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

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{{RW Section|Specular Material|0x0253F2F6}}
 
{{RW Section|Specular Material|0x0253F2F6}}
  
A '''Specular 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 store material information for specular lighting. 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 > 0x0253F2F6.
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A '''Specular 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 store material information for specular lighting. 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 (RW Section)|Material List]] > [[Material (RW Section)|Material]] > [[Extension (RW Section)|Extension]] > Specular Material.
  
The layout of a Specular Material Extension is as follows:
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==Data Layout==
===Spec===
 
float - specular level.
 
string - Specular Texture.
 
dword - always 00.
 
  
==Explanations==
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  4b - FLOAT  - Specular Level
  Specular Level - where 0 is no spec, and 1.0 is full spec. Values can go past 1.0, but may produce unrealistic results.
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  ? - CHAR[?] - Specular Texture Name, see below
  Specular texture - On the PC and Xbox versions of the game, this texture is not used. On the PS2 however, it is used as a second reflection map. The string is null terminated, and byte-aligned with extra 00's appended.
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  4b - DWORD  - unknown, always 0 (zero)
  
===Notes===
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==Annotations==
The Specular Section is exclusive to San Andreas, and Manhunt. In San Andreas, the use is further limited to vehicles; putting a Specular Material extension on a building object will not yield the same results. Its use in Manhunt is unknown.
 
  
{{File-stub}}
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; Specular Level : 0.0 is no spec and 1.0 is full spec. Values can go past 1.0, but may produce unrealistic results.
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; Specular Texture Name : On the PC and Xbox versions of the game this texture is not used. On the PS2 however, it is used as a second reflection map. The string is null terminated, and aligned to 4 byte boundaries with extra zeros appended.
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==Notes==
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The Specular Material section is exclusive to San Andreas and Manhunt. In San Andreas, the use is further limited to vehicles; putting a Specular Material extension on a building object will not yield the same results. Its use in Manhunt is unknown.

Revision as of 15:22, 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 Specular Material is one of Rockstar's custom sections. In GTA San Andreas it is used to store material information for specular lighting. The typical location in a SA dff section hierarchy is Clump > Geometry List > Geometry > Material List > Material > Extension > Specular Material.

Data Layout

4b - FLOAT   - Specular Level
 ? - CHAR[?] - Specular Texture Name, see below
4b - DWORD   - unknown, always 0 (zero)

Annotations

Specular Level 
0.0 is no spec and 1.0 is full spec. Values can go past 1.0, but may produce unrealistic results.
Specular Texture Name 
On the PC and Xbox versions of the game this texture is not used. On the PS2 however, it is used as a second reflection map. The string is null terminated, and aligned to 4 byte boundaries with extra zeros appended.

Notes

The Specular Material section is exclusive to San Andreas and Manhunt. In San Andreas, the use is further limited to vehicles; putting a Specular Material extension on a building object will not yield the same results. Its use in Manhunt is unknown.