Difference between revisions of "Sims 3:0x015A1849"

From SimsWiki
Jump to: navigation, search
m (Material Definition)
 
(48 intermediate revisions by 6 users not shown)
Line 1: Line 1:
[[Sims 3:Main Page]] -> [[Sims 3:PackedFileTypes]]
+
{{TS3AdvancedModdingHeader}}
<br/>[[Sims 3:Main Page]] -> [[Sims 3:RCOL]]
+
{{TS3Resource
<hr/>
+
|name=Body Geometry - GEOM
==Material Definition==
+
|typeid= 0x015A1849
This is a [[Sims 3:RCOL]] chunk.
+
|expansion=The Sims 3
===Header===
+
}}
<pre>
+
<br clear="all">
long    'GEOM'
+
__NOTOC__
long    Version             // 5
+
 
long    TailOffset
+
=Overview=
long    TailSectionSize  // (0x14, 0x44 observed)
+
This is a [[Sims 3:RCOL]] chunk for Body Geometry.
long    EmbeddedID     //(0, 0x548394B9 observed)
+
=Format=
if(EmbeddedID!=0) {
+
DWORD 'GEOM'
  long ChunkSize
+
DWORD Version // 5
  byte[ChunkSize]      // starts with 'MTNF'
+
DWORD tgi offset // see [[Sims 3:Key table]]
  }
+
DWORD tgi size // see [[Sims 3:Key table]]
long  0                      //unknown purpose
+
DWORD EmbeddedID // if no embedded material, will be 0
long  0                      // unknown purpose
+
                                // otherwise, if the "morphskin" or "morphskincloth" shaders are used in the material, it will be the FNV32 hash of "SimSkin",
long  NumVerts
+
                                // and if the "morpheye" shader is used, it will be the FNV32 hash of "SimEyes"
long  FCount                           // was named Version, but is number of vertex elements
+
--if (EmbeddedID != 0):
block VertexFormat[FCount]      // long, long, byte; documented below 9 bytes/vertex-element-count
+
DWORD ChunkSize
struct VertexData[NumVerts]    // follows vertex format block, documented below
+
--insert MTNF chunk // follows the same format of MTNF from [[Sims 3:0x01D0E75D]], starting at the 'MTNF' tag
block FaceFmt                        // long ItemCount, byte BytesPerFacepoint
+
long  NumFacePoints               // means faces*3
+
DWORD mergeGroup
word [NumFacePoints][3]         // standard face index (three unsigned words per face) for 2-byte FaceFmt
+
DWORD sortOrder                // often zero
</pre>
+
===Tail===
+
DWORD NumVerts // Number of vertices
<pre>
+
DWORD FCount // Number of vertex elements
long flags
+
  --repetition FCount:
long count1
+
--insert Vertex Format // [[#Vertex_Format|see below]]
long bonehasharray[count1// 32-bit hash of used bone names.
+
--repetition NumVerts:
long numtgi
+
--insert Vertex Data // [[#Vertex_Data|see below]]
block references[numtgi] // each is a TGI[sub]64[/sub], a 16-byte quantity, so size is 16*numtgi
+
   
                                    // references are to DDS textures and BONE file
+
DWORD ItemCount                // will usually be 1 (hardcoded in pipeline exporter), but sometimes other numbers
</pre>
+
--repetition ItemCount:
===VertexFormat===
+
BYTE BytesPerFacePoint
For each vertex count:
+
<pre>
+
DWORD NumFacePoints
long  DataType
+
--repetition NumFacePoints:
long  SubType
+
BYTE[BytesPerFacePoint] // Given that ItemCount is 1, BytesPerFacePoint is 2, this is a list of WORDs
byte  BytesPerElement
+
// Each set of three forms a face.
</pre>
+
====DataType====
+
DWORD index // to a [[Sims_3:0x00AE6C67|Skin Controller(0x00AE6C67)]]
{| border="1"
+
   
|+
+
  DWORD count1
 +
  --repetition count1:
 +
DWORD bonehasharray // 32-bit hash of used bone names.
 +
   
 +
  --insert TGI Block List // see [[Sims 3:Key table]]
 +
==Quirks==
 +
This format is packaged in a [[Sims_3:RCOL|RCOL]] container, however doesn't adhere to the same standards that most do.
 +
 
 +
* Declares a null resource key(00000000:00000000:0000000000000000) making it harder for tools to generically infer what type it is.
 +
* Contains a "Standard"  [[Sims_3:Key_table|TGI List]], rather than using the built-in [[Sims_3:RCOL|RCOL]] external references
 +
* Due to using the standard list rather than the scoped [[Sims_3:RCOL|RCOL]] list, references made in the [[Sims_3:0x01D0E75D|MTNF]] are interpreted differently
 +
* Pets EP introduced animal meshes that tend to have more than 1 uv-channel per mesh(uncommon or non-existent in previous human meshes)
 +
 
 +
==Vertex Format==
 +
DWORD DataType
 +
DWORD SubType
 +
BYTE BytesPerElement
 +
 
 +
===DataType===
 +
{| class="wikitable" border="1"
 +
|-
 
|1||Position||(3 float == 12 bytes)
 
|1||Position||(3 float == 12 bytes)
|+
+
|-
 
|2||Normal||(3 float == 12 bytes)
 
|2||Normal||(3 float == 12 bytes)
|+
+
|-
 
|3||UV||(2 float == 8 bytes)
 
|3||UV||(2 float == 8 bytes)
|+
+
|-
4||Bone Assignment||(long == 4 bytes)
+
|4||Bone Assignment||(4 bytes)
|+
+
|-
5||Weights||(4 float == 16 bytes)
+
|5||Weights||(4 float == 16 bytes)
|+
+
|-
6||Tangent Normal||(3 float == 12 bytes)
+
|6||Tangent Normal||(3 float == 12 bytes)
|+
+
|-
7||TagVal||(4 packed bytes) -- colour channel data
+
|7||TagVal||(4 packed bytes) -- colour channel data
|+
+
|-
10||VertexID||(long == 4 bytes)
+
|10||VertexID||(dword == 4 bytes)
|+
+
|-
 
|}
 
|}
====SubType====
+
 
{| border="1"
+
===SubType===
|+
+
{| class="wikitable" border="1"
 +
|-
 
|1||floats
 
|1||floats
|+
+
|-
 
|2||bytes
 
|2||bytes
|+
+
|-
|4||long
+
|3||color
|+
+
|-
 +
|4||dword
 +
|-
 
|}
 
|}
 
You calculate the offset of each element from the sum of the previous BytesPerElement
 
You calculate the offset of each element from the sum of the previous BytesPerElement
====Examples====
+
 
Known Vertex Formats:
+
Based on contributions from karybdis and atavera
<pre>
+
 
Format 3 VertexData is:
+
==Vertex Data==
float PositionDelta[3]
+
<!--Data for the known Vertex Formats follows.
float NormalDelta[3]
+
===Format 3===
long VertID
+
float PositionDelta[3]
 +
float NormalDelta[3]
 +
long VertID
 
[28 bytes per vertex]
 
[28 bytes per vertex]
  
Format 6 VertexData is:
+
===Format 6===
float   Position[3]     // XYZ, Y is UP
+
float Position[3] // XYZ, Y is UP
float   Normal[3]
+
float Normal[3]
float   UV[2]
+
float UV[2]
long    Bone Assignments // a packed byte array, parsed lo order to high order
+
uchar Bone Assignments[4] // a packed byte array, parsed lo order to high order
float   Weights[4]         // first weight is lowest order byte of assignments, 0.0 (0L) weights are unassigned slots
+
float Weights[4] // first weight is lowest order byte of assignments, 0.0 (0L) weights are unassigned slots
float   Tangent Normal[3]
+
float Tangent Normal[3]
 
[64 bytes per vertex]
 
[64 bytes per vertex]
  
Format 7 VertexData is:
+
===Format 7===
float   Position[3]     // XYZ, Y is UP
+
float Position[3] // XYZ, Y is UP
float   Normal[3]
+
float Normal[3]
float   UV[2]
+
float UV[2]
long    Bone Assignments // packed byte array
+
uchar Bone Assignments[4] // packed byte array
float   Weights[4]
+
float Weights[4]
long   VertID
+
long VertID
float   Tangent Normal[3]
+
float Tangent Normal[3]
 
[68 bytes per vertex]
 
[68 bytes per vertex]
  
Format 8 VertexData is:
+
===Format 7===
float   Position[3]     // XYZ, Y is UP
+
float Position[3] // XYZ, Y is UP
float   Normal[3]
+
float Normal[3]
float   UV[2]
+
float UV[2]
long   Tagval           // color channel bytes
+
long Tagval // color channel bytes
long    Bone Assignments // a packed byte array
+
uchar Bone Assignments[4] // a packed byte array
float   Weights[4]
+
float Weights[4]
long   VertID
+
long VertID
float   Tangent Normal[3]
+
float Tangent Normal[3]
[72 bytes per vertex]
+
[72 bytes per vertex]-->
</pre>
+
  
====Reading Vertex Data Blocks====
+
===Reading Vertex Data Blocks===
  
 
For each vertex, you need to loop through the VertexFormat as defined, and read the information in order.
 
For each vertex, you need to loop through the VertexFormat as defined, and read the information in order.
Line 177: Line 201:
  
 
Note that basically we just look through the VertexFormat, and read the data in order.  There is no fixed "vertex format" version, it's all controlled via the vertexformat data.
 
Note that basically we just look through the VertexFormat, and read the data in order.  There is no fixed "vertex format" version, it's all controlled via the vertexformat data.
<hr/>
+
 
[[Sims 3:Main Page]] -> [[Sims 3:PackedFileTypes]]
+
{{TS3AdvancedModdingHeader}}
<br/>[[Sims 3:Main Page]] -> [[Sims 3:RCOL]]
+

Latest revision as of 04:04, 26 January 2012

Modding Reference by Category

Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference 

Body Geometry - GEOM
TypeID:0x015A1849
Game Version:The Sims 3




[edit] Overview

This is a Sims 3:RCOL chunk for Body Geometry.

[edit] Format

DWORD 'GEOM'
DWORD Version			// 5
DWORD tgi offset		// see Sims 3:Key table
DWORD tgi size			// see Sims 3:Key table
DWORD EmbeddedID		// if no embedded material, will be 0
                                // otherwise, if the "morphskin" or "morphskincloth" shaders are used in the material, it will be the FNV32 hash of "SimSkin",
                                // and if the "morpheye" shader is used, it will be the FNV32 hash of "SimEyes"
--if (EmbeddedID != 0):
	DWORD ChunkSize
	--insert MTNF chunk	// follows the same format of MTNF from Sims 3:0x01D0E75D, starting at the 'MTNF' tag

DWORD mergeGroup
DWORD sortOrder                 // often zero

DWORD NumVerts			// Number of vertices
DWORD FCount			// Number of vertex elements
--repetition FCount:
	--insert Vertex Format	// see below
--repetition NumVerts:
	--insert Vertex Data	// see below

DWORD ItemCount                 // will usually be 1 (hardcoded in pipeline exporter), but sometimes other numbers
--repetition ItemCount:
	BYTE BytesPerFacePoint

DWORD NumFacePoints
--repetition NumFacePoints:
	BYTE[BytesPerFacePoint]	// Given that ItemCount is 1, BytesPerFacePoint is 2, this is a list of WORDs
				// Each set of three forms a face.

DWORD index 			// to a Skin Controller(0x00AE6C67)

DWORD count1
--repetition count1:
	DWORD bonehasharray	// 32-bit hash of used bone names.

--insert TGI Block List	// see Sims 3:Key table

[edit] Quirks

This format is packaged in a RCOL container, however doesn't adhere to the same standards that most do.

  • Declares a null resource key(00000000:00000000:0000000000000000) making it harder for tools to generically infer what type it is.
  • Contains a "Standard" TGI List, rather than using the built-in RCOL external references
  • Due to using the standard list rather than the scoped RCOL list, references made in the MTNF are interpreted differently
  • Pets EP introduced animal meshes that tend to have more than 1 uv-channel per mesh(uncommon or non-existent in previous human meshes)

[edit] Vertex Format

DWORD DataType
DWORD SubType
BYTE BytesPerElement

[edit] DataType

1 Position (3 float == 12 bytes)
2 Normal (3 float == 12 bytes)
3 UV (2 float == 8 bytes)
4 Bone Assignment (4 bytes)
5 Weights (4 float == 16 bytes)
6 Tangent Normal (3 float == 12 bytes)
7 TagVal (4 packed bytes) -- colour channel data
10 VertexID (dword == 4 bytes)

[edit] SubType

1 floats
2 bytes
3 color
4 dword

You calculate the offset of each element from the sum of the previous BytesPerElement

Based on contributions from karybdis and atavera

[edit] Vertex Data

[edit] Reading Vertex Data Blocks

For each vertex, you need to loop through the VertexFormat as defined, and read the information in order.

The order can be completely arbitary, and varied in size.

Here is some example code in c# to do so:

for (int i = 0; i < numVerts; i++)
{
	for (int j = 0; j < vertexFormats.Count; j++)
	{
		float x = 0;
		float y = 0;
		float z = 0;
		vertexFormat vf = (vertexFormat)vertexFormats[j];
		switch (vf.dataType)
		{
			case 1:
				x = reader.ReadSingle();
				z = reader.ReadSingle();
				y = reader.ReadSingle();
				sb.AppendLine("  XYZ: " + x.ToString() + " " + y.ToString() + " " + z.ToString() );
				break;
			case 2:
				x = reader.ReadSingle();
				z = reader.ReadSingle();
				y = reader.ReadSingle();
				sb.AppendLine("  Normal: " + x.ToString() + " " + y.ToString() + " " + z.ToString() );
				break;
			case 3:
				float u = reader.ReadSingle();
				float v = reader.ReadSingle();
				sb.AppendLine("  UV: " + u.ToString() + " " + v.ToString() );
				break;
			case 4:
				sb.AppendLine("  Bone: " + reader.ReadUInt32().ToString() );
				break;
			case 5:
				float w1 = reader.ReadSingle();
				float w2 = reader.ReadSingle();
				float w3 = reader.ReadSingle();
				float w4 = reader.ReadSingle();
				sb.AppendLine("  Weights: " + w1.ToString() + " " + w2.ToString() + " "
					+ w3.ToString() + " " + w4.ToString() );
				break;
			case 6:
				x = reader.ReadSingle();
				z = reader.ReadSingle();
				y = reader.ReadSingle();
				sb.AppendLine("  Tangent Normal: " + x.ToString() + " " + y.ToString() + " " + z.ToString() );
				break;
			case 7:
				// Note, not splitting this up yet just reading an int
				sb.AppendLine("  TagVal: " + reader.ReadUInt32().ToString() );
				break;
			case 10:
				sb.AppendLine("  VertexID: " + reader.ReadUInt32().ToString() );
				break;
		}
	}
}

Note that basically we just look through the VertexFormat, and read the data in order. There is no fixed "vertex format" version, it's all controlled via the vertexformat data.

Modding Reference by Category

Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference 

Personal tools
Namespaces

Variants
Actions
Navigation
game select
Toolbox