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Descargar burnout 3 takedown para xbox 360
Descargar burnout 3 takedown para xbox 360








  • Various per-car performance and physics statistics (i.e top speeds, which are stored in the file as floating-point numbers).
  • Named VDB.BIN starting with the Revenge Demo this file is a hash map containing configuration data for various aspects of the game, including: These files are present in the TRACKS and PVEH folders, respectively, and contain custom-encoded strings with the names of tracks and player vehicles. Starting with Burnout 3's demo, this format started using single numbers at the very start of the file to mark the version (like BGV).ĪKA Track List and Vehicle List. Each track has its own BGD file it can be found in the track's folder alongside the track's other files. Burnout 2 uses BGD to store its track data as well (albeit a much older version of the format). BGD (Burnout Game Data)Ĭontains configuration data and settings for each track, like the traffic density levels, whether or not the track is forward or reverse, the player's spawn coordinates, the start/end location of a lap, signature takedown data, and much more. DAT named "PropInst" it's not yet known what this file contains.

    Descargar burnout 3 takedown para xbox 360 ps2#

    Revenge, Dominator PS2 and Dom PSP's track folders contain an additional.

  • ENVIRO.DAT contains environment lighting, skybox/cloud textures, and coordinate info for the sun/moon.
  • STREAMED.DAT contains the track mesh data, destructible props, and LODs.
  • STATIC.DAT contains the track's textures (as well as the model in the Garage's case).
  • These files are present in each track folder and the contents differ depending on which one it is: HWD files contain pitch info for the vehicle's engine sounds the sounds in question are stored in the LWD file. Revision 0x17 has a hardcoded limit of 6 body parts (not counting the car's wheels and chassis) this limit was bumped up to 8 starting with revision 0x1D.Įach LOD in a BGV contains a list of pointers to its submeshes at the very beginning there are always exactly 12 pointers since it seems the maximum amount of submeshes a BGV can contain is 12, though it's unknown if this rule is enforced by the game or if it can be larger than that.
  • 0x200 to 0x16F0: Deformation parameters/wheel positioning coords/other unknown data.
  • *DISCLAIMER: Most, if not all, of the data below currently only applies to BGV revision 0x17 unless stated otherwise. (Something to note about Revenge 360 is that its BGVs are compressed with ZLib, so they'll have to be manually decompressed using Offzip if you wish to analyze/modify them.) Revisions of this format (the first byte of a BGV file is its version number): BTV files are identical in every way to BGVs. value database, the car's HWD and LWD files), deformation data and physics configuration info. This file stores all data related to the game's vehicles, including mesh data, LODs, texture data, pointers to external files (e.g. Takedown-Era (Burnout 3, Revenge, Legends and Dominator) BGV/BTV (Burnout Game Vehicle/Traffic Vehicle) There is a near-duplicate of this file in each track folder with the extension P2W. RCF files are the models used for the main menu and are higher quality than the RCX models, which are the ones used ingame. This format can be considered a precursor to the BGV format used from Burnout 3 to Dominator. This file contains the car's model, LODs, textures and potentially(?) physics info and other metadata.
  • BGV/BTV (Burnout Game Vehicle/Traffic Vehicle)įile Formats Burnout 1 and Burnout 2 RCF/RCXīurnout 2's vehicle format.
  • Takedown-Era (Burnout 3, Revenge, Legends and Dominator).
  • The Burnout Modding wiki has just launched - admittedly, it's just as barebones as this Gist at the moment, but proper sites are far more capable so you can expect WAY more stuff to be done there than what would've been possible to do here.








    Descargar burnout 3 takedown para xbox 360