Difference between revisions of "4F424A44"

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{{Resource tgi
 
{{Resource tgi
|short = OBJD
+
|short = [[OBJD]]
 
|long = Object data
 
|long = Object data
 
}}
 
}}
 +
 +
====OBJD====
 +
 +
{| class="wikitable" style="text-align:left"
 +
|-
 +
! Offset !! Size !! Description
 +
|-
 +
| 0x000 || 64 ||  Filename (null terminated)
 +
|-
 +
| 0x040 || 4 ||  Version (139 TS2, 140 TS2U)
 +
|-
 +
| 0x044 || 2 ||  Initial Stack Size
 +
|-
 +
| 0x046 || 2 ||  Default Wall Adjacent Flags
 +
|-
 +
| 0x048 || 2 ||  Default Placement Flags
 +
|-
 +
| 0x04A || 2 ||  Default Wall Placement Flags (null)
 +
|-
 +
| 0x04C || 2 ||  Default Allowed Height Flags (null)
 +
|-
 +
| 0x04E || 2 ||  Interaction Table ID Pointer to the TTAB interaction information (a value of 1 for objects with no interactions)
 +
|-
 +
| 0x050 || 2 ||  Interaction Group (null)
 +
|-
 +
| 0x052 || 2 ||  Type Type of object (a buyable object has value 4)
 +
|-
 +
| 0x054 || 2 ||  Multi-Tile master id (null)
 +
|-
 +
| 0x056 || 2 ||  Multi-Tile sub index (null)
 +
|-
 +
| 0x058 || 2 ||  Use Default Placement flags (null)
 +
|-
 +
| 0x05A || 2 ||  Look At Score
 +
|-
 +
| 0x05C || 4 ||  GUID A unique ID number for each object. May also be a Sim ID (you can find this value in the Neighborhood FAMI and 0xAACE2EFB files)
 +
|-
 +
| 0x060 || 2 ||  Item Is Unlockable
 +
|-
 +
| 0x062 || 2 ||  Catalog Use Flags (null)
 +
|-
 +
| 0x064 || 2 ||  Price The price of the object
 +
|-
 +
| 0x066 || 2 ||  Body strings ID Pointer to STR# resource for sims (null for objects)
 +
|-
 +
| 0x068 || 2 ||  Slot ID Pointer to a SLOT resource
 +
|-
 +
| 0x06A || 4 ||  Diagonal selector GUID    (GUID of Diagonal placement object - If object has a diagonal placement option - 0x00000000 (or 0x00000001 ?)  if not)
 +
|-
 +
| 0x06E || 4 ||  Grid-aligned selector GUID    (GUID of 'normal' placement object - Only used if this object is a diagonal placement option - 0x00000000 (or 0x00000001 ?) if not)
 +
|-
 +
| 0x072 || 2 ||  Object ownership flags (null or 1)
 +
|-
 +
| 0x074 || 2 ||  Ignore GlobalSim field in CAS Lot (null)
 +
|-
 +
| 0x076 || 2 ||  Cannot Move Out With (null)
 +
|-
 +
| 0x078 || 2 ||  Hauntable (null)
 +
|-
 +
| 0x07A || 4 ||  Proxy GUID
 +
|-
 +
| 0x07E || 2 ||  Slot group (null)
 +
|-
 +
| 0x080 || 2 ||  Aspiration Flags (null)
 +
|-
 +
| 0x082 || 2 ||  Memory Nice/Bad (null)
 +
|-
 +
| 0x084 || 2 ||  Sale Price Different for each type of removal? (Some have a value, trees have null)
 +
|-
 +
| 0x086 || 2 ||  Initial depreciation Sale price loss after first day of purchase
 +
|-
 +
| 0x088 || 2 ||  Daily depreciation Loss of sale price after each successive day
 +
|-
 +
| 0x08A || 2 ||  Self depreciating Has a value if the object calculates its own depreciation, null if the game calculates it
 +
|-
 +
| 0x08C || 2 ||  Depreciation limit The lowest price the object can be sold for
 +
|-
 +
| 0x08E || 2 ||  Room sort flags The room category (bit0=Kitchen, bit1=Bedroom, bit2=Bathroom, bit3=Family Room, bit4=Outside, bit5=Dining Room, bit6=Misc, bit7=Study)
 +
|-
 +
| 0x090 || 2 ||  Function sort flags The object type (bit0=Seating, bit1=Surfaces, bit2=Appliances, bit3=Electronics, bit4=Plumbing, bit5=Decorative, bit6=General, bit7=Lighting)
 +
|-
 +
| 0x092 || 2 ||  Catalog strings ID Pointer to the objects CTSS catalog details
 +
|-
 +
| 0x094 || 2 ||  Is global sim object (null)
 +
|-
 +
| 0x096 || 2 ||  ToolTip Name Type - 0 default (null)
 +
|-
 +
| 0x098 || 2 ||  Template Version (null)
 +
|-
 +
| 0x09A || 2 ||  Niceness Multiplier (variable)
 +
|-
 +
| 0x09C || 2 ||  No Duplicate On Placement (null)
 +
|-
 +
| 0x09E || 2 ||  Want Category (variable)
 +
|-
 +
| 0x0A0 || 2 ||  No New Name from Template (null)
 +
|-
 +
| 0x0A2 || 2 ||  Object version (null)
 +
|-
 +
| 0x0A4 || 2 ||  Default Thumbnail ID (null)
 +
|-
 +
| 0x0A6 || 2 ||  Motive effects ID (null)
 +
|-
 +
| 0x0A8 || 4 ||  Job Object GUID
 +
|-
 +
| 0x0AC || 2 ||  Catalog popup ID (null)
 +
|-
 +
| 0x0AE || 2 ||  Ignore Current Model Index In Icons (null)
 +
|-
 +
| 0x0B0 || 2 ||  Level offset (null)
 +
|-
 +
| 0x0B2 || 2 ||  Shadow type Object has a shadow? (null
 +
if no shadow, FFFF if has a shadow)
 +
|-
 +
| 0x0B4 || 2 ||  Num attributes (variable)
 +
|-
 +
| 0x0B6 || 2 ||  Number of object arrays (variable)
 +
|-
 +
| 0x0B8 || 2 ||  Unused
 +
|-
 +
| 0x0BA || 2 ||  Front direction (null)
 +
|-
 +
| 0x0BC || 2 ||  Unused
 +
|-
 +
| 0x0BE || 2 ||  Multi-tile lead object (null)
 +
|-
 +
| 0x0C0 || 2 ||  Expansion Flag (1 = TS2, 2 = Uni, 4 = NL, 8 = OfB, 16 = FFS, 32 = GLS, 64 = Pets) - Used by the game to determine what expansion an object requires and will display (or not display) the object in the user's catalog depending on what expansions they have. (Was previously labeled as Unused - dynamic sprites base id (Sims1))
 +
|-
 +
| 0x0C2 || 2 ||  Unused - num dynamic sprites (Sims1)
 +
|-
 +
| 0x0C4 || 2 ||  Chair entry flags So you enter the chair from the correct side (null)
 +
|-
 +
| 0x0C6 || 2 ||  Tile width (null)
 +
|-
 +
| 0x0C8 || 2 ||  Inhibit suit copying (null)
 +
|-
 +
| 0x0CA || 2 ||  Build mode type The build mode type (1=door,2=window,3=stair,4=plant,5=fireplace,6=column,7=pool)
 +
|-
 +
| 0x0CC || 4 ||  Original GUID Unique ID of the source object, ie
 +
the object this one was based off
 +
|-
 +
| 0x0D0 || 4 ||  Object model GUID
 +
|-
 +
| 0x0D4 || 2 ||  Build Mode Subsort (null)
 +
|-
 +
| 0x0D6 || 2 ||  Unused - thumbnail graphic (Sims1)
 +
|-
 +
| 0x0D8 || 2 ||  Unused - shadow flags (Sims1)
 +
|-
 +
| 0x0DA || 2 ||  Footprint mask (null)
 +
|-
 +
| 0x0DC || 2 ||  Unused
 +
|-
 +
| 0x0DE || 2 ||  Unused - shadow brightness (Sims1)
 +
|-
 +
| 0x0E0 || 2 ||  Unused
 +
|-
 +
| 0x0E2 || 2 ||  Unused - wall style sprite id (Sims1)
 +
|-
 +
| 0x0E4 || 2 ||  Hunger rating (null)
 +
|-
 +
| 0x0E6 || 2 ||  Comfort rating (null)
 +
|-
 +
| 0x0E8 || 2 ||  Hygiene rating (null)
 +
|-
 +
| 0x0EA || 2 ||  Bladder rating (null)
 +
|-
 +
| 0x0EC || 2 ||  Energy rating (null)
 +
|-
 +
| 0x0EE || 2 ||  Fun rating (null)
 +
|-
 +
| 0x0F0 || 2 ||  Room rating (null)
 +
|-
 +
| 0x0F2 || 2 ||  Skill Flags The skills this object gives (bit0=Cleaning, bit1=Cooking, bit2=Mechanical, bit3=Logic, bit4=Body, bit5=Creativity, bit6=Charisma, bit7=School Study?)
 +
|-
 +
| 0x0F4 || 2 ||  Num type attributes (Some have 3, trees have null)
 +
|-
 +
| 0x0F6 || 2 ||  Misc flags (Some have 16, trees have null)
 +
|-
 +
| 0x0F8 || 4 ||  Unused - type attr guid (Sims1)
 +
|-
 +
| 0x0FC || 2 ||  Function Sub-Sort Sub-type of the object eg. Electronic sub-sort are entertainment, video, audio, phone (bit1=first, bit2=second,...bit8=last)
 +
|-
 +
| 0x0FE || 2 ||  Downtown Sort (null)
 +
|-
 +
| 0x100 || 2 ||  Keep Buying (null)
 +
|-
 +
| 0x102 || 2 ||  Vacation Sort (null)
 +
|-
 +
| 0x104 || 2 ||  Reset Lot Action (null)
 +
|-
 +
| 0x106 || 2 ||  3D Object Type
 +
|-
 +
| 0x108 || 2 ||  Community Sort Community categories (bit0=, bit1=,
 +
bit2=, bit3=, bit4=, bit5=, bit6=, bit7=)
 +
|-
 +
| 0x10A || 2 ||  Dream Flags (null)
 +
|-
 +
| 0x10C || 12 ||  unused, reserved
 +
|-
 +
| 0x118 || * || Filename (Pascal string with first 4 bytes as length)
 +
|-
 +
|}
 +
 +
  
 
==Format==
 
==Format==

Revision as of 11:19, 30 August 2009

4F424A44
Short name: OBJD
Long name: Object data

OBJD

Offset Size Description
0x000 64 Filename (null terminated)
0x040 4 Version (139 TS2, 140 TS2U)
0x044 2 Initial Stack Size
0x046 2 Default Wall Adjacent Flags
0x048 2 Default Placement Flags
0x04A 2 Default Wall Placement Flags (null)
0x04C 2 Default Allowed Height Flags (null)
0x04E 2 Interaction Table ID Pointer to the TTAB interaction information (a value of 1 for objects with no interactions)
0x050 2 Interaction Group (null)
0x052 2 Type Type of object (a buyable object has value 4)
0x054 2 Multi-Tile master id (null)
0x056 2 Multi-Tile sub index (null)
0x058 2 Use Default Placement flags (null)
0x05A 2 Look At Score
0x05C 4 GUID A unique ID number for each object. May also be a Sim ID (you can find this value in the Neighborhood FAMI and 0xAACE2EFB files)
0x060 2 Item Is Unlockable
0x062 2 Catalog Use Flags (null)
0x064 2 Price The price of the object
0x066 2 Body strings ID Pointer to STR# resource for sims (null for objects)
0x068 2 Slot ID Pointer to a SLOT resource
0x06A 4 Diagonal selector GUID (GUID of Diagonal placement object - If object has a diagonal placement option - 0x00000000 (or 0x00000001 ?) if not)
0x06E 4 Grid-aligned selector GUID (GUID of 'normal' placement object - Only used if this object is a diagonal placement option - 0x00000000 (or 0x00000001 ?) if not)
0x072 2 Object ownership flags (null or 1)
0x074 2 Ignore GlobalSim field in CAS Lot (null)
0x076 2 Cannot Move Out With (null)
0x078 2 Hauntable (null)
0x07A 4 Proxy GUID
0x07E 2 Slot group (null)
0x080 2 Aspiration Flags (null)
0x082 2 Memory Nice/Bad (null)
0x084 2 Sale Price Different for each type of removal? (Some have a value, trees have null)
0x086 2 Initial depreciation Sale price loss after first day of purchase
0x088 2 Daily depreciation Loss of sale price after each successive day
0x08A 2 Self depreciating Has a value if the object calculates its own depreciation, null if the game calculates it
0x08C 2 Depreciation limit The lowest price the object can be sold for
0x08E 2 Room sort flags The room category (bit0=Kitchen, bit1=Bedroom, bit2=Bathroom, bit3=Family Room, bit4=Outside, bit5=Dining Room, bit6=Misc, bit7=Study)
0x090 2 Function sort flags The object type (bit0=Seating, bit1=Surfaces, bit2=Appliances, bit3=Electronics, bit4=Plumbing, bit5=Decorative, bit6=General, bit7=Lighting)
0x092 2 Catalog strings ID Pointer to the objects CTSS catalog details
0x094 2 Is global sim object (null)
0x096 2 ToolTip Name Type - 0 default (null)
0x098 2 Template Version (null)
0x09A 2 Niceness Multiplier (variable)
0x09C 2 No Duplicate On Placement (null)
0x09E 2 Want Category (variable)
0x0A0 2 No New Name from Template (null)
0x0A2 2 Object version (null)
0x0A4 2 Default Thumbnail ID (null)
0x0A6 2 Motive effects ID (null)
0x0A8 4 Job Object GUID
0x0AC 2 Catalog popup ID (null)
0x0AE 2 Ignore Current Model Index In Icons (null)
0x0B0 2 Level offset (null)
0x0B2 2 Shadow type Object has a shadow? (null

if no shadow, FFFF if has a shadow)

0x0B4 2 Num attributes (variable)
0x0B6 2 Number of object arrays (variable)
0x0B8 2 Unused
0x0BA 2 Front direction (null)
0x0BC 2 Unused
0x0BE 2 Multi-tile lead object (null)
0x0C0 2 Expansion Flag (1 = TS2, 2 = Uni, 4 = NL, 8 = OfB, 16 = FFS, 32 = GLS, 64 = Pets) - Used by the game to determine what expansion an object requires and will display (or not display) the object in the user's catalog depending on what expansions they have. (Was previously labeled as Unused - dynamic sprites base id (Sims1))
0x0C2 2 Unused - num dynamic sprites (Sims1)
0x0C4 2 Chair entry flags So you enter the chair from the correct side (null)
0x0C6 2 Tile width (null)
0x0C8 2 Inhibit suit copying (null)
0x0CA 2 Build mode type The build mode type (1=door,2=window,3=stair,4=plant,5=fireplace,6=column,7=pool)
0x0CC 4 Original GUID Unique ID of the source object, ie

the object this one was based off

0x0D0 4 Object model GUID
0x0D4 2 Build Mode Subsort (null)
0x0D6 2 Unused - thumbnail graphic (Sims1)
0x0D8 2 Unused - shadow flags (Sims1)
0x0DA 2 Footprint mask (null)
0x0DC 2 Unused
0x0DE 2 Unused - shadow brightness (Sims1)
0x0E0 2 Unused
0x0E2 2 Unused - wall style sprite id (Sims1)
0x0E4 2 Hunger rating (null)
0x0E6 2 Comfort rating (null)
0x0E8 2 Hygiene rating (null)
0x0EA 2 Bladder rating (null)
0x0EC 2 Energy rating (null)
0x0EE 2 Fun rating (null)
0x0F0 2 Room rating (null)
0x0F2 2 Skill Flags The skills this object gives (bit0=Cleaning, bit1=Cooking, bit2=Mechanical, bit3=Logic, bit4=Body, bit5=Creativity, bit6=Charisma, bit7=School Study?)
0x0F4 2 Num type attributes (Some have 3, trees have null)
0x0F6 2 Misc flags (Some have 16, trees have null)
0x0F8 4 Unused - type attr guid (Sims1)
0x0FC 2 Function Sub-Sort Sub-type of the object eg. Electronic sub-sort are entertainment, video, audio, phone (bit1=first, bit2=second,...bit8=last)
0x0FE 2 Downtown Sort (null)
0x100 2 Keep Buying (null)
0x102 2 Vacation Sort (null)
0x104 2 Reset Lot Action (null)
0x106 2 3D Object Type
0x108 2 Community Sort Community categories (bit0=, bit1=,

bit2=, bit3=, bit4=, bit5=, bit6=, bit7=)

0x10A 2 Dream Flags (null)
0x10C 12 unused, reserved
0x118 * Filename (Pascal string with first 4 bytes as length)


Format

64 bytes
File name (null terminated)
DWORD
Version (139)
WORD
Initial stack size
WORD
Default wall adjacent flags
WORD
Default placement flags
WORD
Default wall placement flags (null)
WORD
Default allowed height flags (null)
WORD
Interaction table ID pointer to the TTAB interaction information (a value of 1 for objects with no interactions)
WORD
Interaction group (null)
WORD
Type type of object (a buyable object has value 4)
WORD
Multi-Tile master ID (null)
WORD
Multi-Tile sub index (null)
WORD
Use default placement flags (null)
WORD
Look at score
DWORD
GUID a unique ID number for each object. may also be a sim ID (you can find this value in the neighborhood fAMI and 0xAACE2EFB files)
WORD
Item is unlockable
WORD
Catalog use flags (null)
WORD
Price the price of the object
WORD
Body strings ID pointer to sTR# resource for sims (null for objects)
WORD
Slot ID pointer to a sLOT resource
DWORD
Diagonal selector GUID
DWORD
GrID-aligned selector GUID
WORD
Object ownership flags (null or 1)
WORD
Ignore globalSim field in cAS lot (null)
WORD
Cannot move out with (null)
WORD
Hauntable (null)
DWORD
Proxy GUID
WORD
Slot group (null)
WORD
Aspiration flags (null)
WORD
Memory nice/Bad (null)
WORD
Sale price different for each type of removal? (Some have a value, trees have null)
WORD
Initial depreciation sale price loss after first day of purchase
WORD
Daily depreciation loss of sale price after each successive day
WORD
Self depreciating has a value if the object calculates its own depreciation, null if the game calculates it
WORD
Depreciation limit the lowest price the object can be sold for
WORD
Room sort flags the room category (bit0=Kitchen, bit1=Bedroom, bit2=Bathroom, bit3=Family room, bit4=OutsIDe, bit5=Dining room, bit6=Misc, bit7=Study)
WORD
Function sort flags the object type (bit0=Seating, bit1=Surfaces, bit2=Appliances, bit3=Electronics, bit4=Plumbing, bit5=Decorative, bit6=General, bit7=Lighting)
WORD
Catalog strings ID pointer to the objects cTSS catalog details
WORD
Is global sim object (null)
WORD
ToolTip name type - 0 default (null)
WORD
Template version (null)
WORD
Niceness multiplier (variable)
WORD
No duplicate on placement (null)
WORD
Want category (variable)
WORD
No new name from template (null)
WORD
Object version (null)
WORD
Default thumbnail ID (null)
WORD
Motive effects ID (null)
DWORD
Job object GUID
WORD
Catalog popup ID (null)
WORD
Ignore current model index in icons (null)
WORD
Level offset (null)
WORD
Shadow type object has a shadow? (null if no shadow, oxFFFF if has a shadow)
WORD
Num attributes (variable)
WORD
Number of object arrays (variable)
WORD
Unused
WORD
Front direction (null)
WORD
Unused
WORD
Multi-tile lead object (null)
WORD
Unused - dynamic sprites base ID (Sims1)
WORD
Unused - num dynamic sprites (Sims1)
WORD
Chair entry flags so you enter the chair from the correct sIDe (null)
WORD
Tile width (null)
WORD
Inhibit suit copying (null)
WORD
Build mode type the build mode type
  • 1 - door
  • 2 - window
  • 3 - stair
  • 4 - plant
  • 5 - fireplace
  • 6 - column
  • 7 - pool
DWORD
Original GUID unique ID of the source object, ie the object this one was based off
DWORD
Object model GUID
WORD
Build mode subsort
WORD
Unused - Thumbnail graphic (Sims1)
WORD
Unused - Shadow flags (Sims1)
WORD
Footprint mask (null)
WORD
Unused
WORD
Placable on display shelves (OfB)
WORD
Unused
WORD
Unused - Wall style sprite ID (Sims1)
WORD
Hunger rating
WORD
Comfort rating
WORD
Hygiene rating
WORD
Bladder rating
WORD
Energy rating
WORD
Fun rating
WORD
Room rating
WORD
Skill flags the skills this object gives
  • 0 - Cleaning
  • 1 - Cooking
  • 2 - Mechanical
  • 3 - Logic
  • 4 - Body
  • 5 - Creativity
  • 6 - Charisma
  • 7 - School study?
WORD
Num type attributes (Some have 3, trees have null)
WORD
Misc flags (Some have 16, trees have null)
DWORD
Unused - type attr GUID (Sims1)
WORD
Function sub-sort sub-type of the object eg. electronic sub-sort are entertainment, video, audio, phone (bit1=first, bit2=second,...bit8=last)
WORD
Downtown sort (null)
WORD
Keep buying (null)
WORD
Vacation sort (null)
WORD
Reset lot action (null)
WORD
3D object type
WORD
Community sort community categories
WORD
Dream flags
12 bytes
Unused, reserved
DWORD
Length F
F bytes
Filename

This article is one of several on this topic imported from the old MTS2 wiki. It's original pages, with comments, can be found at http://old_wiki.modthesims2.com/4F424A44 and http://old_wiki.modthesims2.com/OBJD

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