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 '''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 <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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* Version 0x1D and onward store deformation matrices in a different order to previous revisions.
* 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 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 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 0x14-era LOD Database would appear to point to <tt>0x140</tt> in all other versions.


= Layout (Version 0x17) =
= Layout (Version 0x17) =
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| 0x34 || Body part radii || float[6] || ||
| 0x34 || Body part radii || float[6] || ||
|-
|-
| 0x4C || LOD database offset(s) || [[Burnout_Vehicle#LOD_Database|LOD Database]]*[5] || ||
| 0x4C || LOD database offsets || [[Burnout_Vehicle#LOD_Database|LOD Database]]*[5] || ||
|-
|-
| 0x60 || Vehicle texture offset || Texture* || ||
| 0x60 || Vehicle texture offset || Texture* || ||
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| 0xA70 || Chassis bone lengths || float[20] || ||
| 0xA70 || Chassis bone lengths || float[20] || ||
|-
|-
| 0xAC0 || Chassis bone rig type || EBoneRigType || ||
| 0xAC0 || Chassis bone rig type || EBoneRigType || || 0x00 = normal bone rig<br>0x01 = large bone rig<br>0x02 = no bone rig
|-
|-
| 0xAC4 || Body part types || EBodyPartType[6] || ||
| 0xAC4 || Body part types || EBodyPartType[6] || || 0x00 = Wheel<br>0x01 = Body part
|-
|-
| 0xADC || Hinge axes || byte[6] || ||
| 0xADC || Hinge axes || byte[6] || ||
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| 0x16CA || Current payload set || sbyte || -1 if not set ||
| 0x16CA || Current payload set || sbyte || -1 if not set ||
|-
|-
| 0x16DC || HSM offset || [[Burnout_Vehicle#Engine_Sound_Model_(ESM)|Engine Sound Model]]* || ||
| 0x16DC || ESM offsets || [[Burnout_Vehicle#Engine_Sound_Model_(ESM)|Engine Sound Model]]*[2] || ||
|-
| 0x16E0 || LSM offset || Engine Sound Model* || ||
|}
|}


=== 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 a given vehicle's LOD model.


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.
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 3), low (LOD 2), medium (LOD 1) and high (LOD 0) quality.


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


{|class="wikitable"
{|class="wikitable"
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| 0x01 || Glass mesh index || sbyte ||
| 0x01 || Glass mesh index || sbyte ||
|-
|-
| 0x04 || Meshes || Vehicle Mesh(*)[] || Pointer to an array of Vehicle Meshes
| 0x04 || Mesh array offset || [[Burnout_Vehicle#Vehicle_Mesh|Vehicle Mesh]]*[] || Pointer to an array of Vehicle Meshes
|-
|-
| 0x08 || Normal shift || float ||
| 0x08 || Normal shift || float ||
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|-
|-
| 0x0F || Unused || byte ||
| 0x0F || Unused || byte ||
|-
|}
|}


=== Engine Sound Model (ESM) ===
=== 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>.
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>.