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 .RCF
for the in-game model variant, and .RCX
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.
Versions
Race Car version | |||
---|---|---|---|
0x09 | 0x0A | 0x0B | |
Date | Jul 2002 | Early Aug 2002 | Late Aug 2002 |
Games | Preview Build | Beta Candidate Promotional Demo |
Final Game |
Header
Version 0x0B (WIP)
Offset | Name | Type | Value | Notes |
---|---|---|---|---|
0x00 | Version code | uint32_t | 0xB2CA000B | This value is 0xB2CA2001 for Xbox race car files, and 0xB2CA2003 for GameCube ones. |
0x04 | Loaded state | uint32_t | 0x00 | |
0x08 | File size in bytes | uint8_t | ||
0x0C | Object radius | float | ||
0x10 | Wheel radii | float[4] | ||
0x28 | Main object count | int32_t | ||
0x2C | Shadow object count | int32_t | ||
0x30 | Wheel object count | int32_t | ||
0x34 | Shadow wheel object count | int32_t | ||
0x38 | Main objects offset | Vehicle Object* | ||
0x88 | Pointer to chassis texture | Texture* | ||
0x8C | Glass opacity | float | ||
0xCD8 | Pointer to speedometer texture | Texture* |