Difference between revisions of "Sims 3:0x01D0E723"

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(Element Formats)
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Here and subsequently: "multiply by 1/xxx" - why not just "divide by xxx"?
 
Here and subsequently: "multiply by 1/xxx" - why not just "divide by xxx"?
 
[[User:Pljones|Pljones]] 23:07, 17 January 2011 (UTC)
 
[[User:Pljones|Pljones]] 23:07, 17 January 2011 (UTC)
 +
 +
OK, here's my explanation (this generates values that match Wes Howe's tool):
 +
:There are two methods, a general one and one for BlendWeight only, that are slightly different.
 +
:*The order of the three floats is the reverse order of the first three bytes, with the fourth byte being a scaling factor.
 +
:*Generate the scaling factor by subtracting the fourth byte from 255; if the result is zero, use 128 (or, for BlendWeight 256) instead.
 +
:*Each float is generated by taking each byte, subtracting 128 (except if BlendWeight) and then dividing by the scaling factor.
 +
[[User:Pljones|Pljones]] 22:08, 18 January 2011 (UTC)
 
|-
 
|-
 
|0x06 || Short2 || 2 floats in two words. Multiply the signed values by 1/32767
 
|0x06 || Short2 || 2 floats in two words. Multiply the signed values by 1/32767

Revision as of 23:08, 18 January 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



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

Element Usages

Usages, and the formats they are usually paired with.

Id Type Element Formats
0x00 Position Short4, Float3
0x01 Normal ColorUByte4
0x02 UV Short2, Short4, Float2, Float4
0x03 BlendIndex UByte4
0x04 BlendWeight ColorUByte4
0x05 Tangent ColorUByte4
0x06 Color ColorUByte4

Element Formats

List of formats, and how to read them

Id Type
0x00 Float uncompressed float
0x01 Float2 2 uncompressed floats
0x02 Float3 3 uncompressed floats
0x03 Float4 4 uncompressed floats
0x04 UByte4 4 uncompressed bytes
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

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):

There are two methods, a general one and one for BlendWeight only, that are slightly different.
  • The order of the three floats is the reverse order of the first three bytes, with the fourth byte being a scaling factor.
  • Generate the scaling factor by subtracting the fourth byte from 255; if the result is zero, use 128 (or, for BlendWeight 256) instead.
  • Each float is generated by taking each byte, subtracting 128 (except if BlendWeight) and then dividing by the scaling factor.

Pljones 22:08, 18 January 2011 (UTC)

0x06 Short2 2 floats in two words. Multiply the signed values by 1/32767
0x07 Short4 3 floats in 4 words. The fourth word is an unsigned scaler, multiply each signed word by 1/scaler (or use 65535 if zero)
0x08 UByte4N
0x09 Short2N
0x0A Short4N
0x0B UShort2N
0x0C UShort4N
0x0D Dec3N
0x0E UDec3N
0x0F Float16_2
0x10 Float16_4


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 

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