Difference between revisions of "Sims 3:0x02019972"
(Initial index before hash) |
m (→Format) |
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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