Texture Dictionary (RW Section)
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| Texture Dictionary | |
|---|---|
| RenderWare Stream Section | |
| Vendor | Criterion Games |
| Module | Core |
| Module ID | 0x000000
|
| Identifier | 0x16
|
| Chunk ID | 0x00000016
|
| Versions | All |
| Hierarchy | |
| Parents: None | |
| Children: Struct, Raster | |
| Extensions: None | |
| File Format | |
Texture Dictionary is usually the root section of TXD files, thus it only contains child sections, no data. It is a container for Raster sections, that store the actual image data. It is accompanied by a Struct section that stores information about the dictionary contents.
Structure
The struct section that comes right after the dictionary section contains 4 bytes of data. This struct tells how many textures are presented in dictionary.
RenderWare 3.0 - 3.5
struct rwTexDictionary {
unsigned int textureCount; // determines count of Raster sections
};RenderWare 3.6 and newer
struct rwTexDictionary {
unsigned short textureCount; // determines count of Rastersections
unsigned short deviceId; // 1 for D3D8, 2 for D3D9, 6 for PlayStation 2, 8 for XBOX, 10 for PlayStation 3
};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.