Difference between revisions of "Sims 3:0x01D0E723"
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!Element Formats | !Element Formats | ||
|- | |- | ||
− | |0x00 || Position || | + | |0x00 || Position || Float3, Short4 |
|- | |- | ||
|0x01 || Normal || ColorUByte4 | |0x01 || Normal || ColorUByte4 | ||
|- | |- | ||
− | |0x02 || UV || | + | |0x02 || UV || Float2, Float4, Short2, Short4 |
|- | |- | ||
− | |0x03 || BlendIndex|| UByte4 | + | |0x03 || BlendIndex || UByte4 |
|- | |- | ||
− | |0x04 || BlendWeight|| ColorUByte4 | + | |0x04 || BlendWeight || ColorUByte4 |
|- | |- | ||
− | |0x05 || Tangent|| ColorUByte4 | + | |0x05 || Tangent || ColorUByte4 |
|- | |- | ||
− | |0x06 || Color|| ColorUByte4 | + | |0x06 || Color || ColorUByte4 |
|} | |} | ||
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|- | |- | ||
!Id | !Id | ||
+ | !Used by | ||
![http://msdn.microsoft.com/en-us/library/bb172533%28v=VS.85%29.aspx Type] | ![http://msdn.microsoft.com/en-us/library/bb172533%28v=VS.85%29.aspx Type] | ||
! | ! | ||
![[Sims 3:0x01D0E6FB#Swizzle Commands|SwizzleCommands]] | ![[Sims 3:0x01D0E6FB#Swizzle Commands|SwizzleCommands]] | ||
|- | |- | ||
− | |0x00 || Float || 1 float || 1x(Swizzle32) | + | |0x00 || || Float || 1 float || 1x(Swizzle32) |
|- | |- | ||
− | |0x01 || Float2 || 2 floats || 2x(Swizzle32) | + | |0x01 || UV || Float2 || 2 floats || 2x(Swizzle32) |
|- | |- | ||
− | |0x02 || Float3 || 3 floats || 3x(Swizzle32) | + | |0x02 || Position || Float3 || 3 floats || 3x(Swizzle32) |
|- | |- | ||
− | |0x03 || Float4 || 4 floats || 4x(Swizzle32) | + | |0x03 || UV || Float4 || 4 floats || 4x(Swizzle32) |
|- | |- | ||
− | |0x04 || UByte4 || 4 bytes || 1x(Swizzle32) | + | |0x04 || BlendIndex || UByte4 || 4 bytes || 1x(Swizzle32) |
|- | |- | ||
− | |0x05 || ColorUByte4 || 3 floats in 4 bytes. Order is little-endian, use the low order byte (4th) as an unsigned scaler value. For each remaining signed byte, if negative, add it, if positive, subtract it, then multiple the result by 1/scaler, or by 1/127 if scaler is 0 | + | |0x05 || Normal, BlendWeight, Tangent, Color || ColorUByte4 || 3 floats in 4 bytes. Order is little-endian, use the low order byte (4th) as an unsigned scaler value. For each remaining signed byte, if negative, add it, if positive, subtract it, then multiple the result by 1/scaler, or by 1/127 if scaler is 0 |
This entry needs explaining more clearly. | This entry needs explaining more clearly. | ||
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|| 1x(Swizzle32) | || 1x(Swizzle32) | ||
|- | |- | ||
− | |0x06 || Short2 || | + | |0x06 || UV || Short2 || |
2 floats in two words. | 2 floats in two words. | ||
:*Non-UV usage: Divide by 32767. | :*Non-UV usage: Divide by 32767. | ||
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|| 1x(Swizzle16x2) | || 1x(Swizzle16x2) | ||
|- | |- | ||
− | |0x07 || Short4 || | + | |0x07 || Position, UV || Short4 || |
3 floats in four words. | 3 floats in four words. | ||
:*Non-UV usage: The fourth word is an unsigned scalar (or use 32767 if zero). Divide by this scalar. | :*Non-UV usage: The fourth word is an unsigned scalar (or use 32767 if zero). Divide by this scalar. | ||
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|| 2x(Swizzle16x2) | || 2x(Swizzle16x2) | ||
|- | |- | ||
− | |0x08 || UByte4N|| || 1x(Swizzle32) | + | |0x08 || || UByte4N || || 1x(Swizzle32) |
|- | |- | ||
− | |0x09 || Short2N|| || 1x(Swizzle16x2) | + | |0x09 || || Short2N || || 1x(Swizzle16x2) |
|- | |- | ||
− | |0x0A || Short4N|| || 2x(Swizzle16x2) | + | |0x0A || || Short4N || || 2x(Swizzle16x2) |
|- | |- | ||
− | |0x0B || UShort2N || || 1x(Swizzle16x2) | + | |0x0B || || UShort2N || || 1x(Swizzle16x2) |
|- | |- | ||
− | |0x0C || UShort4N || | + | |0x0C || || UShort4N || |
3 floats in four words. | 3 floats in four words. | ||
:*Non-UV usage: The fourth word is an unsigned scalar (or use 512 if zero). Divide by this scalar. | :*Non-UV usage: The fourth word is an unsigned scalar (or use 512 if zero). Divide by this scalar. | ||
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|| 2x(Swizzle16x2) | || 2x(Swizzle16x2) | ||
|- | |- | ||
− | |0x0D || Dec3N || || 1x(Swizzle32) | + | |0x0D || || Dec3N || || 1x(Swizzle32) |
|- | |- | ||
− | |0x0E || UDec3N || || 1x(Swizzle32) | + | |0x0E || || UDec3N || || 1x(Swizzle32) |
|- | |- | ||
− | |0x0F || Float16_2 || || 1x(Swizzle16x2) | + | |0x0F || || Float16_2 || || 1x(Swizzle16x2) |
|- | |- | ||
− | |0x10 || Float16_4 || || 2x(Swizzle16x2) | + | |0x10 || || Float16_4 || || 2x(Swizzle16x2) |
|- | |- | ||
|} | |} |
Latest revision as of 12:23, 26 March 2011
Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |
Vertex Format - VRTF | ||
---|---|---|
TypeID: | 0x01D0E723 | |
Game Version: | The Sims 3 |
[edit] Format
This is a Sims 3:RCOL chunk found embedded in MODL and MLOD resources.
DWORD Tag // 'VRTF' DWORD Version // 00000002 DWORD Stride // Vertex data length (Bytes per vertex) DWORD Count DWORD IsExtendedFormat// boolean, always false but were it true the byte fields ahead would be DWORDs --repetition Count packed D3DVERTEXELEMENT: BYTE Usage BYTE UsageIndex //some elements can appear more than once, each time the index increases BYTE Format BYTE Offset // Offset into the vertex declaration for the data
[edit] Element Usages
Usages, and the formats they are usually paired with.
Id | Type | Element Formats |
---|---|---|
0x00 | Position | Float3, Short4 |
0x01 | Normal | ColorUByte4 |
0x02 | UV | Float2, Float4, Short2, Short4 |
0x03 | BlendIndex | UByte4 |
0x04 | BlendWeight | ColorUByte4 |
0x05 | Tangent | ColorUByte4 |
0x06 | Color | ColorUByte4 |
[edit] Element Formats
List of formats, and how to read them
Id | Used by | Type | SwizzleCommands | |
---|---|---|---|---|
0x00 | Float | 1 float | 1x(Swizzle32) | |
0x01 | UV | Float2 | 2 floats | 2x(Swizzle32) |
0x02 | Position | Float3 | 3 floats | 3x(Swizzle32) |
0x03 | UV | Float4 | 4 floats | 4x(Swizzle32) |
0x04 | BlendIndex | UByte4 | 4 bytes | 1x(Swizzle32) |
0x05 | Normal, BlendWeight, Tangent, Color | ColorUByte4 | 3 floats in 4 bytes. Order is little-endian, use the low order byte (4th) as an unsigned scaler value. For each remaining signed byte, if negative, add it, if positive, subtract it, then multiple the result by 1/scaler, or by 1/127 if scaler is 0
This entry needs explaining more clearly. In Little-endian, the low order byte is first, not fourth. The statements "add it" and "subtract it" do not explain what "it" is. Here and subsequently: "multiply by 1/xxx" - why not just "divide by xxx"? Pljones 23:07, 17 January 2011 (UTC) OK, here's my explanation (this generates values that match Wes Howe's tool fairly well):
Pljones 22:08, 18 January 2011 (UTC) |
1x(Swizzle32) |
0x06 | UV | Short2 |
2 floats in two words.
|
1x(Swizzle16x2) |
0x07 | Position, UV | Short4 |
3 floats in four words.
|
2x(Swizzle16x2) |
0x08 | UByte4N | 1x(Swizzle32) | ||
0x09 | Short2N | 1x(Swizzle16x2) | ||
0x0A | Short4N | 2x(Swizzle16x2) | ||
0x0B | UShort2N | 1x(Swizzle16x2) | ||
0x0C | UShort4N |
3 floats in four words.
|
2x(Swizzle16x2) | |
0x0D | Dec3N | 1x(Swizzle32) | ||
0x0E | UDec3N | 1x(Swizzle32) | ||
0x0F | Float16_2 | 1x(Swizzle16x2) | ||
0x10 | Float16_4 | 2x(Swizzle16x2) |
For UV usage, multiply by the MATD ShaderData entry for UVScales, element 0. If no such value exists, divide by 32767.
Based on contributions from delphy, karybdis and atavera
Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |