Vehicle Data: Difference between revisions

Update LODDatabase doc
(If 0x14 is april and 0x17 is july, 0x15 must be may (month numbers), the files are dated june but that doesn't necessarily mean they use a version from june)
(Update LODDatabase doc)
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= 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 submeshesvehicle 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 ====
{|class="wikitable"
|-
! Offset
! Name
! Type
! Description
|-
| 0x00 || Body object offset || [[Burnout_Vehicle#Vehicle_Object|Vehicle Object]]*
| 0x00 || Submesh*[12] || Submesh offset(s)
|-
| 0x04 || Body part offsets || Vehicle Object*[10]
|-
| 0x24 || Wheel object offset || Vehicle Object*
|}
 
=== Vehicle Object ===
==== Layout ====
{|class="wikitable"
|-
Line 148 ⟶ 152:
|}
 
=== Vehicle Mesh ===
==== Layout ====
{|class="wikitable"
|-
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|}
 
=== Engine Sound Model (ESM) ===
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>.