Difference between revisions of "Texture Dictionary (RW Section)"

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(added some known deviceId parameters)
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     unsigned short deviceId; // 1 for D3D8, 2 for D3D9, 6 for PlayStation 2, 8 for XBOX
 
     unsigned short deviceId; // 1 for D3D8, 2 for D3D9, 6 for PlayStation 2, 8 for XBOX
 
  };
 
  };
 +
 +
If <code>deviceId</code> is not zero, then the RenderWare engine can reject this texture dictionary if it is told to do so. In practice, all GTA games do not care.
  
 
===RW 3.0.X.X - 3.5.0.0 (or higher)===
 
===RW 3.0.X.X - 3.5.0.0 (or higher)===

Revision as of 16:55, 31 January 2015

{{{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

Texture Dictionary is usually the root section of TXD files, thus it only contains child sections, no data. It is normally accompanied by a Struct section.

Structure

The struct section that comes right after the Texture Dictionary section contains 4 bytes of data. This struct tells how many textures are presented in dictionary.

RW 3.6.0.0 (or lower) - 3.7.X.X

struct rwTexDictionary
{
    unsigned short textureCount; // determines count of NativeTexture sections
    unsigned short deviceId; // 1 for D3D8, 2 for D3D9, 6 for PlayStation 2, 8 for XBOX
};

If deviceId is not zero, then the RenderWare engine can reject this texture dictionary if it is told to do so. In practice, all GTA games do not care.

RW 3.0.X.X - 3.5.0.0 (or higher)

struct rwTexDictionary
{
    unsigned int textureCount; // determines count of NativeTexture sections
};

The struct section is followed with child sections (Native Texture).

Child Sections

  • Texture Native - count of textures is defined with textureCount value.

Extension

GTA games don't use any extension for this section.