Difference between revisions of "Sims 3:0x319E4F1D"
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Line 49: | Line 49: | ||
--if Version >= 0x20 | --if Version >= 0x20 | ||
FLOAT FloorCutoutBoundsWidth | FLOAT FloorCutoutBoundsWidth | ||
+ | --if Version >= 0x21 | ||
+ | FLOAT FloorCutoutOffsetX | ||
+ | FLOAT FloorCutoutOffsetZ | ||
--if Version >= 0x18 | --if Version >= 0x18 | ||
DWORD hash count | DWORD hash count | ||
Line 61: | Line 64: | ||
--if Version >= 0x1E | --if Version >= 0x1E | ||
DWORD // index to BlueprintIcon | DWORD // index to BlueprintIcon | ||
− | --if Version >= | + | --if Version >= 0x1F |
FLOAT BlueprintIconOffsetMinX | FLOAT BlueprintIconOffsetMinX | ||
FLOAT BlueprintIconOffsetMinZ | FLOAT BlueprintIconOffsetMinZ | ||
Line 71: | Line 74: | ||
DWORD // [[#Moodlets|Moodlet Given]] | DWORD // [[#Moodlets|Moodlet Given]] | ||
DWORD // [[#Moodlets|Moodlet Score]] | DWORD // [[#Moodlets|Moodlet Score]] | ||
− | DWORD // | + | DWORD // 0x05 (count of Topic/Rating pairs) |
--repeat(5) | --repeat(5) | ||
DWORD // [[Sims 3:0x319E4F1D#Topic.2FRating|topic]] | DWORD // [[Sims 3:0x319E4F1D#Topic.2FRating|topic]] | ||
Line 77: | Line 80: | ||
DWORD index4 // to a fall back OBJD TGI, otherwise to a zero TGI entry | DWORD index4 // to a fall back OBJD TGI, otherwise to a zero TGI entry | ||
// used for when this object is loaded in too early an EP | // used for when this object is loaded in too early an EP | ||
+ | --if Version >= 0x22 | ||
+ | DWORD ModularArchEndEastModel //TGI index | ||
+ | DWORD ModularArchEndWestModel //TGI index | ||
+ | DWORD ModularArchConnectingModel //TGI index | ||
+ | DWORD ModularArchSingleModel //TGI index | ||
--insert [[Sims 3:Key table|TGI Block List]] | --insert [[Sims 3:Key table|TGI Block List]] | ||
Line 199: | Line 207: | ||
|- | |- | ||
|0x00001000|| BlockSnowUnderObjects | |0x00001000|| BlockSnowUnderObjects | ||
+ | |} | ||
+ | | | ||
+ | {| class="wikitable" border="1" | ||
+ | ! colspan="3" | ObjectTypeFlags2 observations by Bily_jednorozec | ||
+ | |- | ||
+ | ! Flag | ||
+ | ! Description | ||
+ | |- | ||
+ | |00|| SpiralStaircase | ||
+ | |- | ||
+ | |01|| CantBePlacedOnDeckOrFoundation | ||
+ | |- | ||
+ | |02|| PetCannotSitUnder | ||
+ | |- | ||
+ | |03|| PetsCannotJumpOn | ||
+ | |- | ||
+ | |04|| LargeAnimalsCannotUse | ||
+ | |- | ||
+ | |05|| MustFaceCardinalDirection | ||
+ | |- | ||
+ | |06|| IsRug | ||
+ | |- | ||
+ | |07|| IsGiftable | ||
+ | |- | ||
+ | |08|| ForceVisibleInSnowXRay | ||
+ | |- | ||
+ | |09|| DisableVisibleInSnowXRay | ||
+ | |- | ||
+ | |0A|| ForceVisibleInBlueprint | ||
+ | |- | ||
+ | |0B|| NotVisibleInBlueprint | ||
+ | |- | ||
+ | |0C|| BlockSnowUnderObjects | ||
+ | |- | ||
+ | |0D|| DisableObjectSnow | ||
+ | |- | ||
+ | |0E|| SlidingDoor | ||
+ | |- | ||
+ | |0F|| DisablePortalCulling | ||
+ | |- | ||
+ | |10|| OnlyDisplacesToFloatOnWater | ||
+ | |- | ||
+ | |11|| IsGreenhouse | ||
+ | |- | ||
+ | |12|| DontHideByLevel | ||
+ | |- | ||
+ | |13|| UseOriginForLOSCheck | ||
+ | |- | ||
+ | |14|| ShouldReflectInSea | ||
+ | |- | ||
+ | |15|| AutoRotateOnPlacement | ||
+ | |- | ||
+ | |16|| MustHaveLevelBellow | ||
|} | |} | ||
| | | | ||
Line 319: | Line 380: | ||
| 0x00001000 | | 0x00001000 | ||
| Fountain Objects | | Fountain Objects | ||
+ | |- | ||
+ | | 0x00002000 | ||
+ | | ResortLobby | ||
+ | |- | ||
+ | | 0x00004000 | ||
+ | | ResortSpa | ||
+ | |- | ||
+ | | 0x00008000 | ||
+ | | ResortGym | ||
+ | |- | ||
+ | | 0x00010000 | ||
+ | | ResortRestaurant | ||
+ | |- | ||
+ | | 0x00020000 | ||
+ | | ResortTikiLounge | ||
+ | |- | ||
+ | | 0x00040000 | ||
+ | | ResortArcade | ||
+ | |- | ||
+ | | 0x00080000 | ||
+ | | ResortArtGallery | ||
+ | |- | ||
+ | | 0x00100000 | ||
+ | | ResortDanceHall | ||
+ | |- | ||
+ | | 0x00200000 | ||
+ | | ResortOutdoorPartyArea | ||
+ | |- | ||
+ | | 0x00400000 | ||
+ | | ResortPoolArea | ||
|} | |} | ||
| | | | ||
Line 574: | Line 665: | ||
| 0x00008000 | | 0x00008000 | ||
| ShowStage | | ShowStage | ||
+ | |- | ||
+ | | 0x00010000 | ||
+ | | Resort | ||
|- | |- | ||
| 0x40000000 | | 0x40000000 | ||
Line 796: | Line 890: | ||
| 0x0000000000000008 | | 0x0000000000000008 | ||
| MiscellaneousShowStage | | MiscellaneousShowStage | ||
+ | |- | ||
+ | | 0x0000000000000010 | ||
+ | | UnderwaterObjects | ||
+ | |- | ||
+ | | 0x0000000000000020 | ||
+ | | ResortMisc | ||
+ | |- | ||
+ | | 0x0000000000000040 | ||
+ | | Boats | ||
|} | |} | ||
|} | |} | ||
Line 857: | Line 960: | ||
| 0x00020000 | | 0x00020000 | ||
| SpiralStaircase | | SpiralStaircase | ||
+ | |- | ||
+ | | 0x10000000 | ||
+ | | Blueprint | ||
+ | |- | ||
+ | | 0x20000000 | ||
+ | | ResortObjects | ||
+ | |- | ||
+ | | 0x40000000 | ||
+ | | ModularArch | ||
|} | |} | ||
Line 910: | Line 1,022: | ||
|- | |- | ||
|0x00080000||Decorative | |0x00080000||Decorative | ||
+ | |- | ||
+ | |0x00800000||KeepAtSeaLevel | ||
|- | |- | ||
|0x01000000||Upgrade | |0x01000000||Upgrade |
Latest revision as of 11:52, 10 May 2014
Modding Reference by Category | |
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Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |
Object Definition - OBJD | ||
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TypeID: | 0x319E4F1D | |
Game Version: | The Sims 3 |
Contents |
[edit] Overview
Defines the basic parameters of an object such as price, and buy/build mode sort flags, and links to additional resources.
[edit] Format
"indexn" fields are where the given position in the TGI Block List refers to the resource mentioned in the comment.
DWORD Version DWORD TGI_offset DWORD TGI_size --insert Material List section for Object --if Version >= 0x16 7BITSTR // InstanceName --insert Common section DWORD index1 // of an OBJK (0x02DC343F) TGI DWORD (ObjectTypeFlags) --if Version >= 0x1a DWORD (ObjectTypeFlags2) DWORD (WallPlacementFlags) DWORD (MovementFlags) DWORD //NumWallCutoutTilesPerLevel DWORD //NumLevels BYTE Count1 // wallmask entries --repetition(Count1) FLOAT[4] DWORD // level offset (for multi-story windows) DWORD // index to Wall mask DDS TGI BYTE // ScriptEnabled (boolean) DWORD index2 // to Diagonal OBJD TGI, if it exists, otherwise to a zero TGI entry DWORD hash // AmbienceType hashed DWORD RoomFlags DWORD FunctionCategoryFlags QWORD SubCategory1Flags --if Version >= 0x1C QWORD SubCategory2Flags QWORD SubRoomFlags DWORD BuildCategoryFlags DWORD index3 // to CutoutTexture DDS TGI if it exists, otherwise to a zero TGI entry --if Version >= 0x17 DWORD // index to floor cutout DDS TGI DWORD // FloorCutoutLevelOffset FLOAT // FloorCutoutBoundsLength --if Version >= 0x20 FLOAT FloorCutoutBoundsWidth --if Version >= 0x21 FLOAT FloorCutoutOffsetX FLOAT FloorCutoutOffsetZ --if Version >= 0x18 DWORD hash count --repetition(hash count) DWORD //BuildableShellDisplayState name hash --if Version >= 0x19 DWORD // index to LevelBelow OBJD TGI --if Version >= 0x1B DWORD // index to Proxy OBJD TGI --if Version >= 0x1D DWORD // index to BlueprintXML --if Version >= 0x1E DWORD // index to BlueprintIcon --if Version >= 0x1F FLOAT BlueprintIconOffsetMinX FLOAT BlueprintIconOffsetMinZ FLOAT BlueprintIconOffsetMaxX FLOAT BlueprintIconOffsetMaxZ DWORD slotPlacementFlags 7BITSTR // SurfaceType 7BITSTR // SourceMaterial DWORD // Moodlet Given DWORD // Moodlet Score DWORD // 0x05 (count of Topic/Rating pairs) --repeat(5) DWORD // topic DWORD // rating DWORD index4 // to a fall back OBJD TGI, otherwise to a zero TGI entry // used for when this object is loaded in too early an EP --if Version >= 0x22 DWORD ModularArchEndEastModel //TGI index DWORD ModularArchEndWestModel //TGI index DWORD ModularArchConnectingModel //TGI index DWORD ModularArchSingleModel //TGI index --insert TGI Block List
[edit] Unknown7
Unknown7 as mentioned in s3pe is a 4 sized bytes array that previously identified as 4 bytes zero. It seems in newer version, Unknown7 doesn't always contains zero, and lately found that Unknown7[3] (Unknown7 index no. 3) is used to flag an objects to be shown in World Editor catalog as comes in The Sims 3: Ambitions and newest The Sims 3 patch, as well as Create-a-World catalog. Unknown7 might be also a reserved byte-sized variables that could be used in future version of the game.
{PLJ} Sounds like this should be:
DWORD InWorldEditable // boolean
[edit] Showing Objects In World Editor and Create-a-World Catalog
Basically all objects can be made to appear in World Editor or Create-a-World catalog. To make an object appear on those catalogs, apply this value on your desired object OBJD data:
- Set Version in CommonBlock to 0x0000000E.
- Set Unknown7[3] to 0x01 (IsVisibleInWorldBuilder to TRUE in later versions of S3Pe)
- If you want the object to show up in the World Editor catalog, set BuildCategoryFlags to 0x00001000 (Tree), 0x00002000 (Rock), or 0x00008000 (Community/Misc. Objects).
In order to make your CAW recognize your custom content, You will need to create a CC Framework like the framework for The Sims 3 games inside your CAW program folder. As soon as the CAW load the flagged custom content, it will appears in CAW catalog.
[edit] Misc Flags
These field names refer to those shown in s3pe. Please feel free to come up with better names than "Unknownnn"...
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[edit] Catalog Flags
[edit] Room Flags
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[edit] Category Flags
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[edit] Build Flags
Build Flags | ||
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Flag | Description | |
0x00000002 | Door | |
0x00000004 | Window | |
0x00000008 | Gate | |
0x00000010 | Column | |
0x00000020 | Rabbit Hole | |
0x00000040 | Fireplace | |
0x00000080 | Chimney | |
0x00000100 | Arch | |
0x00000200 | Flower | |
0x00000400 | Shrub | |
0x00000800 | Tree | |
0x00001000 | Rug | |
0x00002000 | Rock | |
0x00004000 | Shell | |
0x00008000 | Community/Misc. Objects | |
0x00010000 | Elevator | |
0x00020000 | SpiralStaircase | |
0x10000000 | Blueprint | |
0x20000000 | ResortObjects | |
0x40000000 | ModularArch |
[edit] Slot Flags
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There's a constant, "CheckFlags = 0xc3f38", masking off up to Decorative, which implies the other flags aren't really "slot placement"... Maybe. Today.
[edit] Moodlets
The Moodlet Given defines what icon to display and the Moodlet Score the number of + signs (maximum of three).
[edit] Topic/Rating
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Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |