Sims 3:0x4D1A5589
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Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |
Object Instances - OBJN | ||
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TypeID: | 0x4D1A5589 | |
Game Version: | The Sims 3 |
Contents |
Overview
Research by Tiger - work in progress
Parts of the data contained in this resource follows the format of Sims_3:Catalog_Resource#Material_List and Sims_3:0xCF84EC98. The lot objects section references resources indexed by Sims_3:0x05ED1226.
This is a very rough draft, there are some key pieces of information missing.
Format
Header
DWORD version 0x14 DWORD unk 1 DWORD 0x02dc343f DWORD count1 REP count1 QWORD object catalog ID DWORD DWORD 1 DWORD 0x736884f1 DWORD count2 REP count2 DWORD DWORD DWORD FLOAT FLOAT FLOAT FLOAT DWORD offset to 'NOBJ' DWORD 0x1c DWORD -1 DWORD length [length BYTES #Lot Objects] DWORD [data like Sims_3:0xCF84EC98 starting in the Components section]
Lot Objects
DWORD count REP COUNT QWORD object guid DWORD DWORD count3 REP count3 DWORD component WORD residx catalog object WORD residx ? (Seems like it's always 0:0:0) WORD residx VPXY [Component specific data]
The component specific data depends on what components are listed. The order is fixed, and completely unrelated to the order the components are listed in. Each section appears in the order here, only if the named component is included. This order is inferred by comparing different selections of components from different resources. In some places the order may not be exact when the components in neighboring locations never appear together, such as "Tree", "Effect" and "Steering".
Location
3 FLOAT location
Transformation
4 FLOAT rotation (Quaternion) QWORD guid (Containing object) IF containing guid != 0 DWORD hash containment slot name WORD
Model
WORD residx model WORD residx compositor prop file WORD residx compositor prop file DWORD count4 REP count4 WORD residx DWORD 8 offset? (To after next dword) DWORD length - 1 (Of rest of this entry) 6 BYTES (Last sometimes 4, not clear data sizes) DWORD 0 DWORD count5 BYTE 1 BYTE 0/1 REP count5 DWORD WORD complate xml residx IF complate xml is not 0:0:0 DWORD 2 DWORD 2 DWORD offset // from here to after TGI Block List OF offset is not 0 WORD DWORD tgi offset // see Sims 3:Key table DWORD tgi size // see Sims 3:Key table - always 4 --insert Sims_3:Catalog_Resource#Material_Block --insert TGI Block List // see Sims 3:Key table - empty BYTE count6 REP count6 WORD residx for material list section IF VisualState in components --insert Model/VisualState data
Model/VisualState
This is seperate from the regular VisualState section, and only appears when both Model and VisualState components are present.
4 BYTES (Seen 0x80 in first, 0 or 1 in last) DWORD hash (From MTST) or 0 BYTE 6 FLOATS 3 BYTES (First 1) WORD residx BYTE
Animation
WORD residx skeletal animation rig BYTE activeanimation (Flag? Or count? Only seen 0/1) IF activeanimation != 0 DWORD 1 DWORD count REP count DWORD animation priority REP (Until first dword 0) DWORD (If 0, exit loop) DWORD data type IF data type = 1 DWORD actual data type (Apply this data then exit loop without a 0) [type specific data]
Data types
IF data type = 0 DWORD 0 DWORD 0 DWORD 0 DWORD 0
IF data type = 0x60caeef DWORD 1 DWORD (Seems to be some sort of ID) BYTE (0/1) DWORD DWORD DWORD DWORD flags? FLOAT FLOAT (Animation clip info will not be present)
IF data type = 0x664ed68 DWORD 1 DWORD (Seems to be some sort of ID) BYTE (0/1) DWORD count1 DWORD 1 DWORD count2 REP count1 REP count2 FLOAT DWORD DWORD flags? FLOAT FLOAT (Animation clip info will not be present)
IF data type = 0x664fb68 DWORD 1 DWORD (Seems to be some sort of ID) BYTE (0/1) DWORD DWORD DWORD flags? FLOAT FLOAT
IF data type = 0x67c5cab DWORD 1 DWORD (Seems to be some sort of ID) BYTE (0/1) DWORD DWORD FLOAT FLOAT (Always the first data element)
IF data type = 0x681c688 DWORD 1 DWORD (Seems to be some sort of ID) BYTE (0/1) DWORD
IF data type = 0x73b9d8c DWORD 1 DWORD (Seems to be some sort of ID) BYTE (0/1) DWORD
IF data type = 0x7a11ba8 DWORD 1 DWORD (Seems to be some sort of ID) BYTE (0/1) DWORD
IF data type = 0x34f49f94 DWORD 1 DWORD (Seems to be some sort of ID) BYTE (0/1) DWORD
IF data type = 0xb489fc2c (Active animation clip) DWORD 2 DWORD flag TGI64 clip TGI64 track mask DWORD count1? DWORD count2? DWORD -1 IF (count2 > 0) REP until actor = 0 and slot = 0 QWORD guid REP until value = 0 DWORD value DWORD actor DWORD slot QWORD guid IF flag != 0 DWORD paramcount REP paramcount DWORD hash actor name DWORD DWORD flags (Usually 0x40000001, also seen 0x40000003) DWORD QWORD guid assigned actor DWORD 0 FLOAT FLOAT FLOAT DWORD DWORD DWORD BYTE (0/1) BYTE (0/1) BYTE (0/1) IF type 0x681c688, 0x73b9d8c, or 0x34f49f94 data present AND number of type 0x681c688, 0x73b9d8c, or 0x34f49f94 not more than number of type 0xb489fc2c (On the first occurrence) END type 0xb489fc2c data here (On occurrence after second but before the last) FLOAT FLOAT END type 0xb489fc2c data here (On last occurence) FLOAT FLOAT (Finish to end of type 0xb489fc2c data) DWORD DWORD flags? FLOAT FLOAT
Script
DWORD (6) DWORD length CHAR[length] (Script class) BYTE (0/1) DWORD DWORD script object ID (References Sims_3:0x06B981ED)
Physics
BYTE Physics enabled
Tree
WORD residx speedtree data DWORD DWORD count REP count 12 FLOATs transformation (3x4 transformation matrix) 3 FLOATs location FLOAT (1.0) FLOAT tree scale
Effect
WORD BYTE BYTE length CHAR[length] effect name
Sim
Word residx sim outfit Word unk (residx?)
Steering
BYTE DWORD
Sacs
WORD BYTE BYTE count REP count DWORD sacs driver
Slot
WORD residx RSLT data
Lighting
WORD residx LITE data 4 FLOATS
VisualState
3 WORDS (Might be WORD/DWORD or DWORD/WORD) DWORD -1?
Footprint
BYTE WORD residx FTPT data DWORD count7 REP count7 DWORD WORD residx FTPT data (Alternate?) DWORD count REP count DWORD BYTE FLOAT
Audio
DWORD (2) 2 FLOATs DWORD FLOAT
Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |