Difference between revisions of "Sims 3:0x01D10F34"
ChaosMageX (Talk | contribs) (Addendum to cover format of objects with geometry states) |
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Finally, the MLOD block is ended with: | Finally, the MLOD block is ended with: | ||
FLOAT[6] // unknown purpose; so far, only value encountered is (0.0, 0.0, 0.0, 1.0, 0.0) | FLOAT[6] // unknown purpose; so far, only value encountered is (0.0, 0.0, 0.0, 1.0, 0.0) | ||
− | + | <hr/> | |
The purpose of geometry states is to sub-divide the mesh of a given group, allowing the model to be dynamically changed by the game through the function: | The purpose of geometry states is to sub-divide the mesh of a given group, allowing the model to be dynamically changed by the game through the function: | ||
ScriptCore.World.ObjectSetGeometryVisibilityState(ObjectGuid objId, string geometryVisibilityState); | ScriptCore.World.ObjectSetGeometryVisibilityState(ObjectGuid objId, string geometryVisibilityState); |
Revision as of 01:35, 28 August 2009
Sims 3:Main Page -> Sims 3:PackedFileTypes
Sims 3:Main Page -> Sims 3:RCOL
Object Model LOD
This is a Sims_3:RCOL chunk. LOD means Level of detail. This chunk is found in both .lod and .model files, and it is the key that maps each mesh group to the appropriate parts of VRTF, VBUF, IBUF, SKIN and MATD chunks. It is the one ring to rule them all.
DWORD // 'MLOD' DWORD // type DWORD // group_count
repeat group_count times:
DWORD // subset_bytes number of bytes after here in this repetition DWORD // unknown purpose DWORD // (MATD relative index) | 0x10000000 DWORD // (VRTF relative index) | 0x10000000 DWORD // (VBUF relative index) | 0x10000000 DWORD // (IBUF relative index) | 0x10000000 DWORD // VBUF type QWORD // VBUF offset in bytes QWORD // IBUF offset in facepoints (three per polygon) DWORD // VBUF count vertex count DWORD // IBUF count face count (one per polygon) FLOAT[6] // BoundingBox MinX/MinY/MinZ/MaxX/MaxY/MaxZ for this group
Appears in MLOD for musicalInstrumentGuitar and possibly other objects:
DWORD // unknown DWORD // unknown
Appears in all MLODs:
DWORD // (SKIN relative index) | 0x10000000 DWORD // bone_count
repeat bone_count times:
DWORD // bone hash name
The data that follows depends on the type value
This was the original format posted:
DWORD // (MATD relative index) | 0x10000000 FLOAT[6] .... // depending on type value, additional data may be present, purpose undetermined
This is format observed (so far) in MLODs having multiple "geometry states", hereafter abbreviated as GEO_ST:
DWORD // (GEO_ST relative index) | 0x10000000 DWORD // geo_st_count
repeat geo_st_count times:
DWORD // geo_st name hash DWORD // (IBUF starting index) * 3 index of the first vertex of the geo_st DWORD // VBUF starting index index of the first polygon face of the geo_st DWORD // VBUF count number of vertices in the geo_st DWORD // IBUF count number of polygon faces in the geo_st
Finally, the MLOD block is ended with:
FLOAT[6] // unknown purpose; so far, only value encountered is (0.0, 0.0, 0.0, 1.0, 0.0)
The purpose of geometry states is to sub-divide the mesh of a given group, allowing the model to be dynamically changed by the game through the function:
ScriptCore.World.ObjectSetGeometryVisibilityState(ObjectGuid objId, string geometryVisibilityState);
For most objects with geometry states, this function is commonly accessed through this function:
Sims3.Gameplay.Abstracts.GameObject.SetGeometryState(string state);
For some objects, the string argument is fnv32 hashed and matched to the corresponding geo_st name hash. However, in some cases, such as for the musicalInstrumentGuitar, it is unknown how some geometry states are located for the game. In the case of the guitar, two geometry states are given in the MLOD block:
0x4A9A1FD1 "guitarOnly" 0x019C3651 "standOnly"
However, the guitar's code uses the string "guitarAndStand" to combine the two states and get the complete mesh. How this is done is still unknown.
Sims 3:Main Page -> Sims 3:PackedFileTypes
Sims 3:Main Page -> Sims 3:RCOL
Based on contributions from karybdis and atavera and ChaosMageX