Colour Cube: Difference between revisions

From Burnout Wiki
Content added Content deleted
mNo edit summary
(Updated the description a bit, added structure and data sections.)
Line 1: Line 1:
A Colourcube resource is used by both the [[EnvironmentSettings]] and [[PostFX]] to change the colour and tone of the world.
ColourCube resources are used by both the [[EnvironmentSettings]] and [[PostFX]] to change the colour and tone of the world.


[[File:Paradise_ColourCubes.png|thumb|200px|ColourCubes used in Burnout Paradise.]]
The colourcube is a 1024x32 [https://en.wikipedia.org/wiki/Palette_(computing) CLUT] which is usually colour corrected to give a different art style to the game at a given time (i.e the red filter when wrecking a vehicle in versions 1.0-1.3 of Burnout Paradise)


A ColourCube is a set of 32 32x32 textures forming a [https://en.wikipedia.org/wiki/Palette_(computing) CLUT], which is usually colour corrected to give a different art style to the game at a given time (i.e., the red filter when wrecking a vehicle in versions 1.0-1.3 of Burnout Paradise).
Some time after the [[Burnout_5_(2007-02-22_build)|February 22, 2007]] build of Paradise, colourcubes were added to the EnvironmentSettings folder and were used specifically to give the game a unique art style.


Some time after the [[Burnout_5_(2007-02-22_build)|February 22, 2007]] build of Paradise, ColourCubes were added to the EnvironmentSettings folder and were used specifically to give the game a unique art style.
In the 1.4 update to Burnout Paradise, the colourcube was changed to a standard RGB CLUT, possibly due to the extended timecycle conflicting with the colourcube's art style.


In the 1.4 update to Burnout Paradise, the ColourCubes were changed to a standard CLUT, possibly due to the extended time cycle conflicting with the ColourCube's art style. In the 1.6 update, these were again updated to use a default RGB CLUT.
[[File:9D EC 31 13.png|thumb|An RGB CLUT, used as a Colourcube in all known versions of Burnout Paradise]]

[[File:D3 F2 12 7F.png|thumb|An edited CLUT, used as the Colourcube that is applied when you wreck your car]]
= Layout =
=== 32-bit ===
{| class="wikitable"
|-
! Offset !! Length !! Type !! Name !! Description !! Comments
|-
| 0x0 || 0x4 || uint32_t || m_size || Either the number of textures or the width/height. ||
|-
| 0x4 || 0x4 || uint8_t* || m_pixels || Pointer to the texture data. ||
|}
=== 64-bit ===
{| class="wikitable"
|-
! Offset !! Length !! Type !! Name !! Description !! Comments
|-
| 0x0 || 0x4 || uint32_t || m_size || Either the number of textures or the width/height. ||
|-
| 0x8 || 0x8 || uint8_t* || m_pixels || Pointer to the texture data. ||
|}

= Data =
In Burnout Paradise: The Ultimate Box on PC and Burnout Paradise Remastered on PC and PS4, data is in a standard RGB24 format (that is, each pixel takes up 3 bytes, one for each color). Textures in the PS3, Xbox 360, and Switch versions of the game are also RGB24, but swizzled. There is a functional implementation of an Xbox 360 to PC texture converter [https://github.com/burninrubber0/ColourCube_Converter on GitHub].

Revision as of 08:12, 6 February 2022

ColourCube resources are used by both the EnvironmentSettings and PostFX to change the colour and tone of the world.

ColourCubes used in Burnout Paradise.

A ColourCube is a set of 32 32x32 textures forming a CLUT, which is usually colour corrected to give a different art style to the game at a given time (i.e., the red filter when wrecking a vehicle in versions 1.0-1.3 of Burnout Paradise).

Some time after the February 22, 2007 build of Paradise, ColourCubes were added to the EnvironmentSettings folder and were used specifically to give the game a unique art style.

In the 1.4 update to Burnout Paradise, the ColourCubes were changed to a standard CLUT, possibly due to the extended time cycle conflicting with the ColourCube's art style. In the 1.6 update, these were again updated to use a default RGB CLUT.

Layout

32-bit

Offset Length Type Name Description Comments
0x0 0x4 uint32_t m_size Either the number of textures or the width/height.
0x4 0x4 uint8_t* m_pixels Pointer to the texture data.

64-bit

Offset Length Type Name Description Comments
0x0 0x4 uint32_t m_size Either the number of textures or the width/height.
0x8 0x8 uint8_t* m_pixels Pointer to the texture data.

Data

In Burnout Paradise: The Ultimate Box on PC and Burnout Paradise Remastered on PC and PS4, data is in a standard RGB24 format (that is, each pixel takes up 3 bytes, one for each color). Textures in the PS3, Xbox 360, and Switch versions of the game are also RGB24, but swizzled. There is a functional implementation of an Xbox 360 to PC texture converter on GitHub.