Difference between revisions of "Sims 3:0x319E4F1D"
m (→Showing Objects In World Editor Catalog) |
(→Showing Objects In World Editor Catalog) |
||
Line 116: | Line 116: | ||
==Unknown7== | ==Unknown7== | ||
Unknown7 as mentioned in s3pe is a 4 sized bytes array that previously identified as 4 bytes zero. It seems in newer version, Unknown7 doesn't always contains zero, and lately found that Unknown7[3] (Unknown7 index no. 3) is used to flag an objects to be shown in World Editor catalog as comes in The Sims 3: Ambitions and newest The Sims 3 patch. Unknown7 might be also a reserved byte-sized variables that could be use in future version of the game. | Unknown7 as mentioned in s3pe is a 4 sized bytes array that previously identified as 4 bytes zero. It seems in newer version, Unknown7 doesn't always contains zero, and lately found that Unknown7[3] (Unknown7 index no. 3) is used to flag an objects to be shown in World Editor catalog as comes in The Sims 3: Ambitions and newest The Sims 3 patch. Unknown7 might be also a reserved byte-sized variables that could be use in future version of the game. | ||
− | ===Showing Objects In World Editor Catalog=== | + | ===Showing Objects In World Editor and Create-a-World Catalog=== |
Basically all objects can be made to appear in World Editor catalog. To make an object to appear in World Editor's Landmark catalog, apply these value on your desired objects OBJD data: | Basically all objects can be made to appear in World Editor catalog. To make an object to appear in World Editor's Landmark catalog, apply these value on your desired objects OBJD data: | ||
* Set Version in [[Sims_3:Catalog_Resource#Common|CommonBlock]] = '''0x0000000E'''. It will not work if the version is below 0x0000000E (i.e: 0x0000000C) | * Set Version in [[Sims_3:Catalog_Resource#Common|CommonBlock]] = '''0x0000000E'''. It will not work if the version is below 0x0000000E (i.e: 0x0000000C) | ||
* Set Unknown7[3] = '''0x01''' | * Set Unknown7[3] = '''0x01''' | ||
* Set [[#Build_Flags|BuildCategoryFlags]].0F (Community/Misc. Objects) = '''True''' OR set value to '''0x00008000''' (Note: You may mix 'n match the BuildCategoryFlag as you wish as it is a bit-array flag. The object will show up in World Editor catalog if the 0F (Community/Misc. Objects) flag is set) | * Set [[#Build_Flags|BuildCategoryFlags]].0F (Community/Misc. Objects) = '''True''' OR set value to '''0x00008000''' (Note: You may mix 'n match the BuildCategoryFlag as you wish as it is a bit-array flag. The object will show up in World Editor catalog if the 0F (Community/Misc. Objects) flag is set) | ||
+ | |||
+ | Apparently this method is also flag the object to be listed in Create-a-World catalog. Create-a-World also have the ability to load custom content not only via installed Sims3Pack, but also .package files. You just need to create a CC Framework like the framework for The Sims 3 games inside your CAW program folder. As soon as the CAW load the flagged custom content, it will appears in CAW catalog. | ||
==Unknown11== | ==Unknown11== |
Revision as of 13:27, 5 September 2010
Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |
Object Definition - OBJD | ||
---|---|---|
TypeID: | 0x319E4F1D | |
Game Version: | The Sims 3 |
Contents |
Overview
Defines the basic parameters of an object such as price, and buy/build mode sort flags, and links to additional resources.
Format
"indexn" fields are where the given position in the TGI Block List refers to the resource mentioned in the comment.
DWORD Version DWORD TGI_offset DWORD TGI_size --insert Material List section for Object --if Version >= 0x16 7BITSTR // some string --insert Common section DWORD BYTE DWORD FireType //0=DoesNotBurn 1=Chars 2=AshPile BYTE IsStealable //boolean BYTE IsReposessable //boolean 4 BYTE (unknown7) DWORD index1 // of an OBJK (0x02DC343F) TGI DWORD (unknown8) DWORD (unknown9) DWORD (unknown10) DWORD (unknown11) DWORD BYTE Count1 // wallmask entries --repetition(Count1) 4 FLOAT DWORD DWORD // index to Wall mask DDS TGI BYTE DWORD index2 // to Diagonal OBJD TGI, if it exists, otherwise to a zero TGI entry DWORD hash // 0xC602CD31 ('tree' hashed) in trees, otherwise 0 DWORD RoomFlags DWORD FunctionCategoryFlags QWORD SubCategoryFlags QWORD SubRoomFlags DWORD BuildCategoryFlags DWORD index3 // of a mask DDS in sinks, otherwise to a DDS TGI entry with zero IID DWORD slotPlacementFlags --if Version >= 0x17 DWORD QWORD 7BITSTR // Material Grouping 1 7BITSTR // Material Grouping 2 DWORD // Moodlet Given DWORD // Moodlet Score DWORD // 0x06 here prevents appearance in catalog --repeat(5) DWORD // topic DWORD // rating DWORD index4 // to an fall back OBJD TGI, otherwise to a zero TGI entry // used for when this object is loaded in too early an EP --insert TGI Block List
Misc Flags
These field names refer to those shown in s3pe. Please feel free to come up with better names than "Unknownnn"...
|
|
|
Unknown7
Unknown7 as mentioned in s3pe is a 4 sized bytes array that previously identified as 4 bytes zero. It seems in newer version, Unknown7 doesn't always contains zero, and lately found that Unknown7[3] (Unknown7 index no. 3) is used to flag an objects to be shown in World Editor catalog as comes in The Sims 3: Ambitions and newest The Sims 3 patch. Unknown7 might be also a reserved byte-sized variables that could be use in future version of the game.
Showing Objects In World Editor and Create-a-World Catalog
Basically all objects can be made to appear in World Editor catalog. To make an object to appear in World Editor's Landmark catalog, apply these value on your desired objects OBJD data:
- Set Version in CommonBlock = 0x0000000E. It will not work if the version is below 0x0000000E (i.e: 0x0000000C)
- Set Unknown7[3] = 0x01
- Set BuildCategoryFlags.0F (Community/Misc. Objects) = True OR set value to 0x00008000 (Note: You may mix 'n match the BuildCategoryFlag as you wish as it is a bit-array flag. The object will show up in World Editor catalog if the 0F (Community/Misc. Objects) flag is set)
Apparently this method is also flag the object to be listed in Create-a-World catalog. Create-a-World also have the ability to load custom content not only via installed Sims3Pack, but also .package files. You just need to create a CC Framework like the framework for The Sims 3 games inside your CAW program folder. As soon as the CAW load the flagged custom content, it will appears in CAW catalog.
Unknown11
Unknown11 | ||
---|---|---|
Value | Description | |
0x00000001 | Uses 1 tile for windows | |
0x00000002 | Uses 2 tiles for windows | |
0x00000003 | Uses 3 tiles for windows |
Catalog Flags
Room Flags
|
|
|
Category Flags
|
|
|
Build Flags
Build Flags | ||
---|---|---|
Flag | Description | |
0x00000002 | Door | |
0x00000004 | Window | |
0x00000008 | Gate | |
0x00000010 | Column | |
0x00000020 | Rabbit Hole | |
0x00000040 | Fireplace | |
0x00000040 | Chimney | |
0x00000100 | Arch | |
0x00000200 | Flower | |
0x00000400 | Shrub | |
0x00000800 | Tree | |
0x00001000 | Rug | |
0x00002000 | Rock | |
0x00004000 | ||
0x00008000 | Community/Misc. Objects |
Slot Flags
|
There's a constant, "CheckFlags = 0xc3f38", masking off up to Decorative, which implies the other flags aren't really "slot placement"... Maybe. Today.
Moodlets
The Moodlet Given defines what icon to display and the Moodlet Score the number of + signs (maximum of three).
Topic/Rating
|
|
Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |