Data types used commonly by the pre-Paradise Burnout games.
A structure containing a vector of type RwV3d
.
Offset
Length
Type
Name
Description
Comments
0x0
0x10
u_long128
mData
16 bytes holding an RwV3d object
To do: Find out what object this holds.
Offset
Length
Type
Name
Description
Comments
0x0
0x10
u_long128
mData
16 bytes holding an unknown object
A structure containing a structure of type RwPlane
.
Offset
Length
Type
Name
Description
Comments
0x0
0x10
u_long128
mData
16 bytes holding an RwPlane object
Offset
Length
Type
Name
Description
Comments
0x0
0x10
CGtV3d
mSup
Supremum vertex
0x10
0x10
CGtV3d
mInf
Infimum vertex
A structure comprised of two vectors, used to represent a line in 3D space.
Offset
Length
Type
Name
Description
Comments
0x0
0x10
CGtV3d
mEndPoint
Start point
0x10
0x10
CGtV3d
mEndPoint
End point
A structure comprised of four vectors.
Offset
Length
Type
Name
Description
Comments
0x0
0x10
CGtV3d
mRight
Right
0x10
0x10
CGtV3d
mUp
Up
0x20
0x10
CGtV3d
mAt
At
0x30
0x10
CGtV3d
mPos
Position
A vector with three floats, each representing a primary additive of an RGB color.
Name
Type
Length
Comments
CGtRGB
CGtV3d
0x10
Red, green, and blue additives, respectively
CGtHash
is a derivative of CRC-32—a 32-bit value storing the hash of a given string, generated via a custom hash function. These hashes are used by the Takedown-era games to identify and properly assign values within files such as the Value Database .
GtID
is a data type used in many Criterion games as an identifier for objects. It is an alias of the type uint64_t
and is used to store a compressed ASCII string.
For example, the string BURNOUT
would be represented by the GtID 6226094955724800000
.
Name
Type
Length
Comments
GtID
RwUInt64
0x8
To do: Move this section to its own page eventually, as these types originate from the RenderWare engine itself as opposed to any external codebases.
A structure comprised of three floats, mainly used to represent the location of a point in 3D space.
Offset
Length
Type
Name
Description
Comments
0x0
0x4
RwReal
x
X value
0x4
0x4
RwReal
y
Y value
0x8
0x4
RwReal
z
Z value
A structure defining the supremum and infimum vertices of a bounding box.
Offset
Length
Type
Name
Description
Comments
0x0
0xC
RwV3d
sup
Supremum vertex
0xC
0xC
RwV3d
inf
Infimum vertex
Offset
Length
Type
Name
Description
Comments
0x0
0xC
RwV3d
normal
0xC
0x4
RwReal
distance
Offset
Length
Type
Name
Description
Comments
0x0
0x1
RwUInt8
red
0x1
0x1
RwUInt8
green
0x2
0x1
RwUInt8
blue
0x3
0x1
RwUInt8
alpha