Burnout 2 Race Car
The Burnout 2 Race Car file format is used to store the model and texture data for a particular vehicle in Burnout 2: Point of Impact. It uses the file extension .RCX
for the in-game model variant, and .RCF
for the higher-detail model variant used in the garage.
This format contains most of the data related to any given vehicle, including mesh data, Level of Detail models, texture data, pointers to external files, deformation matrices and collision detection parameters.
VersionsEdit
Race Car version | |||||
---|---|---|---|---|---|
0x09 | 0x0A | 0x0B | 0x2001 | 0x2003 | |
Date | Jul 2002 | Early Aug 2002 | Late Aug 2002 | < Mar 2003 | Mar 2003 |
Games | Preview Build | Beta Candidate Promotional Demo |
Final Game (PS2) | Final Game (Xbox) | Final Game (GCN) |
Header (Version 0x0B)Edit
Offset | Name | Type | Value | Notes |
---|---|---|---|---|
0x00 | Version code | int | 0xB2CA000B | This value is 0xB2CA2001 for Xbox race car files, and 0xB2CA2003 for GameCube ones. |
0x04 | Loaded state | uint | 0x00 | |
0x08 | File size in bytes | uint32 | ||
0x0C | Object radius | float | ||
0x10 | Wheel radii | float[4] | ||
0x28 | Main object count | int | ||
0x2C | Flying object count | int | ||
0x30 | Wheel object count | int | ||
0x34 | Shadow wheel object count | int | ||
0x38 | Main objects offset | Vehicle Object* | ||
0x3C | Flying render object count | int[] | ||
0x5C | Flying object(s) offset | Vehicle Object*[] | ||
0x7C | Wheel object offset | Vehicle Object* | ||
0x80 | Main shadow object offset | Vehicle Object* | ||
0x84 | Shadow wheel object offset | Vehicle Object* | ||
0x88 | Main texture offset | Texture* | ||
0x8C | Glass opacity | float | ||
0x90 | Tags | RwMatrixTag[] | ||
0xC90 | Front lights attach point | int16 | ||
0xC92 | Rear lights attach point | int16 | ||
0xC94 | Brake lights attach point | int16 | ||
0xC96 | Running lights attach point | int16 | ||
0xC98 | Reverse lights attach point | int16 | ||
0xC9A | Left indicators attach point | int16 | ||
0xC9C | Right indicators attach point | int16 | ||
0xC9E | Blues and twos (blue) attach point | int16 | ||
0xCA0 | Blues and twos (red) attach point | int16 | ||
0xCA2 | Strobe lights attach point | int16 | ||
0xCA4 | Exhaust attach point | int16 | ||
0xCA6 | Glass attach point | int16 | ||
0xCA8 | Steam attach point | int16 | ||
0xCAA | Fire attach point | int16 | ||
0xCAC | Kojack attach point | int16 | ||
0xCB0 | Bounding box | Bounding Box | ||
0xCD0 | Use bounding hull? | bool | ||
0xCD4 | Total vertex count | int | ||
0xCD8 | Speedometer texture offset | Texture* | ||
0xCDC | BSM offsets | BSM Sound Model*[2] |