Common Data Types: Difference between revisions

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| 0x08 || Blue additive || float
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= CGtTexture =
'''Textures''' on the PlayStation 2 and PlayStation Portable Burnout games are of type <code>CGtTexture</code> and stored as uncompressed bitmaps, with CLUT4 (16-color) and CLUT8 (256-color) palettes.

=== PS2 ===
{|class="wikitable"
|-
! Offset
! Name
! Type
! Value
! Notes
|-
! colspan="5" | CGtTexture
|-
| 0x00 || Raster graphic || RwRaster || ||
|-
! colspan="5" | RwRaster
|-
| 0x00 || Parent raster offset || RwRaster* || ||
|-
| 0x04 || Pixels offset || word* || || Pointer to raster's bitmap
|-
| 0x08 || Palette offset || word* || || Pointer to raster's color palette
|-
| 0x0C || Bitmap width || int32 || ||
|-
| 0x10 || Bitmap height || int32 || ||
|-
| 0x14 || Bitmap depth || int32 || ||
|-
| 0x18 || Stride || int32 || ||
|}

=== PSP ===
The version used on Burnout PSP uses a different header and swizzling method.
{|class="wikitable"
|-
! Offset
! Name
! Type
! Value
! Notes
|-
| 0x08 || Palette pointer || word* || ||
|-
| 0x0C || Bitmap width || int32 || ||
|-
| 0x10 || Bitmap height || int32 || ||
|-
| 0x38 || Pixels pointer || word* || ||
|-
| 0x84 || Pixel mode || int32 || || 0x04 = CLUT4, 0x05 = CLUT8
|-
| 0x8C || Texture name || char[20] || ||
|-
| 0xB0 || Palette count || int8 || ||
|-
| 0xB1 || Palette index || int8 || ||
|-
| 0xB2 || Texture level count || int8 || ||
|-
| 0x104 || Is swizzled? || bool || ||
|}
|}



Revision as of 01:41, 19 June 2021

CGtMatrix3x4

Offset Name Type
0x00 Right Vector3
0x10 Up Vector3
0x20 At Vector3
0x30 Position Vector3

CGtRGB

Offset Name Type
0x00 Red additive float
0x04 Green additive float
0x08 Blue additive float

CGtV3d

Offset Name Type
0x00 Data RwV3d

RwV3d

Offset Name Type
0x00 X float
0x04 Y float
0x08 Z float
0x0C Padding word

RwBBox

Offset Name Type
0x00 Supremum vertex RwV3d
0x10 Infimum vertex RwV3d