Sims 3:0x8EAF13DE
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 |
Rig Resource - _RIG | ||
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TypeID: | 0x8EAF13DE | |
Game Version: | The Sims 3 |
Contents |
Overview
The RIG file has gone through some changes over the years. There was once the proprietary GR2 format, but it has since been replaced with EA's own format that is much easier to deal with. At this point, the olde format should never be used. It has been deprecated by patches and expansions, and new versions of the base game rig files can be found in DeltaBuild0.package. Pets in their own EP were made using the new format as well.
There were previously three formats of the RIG file.
- The basic file content is a Granny 2 data file.
- Apart from the official tools, there are some user-contributed tools for manipulating the data.
- Get "Granny Viewer" from the altervista downloads page and you can load the data (export it as 'somefile.gr2').
- Also related is this thread on Xentax.
- A second format exists, where the Granny data is wrapped with some additional fields.
- Starting with the Create A Pet Demo, there is a new third format that is unencrypted.
Olde Format
Optional wrapper
There is an optional wrapper to the Granny data. This can be identified by the first DWORD in the file being 0x8EAF13DE (i.e. the resource type). The format is:
Format
//Examples of this being used? What does "Int2" block or "Int2" Chunk mean here? Is it the data from Count1? Pljones 15:28, 17 October 2011 (EDT)
DWORD 0x8EAF13DE DWORD 0 DWORD offset1 // To "Int2" block from start of Granny data DWORD offset2 // To start of Granny data (from start of this DWORD) DWORD IKChainsOffset // To start first of "Int2" Chunk (from start of this DWORD) DWORD IKTargetSlotsOffset //(from start of this DWORD) DWORD IKInfoNodeOffset //(from start of this DWORD) DWORD CompressNodeOffset //(from start of this DWORD) DWORD FullBoneListOffset //(from start of this DWORD) DWORD // unused offset? DWORD // unused offset? DWORD // unused offset? DWORD // unused offset? --insert Granny2 data --Padding 00's to next even DWORD DWORD Count1 --repetition Count1: DWORD offset to IK Chain entry (from start of this DWORD) --repetition Count1: //IK Chain entry DWORD DWORD ChainLength BYTE[32] //00 DWORD IK pole //Bone index from granny2 data DWORD Chain start //Bone index from granny2 data DWORD SlotInfoNode //Bone index from granny2 data DWORD SlotInfoRootNode //Bone index from granny2 data DWORD SlotOffsetNode //Bone index from granny2 data DWORD SlotOffsetRootNode //Bone index from granny2 data DWORD InfoNodeFlags //(bits 0-10 means that node is enabled) DWORD InfoNode0 //Bone index from granny2 data DWORD InfoNode1 //Bone index from granny2 data DWORD InfoNode2 //Bone index from granny2 data DWORD InfoNode3 //Bone index from granny2 data DWORD InfoNode4 //Bone index from granny2 data DWORD InfoNode5 //Bone index from granny2 data DWORD InfoNode6 //Bone index from granny2 data DWORD InfoNode7 //Bone index from granny2 data DWORD InfoNode8 //Bone index from granny2 data DWORD InfoNode9 //Bone index from granny2 data DWORD InfoNode10 //Bone index from granny2 data --repetition(ChainLength) DWORD DWORD //0 //Chain links --repetition(ChainLength) DWORD EndBone //Bone index from granny2 data DWORD StartBone //Bone index from granny2 data //IK Target Slots DWORD count --repetition count DWORD //Bone index from granny2 data BYTE[56] //00 //Info Nodes DWORD count --repetition count DWORD //Bone index from granny2 data //Compress Nodes(i.e. "b__R_Calf__Compress__") DWORD count --repetition count DWORD //Bone index from granny2 data //Full bone list(contains every bone from granny2 data) DWORD count --repetition count DWORD //Bone index from granny2 data
Granny2 Data
All offsets in this section start from the start of the Granny2 Data.
BYTE[16] // See Rick's note below DWORD Header Size // ? DWORD Header Format DWORD Reserved DWORD Reserved DWORD Version // 6 DWORD DataSize DWORD CRC DWORD SectionOffset DWORD SectionCount // 1 DWORD RootObjectTypeIndex DWORD RootObjectTypeOffset DWORD RootObjectIndex DWORD RootObjectOffset DWORD Tag // 0x8000001C DWORD StringDb CRC DWORD[3] Unused //Sections --repeat(SectionCount) DWORD CompressionFormat // 2 DWORD DataOffset DWORD DataSize DWORD DecompressedSize DWORD Alignment DWORD DWORD DWORD Int1Offset DWORD Int1Count // ? DWORD Int1EndOffset // to start of byte after Int1 section DWORD //Int1 Section // does this repeat or what? DWORD DWORD DWORD // Data BYTE[DataSize]
Rick adds:
The blobs that start with the following sequences are Granny2 data blocks:
B867B0CAF86DB10F84728C7E5E19001E 29DE6CC0BAA4532B25F5B7A5F666E2EE 0E1195B56AA5B54BEB2828502578B304 E59B495E6F631F141E13EBA990BEEDC4 3195D4E320DC4F62CC36D03AB182FF89
New Format
Starting with the Create A Pet Demo, there is a new third format of RIG files that is unencrypted. Version 3 contains no IK data, and zero-length skeleton name.
Format
DWORD Major Version? //3-4 DWORD Minor Version? //1-2 DWORD Bone Count --repeat(Bone Count) FLOAT[3] Position FLOAT[4] Orientation //Quaternion FLOAT[3] Scaling? DWORD Bone Name Length STRING (Bone Name Length ASCII characters) DWORD ??? // Something to do with mirrored bones. It will be the same as the bone's index except in the case of Left/Right mirrored bones it is the index of it's opposite DWORD Parent Index DWORD Bone Name Hash (FNV 32) DWORD Flags? //Usually 0x23, except with mirrored bones, then one will be 0x3F DWORD Skeleton Name Length STRING (Skeleton Name Length ASCII characters) --if(Version >= 4) DWORD IK Chain Count --repeat(IK Chain Count) DWORD Length --repeat(Length) DWORD BoneIndex //bone index DWORD InfoNode[11] //bone index DWORD PoleVector //bone index DWORD SlotInfo //bone index DWORD SlotOffset //bone index DWORD Root //bone index
Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |