Difference between revisions of "Sims 3:0xEA5118B0"
(Added changes in Resource reference block; these changes made the effects resource in patch 1.55 work for me) |
ChaosMageX (Talk | contribs) (→Format: Added Particle Effect field names based on findings made by Rick) |
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======Format====== | ======Format====== | ||
− | DWORD //Flags | + | DWORD //BE; Flags |
− | FLOAT // | + | FLOAT[2] //le; Particle Lifetime |
− | FLOAT // | + | FLOAT //BE; Preroll Time |
− | FLOAT // | + | FLOAT[2] //le; Emit Delay |
− | FLOAT // | + | FLOAT[2] //le; Emit Retrigger |
− | FLOAT // | + | FLOAT[3] //le; Emit Direction Bounding Box Minimum |
− | FLOAT // | + | FLOAT[3] //le; Emit Direction Bounding Box Maximum |
− | FLOAT // | + | FLOAT[2] //le; Emit Speed |
− | FLOAT // | + | FLOAT[3] //le; Emit Volume Bounding Box Minimum |
− | FLOAT // | + | FLOAT[3] //le; Emit Volume Bounding Box Maximum |
− | FLOAT // | + | FLOAT //BE; Emit Torus Width |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | // | + | // Emit Rate Curve (Particles/Sim-Minute) |
− | DWORD Count | + | DWORD Count //BE |
− | + | FLOAT //BE | |
− | FLOAT | + | FLOAT //BE; Emit Rate Curve Time |
− | WORD | + | WORD //BE; Emit Rate Curve Cycles |
− | FLOAT | + | FLOAT //BE; Emit Rate Speed Scale |
− | // | + | |
− | DWORD Count | + | // Size Curve |
− | + | DWORD Count //BE | |
− | FLOAT | + | FLOAT //BE |
− | // | + | FLOAT //BE; Size Vary |
− | DWORD Count | + | |
− | + | // Aspect Ratio Curve (1 is normal) | |
− | //Randomization Multipliers: | + | DWORD Count //BE |
+ | FLOAT //BE | ||
+ | |||
+ | // Randomization Multipliers: | ||
// If > 0, randomly scaled between 0 and value for each particle | // If > 0, randomly scaled between 0 and value for each particle | ||
// and multiplied to each value of the specified delta list | // and multiplied to each value of the specified delta list | ||
Line 128: | Line 119: | ||
// a lot more particles were very wide and spinning rapidly, | // a lot more particles were very wide and spinning rapidly, | ||
// and very few particles were narrow and spinning slowly. | // and very few particles were narrow and spinning slowly. | ||
− | FLOAT // | + | // UPDATE: The basic formula is: (1 + random(-1,1) * vary) * value |
− | FLOAT //Rotation | + | FLOAT // BE; Aspect Ratio Vary |
+ | FLOAT // BE; Rotation Vary | ||
+ | FLOAT // BE; Rotation Offset | ||
− | + | // Rotation Curve (1 = one clockwise rotation = 360 degrees) | |
− | //Rotation | + | DWORD Count //BE |
− | DWORD Count | + | FLOAT //BE |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | //Color | + | // Alpha Curve (0 - 1 = transparent - opaque) |
+ | DWORD Count //BE | ||
+ | FLOAT //BE | ||
+ | FLOAT //BE; Alpha Vary; 0 - 1 = transparent - opaque | ||
+ | |||
+ | // Color Curve | ||
+ | DWORD Count //BE | ||
+ | FLOAT //le ; Red ; 0 - 1 | ||
+ | FLOAT //le ; Green ; 0 - 1 | ||
+ | FLOAT //le ; Blue ; 0 - 1 | ||
+ | |||
+ | //Color Vary that is added at a random intensity to each particle | ||
//Example: if set to (0,0,1) with white particles, | //Example: if set to (0,0,1) with white particles, | ||
// some particles will be bright yellow, some will be pale yellow, and most will be white | // some particles will be bright yellow, some will be pale yellow, and most will be white | ||
− | FLOAT // | + | FLOAT //le ; Red ; 0 - 1 |
− | FLOAT // | + | FLOAT //le ; Green ; 0 - 1 |
− | FLOAT // | + | FLOAT //le ; Blue ; 0 - 1 |
//Resource reference block | //Resource reference block | ||
− | QWORD // | + | QWORD //BE; IID<sub>64</sub> of a an image([[Sims_3:0x00B2D882|DDS]]), model([[Sims_3:0x736884F1|VPXY]]), or material(see [[#Materials|Material Section]] below) |
− | BYTE | + | BYTE //BE; Format |
− | BYTE | + | BYTE //BE; DrawMode |
− | if(( | + | if ((DrawMode & 0x80) == 0x80) DWORD //BE; ??? |
− | if(( | + | if ((DrawMode & 0x40) == 0x40) BYTE //BE; ??? |
− | BYTE | + | |
− | BYTE | + | // BE; Draw Flags |
− | WORD | + | if (Version >= 6) WORD |
− | FLOAT | + | else BYTE |
− | QWORD //0xFFFFFFFFFFFFFFFF | + | |
+ | BYTE //BE; Buffer | ||
+ | WORD //BE; Layer | ||
+ | FLOAT //BE; Sort Offset | ||
+ | QWORD //BE; Second IID<sub>64</sub>; almost always 0xFFFFFFFFFFFFFFFF | ||
+ | |||
+ | BYTE //BE; Physics Type | ||
+ | BYTE //BE; Override Set | ||
+ | BYTE //BE; Tile Count U | ||
+ | BYTE //BE; Tile Count V | ||
+ | BYTE //BE; Align Mode | ||
+ | FLOAT //BE; Frame Speed | ||
+ | BYTE //BE; Frame Start | ||
+ | BYTE //BE; Frame Count | ||
+ | BYTE //BE; Frame Random | ||
+ | FLOAT[3] //le; Directional Forces Sum | ||
+ | FLOAT //BE; Wind Strength | ||
+ | FLOAT //BE; Gravity Strength | ||
+ | FLOAT //BE; Radial Force | ||
+ | FLOAT[3] //le; Radial Force Location | ||
+ | FLOAT //BE; Drag | ||
+ | FLOAT //BE; Velocity Stretch | ||
+ | FLOAT //BE; Screw Rate | ||
+ | |||
+ | // Wiggles | ||
+ | DWORD Count //BE | ||
+ | FLOAT //BE; Time Rate | ||
+ | FLOAT[3] //le; Rate Direction | ||
+ | FLOAT[3] //le; Wiggle Direction | ||
+ | |||
+ | BYTE //BE; Screen Bloom Alpha Rate; usually 0x00 | ||
+ | BYTE //BE; Screen Bloom Alpha Base; usually 0xFF | ||
+ | BYTE //BE; Screen Bloom Size Rate; usually 0x00 | ||
+ | BYTE //BE; Screen Bloom Size Base; usually 0xFF | ||
+ | |||
+ | // Loop Box Color Curve | ||
+ | DWORD Count //BE | ||
+ | FLOAT //le ; Red ; 0 - 1 | ||
+ | FLOAT //le ; Green ; 0 - 1 | ||
+ | FLOAT //le ; Blue ; 0 - 1 | ||
+ | |||
+ | // Loop Box Alpha Curve | ||
+ | DWORD Count //BE | ||
+ | FLOAT //BE; 0 - 1 = transparent - opaque | ||
+ | |||
+ | // Surfaces | ||
+ | DWORD Count //BE | ||
+ | DWORD //BE; Flags; 0x3FFF mask? | ||
+ | QWORD //BE; IID<sub>64</sub> of a surface map(see [[#Materials|Material Section]] below)? | ||
+ | FLOAT //BE; Bounce ; Should be DWORD? | ||
+ | FLOAT //BE; Slide ; Should be DWORD? | ||
+ | FLOAT //BE; Collision Radius ; Should be DWORD? | ||
+ | FLOAT //BE; Death Probability ; Should be DWORD? | ||
+ | DWORD //BE; Pin Offset | ||
+ | ZSTRING //??? | ||
+ | ZSTRING //??? | ||
+ | DWORD Count //BE | ||
+ | FLOAT[3] //le; Surface Point | ||
+ | |||
+ | FLOAT //BE; Map Bounce | ||
+ | FLOAT //BE; Map Repulse Height | ||
+ | FLOAT //BE; Map Repulse Strength | ||
+ | FLOAT //BE; Map Repulse Scout Distance | ||
+ | FLOAT //BE; Map Repulse Vertical | ||
+ | FLOAT //BE; Map Repulse Kill Height; usually -1000000000.0 | ||
+ | FLOAT //BE; Probability Death; usually 0.0 | ||
+ | FLOAT[2] //le; Altitude Range; usually (-10000.0, 10000.0) | ||
+ | QWORD //BE; Force Map IID<sub>64</sub>; usually 0xFFFFFFFFFFFFFFFF | ||
+ | QWORD //BE; Emit Rate Map IID<sub>64</sub>; usually 0xFFFFFFFFFFFFFFFF | ||
+ | QWORD //BE; Emit Color Map IID<sub>64</sub>; usually 0xFFFFFFFFFFFFFFFF | ||
− | + | // Random Walk | |
− | + | FLOAT[2] //le; Time | |
− | + | FLOAT[2] //le; Strength | |
− | + | FLOAT //BE; Turn Range | |
− | + | FLOAT //BE; Turn Offset | |
− | + | FLOAT //BE; Mix | |
− | + | // Turn Offset Curve | |
− | + | DWORD Count //BE | |
− | + | FLOAT //BE | |
− | + | BYTE //BE; Walk Loop Type | |
− | FLOAT // | + | |
− | FLOAT // | + | |
− | + | ||
− | + | ||
− | + | ||
− | FLOAT // | + | |
− | FLOAT // | + | |
− | FLOAT // | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | DWORD Count | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | FLOAT // | + | FLOAT[3] //le; Attractor Origin |
− | + | // Attractor Strength Curve | |
− | + | DWORD Count //BE | |
− | + | FLOAT //BE | |
− | + | FLOAT //BE; Range | |
− | + | FLOAT //BE; Kill Range | |
− | + | ||
− | + | // Path Points | |
− | + | DWORD Count //BE | |
− | + | FLOAT[3] //le; Position | |
− | + | FLOAT[3] //le; Velocity | |
− | + | FLOAT //BE; Time | |
− | + | ||
− | + | ||
− | DWORD Count | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | if(Version >= 2) | + | if (Version >= 2) |
− | + | FLOAT[3] //le; ??? | |
− | + | DWORD Count //BE | |
− | + | FLOAT[3] //le; ??? | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | if(Version >=3)BYTE | + | if (Version >=3) BYTE //BE; ??? |
− | if(Version >=4)FLOAT | + | if (Version >=4) FLOAT //BE; ??? |
− | if(Version >=5)FLOAT | + | if (Version >=5) FLOAT //BE; ??? |
====Metaparticle Effect==== | ====Metaparticle Effect==== |
Revision as of 17:11, 12 August 2014
Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |
Effect Resource Tree - SWB | ||
---|---|---|
TypeID: | 0xEA5118B0 | |
Game Version: | The Sims 3 |
Overview
Defines special effects.
Format
All data is in Big Endian order unless otherwise noted(most floats). This spec is very primitive and needs work.
WORD Version Effect Sections Resource Sections VisualEffect Section BYTE[4] //FFFFFFFF VisualEffect Handles
Effect Sections
Format
--Repeat until BlockType 0xFFFF // Block List WORD BlockType WORD Version DWORD Count --repeat(Count) --Insert block data(depending on type)
Blocks
BlockType | |
---|---|
0x0001 | Particle Effect |
0x0002 | Metaparticle Effect |
0x0003 | Decal Effect |
0x0004 | Effect Sequence |
0x0005 | Sound Effect |
0x0006 | Shake Effect |
0x0007 | Camera Effect |
0x0008 | Model Effect |
0x0009 | Screen Effect |
0x000A | Unused |
0x000B | Game Effect |
0x000C | Fast Particle Effect |
0x000D | Distribute Effect |
0x000E | Ribbon Effect |
0x000F | Sprite Effect |
Particle Effect
Format
DWORD //BE; Flags FLOAT[2] //le; Particle Lifetime FLOAT //BE; Preroll Time FLOAT[2] //le; Emit Delay FLOAT[2] //le; Emit Retrigger FLOAT[3] //le; Emit Direction Bounding Box Minimum FLOAT[3] //le; Emit Direction Bounding Box Maximum FLOAT[2] //le; Emit Speed FLOAT[3] //le; Emit Volume Bounding Box Minimum FLOAT[3] //le; Emit Volume Bounding Box Maximum FLOAT //BE; Emit Torus Width // Emit Rate Curve (Particles/Sim-Minute) DWORD Count //BE FLOAT //BE FLOAT //BE; Emit Rate Curve Time WORD //BE; Emit Rate Curve Cycles FLOAT //BE; Emit Rate Speed Scale // Size Curve DWORD Count //BE FLOAT //BE FLOAT //BE; Size Vary // Aspect Ratio Curve (1 is normal) DWORD Count //BE FLOAT //BE // Randomization Multipliers: // If > 0, randomly scaled between 0 and value for each particle // and multiplied to each value of the specified delta list // Seems to favor higher values, since when I set each to 10, // a lot more particles were very wide and spinning rapidly, // and very few particles were narrow and spinning slowly. // UPDATE: The basic formula is: (1 + random(-1,1) * vary) * value FLOAT // BE; Aspect Ratio Vary FLOAT // BE; Rotation Vary FLOAT // BE; Rotation Offset // Rotation Curve (1 = one clockwise rotation = 360 degrees) DWORD Count //BE FLOAT //BE // Alpha Curve (0 - 1 = transparent - opaque) DWORD Count //BE FLOAT //BE FLOAT //BE; Alpha Vary; 0 - 1 = transparent - opaque // Color Curve DWORD Count //BE FLOAT //le ; Red ; 0 - 1 FLOAT //le ; Green ; 0 - 1 FLOAT //le ; Blue ; 0 - 1 //Color Vary that is added at a random intensity to each particle //Example: if set to (0,0,1) with white particles, // some particles will be bright yellow, some will be pale yellow, and most will be white FLOAT //le ; Red ; 0 - 1 FLOAT //le ; Green ; 0 - 1 FLOAT //le ; Blue ; 0 - 1 //Resource reference block QWORD //BE; IID64 of a an image(DDS), model(VPXY), or material(see Material Section below) BYTE //BE; Format BYTE //BE; DrawMode if ((DrawMode & 0x80) == 0x80) DWORD //BE; ??? if ((DrawMode & 0x40) == 0x40) BYTE //BE; ??? // BE; Draw Flags if (Version >= 6) WORD else BYTE BYTE //BE; Buffer WORD //BE; Layer FLOAT //BE; Sort Offset QWORD //BE; Second IID64; almost always 0xFFFFFFFFFFFFFFFF BYTE //BE; Physics Type BYTE //BE; Override Set BYTE //BE; Tile Count U BYTE //BE; Tile Count V BYTE //BE; Align Mode FLOAT //BE; Frame Speed BYTE //BE; Frame Start BYTE //BE; Frame Count BYTE //BE; Frame Random FLOAT[3] //le; Directional Forces Sum FLOAT //BE; Wind Strength FLOAT //BE; Gravity Strength FLOAT //BE; Radial Force FLOAT[3] //le; Radial Force Location FLOAT //BE; Drag FLOAT //BE; Velocity Stretch FLOAT //BE; Screw Rate // Wiggles DWORD Count //BE FLOAT //BE; Time Rate FLOAT[3] //le; Rate Direction FLOAT[3] //le; Wiggle Direction BYTE //BE; Screen Bloom Alpha Rate; usually 0x00 BYTE //BE; Screen Bloom Alpha Base; usually 0xFF BYTE //BE; Screen Bloom Size Rate; usually 0x00 BYTE //BE; Screen Bloom Size Base; usually 0xFF // Loop Box Color Curve DWORD Count //BE FLOAT //le ; Red ; 0 - 1 FLOAT //le ; Green ; 0 - 1 FLOAT //le ; Blue ; 0 - 1 // Loop Box Alpha Curve DWORD Count //BE FLOAT //BE; 0 - 1 = transparent - opaque // Surfaces DWORD Count //BE DWORD //BE; Flags; 0x3FFF mask? QWORD //BE; IID64 of a surface map(see Material Section below)? FLOAT //BE; Bounce ; Should be DWORD? FLOAT //BE; Slide ; Should be DWORD? FLOAT //BE; Collision Radius ; Should be DWORD? FLOAT //BE; Death Probability ; Should be DWORD? DWORD //BE; Pin Offset ZSTRING //??? ZSTRING //??? DWORD Count //BE FLOAT[3] //le; Surface Point FLOAT //BE; Map Bounce FLOAT //BE; Map Repulse Height FLOAT //BE; Map Repulse Strength FLOAT //BE; Map Repulse Scout Distance FLOAT //BE; Map Repulse Vertical FLOAT //BE; Map Repulse Kill Height; usually -1000000000.0 FLOAT //BE; Probability Death; usually 0.0 FLOAT[2] //le; Altitude Range; usually (-10000.0, 10000.0) QWORD //BE; Force Map IID64; usually 0xFFFFFFFFFFFFFFFF QWORD //BE; Emit Rate Map IID64; usually 0xFFFFFFFFFFFFFFFF QWORD //BE; Emit Color Map IID64; usually 0xFFFFFFFFFFFFFFFF // Random Walk FLOAT[2] //le; Time FLOAT[2] //le; Strength FLOAT //BE; Turn Range FLOAT //BE; Turn Offset FLOAT //BE; Mix // Turn Offset Curve DWORD Count //BE FLOAT //BE BYTE //BE; Walk Loop Type FLOAT[3] //le; Attractor Origin // Attractor Strength Curve DWORD Count //BE FLOAT //BE FLOAT //BE; Range FLOAT //BE; Kill Range // Path Points DWORD Count //BE FLOAT[3] //le; Position FLOAT[3] //le; Velocity FLOAT //BE; Time if (Version >= 2) FLOAT[3] //le; ??? DWORD Count //BE FLOAT[3] //le; ??? if (Version >=3) BYTE //BE; ??? if (Version >=4) FLOAT //BE; ??? if (Version >=5) FLOAT //BE; ???
Metaparticle Effect
Overview
This type takes an existing effect and modifies it
Format
DWORD DWORD FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT DWORD Count FLOAT FLOAT DWORD DWORD Count FLOAT FLOAT DWORD Count FLOAT DWORD Count FLOAT DWORD Count FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT FLOAT ZSTRING Base Effect //See Effect Handles below ZSTRING Death Effect //See Effect Handles below BYTE FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT DWORD Count FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian BYTE[4] //00FF00FF DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT DWORD Count DWORD QWORD FLOAT FLOAT FLOAT FLOAT BYTE[4] ZSTRING ZSTRING DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT //-1000000000.0 FLOAT // 0.0 FLOAT //-10000.0 Little Endian FLOAT // 10000.0 Little Endian QWORD //0xFFFFFFFFFFFFFFFF QWORD //0xFFFFFFFFFFFFFFFF QWORD //0xFFFFFFFFFFFFFFFF FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT DWORD Count FLOAT BYTE FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT DWORD Count FLOAT BYTE FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT FLOAT FLOAT DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT timecode FLOAT
Decal Effect
Overview
This is mostly used for things like the build tool UI tools(i.e. the terrain tool circle).
Format
DWORD QWORD //I64 of a DDS Resource BYTE FLOAT BYTE FLOAT DWORD Count1 FLOAT DWORD Count2 FLOAT DWORD Count3 FLOAT //Color Deltas DWORD Count4 FLOAT Red //Little Endian FLOAT Green //Little Endian FLOAT Blue //Little Endian DWORD Count5 FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT //Little Endian FLOAT //Little Endian QWORD //0xFFFFFFFFFFFFFFFF if(version >= 2)BYTE
Sequence Effect
Overivew
Combines effect compilations so they play out sequentially
Format
DWORD Count1 FLOAT //Little Endian FLOAT //Little Endian ZSTRING Effect Name //See Effect Handles below DWORD
Sound Effect
Overview
Plays a sound
Format
DWORD QWORD //I64 of an Audio Tuner FLOAT FLOAT FLOAT
Shake Effect
Format
FLOAT FLOAT DWORD Count1 FLOAT DWORD Count2 FLOAT FLOAT BYTE FLOAT
Camera Effect
Format
DWORD WORD FLOAT DWORD Count1 FLOAT DWORD Count2 FLOAT DWORD Count3 FLOAT DWORD Count4 FLOAT DWORD Count5 FLOAT DWORD Count6 FLOAT DWORD Count7 FLOAT QWORD WORD
Model Effect
Format
DWORD QWORD FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT DWORD Count FLOAT //Little Endian FLOAT //Little Endian DWORD Count --repeat(Count) FLOAT DWORD DWORD BYTE BYTE QWORD //0xFFFFFFFFFFFFFFFF BYTE
Screen Effect
Format
BYTE DWORD DWORD Count FLOAT Red //Little Endian FLOAT Green //Little Endian FLOAT Blue //Little Endian DWORD Count FLOAT DWORD Count FLOAT FLOAT DWORD DWORD DWORD QWORD DWORD Count BYTE BYTE QWORD DWORD Count BYTE DWORD Count FLOAT FLOAT DWORD Count DWORD DWORD Count FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT //Little Endian FLOAT //Little Endian DWORD Count DWORD
Game Effect
No examples to decode
FastParticle Effect
No examples to decode
Distribute Effect
Overview
Note: there is only one of these
Format
DWORD DWORD ZSTRING DWORD BYTE FLOAT WORD FLOAT FLOAT[12] Transform Matrix//Little Endian DWORD Count FLOAT DWORD DWORD Count FLOAT DWORD Count FLOAT DWORD Count FLOAT DWORD DWORD DWORD DWORD DWORD DWORD DWORD Count FLOAT Red //Little Endian FLOAT Green //Little Endian FLOAT Blue //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT DWORD DWORD Count DWORD QWORD FLOAT FLOAT FLOAT FLOAT DWORD ZSTRING ZSTRING DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian QWORD //0xFFFFFFFFFFFFFFFF QWORD //0xFFFFFFFFFFFFFFFF QWORD //0xFFFFFFFFFFFFFFFF FLOAT //Little Endian FLOAT //Little Endian QWORD //0xFFFFFFFFFFFFFFFF BYTE BYTE flag if(flag & 0x80) DWORD BYTE BYTE WORD DWORD QWORD //0xFFFFFFFFFFFFFFFF BYTE DWORD
Ribbon Effect
Overview
Examples of this effect first appear in the Create A Pet Demo
Format
DWORD DWORD DWORD DWORD Count FLOAT DWORD Count FLOAT FLOAT FLOAT FLOAT DWORD Count FLOAT Red //Little Endian FLOAT Green //Little Endian FLOAT Blue //Little Endian DWORD Count FLOAT DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT DWORD Count FLOAT DWORD Count FLOAT DWORD FLOAT //Resource reference block QWORD //I64 of a an image(DDS), model(VPXY), or material(see Material Section below) BYTE BYTE flag if((flag & 0x80)==0x80) DWORD BYTE BYTE WORD FLOAT QWORD //0xFFFFFFFFFFFFFFFF DWORD //0xFFFFFFFF FLOAT FLOAT FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT QWORD //0xFFFFFFFFFFFFFFFF QWORD //0xFFFFFFFFFFFFFFFF DWORD
Sprite Effect
Overview
Examples of this effect first appear in the Create A Pet Demo
Format
DWORD DWORD DWORD FLOAT WORD DWORD Count FLOAT DWORD Count FLOAT Red //Little Endian FLOAT Green //Little Endian FLOAT Blue //Little Endian DWORD Count FLOAT FLOAT FLOAT FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT //Resource reference block QWORD //I64 of a an image(DDS), model(VPXY), or material(see Material Section below) BYTE BYTE flag if((flag & 0x80)==0x80) DWORD BYTE BYTE WORD FLOAT QWORD //0xFFFFFFFFFFFFFFFF BYTE
Resource Sections
Format
--Repeat until ResourceType 0xFFFF // Block List WORD ResourceType WORD Version DWORD Count --repeat(Count) --Insert resource data(depending on type)
Resources
ID | Name |
---|---|
0x0000 | Map |
0x0001 | Material |
Map
No examples to decode
Material
Overview
References shaders from "Shaders_Win32.precomp", making them available to the particle effects in the previous section and overriding some parameters.
Format
QWORD Hashed name QWORD Shader DWORD Count1 QWORD Property Id BYTE dataType switch(dataType) case 06: QWORD // DDS Instance Id case 00: FLOAT // Little Endian
Shaders
FNV32 Hashed shader names from "Shaders_Win32.precomp"
ID | Name |
---|---|
0x8FAB3764 | Fluid Effect |
0x4968A478 | Sim Censor |
Properties
FNV32 Hashed property names from "Shaders_Win32.precomp"
ID | Name |
---|---|
0x6CC0FD85 | Diffuse Map |
0x6E56548A | Normal Map |
0x8C27D8C9 | Edge Darkening |
0xC3C472A1 | Refraction Distortion Scale |
0x6A203374 | Clip Alpha Opacity |
0x556010DC | Alpha Cutoff |
0xF2FCAD8C | Specular Scale |
0xF43D2BDC | Multiply Value |
0x3965ECE0 | Additive Value |
VisualEffect Section
Overview
This section combines multiple effects from the previous sections. The same effects are often used more than once here but with different offsets and parameters.
Format
WORD SectionType //0x0000 WORD Version //0x0002 DWORD EffectCount --Repeat EffectCount // Effect Block Table DWORD DWORD DWORD FLOAT //Little Endian FLOAT //Little Endian DWORD BYTE DWORD Count FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD DWORD BlockIndexCount --repeat BlockIndexCount BYTE BlockType DWORD WORD FLOAT FLOAT[12] Transformation Matrix //Little Endian BYTE BYTE DWORD Count --repeat Count FLOAT FLOAT FLOAT FLOAT[6] // always 1.0 FLOAT FLOAT WORD WORD FLOAT DWORD BlockIndex if(version >=2) BYTE BYTE
VisualEffect Handles
Overview
This is the root of an effect tree. Effects are called via scripts and clip events by the name provided in this section, which links to the other parts.
Format
--Repeat until index 0xFFFFFFFF DWORD CompilationIndex //see previous section ZSTRING EffectName
Modding Reference by Category | |
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Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |