Common Data Types

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Revision as of 02:00, 16 November 2021 by AcuteSyntax (talk | contribs) (wow this page was kinda asstastic lol)

Data types used commonly by the pre-Paradise Burnout games.

Shared data types

GtV3d

A structure containing a vector of type RwV3d.

Offset Name Type
0x00 Data RwV3d

GtLine

A structure comprised of two vectors, used to represent a line in 3D space.

Offset Name Type
0x00 Start point GtV3d
0x10 End point GtV3d

GtMatrix3x4

A structure comprised of four vectors.

Offset Name Type
0x00 Right GtV3d
0x10 Up GtV3d
0x20 At GtV3d
0x30 Position GtV3d

GtRGB

A structure comprised of three floats, each representing a primary additive of an RGB color.

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

GtHash

GtHash is 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

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.

RenderWare data types

Hmmm...
Hmmm...
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.

RwV3d

A structure comprised of three floats, mainly used to represent the location of a point in 3D space.

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

RwBBox

A structure defining the supremum and infimum vertices of a bounding box.

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