Colour Cube: Difference between revisions
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(Updated the description a bit, added structure and data sections.) |
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ColourCube resources are used by both the [[EnvironmentSettings]] and [[PostFX]] to change the colour and tone of the world. |
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[[File:Paradise_ColourCubes.png|thumb|200px|ColourCubes used in Burnout Paradise.]] |
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[[File:9D EC 31 13.png|thumb|An RGB CLUT, used as a Colourcube in all known versions of Burnout Paradise]] |
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[[File:D3 F2 12 7F.png|thumb|An edited CLUT, used as the Colourcube that is applied when you wreck your car]] |
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= Layout = |
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=== 32-bit === |
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{| class="wikitable" |
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|- |
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! Offset !! Length !! Type !! Name !! Description !! Comments |
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|- |
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| 0x0 || 0x4 || uint32_t || m_size || Either the number of textures or the width/height. || |
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|- |
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| 0x4 || 0x4 || uint8_t* || m_pixels || Pointer to the texture data. || |
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|} |
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=== 64-bit === |
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{| class="wikitable" |
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|- |
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! Offset !! Length !! Type !! Name !! Description !! Comments |
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|- |
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| 0x0 || 0x4 || uint32_t || m_size || Either the number of textures or the width/height. || |
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|- |
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| 0x8 || 0x8 || uint8_t* || m_pixels || Pointer to the texture data. || |
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|} |
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= Data = |
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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.
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.