Difference between revisions of "Sims 3:0x02019972"

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m (Format)
 
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{{TS3ModdingHeader}}
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{{TS3AdvancedModdingHeader}}
 
{{TS3Resource
 
{{TS3Resource
 
|name=MTST
 
|name=MTST
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This is a [[Sims 3:RCOL]] chunk.
 
This is a [[Sims 3:RCOL]] chunk.
  
The purpose of the MTST is to allow multiple material definitions to be swapped by the game through the function:
+
The purpose of the MTST (Material Set) is to allow multiple material definitions to be swapped by the game through the function:
 
  ScriptCore.World.ObjectSetMaterial(ObjectGuid objId, string materialSetName, float transitionTime, bool bTransitionToOverlay);
 
  ScriptCore.World.ObjectSetMaterial(ObjectGuid objId, string materialSetName, float transitionTime, bool bTransitionToOverlay);
 
For most objects, this function is often accessed through the function:
 
For most objects, this function is often accessed through the function:
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  DWORD 'MTST'
 
  DWORD 'MTST'
 
  DWORD Version
 
  DWORD Version
DWORD Initial [[Sims 3:0x01D0E75D|MATD]] index
 
 
  DWORD [[FNV|FNV32]] of MATD Name
 
  DWORD [[FNV|FNV32]] of MATD Name
 +
DWORD Initial [[Sims 3:0x01D0E75D|MATD]] index
 
  DWORD Count
 
  DWORD Count
 
  --''Count'' repeats of
 
  --''Count'' repeats of
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Based on all MTST blocks so far seen, 'Count' is >= 1 and there is an entry named "Default", i.e.
 
Based on all MTST blocks so far seen, 'Count' is >= 1 and there is an entry named "Default", i.e.
  DWORD MATD index // == ''Initial MATD index''
+
  DWORD MATD index       // == ''Initial MATD index''
  DWORD 0x2EA8FB98 // FNV32 of "Default"
+
  DWORD 0x2EA8FB98       // FNV32 of "default"
 +
DWORD 0xEEAB4327      // FNV32 of "dirty"
 +
DWORD 0x2E5DF9BB      // FNV32 of "verydirty"
 +
DWORD 0xC3867C32      // FNV32 of "burnt"
 +
DWORD 0x257FB026      // FNV32 of "clogged" 
 
Where the MTST is a [[Sims_3:0x01661233|MODL]] block, ''index'' is ''or''-d with 0x10000000 and refers to the MODL resource RCOL block number.
 
Where the MTST is a [[Sims_3:0x01661233|MODL]] block, ''index'' is ''or''-d with 0x10000000 and refers to the MODL resource RCOL block number.
 
Where it is a MTST resource, ''index'' is ''or''-d with 0x30000000 (not sure what it indexes into, if anything).
 
Where it is a MTST resource, ''index'' is ''or''-d with 0x30000000 (not sure what it indexes into, if anything).
  
{{TS3ModdingHeader}}
+
{{TS3AdvancedModdingHeader}}

Latest revision as of 22:33, 31 July 2011

Modding Reference by Category

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

MTST
TypeID:0x02019972
Game Version:The Sims 3



[edit] Overview

This is a Sims 3:RCOL chunk.

The purpose of the MTST (Material Set) is to allow multiple material definitions to be swapped by the game through the function:

ScriptCore.World.ObjectSetMaterial(ObjectGuid objId, string materialSetName, float transitionTime, bool bTransitionToOverlay);

For most objects, this function is often accessed through the function:

Sims3.Gameplay.Abstracts.GameObject.SetMaterial(string materialSetName);

The string argument is FNV32 hashed and matched with the hash name to locate and swap out the object's material.

[edit] Format

DWORD 'MTST'
DWORD Version
DWORD FNV32 of MATD Name
DWORD Initial MATD index
DWORD Count
--Count repeats of
	DWORD MATD index
	DWORD FNV32 of MATD Name

Based on all MTST blocks so far seen, 'Count' is >= 1 and there is an entry named "Default", i.e.

DWORD MATD index       // == Initial MATD index
DWORD 0x2EA8FB98       // FNV32 of "default"
DWORD 0xEEAB4327       // FNV32 of "dirty"
DWORD 0x2E5DF9BB       // FNV32 of "verydirty"
DWORD 0xC3867C32       // FNV32 of "burnt"
DWORD 0x257FB026       // FNV32 of "clogged"  

Where the MTST is a MODL block, index is or-d with 0x10000000 and refers to the MODL resource RCOL block number. Where it is a MTST resource, index is or-d with 0x30000000 (not sure what it indexes into, if anything).

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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