Environment Track Data
The Environment Slice container format is used to store track environment lighting/weather values and skybox textures. It uses the filename ENVIRO.DAT
.
Layout
PS2 (WIP)
Offset | Length | Type | Description | Details |
---|---|---|---|---|
0x00 | 0x04 | Float32 | Fog hue (red) | |
0x04 | 0x04 | Float32 | Fog hue (green) | |
0x08 | 0x04 | Float32 | Fog hue (blue) | |
0x10 | 0x04 | Float32 | Fog start distance | |
0x14 | 0x04 | Float32 | Fog intensity | |
0x1C | 0x04 | Float32 | Specular lighting intensity | |
0x60 | 0x04 | Float32 | Specular lighting hue (red) | |
0x64 | 0x04 | Float32 | Specular lighting hue (green) | |
0x68 | 0x04 | Float32 | Specular lighting hue (blue) | |
0x70 | 0x04 | Float32 | Sun corona hue (red) | |
0x74 | 0x04 | Float32 | Sun corona hue (green) | |
0x78 | 0x04 | Float32 | Sun corona hue (blue) | |
0x80 | 0x04 | Float32 | Sun X Position | |
0x84 | 0x04 | Float32 | Sun Y Position | |
0x88 | 0x04 | Float32 | Sun Z Position | |
0x90 | 0x04 | Float32 | Sun brightness | |
0x9C | 0x12 | CGtTexture*[3] | Texture offsets |
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 | Texture*[5] | Texture offsets | |
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 | Float | 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 | |
0x168 | 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 |