Difference between revisions of "Sims 3:0x4D1A5589"

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(Lot Objects)
(Sim)
Line 123: Line 123:
 
     CHAR[length] effect name
 
     CHAR[length] effect name
 
===Sim===
 
===Sim===
     [Under investigation]
+
     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
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