Vehicle Data: Difference between revisions
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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 =
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* Version 0x1D and onward store deformation matrices in a different order to previous revisions.
= Subtypes =
== 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.
=== Layout ===
{|class="wikitable"
|-
! Offset
! Type
! Description
|-
| 0x00 || Submesh* || Submesh offset(s)
|}
= Layout =
=== Version 0x17 ===
{|class="wikitable
|-
! Offset
! Name
! Type
! Value
! Notes
|-
| 0x00 || Version number || RwUInt32 || 0x17 ||
|-
| 0x08 || File size in bytes || RwInt32 || ||
|-
| 0x0C || Bodypart count || RwInt8 || ||
|-
| 0x0D || Wheel count || RwInt8 || ||
|-
| 0x0F || Minimum LOD || RwInt16 || ||
|-
| 0x10 || Maximum LOD || RwInt16 || ||
|-
| 0x14 || Global X Coordinate || RwReal || ||
|-
| 0x18 || Global Y Coordinate || RwReal || ||
|-
| 0x4C || LOD database offset(s) || CB4VehicleLODData*[5] || ||
|-
| 0x60 || Vehicle texture offset || CGtTexture* ||
|-
| ... || || || ||<!-- TODO: The rest of it -->
|}
=== Version 0x1F ===
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! Notes
|-
| 0x00 || mxVersionNumber || RwUInt32 ||
|-
| 0x04 || mxLoadedState || RwInt32 || 0x00 ||
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| 0x14 || marWheelScales || RwReal[6] || ||
|-
| 0x2C || marBodyPartRadii || RwReal[8] || ||
|-
| 0x4C || marBodyPartRadii || CB4VehicleLODData*[5] || ||
|-
|
|-
| ... || || || ||<!-- TODO: The rest of it -->
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