Vehicle Data: Difference between revisions

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* 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.
* 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 (Version 0x17) =
= Header =
=== Version 0x17 ===
=== Vehicle Data ===
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= Subtypes =
Being a container format, Burnout Vehicle uses quite a few internal resource types to store its data.
=== LOD Database ===
=== LOD Database ===
The '''LOD Database''' format stores both a given vehicle's LOD model as well as the model's rendering parameters.
The '''LOD Database''' format stores both a given vehicle's LOD model as well as the model's rendering parameters.
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It seems the maximum amount of vehicle objects 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.
It seems the maximum amount of vehicle objects 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.


==== Layout ====
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=== Vehicle Object ===
=== Vehicle Object ===
==== Layout ====
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=== Vehicle Mesh ===
=== Vehicle Mesh ===
==== Layout ====
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