Formats (Takedown-Dominator)

Documentation for the various filetypes used by the pre-Paradise Burnout games for 3D mesh data, textures, sounds, and other assets.

= Model Data =

PS2 and PSP
The 3D mesh format used by Burnout's PlayStation 2 and PlayStation Portable versions stores both the actual mesh data as well as the GPU commands required to render the model; these commands use arguments related to the specific vertices being drawn, so they have to be grouped in as data with the rest of the file. PS2 models from the Takedown Era-games seem to store their vertex data as rows of 4-byte floating-point numbers, with 3 floats in each row - it's possible each of the floats represent the X, Y and Z coordinates of the vertex.

Each "block" of mesh data on the PS2 version begins with the hex sequence.

= Texture Data = Burnout's PS2 and PSP versions use textures stored as uncompressed bitmaps. These bitmaps contain CLUT4 (16-color) and CLUT8 (256-color) color palettes, with the palette itself being a little ways underneath the texture data. See the GtTexture section of the Common Data Types page for more information.

Xbox versions use DirectDraw Surface-formatted textures. These use either DXT compression, or uncompressed Morton order swizzled textures.

Note that the .tif extension files seen in the frontend archives of Burnout Revenge are not actually TIFF-formatted images; this just happens to be a leftover from prior to the images' conversion to CLUT/DDS textures.

= Sound Data =

PS2 and PSP
Sound data on Burnout's PS2 and PSP versions is encoded in Sony's proprietary PS-ADPCM format. Songs and FMV audio tracks are stored as separate files on the PSP versions and are encoded in ATRAC3+ format, another Sony codec.

Xbox/Xbox 360
Both the Original Xbox versions and Burnout Revenge's Xbox 360 remaster use Microsoft's Windows Media Audio codec for sound data. Revenge 360's WMA files are stored as-is, while the OG Xbox versions use WMA stored in the XWB container format.