Difference between revisions of "UV Animation PLG (RW Section)"

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(Corrected format)
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== Binary structure ==  
 
== Binary structure ==  
  
The existence of this section is typically determined by a effect within a [[Material Effects PLG (RW Section)|Material Effects]] section, which is also an [[Extension (RW_Section)|extension]] of the [[Material (RW Section)|Material]] section. It contains the UV animation names for each of the 8 texture coordinate channels that are to be animated.
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The existence of this section is typically determined by a effect within a [[Material Effects PLG (RW Section)|Material Effects]] section, which is also an [[Extension (RW_Section)|extension]] of the [[Material (RW Section)|Material]] section. It contains the names of UV animations that are to be attached to this material. The maximum is 8 but most often only one animation is found here.
  
   uint32        channel mask
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   uint32        mask
 
   char[n][32]    animation names
 
   char[n][32]    animation names
  
Where n is the number of animated channels. To every UV channel there corresponds a bit in the channel mask that determines whether the channel has an animation attached. If bit 1<<n is set, channel n has an animation and a 32 byte string follows.
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Where n is the number of animations. To each of the 8 animation slots corresponds a bit in the mask (slot n has bit 1<<n set, counting from 0). If bit n is set, a 32 byte string follows (with n counting up).
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A UV animation can animate up to 8 nodes/UV sets.
  
 
== See also ==
 
== See also ==

Revision as of 09:33, 21 September 2017

{{{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

UV Animation PLG is an extension to the Material section in the Renderware stream file format. It is part of the Renderware Toolkit and can be used animate a texture in UV-Space.

Binary structure

The existence of this section is typically determined by a effect within a Material Effects section, which is also an extension of the Material section. It contains the names of UV animations that are to be attached to this material. The maximum is 8 but most often only one animation is found here.

 uint32         mask
 char[n][32]    animation names

Where n is the number of animations. To each of the 8 animation slots corresponds a bit in the mask (slot n has bit 1<<n set, counting from 0). If bit n is set, a 32 byte string follows (with n counting up).

A UV animation can animate up to 8 nodes/UV sets.

See also