Textures on the PlayStation 2 and PlayStation Portable Burnout games are of type CGtTexture and stored as uncompressed bitmaps, with CLUT4 (16-color) and CLUT8 (256-color) palettes.
PS2
Offset
Name
Type
Value
Notes
CGtTexture
0x00
Raster graphic
RwRaster
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.
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
GtV3d
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 value
GtV3d
0x10
Infimum value
GtV3d
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