Difference between revisions of "Sims 3:0x02D5DF13"

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(S_SM State Machine Definition)
(S_St State Definition)
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--repeat(count)
 
--repeat(count)
 
   DWORD [S_St index] // Valid transitions out
 
   DWORD [S_St index] // Valid transitions out
DWORD // Values 0-6<!-- Could be event subtype for SACS events -->
+
DWORD // Values 0-6
 
</pre>
 
</pre>
 +
 
===S_PD Parameter Definition===
 
===S_PD Parameter Definition===
 
<pre>
 
<pre>

Revision as of 12:17, 18 July 2009

Contents

Overview

Coordinates animations(and sounds?).

Format

Follows the RCOL format, with its own custom chunks. These chunks have a lot of filler data(0xDEADBEEF), so it will likely expand in later versions.

S_SM State Machine Definition

DWORD 'S_SM'
DWORD Version // 0x202
DWORD Name // Hashed state machine name (Typically same as filename w/o path or extension)
DWORD count1 // Actor definitions
--repeat
  DWORD [S_AD index]
DWORD count2 // Property definitions
--repeat
  DWORD [S_PD index]
DWORD count3 // States
--repeat
  DWORD [S_St index]
DWORD count4
--repeat
  DWORD //animation
  DWORD //actor name
  DWORD //actor name
DWORD 0xDEADBEEF
DWORD Properties // State machine properties
DWORD Priority // Automation priority
DWORD // Value that's 0-5
DWORD Empty
DWORD Empty
DWORD Empty
DWORD Empty

S_St State Definition

DWORD 'S_St'
DWORD version // 0x101
DWORD Name // Hashed state name
DWORD Priority // Automation Priority
DWORD [S_DG index] // State decision graph
DWORD count // State transitions
--repeat(count)
  DWORD [S_St index] // Valid transitions out
DWORD // Values 0-6

S_PD Parameter Definition

DWORD 'S_PD'
DWORD version // 0x100
DWORD hash // Hashed parameter name
DWORD hash // Default value

S_DG Decision Graph

Decision graph

DWORD 'S_DG'
DWORD version // 0x101
DWORD blank // In all cases in JazzData.package
DWORD count1
--Reps (Count1)
           DWORD index // List of all decision graph nodes descendant from this S_DG
DWORD count2
--Reps (Count2)
           DWORD index // Root of the decision graph
4 BYTES (DEADBEEF filler)

S_AD Actor Definition

DWORD 'S_AD'
DWORD version // 0x100
DWORD //hashed actor parameter name
DWORD //null in all JazzData.package cases

SoPn Select on Parameter Node

DWORD 'SoPn'
DWORD version // 0x101
DWORD index // Parameter to select on
DWORD count // Possible cases to select
--repetition
    DWORD //hashed value to compare
    DWORD indexcount
    index[indexcount] // Action to take on match
4BYTE filler(DEADBEEF)
DWORD "/DGN"

SNSN Next State Node

DWORD 'SNSN'
DWORD version // 0x101
DWORD S_St index // Next state
DWORD /DGN (end entry)

Rand Random Node

DWORD 'Rand'
DWORD version // 0x101
DWORD count // Possible outcomes
--Reps (Count times)
         FLOAT // Random weight
         DWORD subcount
         --Reps (subcount times) 
                 DWORD [DGN index] // Action on selection
DWORD - DEADBEEF
DWORD flags // Random node flags
DWORD /DGN

Play Play Animation Node

DWORD 'Play'
DWORD version
TGI64 (CLIP)
TGI64 (TkMk)
DWORD count1
DWORD
DWORD
DWORD
--rep(count1)
  DWORD Empty
  DWORD Empty
  DWORD Actor // Hashed actor parameter name
  DWORD Slot // Hashed slot name (Only one instance of this in jazzdata.package)
DWORD count2
--rep(count2)
  DWORD // 
  DWORD
4byte filler(DEADBEEF)
DWORD
DWORD
DWORD
DWORD
DWORD len
STRING char16[len] // Padded to DWORD boundry
if (len > 0){BYTE[4-((2*len)%4)]} '00'
DWORD
4byte filler(DEADBEEF)
DWORD
DWORD Priority // Animation Priroity
DWORD
FLOAT
FLOAT
FLOAT
FLOAT
DWORD [S_AD Index] // Actor to animate
DWORD Priority // Animation Priroity
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD
4byte filler(DEADBEEF)
DWORD count3
--rep(count3)
  DWORD [DGN Index] // Additional actions (On animation complete?)
DWORD '/DGN'

Prop Create Prop Node

DWORD 'Prop' 
DWORD version
DWORD index
4 BYTES blank?
4 BYTES
4 BYTES blank?
4 BYTES 
20 BYTES blank?
DWORD count
--Rep (count times)
           DWORD index 
DWORD /DGN

AcOp Actor Operation Node

DWORD 'AcOp'
DWORD version
DWORD index // Actor to operate on
DWORD (0x01) // Count?
DWORD op // Actor operation
12 BYTES blank?
DWORD count
--Rep (count times)
           DWORD index // Linked action
DWORD /DGN

Stop Stop Animation Node

DWORD 'Stop'
DWORD version
DWORD
DWORD
DWORD
FLOAT
FLOAT
DWORD
FLOAT
DWORD S_AD index // Actor to stop animating
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD 0xDEADBEEF
DWORD count
--repeat(count)
  DWORD index
DWORD '/DGN'
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