Difference between revisions of "Sims 3:0x4D1A5589"

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(Lot Objects)
(Lot Objects)
Line 34: Line 34:
 
  DWORD count
 
  DWORD count
 
  REP COUNT
 
  REP COUNT
     QWORD guid?
+
     QWORD object guid
 
     DWORD
 
     DWORD
 
     DWORD count3
 
     DWORD count3
Line 40: Line 40:
 
         DWORD component
 
         DWORD component
 
     WORD residx catalog object
 
     WORD residx catalog object
     WORD residx ?
+
     WORD residx ? (Seems like it's always 0:0:0)
 
     WORD residx VPXY
 
     WORD residx VPXY
 +
    [Component specific data]
 +
The component specific data depends on what components are listed.  The order is fixed, and completely unrelated to the order the components are listed in.  Each section appears in the order here, only if the named component is included.  ''This order is inferred by comparing different selections of components from different resources.  In some places the order may not be exact when the components in neighboring locations never appear together, such as "Tree", "Effect" and "Steering".''
 +
===Location===
 
     3 FLOAT location
 
     3 FLOAT location
     4 FLOAT rotation
+
===Transformation===
     QWORD containing guid
+
     4 FLOAT rotation (Quaternion)
 +
     QWORD guid (Containing object)
 
     IF containing guid != 0
 
     IF containing guid != 0
 
         DWORD hash containment slot name
 
         DWORD hash containment slot name
 
         WORD
 
         WORD
 +
===Model===
 
     WORD residx model
 
     WORD residx model
 
     WORD residx compositor prop file
 
     WORD residx compositor prop file
Line 68: Line 73:
 
         DWORD 2
 
         DWORD 2
 
         DWORD offset // from here to after TGI Block List
 
         DWORD offset // from here to after TGI Block List
         WORD
+
         OF offset is not 0
        DWORD tgi offset // see [[Sims 3:Key table]]
+
            WORD
        DWORD tgi size // see [[Sims 3:Key table]] - always 4
+
            DWORD tgi offset // see [[Sims 3:Key table]]
        --insert [[Sims_3:Catalog_Resource#Material_Block]]
+
            DWORD tgi size // see [[Sims 3:Key table]] - always 4
        --insert TGI Block List // see [[Sims 3:Key table]] - empty
+
            --insert [[Sims_3:Catalog_Resource#Material_Block]]
    BYTE count6
+
            --insert TGI Block List // see [[Sims 3:Key table]] - empty
    REP count6
+
        BYTE count6
        WORD residx for material list section
+
        REP count6
     3 BYTES (Seen 0x80 in first)
+
            WORD residx for material list section
 +
     IF VisualState in components
 +
        --insert Model/VisualState data
 +
====Model/VisualState====
 +
This is seperate from the regular VisualState section, and only appears when both Model and VisualState components are present.
 +
    4 BYTES (Seen 0x80 in first, 0 or 1 in last)
 
     DWORD hash ("default") or 0
 
     DWORD hash ("default") or 0
 
     BYTE
 
     BYTE
Line 83: Line 93:
 
     WORD residx
 
     WORD residx
 
     BYTE
 
     BYTE
     DWORD
+
===Animation===
 +
    WORD residx skeletal animation rig
 +
    BYTE activeanimation (Flag? Or count?  Only seen 0/1)
 +
    IF activeanimation != 0
 +
        [Animation data - structure under investigation]
 +
===Script===
 +
     DWORD (6)
 
     DWORD length
 
     DWORD length
 
     CHAR[length] (Script class)
 
     CHAR[length] (Script class)
     BYTE
+
     BYTE (0/1)
 
     DWORD
 
     DWORD
 
     DWORD script object ID (References [[Sims_3:0x06B981ED]])
 
     DWORD script object ID (References [[Sims_3:0x06B981ED]])
 +
===Physics===
 +
    BYTE Physics enabled
 +
===Tree===
 +
    WORD residx speedtree data
 +
    DWORD
 +
    DWORD count
 +
    REP count
 +
        12 FLOATs transformation (3x4 transformation matrix)
 +
        3 FLOATs location
 +
        FLOAT (1.0)
 +
        FLOAT tree scale
 +
===Effect===
 +
    WORD
 
     BYTE
 
     BYTE
     WORD residx
+
    BYTE length
     WORD residx
+
    CHAR[length] effect name
 +
===Steering===
 +
    BYTE
 +
    DWORD
 +
===Sacs===
 +
    WORD
 +
    BYTE
 +
    BYTE count
 +
    REP count
 +
        DWORD sacs driver
 +
===Slot===
 +
     WORD residx RSLT data
 +
===Lighting===
 +
     WORD residx LITE data
 
     4 FLOATS
 
     4 FLOATS
     6 BYTES (WORD/DWORD in some order?)
+
===VisualState===
 +
     3 WORDS (Might be WORD/DWORD or DWORD/WORD)
 
     DWORD -1?
 
     DWORD -1?
 +
===Footprint===
 
     BYTE
 
     BYTE
     WORD residx
+
     WORD residx FTPT data
 
     DWORD count7
 
     DWORD count7
 
     REP count7
 
     REP count7
 +
        DWORD
 +
    WORD residx FTPT data (Alternate?)
 +
    DWORD count
 +
    REP count
 
         DWORD
 
         DWORD
 
     BYTE
 
     BYTE
 
     FLOAT
 
     FLOAT
     DWORD (count?)
+
===Audio===
     2 FLOAT
+
     DWORD (2)
     QWORD guid
+
     2 FLOATs
 +
     DWORD
 +
    FLOAT

Revision as of 11:47, 28 August 2009

Research by Tiger - work in progress

Parts of the data contained in this resource follows the format of Sims_3:Catalog_Resource#Material_List and Sims_3:0xCF84EC98. The lot objects section references resources indexed by Sims_3:0x05ED1226.

This is a very rough draft, there are some key pieces of information missing.

Contents

Header

DWORD version 0x14
DWORD unk 1
DWORD 0x02dc343f
DWORD count1
REP count1
   QWORD object catalog ID
   DWORD
DWORD 1
DWORD 0x736884f1
DWORD count2
REP count2
   DWORD
   DWORD
   DWORD
FLOAT
FLOAT
FLOAT
FLOAT
DWORD offset to 'NOBJ'
DWORD 0x1c
DWORD -1
DWORD length
[length BYTES #Lot Objects]
DWORD
[data like Sims_3:0xCF84EC98 starting in the Components section]

Lot Objects

DWORD count
REP COUNT
    QWORD object guid
    DWORD
    DWORD count3
    REP count3
        DWORD component
    WORD residx catalog object
    WORD residx ? (Seems like it's always 0:0:0)
    WORD residx VPXY
    [Component specific data]

The component specific data depends on what components are listed. The order is fixed, and completely unrelated to the order the components are listed in. Each section appears in the order here, only if the named component is included. This order is inferred by comparing different selections of components from different resources. In some places the order may not be exact when the components in neighboring locations never appear together, such as "Tree", "Effect" and "Steering".

Location

    3 FLOAT location

Transformation

    4 FLOAT rotation (Quaternion)
    QWORD guid (Containing object)
    IF containing guid != 0
        DWORD hash containment slot name
        WORD

Model

    WORD residx model
    WORD residx compositor prop file
    WORD residx compositor prop file
    DWORD count4
    REP count4
        WORD residx
        DWORD 8 offset? (To after next dword)
        DWORD length - 1 (Of rest of this entry)
        6 BYTES (Last sometimes 4, not clear data sizes)
        DWORD 0
        DWORD count5
        BYTE 1
        BYTE 0/1
        REP count5
            DWORD
    WORD complate xml residx
    IF complate xml is not 0:0:0
        DWORD 2
        DWORD 2
        DWORD offset		// from here to after TGI Block List
        OF offset is not 0
            WORD
            DWORD tgi offset	// see Sims 3:Key table
            DWORD tgi size		// see Sims 3:Key table - always 4
            --insert Sims_3:Catalog_Resource#Material_Block
            --insert TGI Block List	// see Sims 3:Key table - empty
        BYTE count6
        REP count6
            WORD residx for material list section
    IF VisualState in components
        --insert Model/VisualState data

Model/VisualState

This is seperate from the regular VisualState section, and only appears when both Model and VisualState components are present.

    4 BYTES (Seen 0x80 in first, 0 or 1 in last)
    DWORD hash ("default") or 0
    BYTE
    6 FLOATS
    3 BYTES (First 1)
    WORD residx
    BYTE

Animation

    WORD residx skeletal animation rig
    BYTE activeanimation (Flag? Or count?  Only seen 0/1)
    IF activeanimation != 0
        [Animation data - structure under investigation]

Script

    DWORD (6)
    DWORD length
    CHAR[length] (Script class)
    BYTE (0/1)
    DWORD
    DWORD script object ID (References Sims_3:0x06B981ED)

Physics

    BYTE Physics enabled

Tree

    WORD residx speedtree data
    DWORD
    DWORD count
    REP count
        12 FLOATs transformation (3x4 transformation matrix)
        3 FLOATs location
        FLOAT (1.0)
        FLOAT tree scale

Effect

    WORD
    BYTE
    BYTE length
    CHAR[length] effect name

Steering

    BYTE
    DWORD

Sacs

    WORD
    BYTE
    BYTE count
    REP count
        DWORD sacs driver

Slot

    WORD residx RSLT data

Lighting

    WORD residx LITE data
    4 FLOATS

VisualState

    3 WORDS (Might be WORD/DWORD or DWORD/WORD)
    DWORD -1?

Footprint

    BYTE
    WORD residx FTPT data
    DWORD count7
    REP count7
        DWORD
    WORD residx FTPT data (Alternate?)
    DWORD count
    REP count
        DWORD
    BYTE
    FLOAT

Audio

    DWORD (2)
    2 FLOATs
    DWORD
    FLOAT
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