Environment Track Data: Difference between revisions

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| <tt>0x00 || <tt>0x98 || 32-bit Numeric || Unused data ||
| <tt>0x00 || <tt>0x98 || Float32/UInt32 || Unused data ||
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| <tt>0x98 || <tt>0x14 || UInt32 || Texture pointer table ||
| <tt>0x98 || <tt>0x14 || UInt32 || Texture pointer table ||

Revision as of 21:59, 6 January 2021

The Environment Slice container format is used to store track environment lighting/weather values and skybox textures. It uses the filename ENVIRO.DAT.

Layout

PSP (Revision 1)

Note that this layout applies specifically to Burnout Legends. Burnout Dominator(PSP) uses a slightly updated revision of this format, and as such its layout is similar but not identical to this one.

Offset Length Type Description Details
0x00 0x98 Float32/UInt32 Unused data
0x98 0x14 UInt32 Texture pointer table
Fog settings
0xB0 0x01 UInt8 Enable/disable fog 0x00 = disabled; 0x01 = enabled. This applies for all other boolean values in the header.
0xB4 0x04 Float32 Fog start distance
0xB8 0x04 Float32 Fog end distance
0xC0 0x04 Float32 Fog hue (red)
0xC4 0x04 Float32 Fog hue (green)
0xC8 0x04 Float32 Fog hue (blue)
Lighting settings
0xD0 0x04 Float32 Light vector X-position
0xD4 0x04 Float32 Light vector Y-position
0xD8 0x04 Float32 Light vector Z-position
0xE0 0x04 Float32 Ambient lighting hue (red)
0xE4 0x04 Float32 Ambient lighting hue (green)
0xE8 0x04 Float32 Ambient lighting hue (blue)
0xF0 0x04 Float32 Diffuse lighting hue (red)
0xF4 0x04 Float32 Diffuse lighting hue (green)
0xF8 0x04 Float32 Diffuse lighting hue (blue)
0x100 0x04 Float32 Specular lighting hue (red)
0x104 0x04 Float32 Specular lighting hue (green)
0x108 0x04 Float32 Specular lighting hue (blue)
0x110 0x04 Float32 Ambient lighting hue (red, tunnel) All values from here to 0x138 (as well as 0x144's value) are only applied to the vehicle when it has entered a tunnel or overpass.
0x114 0x04 Float32 Ambient lighting hue (green, tunnel)
0x118 0x04 Float32 Ambient lighting hue (blue, tunnel)
0x120 0x04 Float32 Diffuse lighting hue (red, tunnel)
0x124 0x04 Float32 Diffuse lighting hue (green, tunnel)
0x128 0x04 Float32 Diffuse lighting hue (blue, tunnel)
0x130 0x04 Float32 Specular lighting hue (red, tunnel)
0x134 0x04 Float32 Specular lighting hue (green, tunnel)
0x138 0x04 Float32 Specular lighting hue (blue, tunnel)
0x140 0x04 Float32 Specular lighting coefficient Intensity of the specular lighting applied to the car.
0x144 0x04 Float32 Specular lighting coefficient (tunnel)
Bloom settings
0x148 0x01 UInt8 Enable/disable bloom
0x150 0x04 UInt32 Bloom additive amount
0x154 0x04 UInt32 Bloom blur factor
Sun settings
0x158 0x04 UInt8 Enable/disable sun
0x15C 0x04 UInt32 Sun size
0x160 0x04 Float32 Sun X-scale
0x160 0x04 Float32 Sun Y-scale
0x164 0x04 UInt32 Number of sun copies
0x170 0x04 Float32 Sun hue (red)
0x174 0x04 Float32 Sun hue (green)
0x178 0x04 Float32 Sun hue (blue)
0x180 0x04 Float32 Sun core hue (red)
0x184 0x04 Float32 Sun core hue (green)
0x188 0x04 Float32 Sun core hue (blue)
0x190 0x04 Float32 Sun X Vector
0x194 0x04 Float32 Sun Y Vector
0x198 0x04 Float32 Sun Z Vector
0x1A0 0x01 UInt8 Enable/disable sun corona
0x1A4 0x04 Float32 Sun corona X-size
0x1A8 0x04 Float32 Sun corona Y-size
0x1B0 0x04 Float32 Sun corona hue (red)
0x1B4 0x04 Float32 Sun corona hue (green)
0x1B8 0x04 Float32 Sun corona hue (blue)
0x1C0 0x01 UInt8 Enable/disable sun blur occlusion
0x1C4 0x04 Float32 Sun blur offset