Difference between revisions of "Sims 3:0x02019972"
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− | [[ | + | [[Tutorials:TS3 Advanced Coding Tutorials]] -> [[Sims 3:PackedFileTypes]] |
− | <br/>[[ | + | <br/>[[Tutorials:TS3 Advanced Coding Tutorials]] -> [[Sims 3:RCOL]] |
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<hr/> | <hr/> | ||
+ | ==Description== | ||
+ | This is a [[Sims 3:RCOL]] chunk. | ||
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The purpose of the MTST is to allow multiple material definitions to be swapped by the game through the function: | The purpose of the MTST is to allow multiple material definitions to be swapped by the game through the function: | ||
− | + | ScriptCore.World.ObjectSetMaterial(ObjectGuid objId, string materialSetName, float transitionTime, bool bTransitionToOverlay); | |
For most objects, this function is often accessed through the function: | For most objects, this function is often accessed through the function: | ||
− | + | Sims3.Gameplay.Abstracts.GameObject.SetMaterial(string materialSetName); | |
The string argument is fnv32 hashed and matched with the hash name to locate and swap out the object's material. | The string argument is fnv32 hashed and matched with the hash name to locate and swap out the object's material. | ||
+ | |||
+ | ==Format== | ||
+ | DWORD 'MTST' | ||
+ | DWORD Version | ||
+ | DWORD // unknown | ||
+ | DWORD Initial MATD index | 0x10000000 | ||
+ | DWORD Count | ||
+ | --count repeats of | ||
+ | DWORD MATD index | 0x10000000 | ||
+ | DWORD FNV32 of MATD Name | ||
+ | |||
+ | Based on all MTST blocks so far seen, 'Count' is >= 1 and there is an entry named "Default", i.e. | ||
+ | DWORD MATD index (== initial MATD index) | 0x10000000 | ||
+ | DWORD 0x2EA8FB98 // FNV32 hash of "Default" | ||
<hr/> | <hr/> | ||
− | [[ | + | [[Tutorials:TS3 Advanced Coding Tutorials]] -> [[Sims 3:PackedFileTypes]] |
− | <br/>[[ | + | <br/>[[Tutorials:TS3 Advanced Coding Tutorials]] -> [[Sims 3:RCOL]] |
Revision as of 14:02, 13 February 2010
Tutorials:TS3 Advanced Coding Tutorials -> Sims 3:PackedFileTypes
Tutorials:TS3 Advanced Coding Tutorials -> Sims 3:RCOL
Description
This is a Sims 3:RCOL chunk.
The purpose of the MTST is to allow multiple material definitions to be swapped by the game through the function:
ScriptCore.World.ObjectSetMaterial(ObjectGuid objId, string materialSetName, float transitionTime, bool bTransitionToOverlay);
For most objects, this function is often accessed through the function:
Sims3.Gameplay.Abstracts.GameObject.SetMaterial(string materialSetName);
The string argument is fnv32 hashed and matched with the hash name to locate and swap out the object's material.
Format
DWORD 'MTST' DWORD Version DWORD // unknown DWORD Initial MATD index | 0x10000000 DWORD Count --count repeats of DWORD MATD index | 0x10000000 DWORD FNV32 of MATD Name
Based on all MTST blocks so far seen, 'Count' is >= 1 and there is an entry named "Default", i.e.
DWORD MATD index (== initial MATD index) | 0x10000000 DWORD 0x2EA8FB98 // FNV32 hash of "Default"
Tutorials:TS3 Advanced Coding Tutorials -> Sims 3:PackedFileTypes
Tutorials:TS3 Advanced Coding Tutorials -> Sims 3:RCOL