Formats (Takedown-Dominator): Difference between revisions

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Burnout's PS2 and PSP versions use textures stored as uncompressed bitmaps. These bitmaps contain CLUT4 (16-color) and CLUT8 (256-color) color palettes, with the palette itself being a little ways underneath the texture data.
Burnout's PS2 and PSP versions use textures stored as uncompressed bitmaps. These bitmaps contain CLUT4 (16-color) and CLUT8 (256-color) color palettes, with the palette itself being a little ways underneath the texture data.


Xbox versions use DirectDraw Surface-formatted textures. These seem to use some form of compression (likely DXT).
Xbox versions use DirectDraw Surface-formatted textures. These use either DXT compression, or uncompressed Morton order swizzled textures.


Note that the ''.tif'' extension files seen in the [[Frontend_.BIN_archives|frontend archives]] of Burnout Revenge are not actually TIFF-formatted images; this just happens to be a leftover from prior to the images' conversion to CLUT/DDS textures.
Note that the ''.tif'' extension files seen in the [[Frontend_.BIN_archives|frontend archives]] of Burnout Revenge are not actually TIFF-formatted images; this just happens to be a leftover from prior to the images' conversion to CLUT/DDS textures.