Difference between revisions of "Sims 3:0x015A1849"
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--insert MTNF chunk // follows the same format of MTNF from [[Sims 3:0x01D0E75D]], starting at the 'MTNF' tag | --insert MTNF chunk // follows the same format of MTNF from [[Sims 3:0x01D0E75D]], starting at the 'MTNF' tag | ||
− | DWORD | + | DWORD mergeGroup |
− | DWORD | + | DWORD sortOrder |
DWORD NumVerts // Number of vertices | DWORD NumVerts // Number of vertices |
Revision as of 20:16, 24 April 2011
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 |
Body Geometry - GEOM | ||
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TypeID: | 0x015A1849 | |
Game Version: | The Sims 3 |
Overview
This is a Sims 3:RCOL chunk for Body Geometry.
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 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 --repetition ItemCount: BYTE BytesPerFacePoint DWORD NumFacePoints // means faces*3 --repetition NumFacePoints: WORD[3] // standard face index (three unsigned words per face) for 2-byte FaceFmt 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
Vertex Format
DWORD DataType DWORD SubType BYTE BytesPerElement
DataType
1 | Position | (3 float == 12 bytes) |
2 | Normal | (3 float == 12 bytes) |
3 | UV | (2 float == 8 bytes) |
4 | Bone Assignment | (4 packed integers == 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 | (long == 4 bytes) |
SubType
1 | floats |
2 | bytes |
4 | long |
You calculate the offset of each element from the sum of the previous BytesPerElement
Based on contributions from karybdis and atavera
Vertex Data
Data for the known Vertex Formats follows.
Format 3
float PositionDelta[3] float NormalDelta[3] long VertID
[28 bytes per vertex]
Format 6
float Position[3] // XYZ, Y is UP float Normal[3] float UV[2] 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 Tangent Normal[3]
[64 bytes per vertex]
Format 7
float Position[3] // XYZ, Y is UP float Normal[3] float UV[2] uchar Bone Assignments[4] // packed byte array float Weights[4] long VertID float Tangent Normal[3]
[68 bytes per vertex]
Format 7
float Position[3] // XYZ, Y is UP float Normal[3] float UV[2] long Tagval // color channel bytes uchar Bone Assignments[4] // a packed byte array float Weights[4] long VertID float Tangent Normal[3]
[72 bytes per vertex]
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 |