Difference between revisions of "Sims 3:0x02019972"

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m
(Added explanation of MTST block's main purpose)
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repeat '''count''' times:
 
repeat '''count''' times:
 
     DWORD // (MATD index) | 0x10000000
 
     DWORD // (MATD index) | 0x10000000
     DWORD // material's hash name
+
     DWORD // MATD's hash name
 
<hr/>
 
<hr/>
  
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     DWORD // (MATD index = initial MATD index) | 0x10000000
 
     DWORD // (MATD index = initial MATD index) | 0x10000000
 
     DWORD // 0x2EA8FB98 (fnv32 hash of "Default")
 
     DWORD // 0x2EA8FB98 (fnv32 hash of "Default")
 +
<br/>
 +
<hr/>
 +
<br/>
 +
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.
 
<hr/>
 
<hr/>
 
[[Sims 3:Main Page]] -> [[Sims 3:PackedFileTypes]]
 
[[Sims 3:Main Page]] -> [[Sims 3:PackedFileTypes]]
 
<br/>[[Sims 3:Main Page]] -> [[Sims 3:RCOL]]
 
<br/>[[Sims 3:Main Page]] -> [[Sims 3:RCOL]]

Revision as of 01:44, 28 August 2009

Sims 3:Main Page -> Sims 3:PackedFileTypes
Sims 3:Main Page -> Sims 3:RCOL


MTST

This is a Sims_3:RCOL chunk.

   DWORD // 'MTST'
   DWORD // version?
   DWORD // unknown
   DWORD // (initial MATD index) | 0x10000000;
   DWORD // count

repeat count times:

   DWORD // (MATD index) | 0x10000000
   DWORD // MATD's hash name

Postulate based MTST blocks encountered so far (Needs Confirmation!):

All MTST blocks have a count >= 1 and the following block in the repetition section:

   DWORD // (MATD index = initial MATD index) | 0x10000000
   DWORD // 0x2EA8FB98 (fnv32 hash of "Default")




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.


Sims 3:Main Page -> Sims 3:PackedFileTypes
Sims 3:Main Page -> Sims 3:RCOL

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