Difference between revisions of "Sims 3:0xEA5118B0"
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=====Format===== | =====Format===== | ||
− | DWORD | + | DWORD //BE; Flags; 0x3FF mask? |
− | WORD | + | WORD //BE; View Flags |
− | FLOAT | + | FLOAT //BE; Lifetime |
− | DWORD Count1 | + | // Heading (Yaw) Curve |
− | + | DWORD Count1 //BE | |
− | DWORD Count2 | + | FLOAT //BE |
− | + | // Pitch Curve | |
− | DWORD Count3 | + | DWORD Count2 //BE |
− | + | FLOAT //BE | |
− | DWORD Count4 | + | // Roll Curve |
− | + | DWORD Count3 //BE | |
− | DWORD Count5 | + | FLOAT //BE |
− | + | // Distance Curve | |
− | DWORD Count6 | + | DWORD Count4 //BE |
− | FLOAT | + | FLOAT //BE |
− | DWORD Count7 | + | // FOV Curve |
− | FLOAT | + | DWORD Count5 //BE |
− | QWORD | + | FLOAT //BE |
− | WORD | + | // Near Clip Curve |
+ | DWORD Count6 //BE | ||
+ | FLOAT //BE | ||
+ | // Far Clip Curve | ||
+ | DWORD Count7 //BE | ||
+ | FLOAT //BE | ||
+ | QWORD //BE; Camera ID | ||
+ | WORD //BE; Cubemap Resource | ||
====Model Effect==== | ====Model Effect==== |
Revision as of 19:45, 12 August 2014
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 |
Effect Resource Tree - SWB | ||
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TypeID: | 0xEA5118B0 | |
Game Version: | The Sims 3 |
Overview
These internal files are known as Swarm Binaries, because they are read and rendered by the Swarm VFX System originally developed by Andrew Willmott. Variants of this system are used not only The Sims 3, but also The Sims 2, The Sims 4, SimCity 4, SimCity 5, and Spore. Swarm Binaries are compiled from text files written in Arg Script language. More info can be found in presentations here: http://www.andrewwillmott.com/talks/swarm-procedural-content
The internal format for Swarm Binaries was derived primarily by analyzing internal code for parsing them, hidden within The Sims 3 main executable itself.
The field names were initially guessed at by playing around with their values and observing the changes to the effect in The Sims 3 itself, by using an effect playing debug object, and later by using a dedicated Effect Player which uses the game's engine API included with The Sims 3 Create-A-World Tool. The actual field names were finally found as symbols for Swarm Binary structures within PDB files included with leaked dev versions of SimCity 5, and correlated to corresponding fields in The Sims 3's Swarm Binary format, which is why some of the fields are still unknown.
Format Facts:
- It is primarily Big Endian, but groups of floats denoting vectors are swizzled to Little Endian.
- Curves are used to determine how the effects change over time.
- There are often "vary" and "offset" fields corresponding to this curves that are used to adjust the values using the following formula:
- random(1 - vary, 1 + vary) * current_value + offset
- The format can be easily expanded by increasing the version of a component type and/or adding entirely new components.
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
QWORD //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 DWORD //BE; Emit Rate Curve Cycles; Should be FLOAT? FLOAT //BE; Emit Rate Speed Scale // Size Curve DWORD Count //BE FLOAT //BE FLOAT //BE; Size Vary // Pitch Curve DWORD Count //BE FLOAT //BE // Roll Curve DWORD Count //BE FLOAT //BE // Heading (Yaw) Curve DWORD Count //BE FLOAT //BE FLOAT //BE; Pitch Vary FLOAT //BE; Roll Vary FLOAT //BE; Heading (Yaw) Vary FLOAT //BE; Pitch Offset FLOAT //BE; Roll Offset FLOAT //BE; Heading (Yaw) Offset // Color Curve DWORD Count //BE FLOAT //le ; Red ; 0 - 1 FLOAT //le ; Green ; 0 - 1 FLOAT //le ; Blue ; 0 - 1 // Color Vary FLOAT //le ; Red ; 0 - 1 FLOAT //le ; Green ; 0 - 1 FLOAT //le ; Blue ; 0 - 1 // Alpha Curve (0 - 1 = transparent - opaque) DWORD Count //BE FLOAT //BE FLOAT //BE; Alpha Vary ZSTRING Base Effect //See Effect Handles below ZSTRING Death Effect //See Effect Handles below BYTE //BE; Align Mode FLOAT[3] //le; Directional Forces Sum FLOAT[3] //le; Global 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; 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 1 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 // Random Walk 2 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; Random Walk Preferred Direction FLOAT //BE; Align Damping FLOAT //BE; Bank Amount FLOAT //BE; Bank Damping 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 FLOAT //BE; Tractor Reset Speed
Decal Effect
Overview
This is mostly used for things like the build tool UI tools(i.e. the terrain tool circle).
Format
DWORD //BE; Flags; 0x7F mask? QWORD //BE; IID64 of a DDS Resource BYTE //BE; ??? FLOAT //BE; ??? BYTE //BE; ??? FLOAT //BE; Lifetime // Rotation Curve DWORD Count1 //BE FLOAT //BE // Size Curve DWORD Count2 //BE FLOAT //BE // Alpha Curve DWORD Count3 //BE FLOAT //BE // Color Curve DWORD Count4 //BE FLOAT //le ; Red ; 0 - 1 FLOAT //le ; Green ; 0 - 1 FLOAT //le ; Blue ; 0 - 1 // Aspect Ratio Curve DWORD Count5 //BE FLOAT //BE FLOAT //BE; Alpha Vary FLOAT //BE; Size Vary FLOAT //BE; Rotation Vary FLOAT //BE; Texture Repeat FLOAT[2] //le; Texture Offset QWORD //BE; Emit Color Map IID64; usually 0xFFFFFFFFFFFFFFFF if (Version >= 2) BYTE //BE; ???
Sequence Effect
Overivew
Combines effect compilations so they play out sequentially
Format
DWORD Count1 FLOAT[2] Time Range //Little Endian ZSTRING Effect Name //See Effect Handles below DWORD Flags //0xF mask?
Sound Effect
Overview
Plays a sound
Format
DWORD //BE; Flags; 0xF mask? QWORD //BE; IID64 of an Audio Tuner FLOAT //BE; Location Update Delta FLOAT //BE; Play Time FLOAT //BE; Volume if (Version >= 2) BYTE //BE; ???
Shake Effect
Format
FLOAT //BE; Lifetime FLOAT //BE; Fade Time // Strength Curve DWORD Count1 //BE FLOAT //BE // Frequency Curve DWORD Count2 //BE FLOAT //BE FLOAT //BE; Aspect Ratio BYTE //BE; Base Table Type FLOAT //BE; Falloff
Camera Effect
Format
DWORD //BE; Flags; 0x3FF mask? WORD //BE; View Flags FLOAT //BE; Lifetime // Heading (Yaw) Curve DWORD Count1 //BE FLOAT //BE // Pitch Curve DWORD Count2 //BE FLOAT //BE // Roll Curve DWORD Count3 //BE FLOAT //BE // Distance Curve DWORD Count4 //BE FLOAT //BE // FOV Curve DWORD Count5 //BE FLOAT //BE // Near Clip Curve DWORD Count6 //BE FLOAT //BE // Far Clip Curve DWORD Count7 //BE FLOAT //BE QWORD //BE; Camera ID WORD //BE; Cubemap Resource
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 | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |