Difference between revisions of "Sims 3:0x02DC343F"
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===Key Entries=== | ===Key Entries=== | ||
+ | ''type'' maps to a "ComponentDataType" (see [[#ResourceComponentTypes below]]), which is defined as the following basic data type: | ||
+ | {| border="1" | ||
+ | |+ | ||
+ | !type!!data!!ComponentDataTypes | ||
+ | |+ | ||
+ | |00||DWORD(length) STRING[length]||String | ||
+ | |+ | ||
+ | |01||DWORD index to TGI64 at end||ResourceKey | ||
+ | |+ | ||
+ | |02||DWORD index to TGI64 at end||AssetResourceName | ||
+ | |+ | ||
+ | |03||DWORD(length) STRING[length]||SteeringInstance | ||
+ | |+ | ||
+ | |04||DWORD||UInt32 | ||
+ | |+ | ||
+ | |} | ||
+ | ====ResourceComponentTypes==== | ||
String entries in the second repetition relate to "ResourceComponentTypes": | String entries in the second repetition relate to "ResourceComponentTypes": | ||
{| class="wikitable" border="1" | {| class="wikitable" border="1" | ||
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|Required if Steering component included | |Required if Steering component included | ||
Can be Car, Bicycle or Sim | Can be Car, Bicycle or Sim | ||
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Revision as of 00:22, 22 August 2009
Sims 3:Main Page -> Sims 3:PackedFileTypes
Contents |
Object Key (OBJK)
Identifies what kind of object this is and what its behaviour is.
Format
DWORD version // 7 DWORD TGI_offset // see Sims 3:Key table DWORD TGI_size // see Sims 3:Key table // Components - see below BYTE count1 --repeat count1 times DWORD Component ID // Key entries - see below BYTE count2 --repeat count2 times DWORD length STRING[length] BYTE type // see below {Data} BYTE --insert TGI Block List
Components
The IDs are derived from an FNV32 hash of the Component name.
ID | Component | Comments | 0x1A8fEB14 | Physics | 0x22706EFA | Sim | 0x23177498 | Script | 0x2954E734 | Model | 0x2EF1E401 | Slot | 0x3AE9A8E7 | Sacs | 0x461922C8 | Location | 0x50B3D17C | VisualState | 0x54CB7EBB | Transform | 0x61BD317C | Steering | 0x6693C8B3 | LotObject | 0x80D91E9E | Effect | 0xC602CD31 | Tree | 0xC807312A | Footprint | 0xDA6C50FD | Lighting | 0xEE17C6AD | Animation |
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(22:52:55) Tiger: They are defining what the aspects of the object are. (22:54:04) Tiger: I haven't seen anything without Transform, LotObject, Physics and Model. (22:54:25) Tiger: Even jigs (Which are used purely for the purpose of directing animations) have those four.
Key Entries
type maps to a "ComponentDataType" (see #ResourceComponentTypes below), which is defined as the following basic data type:
type | data | ComponentDataTypes | 00 | DWORD(length) STRING[length] | String | 01 | DWORD index to TGI64 at end | ResourceKey | 02 | DWORD index to TGI64 at end | AssetResourceName | 03 | DWORD(length) STRING[length] | SteeringInstance | 04 | DWORD | UInt32 |
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ResourceComponentTypes
String entries in the second repetition relate to "ResourceComponentTypes":
Key | Data type | Comment | allowObjectHiding | DWORD | 0 = no, 1 = yes, default yes
(Only required for use in the negative) |
footprintKey | ResourceKey | Only used if modelKey is not a VPXY | modelKey | AssetResourceName
ResourceKey |
If the reference is a VPXY
If the reference is something else (SPT data) |
scriptClass | String | Class name to instantiate to simulate this object | simOutfitKey | ResourceKey | Required when the Sim component is included
Points to a sim outfit (XML or binary) |
steeringInstance | String | Required if Steering component included
Can be Car, Bicycle or Sim |
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(analysis by atavera, I think)