Texture Name Map

From Burnout Wiki

The texture name map resource type is used in the particles bundle to store relevant texture name strings.

Structures[edit | edit source]

BrnParticle::TextureNameMap[edit | edit source]

32-bit[edit | edit source]

Offset Length Type Name Description Comments
0x0 0x4 Entry* mpEntries
0x4 0x4 uint32_t muEntryCount

64-bit[edit | edit source]

Offset Length Type Name Description Comments
0x0 0x8 Entry* mpEntries
0x8 0x4 uint32_t muEntryCount
0xC 0x4 padding

BrnParticle::TextureNameMap::Entry[edit | edit source]

32-bit[edit | edit source]

Offset Length Type Name Description Comments
0x0 0x4 uint32_t muHashedLionTextureName Lowercased 32-bit FNV-1a hash.
Matches up with mpTextureName in cParticleMaterial.
0x4 0x4 char* mpGDBTextureName

64-bit[edit | edit source]

Offset Length Type Name Description Comments
0x0 0x4 uint32_t muHashedLionTextureName Lowercased 32-bit FNV-1a hash.
Matches up with mpTextureName in cParticleMaterial.
0x4 0x4 padding
0x8 0x8 char* mpGDBTextureName