Difference between revisions of "Sims 3:0xEA5118B0"
ChaosMageX (Talk | contribs) (Discovery of Additional Random CMY Particle Color Delta) |
ChaosMageX (Talk | contribs) (Discovery of randomization multipliers for width and rotation delta lists) |
||
Line 122: | Line 122: | ||
DWORD Count | DWORD Count | ||
FLOAT | FLOAT | ||
− | FLOAT | + | //Randomization Multipliers: |
− | FLOAT | + | // If > 0, randomly scaled between 0 and value for each particle |
+ | // and multiplied to each value of the specified delta list | ||
+ | FLOAT //Width | ||
+ | FLOAT //Rotation | ||
+ | |||
FLOAT | FLOAT | ||
//Rotation Delta (1 = one clockwise rotation = 360 degrees) | //Rotation Delta (1 = one clockwise rotation = 360 degrees) |
Revision as of 08:26, 23 March 2012
Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |
Effect Resource Tree - SWB | ||
---|---|---|
TypeID: | 0xEA5118B0 | |
Game Version: | The Sims 3 |
Overview
Defines special effects.
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 //Flags? FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Particle Emission Rate (Particles/Sim-Minute) DWORD Count FLOAT FLOAT WORD FLOAT //Scale Delta DWORD Count FLOAT FLOAT //Width Delta (1 is normal) DWORD Count FLOAT //Randomization Multipliers: // If > 0, randomly scaled between 0 and value for each particle // and multiplied to each value of the specified delta list FLOAT //Width FLOAT //Rotation FLOAT //Rotation Delta (1 = one clockwise rotation = 360 degrees) DWORD Count FLOAT //Particle Opacity (0 - 1 ; transparent - opaque) DWORD Count FLOAT FLOAT //Particle Color Delta DWORD Count FLOAT Red //Little Endian FLOAT Green //Little Endian FLOAT Blue //Little Endian //Color Delta 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 //Little Endian ; Cyan FLOAT //Little Endian ; Magenta FLOAT //Little Endian ; Yellow //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 BYTE BYTE BYTE BYTE FLOAT BYTE BYTE BYTE FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT DWORD Count FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian BYTE[4] // 00FF00FF DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT DWORD Count DWORD QWORD FLOAT FLOAT FLOAT FLOAT BYTE[4] ZSTRING ZSTRING DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT //-1000000000.0 FLOAT // 0.0 FLOAT //-10000.0 Little Endian FLOAT // 10000.0 Little Endian QWORD //0xFFFFFFFFFFFFFFFF QWORD //0xFFFFFFFFFFFFFFFF QWORD //0xFFFFFFFFFFFFFFFF FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT DWORD Count FLOAT BYTE FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT FLOAT FLOAT DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT if(Version >= 2) FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian if(Version >=3)BYTE if(Version >=4)FLOAT
Metaparticle Effect
Overview
This type takes an existing effect and modifies it
Format
DWORD DWORD FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT DWORD Count FLOAT FLOAT DWORD DWORD Count FLOAT FLOAT DWORD Count FLOAT DWORD Count FLOAT DWORD Count FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT FLOAT ZSTRING Base Effect //See Effect Handles below ZSTRING Death Effect //See Effect Handles below BYTE FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT DWORD Count FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian BYTE[4] //00FF00FF DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT DWORD Count DWORD QWORD FLOAT FLOAT FLOAT FLOAT BYTE[4] ZSTRING ZSTRING DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT //-1000000000.0 FLOAT // 0.0 FLOAT //-10000.0 Little Endian FLOAT // 10000.0 Little Endian QWORD //0xFFFFFFFFFFFFFFFF QWORD //0xFFFFFFFFFFFFFFFF QWORD //0xFFFFFFFFFFFFFFFF FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT DWORD Count FLOAT BYTE FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT DWORD Count FLOAT BYTE FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT FLOAT FLOAT DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT timecode FLOAT
Decal Effect
Overview
This is mostly used for things like the build tool UI tools(i.e. the terrain tool circle).
Format
DWORD QWORD //I64 of a DDS Resource BYTE FLOAT BYTE FLOAT DWORD Count1 FLOAT DWORD Count2 FLOAT DWORD Count3 FLOAT //Color Deltas DWORD Count4 FLOAT Red //Little Endian FLOAT Green //Little Endian FLOAT Blue //Little Endian DWORD Count5 FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT //Little Endian FLOAT //Little Endian QWORD //0xFFFFFFFFFFFFFFFF if(version >= 2)BYTE
Sequence Effect
Overivew
Combines effect compilations so they play out sequentially
Format
DWORD Count1 FLOAT //Little Endian FLOAT //Little Endian ZSTRING Effect Name //See Effect Handles below DWORD
Sound Effect
Overview
Plays a sound
Format
DWORD QWORD //I64 of an Audio Tuner FLOAT FLOAT FLOAT
Shake Effect
Format
FLOAT FLOAT DWORD Count1 FLOAT DWORD Count2 FLOAT FLOAT BYTE FLOAT
Camera Effect
Format
DWORD WORD FLOAT DWORD Count1 FLOAT DWORD Count2 FLOAT DWORD Count3 FLOAT DWORD Count4 FLOAT DWORD Count5 FLOAT DWORD Count6 FLOAT DWORD Count7 FLOAT QWORD WORD
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 |