2F*).

Common RW Version IDs

The following is an (incomplete) list of plain text RW versions commonly used in GTA and their encoded equivalent:

3.0.0.3 - 0x0003FFFF
3.?.?.? - 0x0800FFFF (GTA III)
3.1.0.0 - 0x00000310 (GTA III)
3.3.0.2 - 0x0C02FFFF (GTA VC)
3.4.0.3 - 0x1003FFFF (GTA VC)
3.6.0.3 - 0x1803FFFF (GTA SA)

Common File Structures

Model Files (DFF)

Texture Archives (TXD)

Texture Archives PS2 (TXD)

* These sections (and their child sections) can appear multiple times.

** Not always present, effect also unknown.

*** Require Pipeline Set to work for static objects, by default only for vehicles.

A byte may contain two indices, if bpp == 4.

16 bit images are in 1555 ARGB format or 565 (used by VC only on ancient hardware such as Riva TNT2 when you choose 16 bit color mode and game builds non-dxt version of txd files on disk).

The indices are swizzled and saved in a PS2 friendly format (CLUT).

Note: There are slight differences between GTA: III and VC formats concerning the raster/image format.

Tools & Scripts

See also