Vehicle Data: Difference between revisions

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The '''Burnout Vehicle''' file format is used to store data for a particular vehicle in all Burnout games from Takedown to Dominator. It uses the file extension '''.bgv''', or '''.btv''' for traffic vehicles. It is the successor to Point of Impact's [[Burnout_2_Race_Car|Burnout 2 Race Car]] file format.
The '''Vehicle Data''' file format is used to store data for a particular vehicle in all Burnout games from Takedown to Dominator. It uses the file extension <code>.BGV</code> for player vehicles, and <code>.BTV</code> for traffic vehicles. It is the successor to Point of Impact's [[Burnout_2_Race_Car|Burnout 2 Race Car]] file format.


This format contains most of the data related to any given vehicle, including mesh data, Level of Detail models, texture data, pointers to external files, deformation matrices, collision detection parameters and physics configuration info.
This format contains most of the data related to any given vehicle, including mesh data, Level of Detail models, texture data, pointers to external files, deformation matrices, collision detection parameters and physics configuration info.
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= Versions =
= Versions =
{| class="wikitable"
{| class="wikitable"
! Format version !! Game !! Date
! rowspan="2" |
! colspan="5" | Burnout Vehicle version
|-
|-
! 0x14 || 0x17 || 0x1D || 0x1F || 0x25
| 20 (0x14) || Burnout 3: Takedown (Early Demo) || Apr 2004
|-
|-
| Date || Apr 2004 || Jul 2004 || May 2005 || Jul 2005 || Jan 2006
| 21 (0x15) || Burnout 3: Takedown (Preview Build) || May 2004
|-
|-
| Games || Takedown (Early Demo) || Takedown<br>Legends<br>Dominator (PSP) || Revenge (2005, Early Demo) || Revenge (2005)<br>Dominator (PS2) || Revenge (360)
| 23 (0x17) || Burnout 3: Takedown<br>Burnout Legends<br>Burnout Dominator <sup>(PSP)</sup> || Jul 2004
|-
|-
| 29 (0x1D) || Burnout Revenge (Early Demo) || May 2005
! Body parts !! colspan="5" |
|- align="right"
| Max body parts || 6 || 6 || 8 || 8 || 8
|}

* Version 0x1D and onward store deformation matrices in a different order to previous revisions.

= Layout =
=== Version 0x17 ===
{|class="wikitable
|-
|-
| 31 (0x1F) || Burnout Revenge <sup>(PS2)</sup><br />Burnout Dominator <sup>(PS2)</sup> || Jul 2005
! Offset
! Name
! Type
! Value
! Notes
|-
|-
| 0x00 || Version number || RwUInt32 || 0x17 ||
| 37 (0x25) || Burnout Revenge <sup>(X360)</sup> || Jan 2006
|-
| 0x04 || Loaded state || RwInt32 || 0x00 ||
|-
| 0x08 || File size in bytes || RwInt32 || ||
|-
| 0x0C || Bodypart count || RwInt8 || ||
|-
| 0x0D || Wheel count || RwInt8 || ||
|-
| 0x0E || Minimum LOD || RwInt16 || ||
|-
| 0x10 || Maximum LOD || RwInt16 || ||
|-
| 0x14 || Object radius || RwReal || ||
|-
| 0x18 || Wheel radius || RwReal || ||
|-
| 0x1C || Wheel scales || RwReal[6] || ||
|-
| 0x34 || Body part radii || RwReal[6] || ||
|-
| 0x4C || LOD database offset(s) || [[Burnout_Vehicle#LOD_Database|LOD Database]]*[5] || ||
|-
| 0x60 || Vehicle texture offset || CGtTexture* || ||
|-
| 0x64 || Shadow body object offset || Vehicle Object* || ||
|-
| 0x68 || Shadow wheel object offset || Vehicle Object* || ||
|-
| 0x6C || Texture colour overlay offset || CGtTexture* || ||
|-
| 0x16DC || HSM offset || [[Burnout_Vehicle#Engine_Sound_Model_(ESM)|Engine Sound Model]]* || ||
|-
| 0x16E0 || LSM offset || Engine Sound Model* || ||
|-
| ... || || || ||
|}
|}


* Version 29 and onward store deformation matrices in a different order to previous revisions.
=== Version 0x1F ===
* The LOD Database version present in revision 20 BGVs are the only version to use '''global pointers''' for their Vehicle Object tables. These point to the exact location in the file of each object, whereas '''local pointers''', used in all subsequent versions of the format, use offsets relative to the beginning of the LOD. For example, a pointer to offset <tt>0x1820</tt> in a version 20-era LOD Database would appear to point to <tt>0x140</tt> in all other versions.
{|class="wikitable
* Versions after 23 support up to 8 body parts. Prior versions support up to 6.
|-
! Offset
! Name
! Type
! Value
! Notes
|-
| 0x00 || Version number || RwUInt32 || 0x1F ||
|-
| 0x04 || Loaded state || RwInt32 || 0x00 ||
|-
| 0x08 || File size in bytes || RwInt32 || ||
|-
| 0x0C || Bodypart count || RwInt8 || ||
|-
| 0x0D || Wheel count || RwInt8 || ||
|-
| 0x0A || Minimum LOD || RwInt8 || ||
|-
| 0x0B || Maximum LOD || RwInt8 || ||
|-
| 0x0C || Object radius || RwReal || ||
|-
| 0x10 || Wheel radius || RwReal || ||
|-
| 0x14 || Wheel scales || RwReal[6] || ||
|-
| 0x2C || Body part radii || RwReal[8] || ||
|-
| 0x4C || LOD database offset(s) || LOD Database*[5] || ||
|-
| 0x60 || Vehicle texture offset || CGtTexture* || ||
|-
| 0x64 || Texture colour overlay offset || CGtTexture* || ||
|-
| 0x68 || Shadow body object offset || Vehicle Object* || ||
|-
| 0x6C || Shadow wheel object offset || Vehicle Object* || ||
|-
| ... || || || ||
|}


= Subtypes =
= Information =
{{subpage|Burnout 3|text=Information on the Vehicle Data format used in Burnout 3.}}
Being a container format, Burnout Vehicle uses quite a few internal resource types to store its data.
{{subpage|Burnout Revenge|text=Information on the Vehicle Data format used in Burnout Revenge and Dominator (PS2).}}
== LOD Database ==
The '''LOD Database''' format stores both a given vehicle's LOD model as well as the model's rendering parameters.

LODs, or Levels of Detail, are lower-poly, lower-detail (hence the name) models that games use for objects that are far away from the player, to keep framerates smooth. BGVs contain 4 LOD Databases, which in turn each contain one LOD model of minimum (LOD 0), low (LOD 1), medium (LOD 2) and high (LOD 3) quality.

It seems the maximum amount of submeshes a LOD Database can contain is 12, though it's unknown if this rule is enforced by the game or if it can be larger than that.

=== Version Differences ===
* The LOD Database version present in revision 0x14 BGVs are the only version to use '''global pointers''' for their submesh tables. These point to the exact location in the file of each submesh, whereas '''local pointers''', used in all subsequent versions of the format, use offsets relative to the beginning of the LOD. For example, a pointer to offset <tt>0x1820</tt> in a 0x14-era LOD Database would appear to point to <tt>0x140</tt> in all other versions.

=== Layout ===
{|class="wikitable"
|-
! Offset
! Type
! Description
|-
| 0x00 || Submesh*[12] || Submesh offset(s)
|}


[[Category:Formats_(Takedown-Dominator)]]
== Engine Sound Model (ESM) ==
Contains playback parameters and pitching info for a given vehicle's engine sound effects. BGVs use two of these files for high and low speed ranges. The files were merged into the BGV starting with revision 0x17; prior to this, they were stored externally in the same folder as the BGV, with the file extensions <code>.HSM</code> and <code>.LSM</code>.

Latest revision as of 16:23, 31 May 2023

The Vehicle Data file format is used to store data for a particular vehicle in all Burnout games from Takedown to Dominator. It uses the file extension .BGV for player vehicles, and .BTV for traffic vehicles. It is the successor to Point of Impact's Burnout 2 Race Car file format.

This format contains most of the data related to any given vehicle, including mesh data, Level of Detail models, texture data, pointers to external files, deformation matrices, collision detection parameters and physics configuration info.

Versions

Format version Game Date
20 (0x14) Burnout 3: Takedown (Early Demo) Apr 2004
21 (0x15) Burnout 3: Takedown (Preview Build) May 2004
23 (0x17) Burnout 3: Takedown
Burnout Legends
Burnout Dominator (PSP)
Jul 2004
29 (0x1D) Burnout Revenge (Early Demo) May 2005
31 (0x1F) Burnout Revenge (PS2)
Burnout Dominator (PS2)
Jul 2005
37 (0x25) Burnout Revenge (X360) Jan 2006
  • Version 29 and onward store deformation matrices in a different order to previous revisions.
  • The LOD Database version present in revision 20 BGVs are the only version to use global pointers for their Vehicle Object tables. These point to the exact location in the file of each object, whereas local pointers, used in all subsequent versions of the format, use offsets relative to the beginning of the LOD. For example, a pointer to offset 0x1820 in a version 20-era LOD Database would appear to point to 0x140 in all other versions.
  • Versions after 23 support up to 8 body parts. Prior versions support up to 6.

Information

Burnout 3
Information on the Vehicle Data format used in Burnout 3.
Burnout Revenge
Information on the Vehicle Data format used in Burnout Revenge and Dominator (PS2).