Difference between revisions of "Sims 3:0xEA5118B0"
ChaosMageX (Talk | contribs) (Addition of Ribbon and Sprite Effect Section formats) |
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FLOAT | FLOAT | ||
DWORD Count | DWORD Count | ||
| − | + | FLOAT | |
| − | + | FLOAT //Little Endian | |
| − | + | FLOAT //Little Endian | |
| − | + | FLOAT //Little Endian | |
| − | + | FLOAT //Little Endian | |
| − | + | FLOAT //Little Endian | |
| − | + | FLOAT //Little Endian | |
| − | + | ||
BYTE[4] //00FF00FF | BYTE[4] //00FF00FF | ||
DWORD Count | DWORD Count | ||
Revision as of 13:30, 7 March 2012
| Modding Reference by Category | |
|---|---|
|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |
| Effect Resource Tree - SWB | ||
|---|---|---|
| TypeID: | 0xEA5118B0 | |
| Game Version: | The Sims 3 | |
Overview
Defines special effects.
Format
All data is in Big Endian order unless otherwise noted(most floats). This spec is very primitive and needs work.
WORD Version Effect Sections Resource Sections VisualEffect Section BYTE[4] //FFFFFFFF VisualEffect Handles
Effect Sections
Format
--Repeat until BlockType 0xFFFF // Block List WORD BlockType WORD Version DWORD Count --repeat(Count) --Insert block data(depending on type)
Blocks
| BlockType | |
|---|---|
| 0x0001 | Particle Effect |
| 0x0002 | Metaparticle Effect |
| 0x0003 | Decal Effect |
| 0x0004 | Effect Sequence |
| 0x0005 | Sound Effect |
| 0x0006 | Shake Effect |
| 0x0007 | Camera Effect |
| 0x0008 | Model Effect |
| 0x0009 | Screen Effect |
| 0x000A | Unused |
| 0x000B | Game Effect |
| 0x000C | Fast Particle Effect |
| 0x000D | Distribute Effect |
| 0x000E | Ribbon Effect |
| 0x000F | Sprite Effect |
Particle Effect
Format
DWORD //Flags? FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Particle Emission Rate (Particles/Sim-Minute) DWORD Count FLOAT FLOAT WORD FLOAT //Scale Delta DWORD Count FLOAT FLOAT DWORD Count FLOAT FLOAT FLOAT FLOAT DWORD Count FLOAT //Particle Opacity (0 - 1 ; transparent - opaque) DWORD Count FLOAT FLOAT //Particle Color Delta DWORD Count FLOAT Red //Little Endian FLOAT Green //Little Endian FLOAT Blue //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian //Resource reference block QWORD //I64 of a an image(DDS), model(VPXY), or material(see Material Section below) BYTE BYTE flag if((flag & 0x80)==0x80) DWORD BYTE BYTE WORD FLOAT QWORD //0xFFFFFFFFFFFFFFFF BYTE BYTE BYTE BYTE BYTE FLOAT BYTE BYTE BYTE FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT DWORD Count FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian BYTE[4] // 00FF00FF DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT DWORD Count DWORD QWORD FLOAT FLOAT FLOAT FLOAT BYTE[4] ZSTRING ZSTRING DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT //-1000000000.0 FLOAT // 0.0 FLOAT //-10000.0 Little Endian FLOAT // 10000.0 Little Endian QWORD //0xFFFFFFFFFFFFFFFF QWORD //0xFFFFFFFFFFFFFFFF QWORD //0xFFFFFFFFFFFFFFFF FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT DWORD Count FLOAT BYTE FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT FLOAT FLOAT DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT if(Version >= 2) FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian if(Version >=3)BYTE if(Version >=4)FLOAT
Metaparticle Effect
Overview
This type takes an existing effect and modifies it
Format
DWORD DWORD FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT DWORD Count FLOAT FLOAT DWORD DWORD Count FLOAT FLOAT DWORD Count FLOAT DWORD Count FLOAT DWORD Count FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT FLOAT ZSTRING Base Effect //See Effect Handles below ZSTRING Death Effect //See Effect Handles below BYTE FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT DWORD Count FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian BYTE[4] //00FF00FF DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT DWORD Count DWORD QWORD FLOAT FLOAT FLOAT FLOAT BYTE[4] ZSTRING ZSTRING DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT //-1000000000.0 FLOAT // 0.0 FLOAT //-10000.0 Little Endian FLOAT // 10000.0 Little Endian QWORD //0xFFFFFFFFFFFFFFFF QWORD //0xFFFFFFFFFFFFFFFF QWORD //0xFFFFFFFFFFFFFFFF FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT DWORD Count FLOAT BYTE FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT DWORD Count FLOAT BYTE FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT FLOAT FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian DWORD Count FLOAT FLOAT FLOAT DWORD Count FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT timecode FLOAT
Decal Effect
Overview
This is mostly used for things like the build tool UI tools(i.e. the terrain tool circle).
Format
DWORD QWORD //I64 of a DDS Resource BYTE FLOAT BYTE FLOAT DWORD Count1 FLOAT DWORD Count2 FLOAT DWORD Count3 FLOAT //Color Deltas DWORD Count4 FLOAT Red //Little Endian FLOAT Green //Little Endian FLOAT Blue //Little Endian DWORD Count5 FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT //Little Endian FLOAT //Little Endian QWORD //0xFFFFFFFFFFFFFFFF if(version >= 2)BYTE
Sequence Effect
Overivew
Combines effect compilations so they play out sequentially
Format
DWORD Count1 FLOAT //Little Endian FLOAT //Little Endian ZSTRING Effect Name //See Effect Handles below DWORD
Sound Effect
Overview
Plays a sound
Format
DWORD QWORD //I64 of an Audio Tuner FLOAT FLOAT FLOAT
Shake Effect
Format
FLOAT FLOAT DWORD Count1 FLOAT DWORD Count2 FLOAT FLOAT BYTE FLOAT
Camera Effect
Format
DWORD
WORD
FLOAT
DWORD Count1
FLOAT
DWORD Count2
FLOAT
DWORD Count3
FLOAT
DWORD Count4
FLOAT
DWORD Count5
FLOAT
DWORD Count6
FLOAT
DWORD Count7
FLOAT
QWORD
WORD
Model Effect
Format
DWORD QWORD FLOAT FLOAT //Little Endian FLOAT //Little Endian FLOAT //Little Endian FLOAT DWORD Count FLOAT //Little Endian FLOAT //Little Endian DWORD Count --repeat(Count) FLOAT DWORD DWORD BYTE BYTE QWORD //0xFFFFFFFFFFFFFFFF BYTE
Screen Effect
Format
BYTE
DWORD
DWORD Count
FLOAT Red //Little Endian
FLOAT Green //Little Endian
FLOAT Blue //Little Endian
DWORD Count
FLOAT
DWORD Count
FLOAT
FLOAT
DWORD
DWORD
DWORD
QWORD
DWORD Count
BYTE
BYTE
QWORD
DWORD Count
BYTE
DWORD Count
FLOAT
FLOAT
DWORD Count
DWORD
DWORD Count
FLOAT //Little Endian
FLOAT //Little Endian
DWORD Count
FLOAT //Little Endian
FLOAT //Little Endian
DWORD Count
DWORD
Game Effect
No examples to decode
FastParticle Effect
No examples to decode
Distribute Effect
Overview
Note: there is only one of these
Format
DWORD
DWORD
ZSTRING
DWORD
BYTE
FLOAT
WORD
FLOAT
FLOAT[12] Transform Matrix//Little Endian
DWORD Count
FLOAT
DWORD
DWORD Count
FLOAT
DWORD Count
FLOAT
DWORD Count
FLOAT
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD Count
FLOAT Red //Little Endian
FLOAT Green //Little Endian
FLOAT Blue //Little Endian
FLOAT //Little Endian
FLOAT //Little Endian
FLOAT //Little Endian
DWORD Count
FLOAT
DWORD
DWORD Count
DWORD
QWORD
FLOAT
FLOAT
FLOAT
FLOAT
DWORD
ZSTRING
ZSTRING
DWORD Count
FLOAT //Little Endian
FLOAT //Little Endian
FLOAT //Little Endian
QWORD //0xFFFFFFFFFFFFFFFF
QWORD //0xFFFFFFFFFFFFFFFF
QWORD //0xFFFFFFFFFFFFFFFF
FLOAT //Little Endian
FLOAT //Little Endian
QWORD //0xFFFFFFFFFFFFFFFF
BYTE
BYTE flag
if(flag & 0x80) DWORD
BYTE
BYTE
WORD
DWORD
QWORD //0xFFFFFFFFFFFFFFFF
BYTE
DWORD
Ribbon Effect
Overview
Examples of this effect first appear in the Create A Pet Demo
Format
DWORD
DWORD
DWORD
DWORD Count
FLOAT
DWORD Count
FLOAT
FLOAT
FLOAT
FLOAT
DWORD Count
FLOAT Red //Little Endian
FLOAT Green //Little Endian
FLOAT Blue //Little Endian
DWORD Count
FLOAT
DWORD Count
FLOAT //Little Endian
FLOAT //Little Endian
FLOAT //Little Endian
DWORD Count
FLOAT
DWORD Count
FLOAT //Little Endian
FLOAT //Little Endian
FLOAT //Little Endian
DWORD Count
FLOAT
DWORD Count
FLOAT
DWORD Count
FLOAT
DWORD
FLOAT
//Resource reference block
QWORD //I64 of a an image(DDS), model(VPXY), or material(see Material Section below)
BYTE
BYTE flag
if((flag & 0x80)==0x80) DWORD
BYTE
BYTE
WORD
FLOAT
QWORD //0xFFFFFFFFFFFFFFFF
DWORD //0xFFFFFFFF
FLOAT
FLOAT
FLOAT
FLOAT //Little Endian
FLOAT //Little Endian
FLOAT //Little Endian
FLOAT
FLOAT
QWORD //0xFFFFFFFFFFFFFFFF
QWORD //0xFFFFFFFFFFFFFFFF
DWORD
Sprite Effect
Overview
Examples of this effect first appear in the Create A Pet Demo
Format
DWORD
DWORD
DWORD
FLOAT
WORD
DWORD Count
FLOAT
DWORD Count
FLOAT Red //Little Endian
FLOAT Green //Little Endian
FLOAT Blue //Little Endian
DWORD Count
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT //Little Endian
FLOAT //Little Endian
FLOAT //Little Endian
FLOAT //Little Endian
FLOAT //Little Endian
FLOAT //Little Endian
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
//Resource reference block
QWORD //I64 of a an image(DDS), model(VPXY), or material(see Material Section below)
BYTE
BYTE flag
if((flag & 0x80)==0x80) DWORD
BYTE
BYTE
WORD
FLOAT
QWORD //0xFFFFFFFFFFFFFFFF
BYTE
Resource Sections
Format
--Repeat until ResourceType 0xFFFF
// Block List
WORD ResourceType
WORD Version
DWORD Count
--repeat(Count)
--Insert resource data(depending on type)
Resources
| ID | Name |
|---|---|
| 0x0000 | Map |
| 0x0001 | Material |
Map
No examples to decode
Material
Overview
References shaders from "Shaders_Win32.precomp", making them available to the particle effects in the previous section and overriding some parameters.
Format
QWORD Hashed name QWORD Shader DWORD Count1 QWORD Property Id BYTE dataType switch(dataType) case 06: QWORD // DDS Instance Id case 00: FLOAT // Little Endian
Shaders
FNV32 Hashed shader names from "Shaders_Win32.precomp"
| ID | Name |
|---|---|
| 0x8FAB3764 | Fluid Effect |
| 0x4968A478 | Sim Censor |
Properties
FNV32 Hashed property names from "Shaders_Win32.precomp"
| ID | Name |
|---|---|
| 0x6CC0FD85 | Diffuse Map |
| 0x6E56548A | Normal Map |
| 0x8C27D8C9 | Edge Darkening |
| 0xC3C472A1 | Refraction Distortion Scale |
| 0x6A203374 | Clip Alpha Opacity |
| 0x556010DC | Alpha Cutoff |
| 0xF2FCAD8C | Specular Scale |
| 0xF43D2BDC | Multiply Value |
| 0x3965ECE0 | Additive Value |
VisualEffect Section
Overview
This section combines multiple effects from the previous sections. The same effects are often used more than once here but with different offsets and parameters.
Format
WORD SectionType //0x0000
WORD Version //0x0002
DWORD EffectCount
--Repeat EffectCount
// Effect Block Table
DWORD
DWORD
DWORD
FLOAT //Little Endian
FLOAT //Little Endian
DWORD
BYTE
DWORD Count
FLOAT
FLOAT //Little Endian
FLOAT //Little Endian
FLOAT //Little Endian
DWORD
DWORD BlockIndexCount
--repeat BlockIndexCount
BYTE BlockType
DWORD
WORD
FLOAT
FLOAT[12] Transformation Matrix //Little Endian
BYTE
BYTE
DWORD Count
--repeat Count
FLOAT
FLOAT
FLOAT
FLOAT[6] // always 1.0
FLOAT
FLOAT
WORD
WORD
FLOAT
DWORD BlockIndex
if(version >=2)
BYTE
BYTE
VisualEffect Handles
Overview
This is the root of an effect tree. Effects are called via scripts and clip events by the name provided in this section, which links to the other parts.
Format
--Repeat until index 0xFFFFFFFF DWORD CompilationIndex //see previous section ZSTRING EffectName
| Modding Reference by Category | |
|---|---|
|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |