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.
 
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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* 0x14 BGVs are the only version to use ''global pointers'' for their LOD database submesh lists. These point to the exact location in the file of each submesh, whereas local pointers, used by 0x17 and up, use offsets relative to the beginning of the LOD. For example, a pointer to offset 0x1820 in a 0x14 BGV would appear to point to 0x140 in all other revisions.
* Version 0x1D and onward store deformation matrices in a different order to previous revisions.
 
= Subtypes =
Being a container format, Burnout Vehicle uses quite a few internal resource types to store its data.
== LOD Database ==
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 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 LOD database submesh liststables. These point to the exact location in the file of each submesh, whereas '''local pointers''', used byin 0x17all andsubsequent upversions 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 BGVDatabase would appear to point to <tt>0x140</tt> in all other revisionsversions.
 
=== Layout ===