The blurred footage in the background of the intro is actually exactly that! It actually requires no file replacements to make it work, just that code I mentioned to activate heavyweights being accessible outside Crash events. The acceleration on a lot of the vehicles is actually not great, which makes it a little less fun to play than the concept initially seems though, but it is quite funny to see!
Totally unrelated to the point of the video but those free cam shots showing the different levels astounded me with how much the devs crafted each level expertly. There’s just enough to sell the illusion of it being a real place without it compromising performance. Criteron were wizards for getting this game to run consistent frames on original hardware.
The Golden City train doesn't have a back end because you'd never see it normally, is my guess. Black drinks vans do show up in tracks, just not that often. All those planes casually moving around the streets is one of the most cursed, hilarious things I've seen in a Burnout mod 😂 And that says a lot coming from someone like me.
Yeah I assumed that's why, I assume it's just a choice by the modeller in that instance, as stuff like the L trains do have a back end. I'm not sure if I've ever seen one myself, I'll have to keep an eye out! It is indeed cursed! Downtown is now an Airport Terminal.
@@OmniGlitcher Maybe all the geometry in Golden City demanded for skytrains to be less polygon dense. A good spot for black drinks vans is Dockside, apparently, especially one of its junctions such as The Crate Escape / Exit the Dragon. Downtown Terminal! Oh, by the way, if you had invincibility enabled during the tuk tuk segment, that's why you couldn't take anyone down. Rivals become invincible as well.
@@NoBillsOfCrashDamage I assume it's due to its status as a Burnout 2 import. Even then, an extra polygon or 4 probably wouldn't have hurt, so I'm going with it being due to different model artists. Hmm, I'll have a look thanks! Ah damn, that's what switching emulator versions does for you I guess! Thanks for the correction! I do believe that weight values are also transferred in the process still though, given how much the poor tuk-tuk was being knocked around.
@@OmniGlitcher Oh yeah I forgot about it being in Burnout 2 first. You have a good theory there. Not only is the tuk tuk too light, the handling on it is abysmal. I've seen someone else drive it and as soon as you boost you're almost guaranteed to trip over yourself.
Same. I wish there was a toolkit to decompile .bgv and .btv files so that you could import the models to Blender. Or vice versa, using a custom vehicle model and turn it to a .bgv file to turn it into an actual playable vehicle in Burnout 3. I actually have a fun mod idea for Burnout 3, and that is the "Movie Car Mod", which replaces all playable vehicles in Burnout 3 with iconic cars seen in movies and TV shows. Like the Batmobile, the time machine Delorean, Ecto-01, Herbie, Optimus Prime, Christine, and most importantly, f--king Lightning McQueen! Ka chow! :D
Fascinating stuff! Also i do wish the player cars had an extended repaint palette like many traffic vehicles do; as a kid, I gravitated to the car I called the Super Banana cuz it was one of two cars that could be painted yellow (the other being Muscle Type One, which I also played a lot)
Yeah, I've edited this into the captions previously. Unfortunately there's no other way to remedy mistakes, as RUclips removed annotations, outside of taking the whole video down. Regardless, thanks for your comment!
@@OmniGlitcher And another point I want talk to u is that I think u can replace the Burnout 3 cars using GTA 3, Vice City and San Andreas, Burnout 1,2, Paradise cars (all racing game that use Renderware Engine)´cause those games I think it use the same or similiar .BTV and .BGV codes, etc
Great work! I fooled around with the vehicle files a little, but had no idea what I was doing. I did move some of the Heavyweight vehicle files into one of the other categories and was able to drive at least the semi. I think you're supposed to be able to unlock it for crash mode? Anyway, I recall doing a road rage with it, and it being super-easy to do takedowns due to its size and weight. :)
Thanks! And that you can! Well, if you ever revisit the topic, I hope the file names in this video can be of some help to you! And indeed, it's quite a fun time.
In the demo version(specifically japan demo) traffic cars have bgv version of the car, so, these bgv format traffic vehicles would actually have sound and could work on original hardware, same things for the prototypes Edit: how did you copy the code from the super car to the heli? Could you give me a tutorial?
Huh, I'll have to take a look at that demo then! Thanks for letting me know! Sure, I can offer a tutorial! I will assume you're somewhat familiar with hexadecimal formats, but if not, please look that up. You will also need the program HxD as specified in the video. Also just to note, HxD can open the binary representation of essentially any computer file, not just Burnout stuff, so please be careful if you try to open other files with it as it can corrupt them if you mess with the wrong bytes and forget how to change them back. My advice would be to always work with copies. Essentially I copied TSPC/CAR4.BTV out of the folder to ensure I wasn't modifying the original file, and opened that in HxD. I also opened SUPR/CAR4.BGV, though I think any of the standard vehicles would have sufficed. I then copied 0x0 through to 0x5f, and 0x70 through to 0xe7f from SUPR/CAR4.BGV over to TSPC/CAR4.BTV, then saved the file and converted it to a .BGV. My understanding of how and why this works is that vehicles fall through the ground under player control due to the vehicles lacking the relevant section of code that allows for vehicle control, as well lacking data for the wheels. By copying this code, it copies the section dedicated to control (I believe that's in 0xAC to 0x200) as well as data for the wheels to allow it to pretend that it has wheels. There's a bunch of other data in this amount of hex code, some of which I don't believe is necessary to make this work, hence why I said I was overzealous in the video. Note that the 0x60 line is for a texture pointer, which is why I didn't copy it. I believe the version in the video uses a version of the file where I tried to unsuccessfully mess with the LOD pointers (0x4C through 0x58), which is why it appears to go invisible when the camera comes close (I mistook which version is the closest LOD). The version you obtain when you directly copy shouldn't do that from what I remember initially. Hope this helps!
My wonders are, if tis possible to replace models car in burnout 3, will it be possible to add model cars from other racing games? Like ripping the models, visualizing them in blender or something like and replacing them? Can you imagine Ridge racer, GTA III/vice city/san andreas, Driver 3/parallel lines cars in burnout 3?
In terms of ripping the vehicle models specifically, yes actually! Someone made a blender script to do so, though as far as I can tell it's just the raw model, rather than any animation bones or textures. But the textures can be extracted seperately and I assume the model can be rigged appropriately. I don't know what the situation regarding porting the vehicles to the games you name is, but I do know someone ported the Euro Circuit Racer into Garry's Mod via this method.
Now just imagine the madness of a Road Rage with nothing but Heavyweights being used!
The blurred footage in the background of the intro is actually exactly that! It actually requires no file replacements to make it work, just that code I mentioned to activate heavyweights being accessible outside Crash events. The acceleration on a lot of the vehicles is actually not great, which makes it a little less fun to play than the concept initially seems though, but it is quite funny to see!
Actually burnout paradise gave us that experience
My only gripe, all the vehicles past the first big rig take like over 10 hits to take them down. But man is it awesome!!!
Totally unrelated to the point of the video but those free cam shots showing the different levels astounded me with how much the devs crafted each level expertly. There’s just enough to sell the illusion of it being a real place without it compromising performance.
Criteron were wizards for getting this game to run consistent frames on original hardware.
I love this. Facts and glitches of games are so interesting, especially older games like Burnout.
Glad you're enjoying my videos! I based my username after them, so I'm happy you enjoy facts and glitches like I do!
The Golden City train doesn't have a back end because you'd never see it normally, is my guess.
Black drinks vans do show up in tracks, just not that often.
All those planes casually moving around the streets is one of the most cursed, hilarious things I've seen in a Burnout mod 😂
And that says a lot coming from someone like me.
Yeah I assumed that's why, I assume it's just a choice by the modeller in that instance, as stuff like the L trains do have a back end.
I'm not sure if I've ever seen one myself, I'll have to keep an eye out!
It is indeed cursed! Downtown is now an Airport Terminal.
@@OmniGlitcher
Maybe all the geometry in Golden City demanded for skytrains to be less polygon dense.
A good spot for black drinks vans is Dockside, apparently, especially one of its junctions such as The Crate Escape / Exit the Dragon.
Downtown Terminal!
Oh, by the way, if you had invincibility enabled during the tuk tuk segment, that's why you couldn't take anyone down. Rivals become invincible as well.
@@NoBillsOfCrashDamage I assume it's due to its status as a Burnout 2 import. Even then, an extra polygon or 4 probably wouldn't have hurt, so I'm going with it being due to different model artists.
Hmm, I'll have a look thanks!
Ah damn, that's what switching emulator versions does for you I guess! Thanks for the correction! I do believe that weight values are also transferred in the process still though, given how much the poor tuk-tuk was being knocked around.
@@OmniGlitcher
Oh yeah I forgot about it being in Burnout 2 first. You have a good theory there.
Not only is the tuk tuk too light, the handling on it is abysmal. I've seen someone else drive it and as soon as you boost you're almost guaranteed to trip over yourself.
BlursedOut 3
The tuk tuk in road rage is hillarious 😂
I hope one day we'll have enough interest in Burnout 3 that we start seeing modders add things to the game. That would be absolutely amazing
Same. I wish there was a toolkit to decompile .bgv and .btv files so that you could import the models to Blender. Or vice versa, using a custom vehicle model and turn it to a .bgv file to turn it into an actual playable vehicle in Burnout 3.
I actually have a fun mod idea for Burnout 3, and that is the "Movie Car Mod", which replaces all playable vehicles in Burnout 3 with iconic cars seen in movies and TV shows. Like the Batmobile, the time machine Delorean, Ecto-01, Herbie, Optimus Prime, Christine, and most importantly, f--king Lightning McQueen! Ka chow! :D
Oh my god, this is amazing, didn't know that you could do this in Burnout, you opened my view
Han pasado tantos años y Burnout 3 me sorprende cada día mas,
Tiene un lore mas grande del que me imaginaba
Fascinating stuff! Also i do wish the player cars had an extended repaint palette like many traffic vehicles do; as a kid, I gravitated to the car I called the Super Banana cuz it was one of two cars that could be painted yellow (the other being Muscle Type One, which I also played a lot)
9:54 It's not that the landing legs are inverted, but it's just the reflection clipping through the floor
Yeah, I've edited this into the captions previously.
Unfortunately there's no other way to remedy mistakes, as RUclips removed annotations, outside of taking the whole video down.
Regardless, thanks for your comment!
If one day we had Burnout 4 it would be cool to have "joke cars".
Isn't that just.... revenge?
Also burnout 5 is basicly paradise and i dont think ea will release a new burnout :((((
5:17 Currently that dark grey color u can find it in game, but is very rare to see it
You're correct! It was pointed out to me in another comment. You can use captions to see any corrections or additional notes.
@@OmniGlitcher And another point I want talk to u is that I think u can replace the Burnout 3 cars using GTA 3, Vice City and San Andreas, Burnout 1,2, Paradise cars (all racing game that use Renderware Engine)´cause those games I think it use the same or similiar .BTV and .BGV codes, etc
Great work!
I fooled around with the vehicle files a little, but had no idea what I was doing. I did move some of the Heavyweight vehicle files into one of the other categories and was able to drive at least the semi. I think you're supposed to be able to unlock it for crash mode? Anyway, I recall doing a road rage with it, and it being super-easy to do takedowns due to its size and weight. :)
Thanks!
And that you can! Well, if you ever revisit the topic, I hope the file names in this video can be of some help to you!
And indeed, it's quite a fun time.
Imagine modding for this epicness
Bro that's so cool
11:32 airplane city
In the demo version(specifically japan demo) traffic cars have bgv version of the car, so, these bgv format traffic vehicles would actually have sound and could work on original hardware, same things for the prototypes
Edit: how did you copy the code from the super car to the heli? Could you give me a tutorial?
Huh, I'll have to take a look at that demo then! Thanks for letting me know!
Sure, I can offer a tutorial!
I will assume you're somewhat familiar with hexadecimal formats, but if not, please look that up. You will also need the program HxD as specified in the video. Also just to note, HxD can open the binary representation of essentially any computer file, not just Burnout stuff, so please be careful if you try to open other files with it as it can corrupt them if you mess with the wrong bytes and forget how to change them back. My advice would be to always work with copies.
Essentially I copied TSPC/CAR4.BTV out of the folder to ensure I wasn't modifying the original file, and opened that in HxD. I also opened SUPR/CAR4.BGV, though I think any of the standard vehicles would have sufficed. I then copied 0x0 through to 0x5f, and 0x70 through to 0xe7f from SUPR/CAR4.BGV over to TSPC/CAR4.BTV, then saved the file and converted it to a .BGV.
My understanding of how and why this works is that vehicles fall through the ground under player control due to the vehicles lacking the relevant section of code that allows for vehicle control, as well lacking data for the wheels. By copying this code, it copies the section dedicated to control (I believe that's in 0xAC to 0x200) as well as data for the wheels to allow it to pretend that it has wheels. There's a bunch of other data in this amount of hex code, some of which I don't believe is necessary to make this work, hence why I said I was overzealous in the video.
Note that the 0x60 line is for a texture pointer, which is why I didn't copy it. I believe the version in the video uses a version of the file where I tried to unsuccessfully mess with the LOD pointers (0x4C through 0x58), which is why it appears to go invisible when the camera comes close (I mistook which version is the closest LOD). The version you obtain when you directly copy shouldn't do that from what I remember initially.
Hope this helps!
@@OmniGlitcher i could give you the japan demo if you want.
Thanks, gotta try it!
@@Enrygoesbrrrrr I do have the Japanese demo version, I just haven't looked into it properly yet, but thanks!
And I hope it works for you!
My wonders are, if tis possible to replace models car in burnout 3, will it be possible to add model cars from other racing games? Like ripping the models, visualizing them in blender or something like and replacing them? Can you imagine Ridge racer, GTA III/vice city/san andreas, Driver 3/parallel lines cars in burnout 3?
In terms of ripping the vehicle models specifically, yes actually! Someone made a blender script to do so, though as far as I can tell it's just the raw model, rather than any animation bones or textures. But the textures can be extracted seperately and I assume the model can be rigged appropriately.
I don't know what the situation regarding porting the vehicles to the games you name is, but I do know someone ported the Euro Circuit Racer into Garry's Mod via this method.
It would be cool to ram and takedown other helicopters and planes
I wonder this method work burnout Legends since is the same structure as burnout 3, i have try that but it just froze at the loading screen
Why doesnt the cars be traffic when i already made the btv to bgv
do you have the gear shift sound effect? the satisfying "clunk"
I think so. This one: www.mediafire.com/file/1luflocs63zf6ou/gear_11.wav/file ?
that's the one, thanks! @@OmniGlitcher
Is it possible to change or modify the in-game text? (Air, Drift, Near Miss, etc)
I'm interested in translate the texts to another language!
How did you replace those car files exacly?
Is it possible to replace traffic cars with burnout 3 player cars? I tried to, but everytime I loaded up a track the game froze.
0:00 music name?
I see you've left multiple comments, but I'll answer them all here. Every song used in my videos is listed at the beginning at 0:02.
Can you make this as a GOD version for hacked xbox 360?
what you mean a plane
4:01 music name?
Mario song
Coconut mall
12:00 music name?
Rainbow Road - Mario Kart Wii. It says so in the beginning.