Texture: Difference between revisions

2,098 bytes removed ,  7 months ago
m
Fix link
m (Fix link)
 
(20 intermediate revisions by 2 users not shown)
Line 1:
{{ParadiseResourceTypeInfobox
== PS3 ==
| name = Texture
| othernames = RwRaster, PlaneTexture, and TexturePage
| example = [[File:Paradise Texture Example.png|frameless|200px]]<br />A texture sheet used in the Driver Details menu.
| id = 0x0
| category = Generic
| memdist = Header in Main Memory<br />Data in [[Bundle 2/Burnout Paradise#Memory types|secondary]]
| importedby = [[Apt Data]]<br />[[Flapt File]]<br />[[Font]]<br />[[Renderable]]<br />[[Satnav Tile]]<br />[[Texture State]]
| editor = Yes*<br /><sup><small>*Header may require manual editing</small></sup><br />Export using [[Modding/Burnout Paradise|Noesis]]<br />Edit with [https://getpaint.net/ Paint.NET] or similar**<br /><sup><small>**DDS requires manual header removal for reimport</small></sup>
}}
 
Textures are images used in-game, generally either displayed directly or applied to a model. In Burnout Paradise, their format differs heavily between platforms. Despite this, they generally use variations of the same codecs—DXT1, DXT5 and A8R8G8B8. Mipmaps are used systematically throughout the game as well.
=== Texture ===
 
= Variants =
{| class="wikitable"
As texture formats are platform-specific, this page is split into per-platform subpages.
! Offset !! Size !! Type !! Name !! Description !! More Information !! Comments
{{subpage|PlayStation 3|text=Information on the CellGcmTexture, the format used on PlayStation 3.}}
|-
{{subpage|Xbox 360|text=Information on D3DBaseTexture, the format used on Xbox 360.}}
| 0x0 || 0x1 || uint8 || format || "Texture format
{{subpage|PC|text=Information on the format used on PC.}}
|-
{{subpage|Remastered|text=Information on the format used in all versions of Burnout Paradise Remastered.}}
| Refer to Table 30-3" || 0x81 = B8 || "Derived from enum renderengine::PixelFormat in pixelformat.h 0xA1-BF are the same but prefixed with LIN_ Bits 0-4 = Color Format Bit 5 = IsSwizzled (0 = swizzled, 1=linear) Bit 6 = IsNormalized (0 = normalized, 1=not normalized)"
|-
| || || || || || 0x82 = A1R5G5B5 ||
|-
| || || || || || 0x83 = A4R4G4B4 ||
|-
| || || || || || 0x84 = R5G6B5 ||
|-
| || || || || || 0x85 = A8R8G8B8 ||
|-
| || || || || || 0x86 = COMPRESSED_DXT1 ||
|-
| || || || || || 0x86 = DXT1 ||
|-
| || || || || || 0x87 = COMPRESSED_DXT23 ||
|-
| || || || || || 0x87 = DXT3 ||
|-
| || || || || || 0x88 = COMPRESSED_DXT45 ||
|-
| || || || || || 0x88 = DXT5 ||
|-
| || || || || || 0x8B = G8B8 ||
|-
| || || || || || 0x8F = R6G5B5 ||
|-
| || || || || || 0x90 = D24S8 ||
|-
| || || || || || 0x91 = D24S8F ||
|-
| || || || || || 0x91 = D24FS8 ||
|-
| || || || || || 0x92 = D16 ||
|-
| || || || || || 0x93 = D16F ||
|-
| || || || || || 0x94 = R16 ||
|-
| || || || || || 0x94 = X16 ||
|-
| || || || || || 0x95 = G16R16 ||
|-
| || || || || || 0x95 = Y16_X16 ||
|-
| || || || || || 0x97 = R5G5B5A1 ||
|-
| || || || || || 0x98 = COMPRESSED_HILO8 ||
|-
| || || || || || 0x99 = COMPRESSED_HILO_S8 ||
|-
| || || || || || 0x9A = W16_Z16_Y16_X16_FLOAT ||
|-
| || || || || || 0x9A = A16B16G16R16F ||
|-
| || || || || || 0x9B = W32_Z32_Y32_X32_FLOAT ||
|-
| || || || || || 0x9B = A32B32G32R32F ||
|-
| || || || || || 0x9C = R32F ||
|-
| || || || || || 0x9C = X32_FLOAT ||
|-
| || || || || || 0x9D = D1R5G5B5 ||
|-
| || || || || || 0x9D = X1R5G5B5 ||
|-
| || || || || || 0x9E = X8R8G8B8 ||
|-
| || || || || || 0x9E = D8R8G8B8 ||
|-
| || || || || || 0x9F = Y16_X16_FLOAT ||
|-
| || || || || || 0x9F = G16R16F ||
|-
| || || || || || 0xFF = NA ||
|-
| 0x1 || 0x1 || uint8 || mipmap || Number of mipmap levels (1-13) || ||
|-
| 0x2 || 0x1 || uint8 || dimension || Texture type || 0x1 = 1D texture ||
|-
| || || || || || 0x2 = 2D texture ||
|-
| || || || || || 0x3 = 3D texture ||
|-
| 0x3 || 0x1 || uint8 || cubemap || Cube map or not || || Effectively a bool
|-
| 0x4 || 0x4 || uint32 || remap || Remap of the color value || || Not described here as Burnout doesn't really remap
|-
| 0x8 || 0x2 || uint16 || width || Width of texture (1-4096) || ||
|-
| 0xA || 0x2 || uint16 || height || Height of texture (1-4096) || ||
|-
| 0xC || 0x2 || uint16 || depth || Depth of texture (1-512) || ||
|-
| 0xE || 0x1 || uint8 || location || Location of texture data (main memory or local memory) || 0x1 = local memory ||
|-
| || || || || || 0x2 = main memory ||
|-
| 0xF || 0x1 || uint8 || padding || || ||
|-
| 0x10 || 0x4 || uint32 || pitch || Pitch size of texture || || Width always seems to be a power of 2 in Burnout, so pitch is not described here
|-
| 0x14 || 0x4 || uint32 || offset || Offset value from the base address of the texture data location || ||
|-
| 0x18 || 0x4 || void * || buffer || || || PixelBuffer?
|-
| 0x1C || 0x4 || Type || storeType || || 0xFFFFFFFF = NA ||
|-
| || || || || || 0x1 = 1D ||
|-
| || || || || || 0x2 = 2D ||
|-
| || || || || || 0x3 = 3D ||
|-
| || || || || || 0x10002 = CUBE ||
|-
| 0x20 || 0x4 || uint32 || storeFlags || || ||
|}