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{{OldWikiEntry}} ====Neighborhood Terrain (NHTR)====
+
{{Resource tgi
 +
|short = NHTR
 +
|long = Neighborhood terrain
 +
}}
 +
 
 
These files (one per neighborhood/subhood package) describe the trees, roads, bridges and decorations found in neighborhoods/subhoods.
 
These files (one per neighborhood/subhood package) describe the trees, roads, bridges and decorations found in neighborhoods/subhoods.
  
====Main Block====
+
==Format==
DWORD: Version
+
;DWORD
Listing with Length 37 (Lists neighborhood trees)
+
:Version
Listing with Length 123 (Lists roads)
+
Listing with Length 163 (Possibly lists bridges)
+
Listing with Length 37 (Lists neighborhood decorations)
+
  
====Listing with Length x====
 
WORD: Unknown
 
DWORD: Count n
 
REPEAT
 
BYTE: Unknown (seems to be always 2)
 
x BYTES: Unknown
 
END REPEAT
 
  
===Here is what we have found so far about the meaning of the Data:===
+
;WORD
 +
:Unknown
 +
;DWORD
 +
:Tree count N
 +
;repeat N times
 +
;38 bytes
 +
:See tree listing below
  
Here's an overview of what we know so far:
 
C2 00 00 00
 
WORD: Unknown (Always 08 00)
 
WORD: Number of 'Tree' list items that follow
 
WORD: Unknown (Always 00 00?)
 
1 BYTE: Always 02
 
FLOAT: Y position
 
FLOAT: X position
 
FLOAT: Z position
 
FLOAT: Y position
 
FLOAT: X position
 
FLOAT: Y position
 
FLOAT: X position
 
1 BYTE: Unknown (Always 08?)
 
DWORD: Rotation
 
DWORD: GUID
 
WORD: Unknown (Always 03 00)
 
WORD: Number of 'Road list' items that follow
 
WORD: Unknown (Always 00 00?)
 
1 BYTE: Always 02
 
FLOAT: Y position
 
FLOAT: X position
 
FLOAT: Z position
 
FLOAT: Y position top left corner of tile
 
FLOAT: X position top right corner of tile
 
FLOAT: Y position bottom left corner of tile
 
FLOAT: X position bottom right corner of tile
 
1 BYTE: Always 03
 
FLOAT: Y position top left corner of tile
 
FLOAT: X position top left corner of tile
 
FLOAT: Z position top left corner of tile
 
DWORD: Unknown data describing orientation
 
DWORD: Unknown data describing orientation
 
FLOAT: Y position top right corner of tile
 
FLOAT: X position top right corner of tile
 
FLOAT: Z position top right corner of tile
 
DWORD: Unknown data describing orientation
 
DWORD: Unknown data describing orientation
 
FLOAT: Y position bottom left corner of tile
 
FLOAT: X position bottom left corner of tile
 
FLOAT: Z position bottom left corner of tile
 
DWORD: Unknown data describing orientation
 
DWORD: Unknown data describing orientation
 
FLOAT: Y position bottom right corner of tile
 
FLOAT: X position bottom right corner of tile
 
FLOAT: Z position bottom right corner of tile
 
DWORD: Unknown data describing orientation
 
DWORD: Unknown data describing orientation
 
BYTE: Unknown (always 00?)
 
WORD: Texture, literally part of the texture file name
 
11 BYTES: Unknown
 
WORD: Unknown (Always 03 00)
 
WORD: Number of 'Bridge' list items that follow
 
WORD: Unknown (Always 00 00?)
 
1 BYTE: Always 02
 
FLOAT: Y position
 
FLOAT: X position
 
FLOAT: Z position
 
FLOAT: Y position top left corner of tile
 
FLOAT: X position top right corner of tile
 
FLOAT: Y position bottom left corner of tile
 
FLOAT: X position bottom right corner of tile
 
1 BYTE: Always 03
 
FLOAT: Y position top left corner of tile
 
FLOAT: X position top left corner of tile
 
FLOAT: Z position top left corner of tile
 
DWORD: Unknown data describing orientation
 
DWORD: Unknown data describing orientation
 
FLOAT: Y position top right corner of tile
 
FLOAT: X position top right corner of tile
 
FLOAT: Z position top right corner of tile
 
DWORD: Unknown data describing orientation
 
DWORD: Unknown data describing orientation
 
FLOAT: Y position bottom left corner of tile
 
FLOAT: X position bottom left corner of tile
 
FLOAT: Z position bottom left corner of tile
 
DWORD: Unknown data describing orientation
 
DWORD: Unknown data describing orientation
 
FLOAT: Y position bottom right corner of tile
 
FLOAT: X position bottom right corner of tile
 
FLOAT: Z position bottom right corner of tile
 
DWORD: Unknown data describing orientation
 
DWORD: Unknown data describing orientation
 
14 BYTES: Unknown
 
BYTE: Unknbown (Always 03?)
 
41 BYTES: Unknown
 
WORD: Unknown (Always 08 00)
 
WORD: Number of 'Neighborhood Decorations' list items that follow
 
WORD: Unknown (Always 00 00?)
 
1 BYTE: Always 02
 
FLOAT: Y position
 
FLOAT: X position
 
FLOAT: Z position
 
FLOAT: Y position
 
FLOAT: X position
 
1 BYTE: Unknown (Always 08?)
 
DWORD: GUID
 
FLOAT: Rotation
 
  
In other words, this is how each known type looks:
+
;WORD
 +
:Unknown
 +
;DWORD
 +
:Road count N
 +
;repeat N times
 +
;124 bytes
 +
:See road listing below
  
<pre>
 
Trees:
 
02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ
 
    YY YY YY YY  XX XX XX XX 
 
    YY YY YY YY  XX XX XX XX
 
08  RR RR RR RR  GG GG GG GG
 
Roads:
 
02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ
 
    YY YY YY YY  XX XX XX XX
 
    YY YY YY YY  XX XX XX XX
 
03  XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 
    XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 
    XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 
    XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 
00 TT TT ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
 
Bridges:
 
02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ
 
    YY YY YY YY  XX XX XX XX
 
    YY YY YY YY  XX XX XX XX
 
03  XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 
    XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 
    XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 
    XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 
00 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
 
03 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
 
Decorations:
 
02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ
 
    YY YY YY YY  XX XX XX XX
 
    YY YY YY YY  XX XX XX XX
 
08  GG GG GG GG  RR RR RR RR
 
</pre>
 
The X-Y plane has it's origin at the top left of the neighborhood. Positive X's go Right. Positive Y's go down.
 
  
 +
;WORD
 +
:Unknown
 +
;DWORD
 +
:Bridge count N
 +
;repeat N times
 +
;165 bytes
 +
:See bridge listing below
  
'''[Example]'''
 
  
A 4 byte header (Always Present)
+
;WORD
A 6 byte subsection header for trees (Always present)
+
:Unknown
n * 38 bytes (where n is the number of trees in the Hood, these are present only if there are trees in the Hood).
+
;DWORD
A 6 byte subsection header for roads (Always present)
+
:Decoration count N
n * 124 bytes (where n is the number of road tiles in the Hood, these are present only if there are roads in the Hood).
+
;repeat N times
A 6 byte subsection header probably for bridges (Always present)
+
;38 bytes
n * 164 bytes (where n is the number of bridge tiles in the Hood, these are present only if there are bridges in the Hood).
+
:See decoration listing below
A 6 byte subsection header for decorations (Always present).
+
n * 38 bytes (where n is the number of decorations in the Hood, these are present only if there are decorations in the Hood).
+
  
C2 00 00 00  <- Section Header
+
==Listings==
08 00 __02 00__ 00 00 <- Trees Header
+
Each listing has a different format.
02 40 A6 FC 41 E0 B9 DD 41 00 C0 A8 43 F1 B3 D8 41 37 A3 B5 41 88 DC ... < 1st Tree
+
02 30 E6 18 42 8C DC C3 42 00 C0 A8 43 14 41 08 42 18 03 BC 42 38 7F ... < 2nd Tree
+
03 00 __04 00__ 00 00 <- Road Header
+
02 00 60 9A 44 00 00 A0 40 33 F3 A8 43 00 C0 99 44 00 00 00 00 00 00 ... < 1st Road Tile
+
02 00 20 9E 44 00 00 A0 40 33 F3 A8 43 00 80 9D 44 00 00 00 00 00 C0 ... < 2nd Road Tile
+
02 00 A0 9B 44 00 00 A0 40 33 F3 A8 43 00 00 9B 44 00 00 00 00 00 40 ... < 3rd Road Tile
+
02 00 E0 9C 44 00 00 A0 40 33 F3 A8 43 00 40 9C 44 00 00 00 00 00 80 ... < 4th Road Tile
+
03 00 __02 00__ 00 00  <- Bridges Header
+
02 00 20 80 44 00 00 66 43 81 11 B2 43 00 00 7F 44 00 00 5C 43 00 C0 ...
+
02 00 20 80 44 00 00 52 43 81 11 B2 43 00 00 7F 44 00 00 48 43 00 C0 ...
+
08 00 __02 00__ 00 00  <- Decorations Header
+
02 04 EF 98 44 40 60 91 40 00 C0 A8 43 5A 51 98 44 50 DC C5 3F 2C AD ... < 1st Deco.
+
02 60 A1 96 44 80 8D 94 40 00 C0 A8 43 B6 03 96 44 50 91 D2 3F 88 5F ... < 2nd Deco.
+
  
Number of listings for each section has been underlined.
+
===Tile orientation===
 +
This block appears in both road and bridge entries.
  
'''Notes'''
+
;Data regarding top left corner
 +
:;FLOAT
 +
::Y position
 +
:;FLOAT
 +
::X position
 +
:;FLOAT
 +
::Z position
 +
:;DWORD
 +
::Unknown data describing orientation
 +
:;DWORD
 +
::Unknown data describing orientation
 +
;Data regarding top right corner
 +
:;FLOAT
 +
::Y position
 +
:;FLOAT
 +
::X position
 +
:;FLOAT
 +
::Z position
 +
:;DWORD
 +
::Unknown data describing orientation
 +
:;DWORD
 +
::Unknown data describing orientation
 +
;Data regarding bottom left corner
 +
:;FLOAT
 +
::Y position
 +
:;FLOAT
 +
::X position
 +
:;FLOAT
 +
::Z position
 +
:;DWORD
 +
::Unknown data describing orientation
 +
:;DWORD
 +
::Unknown data describing orientation
 +
;Data regarding bottom right corner
 +
:;FLOAT
 +
::Y position
 +
:;FLOAT
 +
::X position
 +
:;FLOAT
 +
::Z position
 +
:;DWORD
 +
::Unknown data describing orientation
 +
:;DWORD
 +
::Unknown data describing orientation
 +
 
 +
===Tree===
 +
;Byte
 +
:Always 02
 +
;FLOAT
 +
:Y position
 +
;FLOAT
 +
:X position
 +
;FLOAT
 +
:Z position
 +
;FLOAT
 +
:Bounding Box: Top Left Y position
 +
;FLOAT
 +
:Bounding Box: Top Right X position
 +
;FLOAT
 +
:Bounding Box: Bottom Left Y position
 +
;FLOAT
 +
:Bounding Box: Bottom Right X position
 +
;Byte
 +
:Always 08
 +
;DWORD
 +
:Rotation
 +
;GUID
 +
 
 +
===Road===
 +
;Byte
 +
:Always 02
 +
;FLOAT
 +
:Y position
 +
;FLOAT
 +
:X position
 +
;FLOAT
 +
:Z position
 +
;FLOAT
 +
:Y position top left corner of tile
 +
;FLOAT
 +
:X position top right corner of tile
 +
;FLOAT
 +
:Y position bottom left corner of tile
 +
;FLOAT
 +
:X position bottom right corner of tile
 +
;Byte
 +
:Always 03
 +
;''Tile orientation''
 +
;Byte
 +
:Always 00
 +
;WORD
 +
:Texture, literally part of the texture file name:
 +
*03 - end piece
 +
*0f - bend
 +
*4b - straight
 +
*57 - T-junction
 +
*207 - cross roads junction
 +
;11 Bytes
 +
:Unknown
 +
 
 +
===Bridge===
 +
;Byte
 +
:Always 02
 +
;FLOAT
 +
:Y position
 +
;FLOAT
 +
:X position
 +
;FLOAT
 +
:Z position
 +
;FLOAT
 +
:Y position top left corner of tile
 +
;FLOAT
 +
:X position top right corner of tile
 +
;FLOAT
 +
:Y position bottom left corner of tile
 +
;FLOAT
 +
:X position bottom right corner of tile
 +
;1 BYTE
 +
:Always 03
 +
;''Tile orientation''
 +
;WORD
 +
:Unknown
 +
;WORD
 +
:Bridge piece:
 +
:*0ac0 - End
 +
:*0ac1 - Straight piece (0)
 +
:*0ac2 - Arch part 2
 +
:*0ac3 - Arch part 1
 +
:*0ac4 - Pylon
 +
:*0ac5 - Arch part 3
 +
:*0ad0 - Tunnel entrance
 +
:Arches go like this: 12300....00321
 +
;14 BYTES
 +
:Unknown
 +
;BYTE
 +
:Always 03
 +
;41 BYTES: Unknown
 +
 
 +
===Decoration===
 +
;Byte
 +
:Always 02
 +
;FLOAT
 +
:Y position
 +
;FLOAT
 +
:X position
 +
;FLOAT
 +
:Z position
 +
;FLOAT
 +
:Bounding Box: Top Left Y position
 +
;FLOAT
 +
:Bounding Box: Top Right X position
 +
;FLOAT
 +
:Bounding Box: Bottom Left Y position
 +
;FLOAT
 +
:Bounding Box: Bottom Right X position
 +
;1 BYTE
 +
:Always 08
 +
;GUID
 +
;FLOAT
 +
:Rotation
 +
 
 +
==Overview of format==
 +
In other words, this is how each known type looks:
 +
 
 +
Trees:
 +
  02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ
 +
      YY YY YY YY  XX XX XX XX 
 +
      YY YY YY YY  XX XX XX XX
 +
  08  RR RR RR RR  GG GG GG GG
 +
Roads:
 +
  02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ
 +
      YY YY YY YY  XX XX XX XX
 +
      YY YY YY YY  XX XX XX XX
 +
  03  XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 +
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 +
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 +
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 +
  00  TT TT ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
 +
Bridges:
 +
  02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ
 +
      YY YY YY YY  XX XX XX XX
 +
      YY YY YY YY  XX XX XX XX
 +
  03  XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 +
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 +
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 +
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO
 +
  00  MM MM ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
 +
  03  ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
 +
      ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
 +
Decorations:
 +
  02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ
 +
      YY YY YY YY  XX XX XX XX
 +
      YY YY YY YY  XX XX XX XX
 +
  08  GG GG GG GG  RR RR RR RR
 +
 
 +
==Notes==
 
The co-ordinate system used for the Hoods has 0,0 in the top left hand corner of the Hood when viewed for the first time after importing.
 
The co-ordinate system used for the Hoods has 0,0 in the top left hand corner of the Hood when viewed for the first time after importing.
  
Thank you Quaxi & Jaxad0127 for all your help.
+
{{OldWikiEntryCleaned}}
[[Category:Modding]]
+
 
 +
[[Category:Sims 2 Modding]]
 +
[[Category:InternalFormats]]
 +
[[Category:FormatsByTGI]]

Latest revision as of 12:03, 17 September 2012

ABD0DC63
Short name: NHTR
Long name: Neighborhood terrain

These files (one per neighborhood/subhood package) describe the trees, roads, bridges and decorations found in neighborhoods/subhoods.

Contents

[edit] Format

DWORD
Version


WORD
Unknown
DWORD
Tree count N
repeat N times
38 bytes
See tree listing below


WORD
Unknown
DWORD
Road count N
repeat N times
124 bytes
See road listing below


WORD
Unknown
DWORD
Bridge count N
repeat N times
165 bytes
See bridge listing below


WORD
Unknown
DWORD
Decoration count N
repeat N times
38 bytes
See decoration listing below

[edit] Listings

Each listing has a different format.

[edit] Tile orientation

This block appears in both road and bridge entries.

Data regarding top left corner
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
DWORD
Unknown data describing orientation
DWORD
Unknown data describing orientation
Data regarding top right corner
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
DWORD
Unknown data describing orientation
DWORD
Unknown data describing orientation
Data regarding bottom left corner
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
DWORD
Unknown data describing orientation
DWORD
Unknown data describing orientation
Data regarding bottom right corner
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
DWORD
Unknown data describing orientation
DWORD
Unknown data describing orientation

[edit] Tree

Byte
Always 02
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
FLOAT
Bounding Box: Top Left Y position
FLOAT
Bounding Box: Top Right X position
FLOAT
Bounding Box: Bottom Left Y position
FLOAT
Bounding Box: Bottom Right X position
Byte
Always 08
DWORD
Rotation
GUID

[edit] Road

Byte
Always 02
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
FLOAT
Y position top left corner of tile
FLOAT
X position top right corner of tile
FLOAT
Y position bottom left corner of tile
FLOAT
X position bottom right corner of tile
Byte
Always 03
Tile orientation
Byte
Always 00
WORD
Texture, literally part of the texture file name:
  • 03 - end piece
  • 0f - bend
  • 4b - straight
  • 57 - T-junction
  • 207 - cross roads junction
11 Bytes
Unknown

[edit] Bridge

Byte
Always 02
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
FLOAT
Y position top left corner of tile
FLOAT
X position top right corner of tile
FLOAT
Y position bottom left corner of tile
FLOAT
X position bottom right corner of tile
1 BYTE
Always 03
Tile orientation
WORD
Unknown
WORD
Bridge piece:
  • 0ac0 - End
  • 0ac1 - Straight piece (0)
  • 0ac2 - Arch part 2
  • 0ac3 - Arch part 1
  • 0ac4 - Pylon
  • 0ac5 - Arch part 3
  • 0ad0 - Tunnel entrance
Arches go like this: 12300....00321
14 BYTES
Unknown
BYTE
Always 03
41 BYTES
Unknown

[edit] Decoration

Byte
Always 02
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
FLOAT
Bounding Box: Top Left Y position
FLOAT
Bounding Box: Top Right X position
FLOAT
Bounding Box: Bottom Left Y position
FLOAT
Bounding Box: Bottom Right X position
1 BYTE
Always 08
GUID
FLOAT
Rotation

[edit] Overview of format

In other words, this is how each known type looks:

Trees:
  02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ
      YY YY YY YY  XX XX XX XX  
      YY YY YY YY  XX XX XX XX
  08  RR RR RR RR  GG GG GG GG
Roads:
  02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ 
      YY YY YY YY  XX XX XX XX
      YY YY YY YY  XX XX XX XX 
  03  XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
  00  TT TT ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
Bridges:
  02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ 
      YY YY YY YY  XX XX XX XX
      YY YY YY YY  XX XX XX XX
  03  XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
  00  MM MM ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
  03  ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
      ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
Decorations:
  02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ
      YY YY YY YY  XX XX XX XX
      YY YY YY YY  XX XX XX XX
  08  GG GG GG GG  RR RR RR RR 

[edit] Notes

The co-ordinate system used for the Hoods has 0,0 in the top left hand corner of the Hood when viewed for the first time after importing.

This article is imported from the old MTS2 wiki. It's original page, with comments, can be found at http://old_wiki.modthesims2.com/ABD0DC63

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