Sims 3:0x02DC343F
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Sims 3:Main Page -> Sims 3:PackedFileTypes
Contents |
Object Key (OBJK)
Identifies what kind of object this is and what its behaviour is.
Format
DWORD version // 7 DWORD TGI_offset // see Sims 3:Key table DWORD TGI_size // see Sims 3:Key table // Components - see below BYTE count1 --repeat count1 times DWORD Component ID // Key entries - see below BYTE count2 --repeat count2 times DWORD length STRING[length] BYTE type // see below {Data} BYTE --insert TGI Block List
Components
The IDs are derived from an FNV32 hash of the Component name.
ID | Component |
---|---|
0x1A8fEB14 | Physics |
0x22706EFA | Sim |
0x23177498 | Script |
0x2954E734 | Model |
0x2EF1E401 | Slot |
0x3AE9A8E7 | Sacs |
0x461922C8 | Location |
0x50B3D17C | VisualState |
0x54CB7EBB | Transform |
0x61BD317C | Steering |
0x6693C8B3 | LotObject |
0x80D91E9E | Effect |
0xC602CD31 | Tree |
0xC807312A | Footprint |
0xDA6C50FD | Lighting |
0xEE17C6AD | Animation |
(22:54:04) Tiger: I haven't seen anything without Transform, Lotobject, Physics and Model. (22:54:25) Tiger: Even jigs (Which are used purely for the purpose of directing animations) have those four.
Key Entries
String entries in the second repetition I've seen are:
allowObjectHiding | footprintKey | modelKey | scriptClass | simOutfitKey | steeringInstance |
The type and {data} known combinations are:
type | data | ComponentDataTypes |
---|---|---|
00 | DWORD(length) STRING[length] | String |
01 | DWORD index to TGI64 at end | ResourceKey |
02 | DWORD index to TGI64 at end | AssetResourceName |
03 | DWORD(length) STRING[length] | SteeringInstance |
04 | DWORD | UInt32 |
(analysis by atavera, I think)