Difference between revisions of "Sims 3:0x4D1A5589"
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(→Lot Objects) |
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BYTE length | BYTE length | ||
CHAR[length] effect name | CHAR[length] effect name | ||
+ | ===Sim=== | ||
+ | [Under investigation] | ||
===Steering=== | ===Steering=== | ||
BYTE | BYTE |
Revision as of 11:47, 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
[Under investigation]
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