Difference between revisions of "Sims 3:0x015A1849"

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[[Sims 3:Main Page]] -> [[Sims 3:PackedFileTypes]]
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{{TS3AdvancedModdingHeader}}
<br/>[[Sims 3:Main Page]] -> [[Sims 3:RCOL]]
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{{TS3Resource
<hr/>
+
|name=Body Geometry - GEOM
==Body Geometry==
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|typeid= 0x015A1849
This is a [[Sims 3:RCOL]] chunk.
+
|expansion=The Sims 3
===Header===
+
}}
<pre>
+
<br clear="all">
long    'GEOM'
+
__NOTOC__
long    Version                // 5
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long    Reference Table offset // points to number of external tgi references in tail (numtgi)
+
long    Reference Table size  // this will be 4+(number of references*16)
+
long    EmbeddedID            //(0, 0x548394B9 (FNV32 of "SimSkin") observed)
+
if(EmbeddedID!=0) {
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  long ChunkSize
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  byte[ChunkSize]              // starts with 'MTNF', follows the same format of MTNF from Sims 3:0x01D0E75D
+
  }
+
long  0                        //unknown purpose
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long  0                        // unknown purpose
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long  NumVerts
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long  FCount                  // was named Version, but is number of vertex elements
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block  VertexFormat[FCount]    // long, long, byte; documented below 9 bytes/vertex-element-count
+
struct VertexData[NumVerts]    // follows vertex format block, documented below
+
block  FaceFmt                  // long ItemCount, byte BytesPerFacepoint
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long  NumFacePoints            // means faces*3
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word [NumFacePoints][3]        // standard face index (three unsigned words per face) for 2-byte FaceFmt
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</pre>
+
  
===Tail===
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=Overview=
<pre>
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This is a [[Sims 3:RCOL]] chunk for Body Geometry.
long flags
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=Format=
long count1
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DWORD 'GEOM'
long bonehasharray[count1]  // 32-bit hash of used bone names.
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  DWORD Version // 5
long numtgi                 // number of External references that follow
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  DWORD tgi offset // see [[Sims 3:Key table]]
block references[numtgi]     // each is a TGI[sub]64[/sub], a 16-byte quantity, so size is 16*numtgi
+
  DWORD tgi size // see [[Sims 3:Key table]]
                            // references are to DDS textures and BONE file
+
  DWORD EmbeddedID // if no embedded material, will be 0
</pre>
+
                                // 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 // [[#Vertex_Format|see below]]
 +
--repetition NumVerts:
 +
--insert Vertex Data // [[#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 [[Sims_3:0x00AE6C67|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]]
 +
==Quirks==
 +
This format is packaged in a [[Sims_3:RCOL|RCOL]] container, however doesn't adhere to the same standards that most do.
  
===VertexFormat===
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* Declares a null resource key(00000000:00000000:0000000000000000) making it harder for tools to generically infer what type it is.
For each vertex count:
+
* Contains a "Standard"  [[Sims_3:Key_table|TGI List]], rather than using the built-in [[Sims_3:RCOL|RCOL]] external references
<pre>
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* 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
long  DataType
+
* Pets EP introduced animal meshes that tend to have more than 1 uv-channel per mesh(uncommon or non-existent in previous human meshes)
long  SubType
+
 
byte  BytesPerElement
+
==Vertex Format==
</pre>
+
DWORD DataType
====DataType====
+
DWORD SubType
{| border="1"
+
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)
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|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====
+
===SubType===
{| border="1"
+
{| class="wikitable" border="1"
|+
+
|-
 
|1||floats
 
|1||floats
|+
+
|-
 
|2||bytes
 
|2||bytes
|+
+
|-
|4||long
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|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
Line 78: Line 98:
 
Based on contributions from karybdis and atavera
 
Based on contributions from karybdis and atavera
  
====Examples====
+
==Vertex Data==
Known Vertex Formats:
+
<!--Data for the known Vertex Formats follows.
<pre>
+
===Format 3===
Format 3 VertexData is:
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float PositionDelta[3]
float PositionDelta[3]
+
float NormalDelta[3]
float NormalDelta[3]
+
long VertID
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 183: 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 

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