Sims 3:0x4D1A5589
| Tutorials by Category | |
|---|---|
|
CAS | Patterns | Objects | Building | Worlds | Modding | Modding Reference |
| Object Instances - OBJN | ||
|---|---|---|
| TypeID: | 0x4D1A5589 | |
| Game Version: | The Sims 3 | |
Contents |
Overview
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.
Format
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
DWORD 1
DWORD count
REP count
DWORD animation priority
REP (Until first dword 0)
DWORD (If 0, exit loop)
DWORD data type
IF data type = 1
DWORD actual data type (Apply this data then exit loop without a 0)
[type specific data]
Data types
IF data type = 0
DWORD 0
DWORD 0
DWORD 0
DWORD 0
IF data type = 0x60caeef
DWORD 1
DWORD (Seems to be some sort of ID)
BYTE (0/1)
DWORD
DWORD
DWORD
DWORD flags?
FLOAT
FLOAT
(Animation clip info will not be present)
IF data type = 0x664ed68
DWORD 1
DWORD (Seems to be some sort of ID)
BYTE (0/1)
DWORD count1
DWORD 1
DWORD count2
REP count1
REP count2
FLOAT
DWORD
DWORD flags?
FLOAT
FLOAT
(Animation clip info will not be present)
IF data type = 0x664fb68
DWORD 1
DWORD (Seems to be some sort of ID)
BYTE (0/1)
DWORD
DWORD
DWORD flags?
FLOAT
FLOAT
IF data type = 0x67c5cab
DWORD 1
DWORD (Seems to be some sort of ID)
BYTE (0/1)
DWORD
DWORD
FLOAT
FLOAT
(Always the first data element)
IF data type = 0x681c688
DWORD 1
DWORD (Seems to be some sort of ID)
BYTE (0/1)
DWORD
IF data type = 0x73b9d8c
DWORD 1
DWORD (Seems to be some sort of ID)
BYTE (0/1)
DWORD
IF data type = 0x7a11ba8
DWORD 1
DWORD (Seems to be some sort of ID)
BYTE (0/1)
DWORD
IF data type = 0x34f49f94
DWORD 1
DWORD (Seems to be some sort of ID)
BYTE (0/1)
DWORD
IF data type = 0xb489fc2c (Active animation clip)
DWORD 2
DWORD flag
TGI64 clip
TGI64 track mask
DWORD count1?
DWORD count2?
DWORD -1
IF (count2 > 0)
REP until actor = 0 and slot = 0
QWORD guid
REP until value = 0
DWORD value
DWORD actor
DWORD slot
QWORD guid
IF flag != 0
DWORD paramcount
REP paramcount
DWORD hash actor name
DWORD
DWORD flags (Usually 0x40000001, also seen 0x40000003)
DWORD
QWORD guid assigned actor
DWORD 0
FLOAT
FLOAT
FLOAT
DWORD
DWORD
DWORD
BYTE (0/1)
BYTE (0/1)
BYTE (0/1)
IF type 0x681c688, 0x73b9d8c, or 0x34f49f94 data present
AND number of type 0x681c688, 0x73b9d8c, or 0x34f49f94 not more than number of type 0xb489fc2c
(On the first occurrence)
END type 0xb489fc2c data here
(On occurrence after second but before the last)
FLOAT
FLOAT
END type 0xb489fc2c data here
(On last occurence)
FLOAT
FLOAT
(Finish to end of type 0xb489fc2c data)
DWORD
DWORD flags?
FLOAT
FLOAT
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
| Tutorials by Category | |
|---|---|
|
CAS | Patterns | Objects | Building | Worlds | Modding | Modding Reference |