ABD0DC63

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ABD0DC63
Short name: NHTR
Long name: Neighborhood terrain

These files (one per neighborhood/subhood package) describe the trees, roads, bridges and decorations found in neighborhoods/subhoods.

Contents

Format

DWORD
Version


WORD
Unknown
DWORD
Tree count N
repeat N times
37 bytes
See tree listing below


WORD
Unknown
DWORD
Road count N
repeat N times
123 bytes
See road listing below


WORD
Unknown
DWORD
Bridge count N
repeat N times
163 bytes
See bridge listing below


WORD
Unknown
DWORD
Decoration count N
repeat N times
37 bytes
See decoration listing below

Listings

Each listing has a different format.

Tile orientation

This block appears in both road and bridge entries.

Data regarding top left corner
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
DWORD
Unknown data describing orientation
DWORD
Unknown data describing orientation
Data regarding top right corner
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
DWORD
Unknown data describing orientation
DWORD
Unknown data describing orientation
Data regarding bottom left corner
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
DWORD
Unknown data describing orientation
DWORD
Unknown data describing orientation
Data regarding bottom right corner
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
DWORD
Unknown data describing orientation
DWORD
Unknown data describing orientation

Tree

Byte
Always 02
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
FLOAT
Y position
FLOAT
X position
FLOAT
Y position
FLOAT
X position
Byte
Always 08
DWORD
Rotation
GUID

Road

Byte
Always 02
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
FLOAT
Y position top left corner of tile
FLOAT
X position top right corner of tile
FLOAT
Y position bottom left corner of tile
FLOAT
X position bottom right corner of tile
Byte
Always 03
Tile orientation
Byte
Always 00
WORD
Texture, literally part of the texture file name:
  • 03 - end piece
  • 0f - bend
  • 4b - straight
  • 57 - T-junction
  • 07 - cross roads junction
11 Bytes
Unknown

Bridge

Byte
Always 02
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
FLOAT
Y position top left corner of tile
FLOAT
X position top right corner of tile
FLOAT
Y position bottom left corner of tile
FLOAT
X position bottom right corner of tile
1 BYTE
Always 03
Tile orientation
WORD
Unknown
WORD
Bridge piece:
  • 0ac0 - End
  • 0ac1 - Straight piece (0)
  • 0ac2 - Arch part 2
  • 0ac3 - Arch part 1
  • 0ac4 - Pylon
  • 0ac5 - Arch part 3
  • 0ad0 - Tunnel entrance
Arches go like this: 12300....00321
14 BYTES
Unknown
BYTE
Always 03
41 BYTES
Unknown

Decoration

Byte
Always 02
FLOAT
Y position
FLOAT
X position
FLOAT
Z position
FLOAT
Y position
FLOAT
X position
1 BYTE
Always 08
GUID
FLOAT
Rotation

Overview of format

In other words, this is how each known type looks:

Trees:
  02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ
      YY YY YY YY  XX XX XX XX  
      YY YY YY YY  XX XX XX XX
  08  RR RR RR RR   GG GG GG GG
Roads:
  02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ 
      YY YY YY YY  XX XX XX XX
      YY YY YY YY  XX XX XX XX 
  03  XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
  00  TT TT ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
Bridges:
  02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ 
      YY YY YY YY  XX XX XX XX
      YY YY YY YY  XX XX XX XX
  03  XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
      XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
  00  MM MM ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
  03  ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
      ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
Decorations:
  02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ
      YY YY YY YY  XX XX XX XX
      YY YY YY YY  XX XX XX XX
  08  GG GG GG GG  RR RR RR RR 

Notes

The co-ordinate system used for the Hoods has 0,0 in the top left hand corner of the Hood when viewed for the first time after importing.

This article is imported from the old MTS2 wiki. It's original page, with comments, can be found at http://old_wiki.modthesims2.com/ABD0DC63

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