Difference between revisions of "RpMaterial"

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{{RW Section|Material|0x0007}}
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{{RW Section
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| NAME = Material
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| VENDORNAME = Criterion Games
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| MODULENAME = Core
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| MODULEID = 000000
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| IDENTIFIER = 07
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| PARENTS = [[Material List (RW Section)|Material List]]
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| CHILDREN = [[Struct (RW Section)|Struct]], [[Texture (RW Section)|Texture]]
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| EXTENSIONS = [[Right To Render (RW Section)|Right To Render]], [[User Data PLG (RW Section)|User Data PLG]], [[Material Effects PLG (RW Section)|Material Effects PLG]], [[UV Animation PLG (RW Section)|UV Animation PLG]], [[Reflection Material (RW Section)|Reflection Material]], [[Specular Material (RW Section)|Specular Material]]
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}}
  
'''Material''' is a container section used in [[model file|DFF files]] as child of a [[Material List (RW Section)|Material List]] section. The section itself does not store any data at all. All additional information get stored inside a [[Struct (RW Section)|struct section]] which directly follows this one as a child. A ''material'' section is used to hold one or more texture maps.
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'''RpMaterial''' is a [[RenderWare]] structure that stores geometric data for 3D geometry.
  
 
== Structure ==
 
== Structure ==
  
The structure of the material section defines information about the amount and appearance of the texture maps.
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When streamed in/out it is usually the child of a [[Material List (RW Section)|Material List]] chunk and parent of a [[Struct (RW Section)|Struct]], optional [[Texture (RW Section)|Texture]] and [[Extension (RW Section)|Extension]] chunk.
  
4b - DWORD  - Material flags (unused)
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The format of the Material's Struct chunk is as follows:
4b - DWORD  - Color (RwRGBA)
 
4b - DWORD  - Unused field
 
4b - BOOL  - Is material textured
 
4b - FLOAT  - Ambient
 
4b - FLOAT  - Specular
 
4b - FLOAT  - Diffuse
 
  
== Child sections ==
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int32        flags (unused)
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RwRGBA      color    (RwRGBA: uint8 r, g, b, a)
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int32        unused
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bool32      isTextured
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#if version > 0x30400
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  surface properties:
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    float32  ambient
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    float32  specular
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    float32  diffuse
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#endif
  
If the material is defined as textured above there'll be a child texture section.
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If the material is defined as textured above, a [[Texture (RW Section)|Texture]] chunk will follow the Struct.
  
* [[Texture (RW Section)|Texture]]
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== See also ==
  
=== Extension ===
 
 
Additionally each ''material'' can hold an extension. This extension holds the following sections in the order they are listed in here.
 
 
* [[Material Effects PLG (RW Section)|Material Effects PLG]]
 
* [[Reflection Material (RW Section)|Reflection Material]]
 
* [[Specular Material (RW Section)|Specular Material]]
 
* [[UV Animation PLG (RW Section)|UV Animation PLG]]
 
 
== See also ==
 
 
* [[Geometry List (RW Section)|Geometry List]]
 
* [[Geometry List (RW Section)|Geometry List]]
* [[RenderWare_binary_stream_file|RW file format specification]]
 
  
{{N|SA|VC}}
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{{N|SA|VC|3}}
[[Category:GTA_3]]
 

Latest revision as of 10:57, 14 September 2020

Material
RenderWare Stream Section
Vendor Criterion Games
Module Core
Module ID 0x000000
Identifier 0x07
Chunk ID 0x00000007
Versions All
Hierarchy
Parents:
Material List
Children:
Struct, Texture
Extensions:
Right To Render, User Data PLG, Material Effects PLG, UV Animation PLG, Reflection Material, Specular Material
File Format

RpMaterial is a RenderWare structure that stores geometric data for 3D geometry.

Structure

When streamed in/out it is usually the child of a Material List chunk and parent of a Struct, optional Texture and Extension chunk.

The format of the Material's Struct chunk is as follows:

int32        flags (unused)
RwRGBA       color    (RwRGBA: uint8 r, g, b, a)
int32        unused
bool32       isTextured
#if version > 0x30400
  surface properties:
    float32  ambient
    float32  specular
    float32  diffuse
#endif

If the material is defined as textured above, a Texture chunk will follow the Struct.

See also