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
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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* Version 0x1D and onward store deformation matrices in a different order to previous revisions.
* The LOD Database version present in revision 0x14 BGVs are the only version to use '''global pointers''' for their
= Layout (Version 0x17) =
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| 0x34 || Body part radii || float[6] || ||
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| 0x4C || LOD database
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| 0x60 || Vehicle texture offset || Texture* || ||
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| 0xA70 || Chassis bone lengths || float[20] || ||
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| 0xAC0 || Chassis bone rig type || EBoneRigType || || 0x00 = normal bone rig<br>0x01 = large bone rig<br>0x02 = no bone rig
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| 0xAC4 || Body part types || EBodyPartType[6] || || 0x00 = Wheel<br>0x01 = Body part
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| 0xADC || Hinge axes || byte[6] || ||
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| 0x16CA || Current payload set || sbyte || -1 if not set ||
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| 0x16DC ||
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=== LOD Database ===
The '''LOD Database''' format stores
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
It seems
{|class="wikitable"
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| 0x01 || Glass mesh index || sbyte ||
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| 0x04 ||
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| 0x08 || Normal shift || float ||
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| 0x0F || Unused || byte ||
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=== Engine Sound Model
This format contains playback parameters and pitching info for a given vehicle's engine sound effects, stored mostly as floating-point numbers. 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>.
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