Vehicle Data
(Redirected from Burnout Vehicle)
Vehicle Data | ||
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File name(s) and/or extensions |
*.BGV (for player vehicles) *.BTV (for traffic vehicles)
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Data type(s) | CVehicleData
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Editor available? | No |
The Vehicle Data file format is used to store data for a particular vehicle in all Burnout games from Takedown to Dominator. It is the successor to Point of Impact's Burnout 2 Race Car file format.
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, collision detection parameters and physics configuration info.
Versions
Format version | Game | Date |
---|---|---|
20 (0x14) | Burnout 3: Takedown (Early Demo) | Apr 2004 |
21 (0x15) | Burnout 3: Takedown (Preview Build) | May 2004 |
23 (0x17) | Burnout 3: Takedown Burnout Legends Burnout Dominator (PSP) |
Jul 2004 |
29 (0x1D) | Burnout Revenge (Early Demo) | May 2005 |
31 (0x1F) | Burnout Revenge (PS2) Burnout Dominator (PS2) |
Jul 2005 |
37 (0x25) | Burnout Revenge (X360) | Jan 2006 |
- Version 29 and onward store deformation matrices in a different order to previous revisions.
- The LOD Database version present in revision 20 BGVs are the only version to use global pointers for their Vehicle Object tables. These point to the exact location in the file of each object, whereas local pointers, used in all subsequent versions of the format, use offsets relative to the beginning of the LOD. For example, a pointer to offset 0x1820 in a version 20-era LOD Database would appear to point to 0x140 in all other versions.
- Versions after 23 support up to 8 body parts. Prior versions support up to 6.
Information
Burnout 3 Information on the Vehicle Data format used in Burnout 3. |
Burnout Revenge Information on the Vehicle Data format used in Burnout Revenge and Dominator (PS2). |