Difference between revisions of "Sims 3:0x033A1435"

From SimsWiki
Jump to: navigation, search
m
(Format: the 8 was a common value, not a count of dwords)
Line 12: Line 12:
 
  BYTE // Some sort of 0 based index (sequential in superblocks)
 
  BYTE // Some sort of 0 based index (sequential in superblocks)
 
  DWORD // Offset from end of this DWORD to the beginning of the next superblock
 
  DWORD // Offset from end of this DWORD to the beginning of the next superblock
  DWORD[8]
+
  DWORD
 
  DWORD // Offset from end of this DWORD to the end of the entries (from there, 1 DWORD to the next  superblock)
 
  DWORD // Offset from end of this DWORD to the end of the entries (from there, 1 DWORD to the next  superblock)
 
  BYTE[10] // Blank (''does this mean 0x40 or 0x00?'')
 
  BYTE[10] // Blank (''does this mean 0x40 or 0x00?'')

Revision as of 02:06, 19 June 2009

Sims 3:Main Page -> Sims 3:PackedFileTypes


Contents

Overview

This format is internally known as the "TextureCompositor".

Format

DWORD	// Version
DWORD	// Offset of the TGI Block (+8)

--if Version >= 7
	BYTE	// Main Superblock count
	--repetition(Main Superblock count)
		BYTE		// Some sort of 0 based index (sequential in superblocks)
		DWORD		// Offset from end of this DWORD to the beginning of the next superblock
		DWORD
		DWORD		// Offset from end of this DWORD to the end of the entries (from there, 1 DWORD to the next  superblock)
		BYTE[10]	// Blank (does this mean 0x40 or 0x00?)
		DWORD		// Entry count in this superblock
		BYTE
		--repetition(Entry count in this superblock)
			DWORD 

DWORD
DWORD
BYTE
DWORD	// entry count

--if Version >= 8
	BYTE

--repetition(entry count)
	{Entry}	// see below

BYTE	// TGI64 Count
--repetition(TGI64 Count)
	TGI64

Entry format

DWORD	// Property ID - see Properties below
BYTE	// Data type - see Data types below
{Data}	// 

(Repeat this format using the code list above until the next property id is 0x00000000. Then end entry.

by Karybdis

Properties

Property IDs are derived from an internal name hashed with the FNV32 algorithm.

ID Name Description
0x687720A6 ID Possible values are Texture Step IDs - see below.
0xB01748DA Colour
0x4C47D5C0 Height
0x182E64EB Width
0x49F996DB Rotation
0xD0E69002 Channel Select
0xB67C2EF8 HSV Shift
0x3A3260E6 Mask Bias
0x1F091259 Mask Select
0x49DE3B16 Mask Key
0x10DA0B6A Mask Source
0x6B7119C1 Description
0xD92A4C8B UI Visible
0x2EDF5F53 Min Shader Model
0x06A775CE Skip Shader Model
0xAE5FE82A Min Detail Level
0x331178DF Skip Detail Level
0xF6CC8471 Image Key
0xDCFF6D7B Default Fabric
0xB07B3B93 Colour Write
0xE1D6D01F Destination Rectangle
0xFBF310C7 Enable Blending
0x048F7567 Destination Blend
0xE055EE36 Source Blend
0xA2C91332 Render Target
0xA3AAFC98 Source Rectangle
0x8A7006DB Image Source
0xE27FE962 Enable Filtering
0x64399EC5 Default Colour
Step Types

These are the possible values for the ID field of the properties. The ID is derived from a FNV32 hashed internal name.

ID Name Description
0x034210A5 Draw Fabric
0x1E363B9B Channel Select
0x43B554E3 Skin Tone
0x5D7C85D4 Hair Tone
0x9CD1269D Colour Fill
0xA15200B1 Draw Image
0xC6B6AC1F CAS Pick Data
0xD6BD8695 Set Target
0xDC0984B9 HSV to RGB

Data Types

Typecode Data Comment
0x00 BYTE boolean
0x01 BYTE signed
0x02 WORD signed short
0x03 DWORD signed int
0x04 QWORD signed long int
0x05 BYTE unsigned
0x06 WORD unsigned short
0x07 DWORD unsigned int
0x08 QWORD unsigned long int
0x09 FLOAT
0x0A FLOAT[4] RectFloat
0x0B FLOAT[4] Vector4
0x0C BYTE Index into TGI64 table
0x0D BYTE len, string[len]

Sims 3:Main Page -> Sims 3:PackedFileTypes

Personal tools
Namespaces

Variants
Actions
Navigation
game select
Toolbox