Difference between revisions of "Sims 3:0x02DC343F"

From SimsWiki
Jump to: navigation, search
m (ResourceComponentTypes)
(Components)
Line 26: Line 26:
 
  --insert [[Sims 3:Key table|TGI Block List]]
 
  --insert [[Sims 3:Key table|TGI Block List]]
 
===Components===
 
===Components===
The IDs are derived from an [[FNV|FNV32]] hash of the Component name.
+
The IDs are derived from an [[FNV|FNV32]] hash of the Component name.  Each component defines an aspect of the object, as far as what data is used.
 
{| border="1"
 
{| border="1"
 
|+
 
|+
 
!ID!!Component!!Comments
 
!ID!!Component!!Comments
 
|+
 
|+
|0x1A8fEB14||Physics||
+
|0x1A8fEB14||Physics|Always included except for plants|
 
|+
 
|+
|0x22706EFA||Sim||
+
|0x22706EFA||Sim|Object is a sim (simOutfitKey optional)|
 
|+
 
|+
|0x23177498||Script||
+
|0x23177498||Script|Object has a game script (scriptClass key required)|
 
|+
 
|+
|0x2954E734||Model||
+
|0x2954E734||Model|Object has a model (modelKey required) - unused for plants|
 
|+
 
|+
|0x2EF1E401||Slot||
+
|0x2EF1E401||Slot|(Unused)|
 
|+
 
|+
|0x3AE9A8E7||Sacs||
+
|0x3AE9A8E7||Sacs|Object can have SACS scripts (jazz data - does not include being used as a prop)|
 
|+
 
|+
|0x461922C8||Location||
+
|0x461922C8||Location|Object can have its own location (As opposed to only being attached to other objects)|
 
|+
 
|+
|0x50B3D17C||VisualState||
+
|0x50B3D17C||VisualState|(Unused)|
 
|+
 
|+
|0x54CB7EBB||Transform||
+
|0x54CB7EBB||Transform|Always included|
 
|+
 
|+
|0x61BD317C||Steering||
+
|0x61BD317C||Steering|Object can move through the world on its own, aside from "teleportation" (Requires steeringInstance)|
 
|+
 
|+
|0x6693C8B3||LotObject||
+
|0x6693C8B3||LotObject|Always included|
 
|+
 
|+
|0x80D91E9E||Effect||
+
|0x80D91E9E||Effect|(Unused)|
 
|+
 
|+
|0xC602CD31||Tree||
+
|0xC602CD31||Tree|Object is a tree (modelKey should point to SPT data)|
 
|+
 
|+
|0xC807312A||Footprint||
+
|0xC807312A||Footprint|Object has a footproint (footprintKey should be present)|
 
|+
 
|+
|0xDA6C50FD||Lighting||
+
|0xDA6C50FD||Lighting|(Unused)|
 
|+
 
|+
|0xEE17C6AD||Animation||
+
|0xEE17C6AD||Animation|Object can be animated (Does not count moving because it is attached to another object which animates)|
 
|}
 
|}
(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===
 
===Key Entries===

Revision as of 00:35, 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. Each component defines an aspect of the object, as far as what data is used.

ID Component Comments
0x1A8fEB14 Always included except for plants|
0x22706EFA Object is a sim (simOutfitKey optional)|
0x23177498 Object has a game script (scriptClass key required)|
0x2954E734 Object has a model (modelKey required) - unused for plants|
0x2EF1E401 (Unused)|
0x3AE9A8E7 Object can have SACS scripts (jazz data - does not include being used as a prop)|
0x461922C8 Object can have its own location (As opposed to only being attached to other objects)|
0x50B3D17C (Unused)|
0x54CB7EBB Always included|
0x61BD317C Object can move through the world on its own, aside from "teleportation" (Requires steeringInstance)|
0x6693C8B3 Always included|
0x80D91E9E (Unused)|
0xC602CD31 Object is a tree (modelKey should point to SPT data)|
0xC807312A Object has a footproint (footprintKey should be present)|
0xDA6C50FD (Unused)|
0xEE17C6AD Object can be animated (Does not count moving because it is attached to another object which animates)|

Key Entries

type maps to a "ComponentDataType" (see 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

ResourceComponentTypes

String entries in the second repetition relate to "ResourceComponentTypes":

Key ComponentDataType Comment
allowObjectHiding UInt32 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


(analysis by atavera, I think)


Sims 3:Main Page -> Sims 3:PackedFileTypes

Personal tools
Namespaces

Variants
Actions
Navigation
game select
Toolbox