Difference between revisions of "Sims 3:0x02019972"

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(Initial index before hash)
m (Format)
Line 15: Line 15:
 
  DWORD Version
 
  DWORD Version
 
  DWORD Initial [[Sims 3:0x01D0E75D|MATD]] index
 
  DWORD Initial [[Sims 3:0x01D0E75D|MATD]] index
  DWORD [[FNV|FNV32]] of MATD Name
+
  DWORD [[FNV|FNV32]] of MATD Name // used for "Default" entry?
 
  DWORD Count
 
  DWORD Count
 
  --''Count'' repeats of
 
  --''Count'' repeats of

Revision as of 23:03, 14 February 2010

Tutorials:TS3 Advanced Coding Tutorials -> Sims 3:PackedFileTypes
Tutorials:TS3 Advanced Coding Tutorials -> Sims 3:RCOL


Description

This is a Sims 3:RCOL chunk.

The purpose of the MTST is to allow multiple material definitions to be swapped by the game through the function:

ScriptCore.World.ObjectSetMaterial(ObjectGuid objId, string materialSetName, float transitionTime, bool bTransitionToOverlay);

For most objects, this function is often accessed through the function:

Sims3.Gameplay.Abstracts.GameObject.SetMaterial(string materialSetName);

The string argument is FNV32 hashed and matched with the hash name to locate and swap out the object's material.

Format

DWORD 'MTST'
DWORD Version
DWORD Initial MATD index
DWORD FNV32 of MATD Name // used for "Default" entry?
DWORD Count
--Count repeats of
	DWORD MATD index
	DWORD FNV32 of MATD Name

Based on all MTST blocks so far seen, 'Count' is >= 1 and there is an entry named "Default", i.e.

DWORD MATD index	// == Initial MATD index
DWORD 0x2EA8FB98	// FNV32 of "Default"

Where the MTST is a MODL block, index is or-d with 0x10000000 and refers to the MODL resource RCOL block number. Where it is a MTST resource, index is or-d with 0x30000000 (not sure what it indexes into, if anything).


Tutorials:TS3 Advanced Coding Tutorials -> Sims 3:PackedFileTypes
Tutorials:TS3 Advanced Coding Tutorials -> Sims 3:RCOL

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