Burnout 2 Race Car: Difference between revisions

→‎Versions: reformatted to be like the Takedown era pages
(Added basic specs)
(→‎Versions: reformatted to be like the Takedown era pages)
 
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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 <code>.RCFRCX</code> for the in-game model variant, and <code>.RCXRCF</code> 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.
 
= HeaderVersions =
{| class="wikitable"
! Format version !! Game !! Date
|-
| 9 <span style=float:right;>(0x0009)</span> || Preview Build || Jul 2002
|-
| 10 <span style=float:right;>(0x000A)</span> || Beta Candidate<br>Promotional Demo || Early Aug 2002
|-
| 11 <span style=float:right;>(0x000B)</span> || Final Game <sup>(PS2)</sup> || Late Aug 2002
|-
| 8193 <span style=float:right;>(0x2001)</span> || Final Game <sup>(Xbox)</sup> || < Mar 2003
|-
| 8195 <span style=float:right;>(0x2003)</span> || Final Game <sup>(GCN)</sup> || Mar 2003
|}
 
= Header (Version 0x0B) =
{|class="wikitable"
!Offset
Line 11 ⟶ 26:
!Notes
|-
| 0x00 || Version code || UInt32int || <tt>0xB2CA000B</tt> || This value is <tt>0xB2CA2001</tt> for Xbox race car files, and <tt> 0xB2CA2003</tt> 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 ||
|-
| 0x080xCD4 || FileTotal sizevertex in bytescount || UInt32int || ||
|-
| 0x880xCD8 || PointerSpeedometer totexture chassis textureoffset || Texture* || ||
|-
| 0xCD80xCDC || PointerBSM to speedometer textureoffsets || TextureBSM Sound Model*[2] || ||
|}