Vehicle Data: Difference between revisions

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move main layout section above subtypes
m (move main layout section above subtypes)
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* 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.
 
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.
 
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 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 ===
{|class="wikitable"
|-
! Offset
! Type
! Description
|-
| 0x00 || Submesh*[12] || Submesh offset(s)
|}
 
== Engine Sound Model (ESM) ==
Contains playback parameters and pitching info for a given vehicle's engine sound effects. 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>.
 
= Layout =
Line 134 ⟶ 109:
| ... || || || ||
|}
 
= 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.
 
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.
 
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 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 ===
{|class="wikitable"
|-
! Offset
! Type
! Description
|-
| 0x00 || Submesh*[12] || Submesh offset(s)
|}
 
== Engine Sound Model (ESM) ==
Contains playback parameters and pitching info for a given vehicle's engine sound effects. 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>.