Difference between revisions of "Sims 3:0xD3044521"

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==Overview==
 
==Overview==
 
This is a [[Sims 3:RCOL]] chunk.
 
This is a [[Sims 3:RCOL]] chunk.
 
The format seems to fail for the following from EP1:
 
* 0xE6D5D4DD058CC19E
 
* 0xE5B7D0AF413CAAF9
 
* 0x4A9E801AE0730F98
 
* 0x82BD7012ECC41B0A
 
  
 
==Format==
 
==Format==
 +
--header
 
  DWORD 'RSLT'
 
  DWORD 'RSLT'
 
  DWORD Version
 
  DWORD Version
Line 23: Line 18:
 
  DWORD Count3 // effect
 
  DWORD Count3 // effect
 
  DWORD Count4 // Inverse Kinetics targets
 
  DWORD Count4 // Inverse Kinetics targets
  DWORD 0 // (Count 5? only encountered 0)
+
  DWORD Count5 // Cone slots
 
   
 
   
  // Part 1 - Route
+
  --Route Slots
 
  --repeat Count1:
 
  --repeat Count1:
  DWORD slot name // fnv32
+
  DWORD slot name // fnv32
 
  --repeat Count1:
 
  --repeat Count1:
  DWORD bone name // fnv32 (From rig)
+
  DWORD bone name // fnv32 (From rig)
 
  --repeat Count1:
 
  --repeat Count1:
  FLOAT[12] // (4x3 transform matrix)
+
  FLOAT[12] // (4x3 transform matrix)
 
  --if Count1 > 0:
 
  --if Count1 > 0:
  DWORD 0
+
  DWORD numSlotsWithOffsets
--if DWORD == 1
+
--repeat numSlotsWithOffsets:
        FLOAT[7]       // or some 28 bytes of data
+
DWORD index // index of the slot the offset is for
 +
FLOAT[3] position // position offset
 +
FLOAT[3] rotation // rotation offset (euler angles, in radians)
 
   
 
   
  // Part 2 - Container
+
  --Containment Slots
 
  --repeat Count2:
 
  --repeat Count2:
  DWORD slot name // fnv32
+
  DWORD slot name // fnv32
 
  --repeat Count2:
 
  --repeat Count2:
  DWORD bone name // fnv32 (From rig)
+
  DWORD bone name // fnv32 (From rig)
 
  --repeat Count2:
 
  --repeat Count2:
  DWORD flags // [[Sims_3:0x319E4F1D#Slot_Placement_Flags|Slot placement flags]] (seem to work...)
+
  DWORD flags // [[Sims_3:0x319E4F1D#Slot_Flags|Slot placement flags]] (seem to work...)
 
  --repeat Count2:
 
  --repeat Count2:
  FLOAT[12] // (4x3 transform matrix)
+
  FLOAT[12] // (4x3 transform matrix)
 
  --if Count2 > 0:
 
  --if Count2 > 0:
  DWORD 0
+
  DWORD numSlotsWithOffsets
--if DWORD == 1
+
--repeat numSlotsWithOffsets:
        FLOAT[7]       // or some 28 bytes of data
+
DWORD index // index of the slot the offset is for
 +
FLOAT[3] position // position offset
 +
FLOAT[3] rotation // rotation offset (euler angles, in radians)
 
   
 
   
  // Part 3 - Effect
+
  --Effect Slots
 
  --repeat Count3:
 
  --repeat Count3:
  DWORD slot name // fnv32
+
  DWORD slot name // fnv32
 
  --repeat Count3:
 
  --repeat Count3:
  DWORD bone name // fnv32 (From rig)
+
  DWORD bone name // fnv32 (From rig)
 
  --repeat Count3:
 
  --repeat Count3:
  FLOAT[12] // (4x3 transform matrix)
+
  FLOAT[12] // (4x3 transform matrix)
 
  --if Count3 > 0:
 
  --if Count3 > 0:
  DWORD 0
+
  DWORD numSlotsWithOffsets
--if DWORD == 1
+
--repeat numSlotsWithOffsets:
        FLOAT[7]       // or some 28 bytes of data
+
DWORD index // index of the slot the offset is for
 +
FLOAT[3] position // position offset
 +
FLOAT[3] rotation // rotation offset (euler angles, in radians)
 
   
 
   
  // Part 4 - Inverse Kinetics targets
+
  --IK Targets
 
  --repeat Count4:
 
  --repeat Count4:
  DWORD slot name // fnv32
+
  DWORD slot name // fnv32
 
  --repeat Count4:
 
  --repeat Count4:
  DWORD bone name // fnv32 (From rig)
+
  DWORD bone name // fnv32 (From rig)
 
  --repeat Count4:
 
  --repeat Count4:
  FLOAT[12] // (4x3 transform matrix)
+
  FLOAT[12] // (4x3 transform matrix)
 
  --if Count4 > 0:
 
  --if Count4 > 0:
  DWORD 0
+
  DWORD numSlotsWithOffsets
  --if DWORD == 1
+
--repeat numSlotsWithOffsets:
        FLOAT[7]       // or some 28 bytes of data
+
DWORD index // index of the slot the offset is for
 +
FLOAT[3] position // position offset
 +
FLOAT[3] rotation // rotation offset (euler angles, in radians)
 +
 +
  --Cones Slots
 +
--repeat Count5:
 +
DWORD slot name // fnv32
 +
--repeat Count5:
 +
DWORD bone name // fnv32 (From rig)
 +
--repeat Count5:
 +
FLOAT[12] // (4x3 transform matrix)
 +
--repeat Count5:
 +
FLOAT cone radius // radius of the cone
 +
FLOAT cone angle // angle of the cone (radians)
 +
--if Count5 > 0:
 +
DWORD numSlotsWithOffsets
 +
--repeat numSlotsWithOffsets:
 +
DWORD index // index of the slot the offset is for
 +
FLOAT[3] position // position offset
 +
FLOAT[3] rotation // rotation offset (euler angles, in radians)
  
 
{{TS3AdvancedModdingHeader}}
 
{{TS3AdvancedModdingHeader}}

Latest revision as of 06:14, 1 November 2011

Modding Reference by Category

Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference 

Routing Slot - RSLT
TypeID:0xD3044521
Game Version:The Sims 3



[edit] Overview

This is a Sims 3:RCOL chunk.

[edit] Format

--header
DWORD 'RSLT'
DWORD Version
DWORD Count1	// route
DWORD Count2	// container
DWORD Count3	// effect
DWORD Count4	// Inverse Kinetics targets
DWORD Count5	// Cone slots

--Route Slots
--repeat Count1:
	DWORD slot name			// fnv32
--repeat Count1:
	DWORD bone name			// fnv32 (From rig)
--repeat Count1:
	FLOAT[12]			// (4x3 transform matrix)
--if Count1 > 0:
	DWORD numSlotsWithOffsets
	--repeat numSlotsWithOffsets:
		DWORD index		// index of the slot the offset is for
		FLOAT[3] position	// position offset
		FLOAT[3] rotation	// rotation offset (euler angles, in radians)

--Containment Slots
--repeat Count2:
	DWORD slot name			// fnv32
--repeat Count2:
	DWORD bone name			// fnv32 (From rig)
--repeat Count2:
	DWORD flags			// Slot placement flags (seem to work...)
--repeat Count2:
	FLOAT[12]			// (4x3 transform matrix)
--if Count2 > 0:
	DWORD numSlotsWithOffsets
	--repeat numSlotsWithOffsets:
		DWORD index		// index of the slot the offset is for
		FLOAT[3] position	// position offset
		FLOAT[3] rotation	// rotation offset (euler angles, in radians)

--Effect Slots
--repeat Count3:
	DWORD slot name			// fnv32
--repeat Count3:
	DWORD bone name			// fnv32 (From rig)
--repeat Count3:
	FLOAT[12]			// (4x3 transform matrix)
--if Count3 > 0:
	DWORD numSlotsWithOffsets
	--repeat numSlotsWithOffsets:
		DWORD index		// index of the slot the offset is for
		FLOAT[3] position	// position offset
		FLOAT[3] rotation	// rotation offset (euler angles, in radians)

--IK Targets
--repeat Count4:
	DWORD slot name			// fnv32
--repeat Count4:
	DWORD bone name			// fnv32 (From rig)
--repeat Count4:
	FLOAT[12]			// (4x3 transform matrix)
--if Count4 > 0:
	DWORD numSlotsWithOffsets
	--repeat numSlotsWithOffsets:
		DWORD index		// index of the slot the offset is for
		FLOAT[3] position	// position offset
		FLOAT[3] rotation	// rotation offset (euler angles, in radians)

--Cones Slots
--repeat Count5:
	DWORD slot name			// fnv32
--repeat Count5:
	DWORD bone name			// fnv32 (From rig)
--repeat Count5:
	FLOAT[12]			// (4x3 transform matrix)
--repeat Count5:
	FLOAT cone radius		// radius of the cone
	FLOAT cone angle		// angle of the cone (radians)
--if Count5 > 0:
	DWORD numSlotsWithOffsets
	--repeat numSlotsWithOffsets:
		DWORD index		// index of the slot the offset is for
		FLOAT[3] position	// position offset
		FLOAT[3] rotation	// rotation offset (euler angles, in radians)
Modding Reference by Category

Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference 

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