Difference between revisions of "Sims 3:0x4D1A5589"
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CHAR[length] effect name | CHAR[length] effect name | ||
===Sim=== | ===Sim=== | ||
| − | + | Word residx sim outfit | |
| + | Word unk (residx?) | ||
| + | |||
===Steering=== | ===Steering=== | ||
BYTE | BYTE | ||
Revision as of 11:52, 29 August 2009
Research by Tiger - work in progress
Parts of the data contained in this resource follows the format of Sims_3:Catalog_Resource#Material_List and Sims_3:0xCF84EC98. The lot objects section references resources indexed by Sims_3:0x05ED1226.
This is a very rough draft, there are some key pieces of information missing.
Contents |
Header
DWORD version 0x14 DWORD unk 1 DWORD 0x02dc343f DWORD count1 REP count1 QWORD object catalog ID DWORD DWORD 1 DWORD 0x736884f1 DWORD count2 REP count2 DWORD DWORD DWORD FLOAT FLOAT FLOAT FLOAT DWORD offset to 'NOBJ' DWORD 0x1c DWORD -1 DWORD length [length BYTES #Lot Objects] DWORD [data like Sims_3:0xCF84EC98 starting in the Components section]
Lot Objects
DWORD count
REP COUNT
QWORD object guid
DWORD
DWORD count3
REP count3
DWORD component
WORD residx catalog object
WORD residx ? (Seems like it's always 0:0:0)
WORD residx VPXY
[Component specific data]
The component specific data depends on what components are listed. The order is fixed, and completely unrelated to the order the components are listed in. Each section appears in the order here, only if the named component is included. This order is inferred by comparing different selections of components from different resources. In some places the order may not be exact when the components in neighboring locations never appear together, such as "Tree", "Effect" and "Steering".
Location
3 FLOAT location
Transformation
4 FLOAT rotation (Quaternion)
QWORD guid (Containing object)
IF containing guid != 0
DWORD hash containment slot name
WORD
Model
WORD residx model
WORD residx compositor prop file
WORD residx compositor prop file
DWORD count4
REP count4
WORD residx
DWORD 8 offset? (To after next dword)
DWORD length - 1 (Of rest of this entry)
6 BYTES (Last sometimes 4, not clear data sizes)
DWORD 0
DWORD count5
BYTE 1
BYTE 0/1
REP count5
DWORD
WORD complate xml residx
IF complate xml is not 0:0:0
DWORD 2
DWORD 2
DWORD offset // from here to after TGI Block List
OF offset is not 0
WORD
DWORD tgi offset // see Sims 3:Key table
DWORD tgi size // see Sims 3:Key table - always 4
--insert Sims_3:Catalog_Resource#Material_Block
--insert TGI Block List // see Sims 3:Key table - empty
BYTE count6
REP count6
WORD residx for material list section
IF VisualState in components
--insert Model/VisualState data
Model/VisualState
This is seperate from the regular VisualState section, and only appears when both Model and VisualState components are present.
4 BYTES (Seen 0x80 in first, 0 or 1 in last)
DWORD hash (From MTST) or 0
BYTE
6 FLOATS
3 BYTES (First 1)
WORD residx
BYTE
Animation
WORD residx skeletal animation rig
BYTE activeanimation (Flag? Or count? Only seen 0/1)
IF activeanimation != 0
[Animation data - structure under investigation]
Script
DWORD (6)
DWORD length
CHAR[length] (Script class)
BYTE (0/1)
DWORD
DWORD script object ID (References Sims_3:0x06B981ED)
Physics
BYTE Physics enabled
Tree
WORD residx speedtree data
DWORD
DWORD count
REP count
12 FLOATs transformation (3x4 transformation matrix)
3 FLOATs location
FLOAT (1.0)
FLOAT tree scale
Effect
WORD
BYTE
BYTE length
CHAR[length] effect name
Sim
Word residx sim outfit
Word unk (residx?)
Steering
BYTE
DWORD
Sacs
WORD
BYTE
BYTE count
REP count
DWORD sacs driver
Slot
WORD residx RSLT data
Lighting
WORD residx LITE data
4 FLOATS
VisualState
3 WORDS (Might be WORD/DWORD or DWORD/WORD)
DWORD -1?
Footprint
BYTE
WORD residx FTPT data
DWORD count7
REP count7
DWORD
WORD residx FTPT data (Alternate?)
DWORD count
REP count
DWORD
BYTE
FLOAT
Audio
DWORD (2)
2 FLOATs
DWORD
FLOAT