Texture: Difference between revisions

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{{ParadiseResourceTypeInfobox
| 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.
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.


= Platforms =
= Variants =
As texture formats are platform-specific, this page is split into per-platform subpages.
As texture formats are platform-specific, this page is split into per-platform subpages.
{{subpage|PlayStation 3|text=Information on the CellGcmTexture, the format used on PlayStation 3.}}
{{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.}}
{{subpage|Xbox 360|text=Information on D3DBaseTexture, the format used on Xbox 360.}}
{{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.}}

Latest revision as of 04:07, 4 October 2023

Texture
aka RwRaster, PlaneTexture, and TexturePage

A texture sheet used in the Driver Details menu.
Resource names Unknown
Type ID 0x0
Category Generic
Memory
distribution
Header in Main Memory
Data in secondary
Imports Unknown
Imported by Apt Data
Flapt File
Font
Renderable
Satnav Tile
Texture State
Editor
available?
Yes*
*Header may require manual editing
Export using Noesis
Edit with Paint.NET or similar**
**DDS requires manual header removal for reimport

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.

Variants

As texture formats are platform-specific, this page is split into per-platform subpages.

PlayStation 3
Information on the CellGcmTexture, the format used on PlayStation 3.
Xbox 360
Information on D3DBaseTexture, the format used on Xbox 360.
PC
Information on the format used on PC.
Remastered
Information on the format used in all versions of Burnout Paradise Remastered.