Difference between revisions of "Sims 3:RCOL"
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| [[Sims_3:0x01D10F34|0x01D10F34]]|| MLOD|| Object Geometry LODs | | [[Sims_3:0x01D10F34|0x01D10F34]]|| MLOD|| Object Geometry LODs | ||
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− | | [[Sims_3:0x02019972|0x02019972]]|| MTST|| | + | | [[Sims_3:0x02019972|0x02019972]]|| MTST|| Material Set |
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Revision as of 22:53, 26 November 2010
Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |
Contents |
Overview
Format used by various resources in the Scenegraph.
Format
DWORD - Version DWORD - DataType (changes between filetypes) DWORD - Index3 (unused) DWORD - Index1 DWORD - Index2 //Internal Chunks: These are the TGIs that identify each chunk -Repeat Index2 Count Times QWORD - I64 DWORD - TID DWORD - GID //External Resources: These are TGIs of referenced items (e.g. DDS Image) -Repeat Index1 Count times QWORD - I64 DWORD - TID DWORD - GID -Repeat Index2 Count times DWORD - Position of the Chunk (absolute) DWORD - Size of the Chunk
References
Block references are 1 based(0 reserved for a null reference), with a flag for the type of reference.
Flag | Type | Description |
---|---|---|
0x00000000 | Public | Internal Chunks, with a max index of the 'DataType' field |
0x10000000 | Private | Internal Chunks, indices start after the 'DataType' field |
0x20000000 | External | seems to be unused |
0x30000000 | Delayed | External Resources |
PommesTSR note on DataType
- For most objects DataType is 0x1 but for Rugs (as an example) DataType is 0x2. When DataType is 0x2 the VRTFIndex/VBUFIndex seems to be 1-based instead of 0 for the MLOD-chunks in the MLOD RCOL. Dont know if this is valid for any other index references.
plj note on DataType/Flag
- Given that "Public" is a reference to an internal chunk before "DataType", doesn't that mean "DataType" is really "Number of Internal Public Chunks"?
- Also, doesn't "Private" mean "relative to current chunk" rather than "Add on DataType"?
User:Dd764ta note on DataType/Flag
- Yes I think "DataType" would be more accurately described as number of public chunks
- Not exactly, private chunks just begin after the public chunks. It appears to be relative because in most files it is only the last public chunk that references private ones. An example of this would be the MODLs in the world packages, where the MLODs are private and their references are clearly not relative but start after the public chunks.
Chunks
The Type ID will also be the first chunk after the header(with the exception GEOM).
Resource Types
These are the possible resource types, they are named by their first chunk.
Type ID | Name | Description |
---|---|---|
0x015A1849 | GEOM | Body Geometry |
0x01661233 | MODL | Object Geometry |
0x01D0E75D | MATD | Material Definition |
0x01D10F34 | MLOD | Animated Texture
used to be Object Geometry LOD, defined by EA as animated texture: const unsigned int kAnimatedTextureResourceID = 30478132; |
0x02019972 | MTST | |
0x021D7E8C | TREE | Speed Tree Data |
0x02D5DF13 | S_SM | Jazz state machibe |
0x033260E3 | TkMk | Track Mask |
0x0355E0A6 | BOND | Slot Adjusts |
0x03B4C61D | LITE | Lighting Data |
0x63A33EA7 | ANIM | Animated Texture |
0x736884F1 | VPXY | Model Links |
0xD3044521 | RSLT | Slot Definition |
0xD382BF57 | FTPT | Model Footprint |
Model Chunks
Possible chunks embedded in MODL and MLOD resources.
Type ID | Name | Description |
---|---|---|
0x01661233 | MODL | Object Geometry |
0x01D0E6FB | VBUF | Vertex Buffer |
0x0229684B | VBUF | Vertex Buffer(Used in shadow meshes, no associated VRTF) |
0x00000000 | Vertex Buffer SwizzleInfo | |
0x01D0E70F | IBUF | Index Buffer |
0x0229684F | IBUF | Index Buffer(Used in shadow meshes) |
0x01D0E723 | VRTF | Vertex Format |
0x01D0E75D | MATD | Material Definition |
0x01D0E76B | SKIN | Joint Definitions |
0x01D10F34 | MLOD | Object Geometry LODs |
0x02019972 | MTST | Material Set |
Jazz Chunks
Possible chunks embedded in jazz S_SM resources
Type ID | Name | Description |
---|---|---|
0x02D5DF13 | S_SM | State Machine |
0x02EEDAFE | S_St | State |
0x02EEDB18 | S_DG | Decision Graph |
0x02EEDB2F | S_AD | Actor Definition |
0x02EEDB46 | S_PD | Parameter Definition |
0x02EEDB5F | Play | Play Animation Node |
0x02EEDB70 | Rand | Random Node |
0x02EEDB92 | SoPn | Select on Parameter Node |
0x02EEDBA5 | SoDn | Select on Destination Node (Unused) |
0x02EEEBDC | SNSN | Next State Node |
0x02EEEBDD | Prop | Create Prop Node |
0x02EEEBDE | AcOp | Actor Operation Node |
0x0344D438 | Stop | Stop Animation Node |
Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |