Difference between revisions of "OBJD"

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====OBJD====
 
====OBJD====
 +
 
Offset Size Description
 
Offset Size Description
 +
 
0x000 64 - Filename (null terminated)
 
0x000 64 - Filename (null terminated)
 +
 
0x040 4 - Version (139 TS2, 140 TS2U)
 
0x040 4 - Version (139 TS2, 140 TS2U)
 +
 
0x044 2 - Initial Stack Size
 
0x044 2 - Initial Stack Size
 +
 
0x046 2 - Default Wall Adjacent Flags
 
0x046 2 - Default Wall Adjacent Flags
 +
 
0x048 2 - Default Placement Flags
 
0x048 2 - Default Placement Flags
 +
 
0x04A 2 - Default Wall Placement Flags (null)
 
0x04A 2 - Default Wall Placement Flags (null)
 +
 
0x04C 2 - Default Allowed Height Flags (null)
 
0x04C 2 - Default Allowed Height Flags (null)
 +
 
0x04E 2 - Interaction Table ID Pointer to the TTAB interaction information (a value of 1 for objects with no interactions)
 
0x04E 2 - Interaction Table ID Pointer to the TTAB interaction information (a value of 1 for objects with no interactions)
 +
 
0x050 2 - Interaction Group (null)
 
0x050 2 - Interaction Group (null)
 +
 
0x052 2 - Type Type of object (a buyable object has value 4)
 
0x052 2 - Type Type of object (a buyable object has value 4)
 +
 
0x054 2 - Multi-Tile master id (null)
 
0x054 2 - Multi-Tile master id (null)
 +
 
0x056 2 - Multi-Tile sub index (null)
 
0x056 2 - Multi-Tile sub index (null)
 +
 
0x058 2 - Use Default Placement flags (null)
 
0x058 2 - Use Default Placement flags (null)
 +
 
0x05A 2 - Look At Score
 
0x05A 2 - Look At Score
 +
 
0x05C 4 - GUID A unique ID number for each object. May also be a Sim ID (you can find this value in the Neighborhood FAMI and 0xAACE2EFB files)
 
0x05C 4 - GUID A unique ID number for each object. May also be a Sim ID (you can find this value in the Neighborhood FAMI and 0xAACE2EFB files)
 +
 
0x060 2 - Item Is Unlockable
 
0x060 2 - Item Is Unlockable
 +
 
0x062 2 - Catalog Use Flags (null)
 
0x062 2 - Catalog Use Flags (null)
 +
 
0x064 2 - Price The price of the object
 
0x064 2 - Price The price of the object
 +
 
0x066 2 - Body strings ID Pointer to STR# resource for sims (null for objects)
 
0x066 2 - Body strings ID Pointer to STR# resource for sims (null for objects)
 +
 
0x068 2 - Slot ID Pointer to a SLOT resource
 
0x068 2 - Slot ID Pointer to a SLOT resource
 +
 
0x06A 4 - Diagonal selector GUID    (GUID of Diagonal placement object - If object has a diagonal placement option - 0x00000000 (or 0x00000001 ?)  if not)
 
0x06A 4 - Diagonal selector GUID    (GUID of Diagonal placement object - If object has a diagonal placement option - 0x00000000 (or 0x00000001 ?)  if not)
 +
 
0x06E 4 - Grid-aligned selector GUID    (GUID of 'normal' placement object - Only used if this object is a diagonal placement option - 0x00000000 (or 0x00000001 ?) if not)
 
0x06E 4 - Grid-aligned selector GUID    (GUID of 'normal' placement object - Only used if this object is a diagonal placement option - 0x00000000 (or 0x00000001 ?) if not)
 +
 
0x072 2 - Object ownership flags (null or 1)
 
0x072 2 - Object ownership flags (null or 1)
 +
 
0x074 2 - Ignore GlobalSim field in CAS Lot (null)
 
0x074 2 - Ignore GlobalSim field in CAS Lot (null)
 +
 
0x076 2 - Cannot Move Out With (null)
 
0x076 2 - Cannot Move Out With (null)
 +
 
0x078 2 - Hauntable (null)
 
0x078 2 - Hauntable (null)
 +
 
0x07A 4 - Proxy GUID
 
0x07A 4 - Proxy GUID
 +
 
0x07E 2 - Slot group (null)
 
0x07E 2 - Slot group (null)
 +
 
0x080 2 - Aspiration Flags (null)
 
0x080 2 - Aspiration Flags (null)
 +
 
0x082 2 - Memory Nice/Bad (null)
 
0x082 2 - Memory Nice/Bad (null)
 +
 
0x084 2 - Sale Price Different for each type of removal? (Some have a value, trees have null)
 
0x084 2 - Sale Price Different for each type of removal? (Some have a value, trees have null)
 +
 
0x086 2 - Initial depreciation Sale price loss after first day of purchase
 
0x086 2 - Initial depreciation Sale price loss after first day of purchase
 +
 
0x088 2 - Daily depreciation Loss of sale price after each successive day
 
0x088 2 - Daily depreciation Loss of sale price after each successive day
 +
 
0x08A 2 - Self depreciating Has a value if the object calculates its own depreciation, null if the game calculates it
 
0x08A 2 - Self depreciating Has a value if the object calculates its own depreciation, null if the game calculates it
 +
 
0x08C 2 - Depreciation limit The lowest price the object can be sold for
 
0x08C 2 - Depreciation limit The lowest price the object can be sold for
 +
 
0x08E 2 - Room sort flags The room category (bit0=Kitchen, bit1=Bedroom, bit2=Bathroom, bit3=Family Room, bit4=Outside, bit5=Dining Room, bit6=Misc, bit7=Study)
 
0x08E 2 - Room sort flags The room category (bit0=Kitchen, bit1=Bedroom, bit2=Bathroom, bit3=Family Room, bit4=Outside, bit5=Dining Room, bit6=Misc, bit7=Study)
 +
 
0x090 2 - Function sort flags The object type (bit0=Seating, bit1=Surfaces, bit2=Appliances, bit3=Electronics, bit4=Plumbing, bit5=Decorative, bit6=General, bit7=Lighting)
 
0x090 2 - Function sort flags The object type (bit0=Seating, bit1=Surfaces, bit2=Appliances, bit3=Electronics, bit4=Plumbing, bit5=Decorative, bit6=General, bit7=Lighting)
 +
 
0x092 2 - Catalog strings ID Pointer to the objects CTSS catalog details
 
0x092 2 - Catalog strings ID Pointer to the objects CTSS catalog details
 +
 
0x094 2 - Is global sim object (null)
 
0x094 2 - Is global sim object (null)
 +
 
0x096 2 - ToolTip Name Type - 0 default (null)
 
0x096 2 - ToolTip Name Type - 0 default (null)
 +
 
0x098 2 - Template Version (null)
 
0x098 2 - Template Version (null)
 +
 
0x09A 2 - Niceness Multiplier (variable)
 
0x09A 2 - Niceness Multiplier (variable)
 +
 
0x09C 2 - No Duplicate On Placement (null)
 
0x09C 2 - No Duplicate On Placement (null)
 +
 
0x09E 2 - Want Category (variable)
 
0x09E 2 - Want Category (variable)
 +
 
0x0A0 2 - No New Name from Template (null)
 
0x0A0 2 - No New Name from Template (null)
 +
 
0x0A2 2 - Object version (null)
 
0x0A2 2 - Object version (null)
 +
 
0x0A4 2 - Default Thumbnail ID (null)
 
0x0A4 2 - Default Thumbnail ID (null)
 +
 
0x0A6 2 - Motive effects ID (null)
 
0x0A6 2 - Motive effects ID (null)
 +
 
0x0A8 4 - Job Object GUID
 
0x0A8 4 - Job Object GUID
 +
 
0x0AC 2 - Catalog popup ID (null)
 
0x0AC 2 - Catalog popup ID (null)
 +
 
0x0AE 2 - Ignore Current Model Index In Icons (null)
 
0x0AE 2 - Ignore Current Model Index In Icons (null)
 +
 
0x0B0 2 - Level offset (null)
 
0x0B0 2 - Level offset (null)
0x0B2 2 - Shadow type Object has a shadow? (null if no shadow, FFFF if has a shadow)
+
 
 +
0x0B2 2 - Shadow type Object has a shadow? (null  
 +
if no shadow, FFFF if has a shadow)
 +
 
 
0x0B4 2 - Num attributes (variable)
 
0x0B4 2 - Num attributes (variable)
 +
 
0x0B6 2 - Number of object arrays (variable)
 
0x0B6 2 - Number of object arrays (variable)
 +
 
0x0B8 2 - Unused
 
0x0B8 2 - Unused
 +
 
0x0BA 2 - Front direction (null)
 
0x0BA 2 - Front direction (null)
 +
 
0x0BC 2 - Unused
 
0x0BC 2 - Unused
 +
 
0x0BE 2 - Multi-tile lead object (null)
 
0x0BE 2 - Multi-tile lead object (null)
 +
 
0x0C0 2 - Unused - dynamic sprites base id (Sims1)
 
0x0C0 2 - Unused - dynamic sprites base id (Sims1)
 +
 
0x0C2 2 - Unused - num dynamic sprites (Sims1)
 
0x0C2 2 - Unused - num dynamic sprites (Sims1)
 +
 
0x0C4 2 - Chair entry flags So you enter the chair from the correct side (null)
 
0x0C4 2 - Chair entry flags So you enter the chair from the correct side (null)
 +
 
0x0C6 2 - Tile width (null)
 
0x0C6 2 - Tile width (null)
 +
 
0x0C8 2 - Inhibit suit copying (null)
 
0x0C8 2 - Inhibit suit copying (null)
 +
 
0x0CA 2 - Build mode type The build mode type (1=door,2=window,3=stair,4=plant,5=fireplace,6=column,7=pool)
 
0x0CA 2 - Build mode type The build mode type (1=door,2=window,3=stair,4=plant,5=fireplace,6=column,7=pool)
0x0CC 4 - Original GUID Unique ID of the source object, ie the object this one was based off
+
 
 +
0x0CC 4 - Original GUID Unique ID of the source object, ie  
 +
the object this one was based off
 +
 
 
0x0D0 4 - Object model GUID
 
0x0D0 4 - Object model GUID
 +
 
0x0D4 2 - Build Mode Subsort (null)
 
0x0D4 2 - Build Mode Subsort (null)
 +
 
0x0D6 2 - Unused - thumbnail graphic (Sims1)
 
0x0D6 2 - Unused - thumbnail graphic (Sims1)
 +
 
0x0D8 2 - Unused - shadow flags (Sims1)
 
0x0D8 2 - Unused - shadow flags (Sims1)
 +
 
0x0DA 2 - Footprint mask (null)
 
0x0DA 2 - Footprint mask (null)
 +
 
0x0DC 2 - Unused
 
0x0DC 2 - Unused
 +
 
0x0DE 2 - Unused - shadow brightness (Sims1)
 
0x0DE 2 - Unused - shadow brightness (Sims1)
 +
 
0x0E0 2 - Unused
 
0x0E0 2 - Unused
 +
 
0x0E2 2 - Unused - wall style sprite id (Sims1)
 
0x0E2 2 - Unused - wall style sprite id (Sims1)
 +
 
0x0E4 2 - Hunger rating (null)
 
0x0E4 2 - Hunger rating (null)
 +
 
0x0E6 2 - Comfort rating (null)
 
0x0E6 2 - Comfort rating (null)
 +
 
0x0E8 2 - Hygiene rating (null)
 
0x0E8 2 - Hygiene rating (null)
 +
 
0x0EA 2 - Bladder rating (null)
 
0x0EA 2 - Bladder rating (null)
 +
 
0x0EC 2 - Energy rating (null)
 
0x0EC 2 - Energy rating (null)
 +
 
0x0EE 2 - Fun rating (null)
 
0x0EE 2 - Fun rating (null)
 +
 
0x0F0 2 - Room rating (null)
 
0x0F0 2 - Room rating (null)
 +
 
0x0F2 2 - Skill Flags The skills this object gives (bit0=Cleaning, bit1=Cooking, bit2=Mechanical, bit3=Logic, bit4=Body, bit5=Creativity, bit6=Charisma, bit7=School Study?)
 
0x0F2 2 - Skill Flags The skills this object gives (bit0=Cleaning, bit1=Cooking, bit2=Mechanical, bit3=Logic, bit4=Body, bit5=Creativity, bit6=Charisma, bit7=School Study?)
 +
 
0x0F4 2 - Num type attributes (Some have 3, trees have null)
 
0x0F4 2 - Num type attributes (Some have 3, trees have null)
 +
 
0x0F6 2 - Misc flags (Some have 16, trees have null)
 
0x0F6 2 - Misc flags (Some have 16, trees have null)
 +
 
0x0F8 4 - Unused - type attr guid (Sims1)
 
0x0F8 4 - Unused - type attr guid (Sims1)
 +
 
0x0FC 2 - Function Sub-Sort Sub-type of the object eg. Electronic sub-sort are entertainment, video, audio, phone (bit1=first, bit2=second,...bit8=last)
 
0x0FC 2 - Function Sub-Sort Sub-type of the object eg. Electronic sub-sort are entertainment, video, audio, phone (bit1=first, bit2=second,...bit8=last)
 +
 
0x0FE 2 - Downtown Sort (null)
 
0x0FE 2 - Downtown Sort (null)
 +
 
0x100 2 - Keep Buying (null)
 
0x100 2 - Keep Buying (null)
 +
 
0x102 2 - Vacation Sort (null)
 
0x102 2 - Vacation Sort (null)
 +
 
0x104 2 - Reset Lot Action (null)
 
0x104 2 - Reset Lot Action (null)
 +
 
0x106 2 - 3D Object Type
 
0x106 2 - 3D Object Type
0x108 2 - Community Sort Community categories (bit0=, bit1=, bit2=, bit3=, bit4=, bit5=, bit6=, bit7=)
+
 
 +
0x108 2 - Community Sort Community categories (bit0=, bit1=,  
 +
bit2=, bit3=, bit4=, bit5=, bit6=, bit7=)
 +
 
 
0x10A 2 - Dream Flags (null)
 
0x10A 2 - Dream Flags (null)
 +
 
0x10C 12 - unused, reserved
 
0x10C 12 - unused, reserved
 +
 
0x118 * - Filename (Pascal string with first 4 bytes as length)
 
0x118 * - Filename (Pascal string with first 4 bytes as length)
  

Revision as of 13:21, 23 July 2006

This article is imported from the old MTS2 wiki. You can help Sims2Wiki by cleaning it up. It's original page with comments can be found at http://old_wiki.modthesims2.com/OBJD

See also: 4F424A44

OBJD

Offset Size Description

0x000 64 - Filename (null terminated)

0x040 4 - Version (139 TS2, 140 TS2U)

0x044 2 - Initial Stack Size

0x046 2 - Default Wall Adjacent Flags

0x048 2 - Default Placement Flags

0x04A 2 - Default Wall Placement Flags (null)

0x04C 2 - Default Allowed Height Flags (null)

0x04E 2 - Interaction Table ID Pointer to the TTAB interaction information (a value of 1 for objects with no interactions)

0x050 2 - Interaction Group (null)

0x052 2 - Type Type of object (a buyable object has value 4)

0x054 2 - Multi-Tile master id (null)

0x056 2 - Multi-Tile sub index (null)

0x058 2 - Use Default Placement flags (null)

0x05A 2 - Look At Score

0x05C 4 - GUID A unique ID number for each object. May also be a Sim ID (you can find this value in the Neighborhood FAMI and 0xAACE2EFB files)

0x060 2 - Item Is Unlockable

0x062 2 - Catalog Use Flags (null)

0x064 2 - Price The price of the object

0x066 2 - Body strings ID Pointer to STR# resource for sims (null for objects)

0x068 2 - Slot ID Pointer to a SLOT resource

0x06A 4 - Diagonal selector GUID (GUID of Diagonal placement object - If object has a diagonal placement option - 0x00000000 (or 0x00000001 ?) if not)

0x06E 4 - Grid-aligned selector GUID (GUID of 'normal' placement object - Only used if this object is a diagonal placement option - 0x00000000 (or 0x00000001 ?) if not)

0x072 2 - Object ownership flags (null or 1)

0x074 2 - Ignore GlobalSim field in CAS Lot (null)

0x076 2 - Cannot Move Out With (null)

0x078 2 - Hauntable (null)

0x07A 4 - Proxy GUID

0x07E 2 - Slot group (null)

0x080 2 - Aspiration Flags (null)

0x082 2 - Memory Nice/Bad (null)

0x084 2 - Sale Price Different for each type of removal? (Some have a value, trees have null)

0x086 2 - Initial depreciation Sale price loss after first day of purchase

0x088 2 - Daily depreciation Loss of sale price after each successive day

0x08A 2 - Self depreciating Has a value if the object calculates its own depreciation, null if the game calculates it

0x08C 2 - Depreciation limit The lowest price the object can be sold for

0x08E 2 - Room sort flags The room category (bit0=Kitchen, bit1=Bedroom, bit2=Bathroom, bit3=Family Room, bit4=Outside, bit5=Dining Room, bit6=Misc, bit7=Study)

0x090 2 - Function sort flags The object type (bit0=Seating, bit1=Surfaces, bit2=Appliances, bit3=Electronics, bit4=Plumbing, bit5=Decorative, bit6=General, bit7=Lighting)

0x092 2 - Catalog strings ID Pointer to the objects CTSS catalog details

0x094 2 - Is global sim object (null)

0x096 2 - ToolTip Name Type - 0 default (null)

0x098 2 - Template Version (null)

0x09A 2 - Niceness Multiplier (variable)

0x09C 2 - No Duplicate On Placement (null)

0x09E 2 - Want Category (variable)

0x0A0 2 - No New Name from Template (null)

0x0A2 2 - Object version (null)

0x0A4 2 - Default Thumbnail ID (null)

0x0A6 2 - Motive effects ID (null)

0x0A8 4 - Job Object GUID

0x0AC 2 - Catalog popup ID (null)

0x0AE 2 - Ignore Current Model Index In Icons (null)

0x0B0 2 - Level offset (null)

0x0B2 2 - Shadow type Object has a shadow? (null if no shadow, FFFF if has a shadow)

0x0B4 2 - Num attributes (variable)

0x0B6 2 - Number of object arrays (variable)

0x0B8 2 - Unused

0x0BA 2 - Front direction (null)

0x0BC 2 - Unused

0x0BE 2 - Multi-tile lead object (null)

0x0C0 2 - Unused - dynamic sprites base id (Sims1)

0x0C2 2 - Unused - num dynamic sprites (Sims1)

0x0C4 2 - Chair entry flags So you enter the chair from the correct side (null)

0x0C6 2 - Tile width (null)

0x0C8 2 - Inhibit suit copying (null)

0x0CA 2 - Build mode type The build mode type (1=door,2=window,3=stair,4=plant,5=fireplace,6=column,7=pool)

0x0CC 4 - Original GUID Unique ID of the source object, ie the object this one was based off

0x0D0 4 - Object model GUID

0x0D4 2 - Build Mode Subsort (null)

0x0D6 2 - Unused - thumbnail graphic (Sims1)

0x0D8 2 - Unused - shadow flags (Sims1)

0x0DA 2 - Footprint mask (null)

0x0DC 2 - Unused

0x0DE 2 - Unused - shadow brightness (Sims1)

0x0E0 2 - Unused

0x0E2 2 - Unused - wall style sprite id (Sims1)

0x0E4 2 - Hunger rating (null)

0x0E6 2 - Comfort rating (null)

0x0E8 2 - Hygiene rating (null)

0x0EA 2 - Bladder rating (null)

0x0EC 2 - Energy rating (null)

0x0EE 2 - Fun rating (null)

0x0F0 2 - Room rating (null)

0x0F2 2 - Skill Flags The skills this object gives (bit0=Cleaning, bit1=Cooking, bit2=Mechanical, bit3=Logic, bit4=Body, bit5=Creativity, bit6=Charisma, bit7=School Study?)

0x0F4 2 - Num type attributes (Some have 3, trees have null)

0x0F6 2 - Misc flags (Some have 16, trees have null)

0x0F8 4 - Unused - type attr guid (Sims1)

0x0FC 2 - Function Sub-Sort Sub-type of the object eg. Electronic sub-sort are entertainment, video, audio, phone (bit1=first, bit2=second,...bit8=last)

0x0FE 2 - Downtown Sort (null)

0x100 2 - Keep Buying (null)

0x102 2 - Vacation Sort (null)

0x104 2 - Reset Lot Action (null)

0x106 2 - 3D Object Type

0x108 2 - Community Sort Community categories (bit0=, bit1=, bit2=, bit3=, bit4=, bit5=, bit6=, bit7=)

0x10A 2 - Dream Flags (null)

0x10C 12 - unused, reserved

0x118 * - Filename (Pascal string with first 4 bytes as length)

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