Sims 3:0x02D5DF13

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Revision as of 11:34, 17 July 2009 by Tiger (Talk | contribs)

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Contents

Overview

Coordinates animations(and sounds?).

Format

Follows the RCOL format, with its own custom chunks. These chunks have a lot of filler data(0xDEADBEEF), so it will likely expand in later versions.

S_SM

State machine definition

DWORD S_SM
DWORD Name //hashed filename(basename without .jazz extension)
DWORD count1 // Actor definitions
--repeat
  DWORD S_AD index
DWORD count2 // Property definitions
--repeat
  DWORD S_PD index
DWORD count3 // States
--repeat
  DWORD S_St index
DWORD count4
--repeat
  DWORD //grouping?
  DWORD //actor name
  DWORD //actor name
DWORD 0xDEADBEEF
DWORD // State machine properties
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD

S_St

State definition

DWORD S_St
DWORD version
DWORD // Hashed state name
DWORD // State properties
DWORD S_DG index // State decision graph
DWORD count // State transitions
--repeat(count)
  DWORD S_St index
DWORD

S_PD

Parameter definition

DWORD S_PD
DWORD version
DWORD hash // Hashed parameter name
DWORD hash // Default value

S_DG

Decision graph

DWORD - S_DG
DWORD version
DWORD blank (SO FAR!)
DWORD count1
--Reps (Count1)
           DWORD index
DWORD count2
--Reps (Count2)
           DWORD index
4 BYTES (DEADBEEF filler)

S_AD

Actor definition

DWORD - S_AD
DWORD version
DWORD //hashed actor parameter name
DWORD //default null value? (Following S_PD format)

SoPn

Select on Parameter node

DWORD 'SoPn'
DWORD version
DWORD index // Parameter to select on
DWORD count // Possible cases to select
--repetition
    DWORD //hash value to check
    DWORD indexcount
    index[indexcount] // Action to take on match
4BYTE filler(DEADBEEF)
DWORD "/DGN"

SNSN

Next State Node

DWORD - SNSN
DWORD version
DWORD S_St index // Next state
DWORD /DGN (end entry)

Rand

Random node

DWORD Rand
DWORD version
DWORD count // Possible outcomes
--Reps (Count times)
         FLOAT // Random weight
         DWORD subcount
         --Reps (subcount times) 
                 DWORD index // Action on selection
DWORD - DEADBEEF
DWORD flags // Random node flags
DWORD /DGN

Play

Play animation node

DWORD 'Play'
DWORD version
TGI64 (CLIP)
TGI64 (TkMk)
DWORD count1
DWORD
DWORD
DWORD
--rep(count1)
  DWORD
  DWORD
  DWORD
  DWORD
DWORD count2
--rep(count2)
  DWORD
  DWORD
4byte filler(DEADBEEF)
DWORD
DWORD
DWORD
DWORD
DWORD len
STRING char16[len] // Padded to DWORD boundry
if (len > 0){BYTE[4-((2*len)%4)]} '00'
DWORD
4byte filler(DEADBEEF)
DWORD
DWORD flags // Animation node flags
DWORD
FLOAT
FLOAT
FLOAT
FLOAT
DWORD S_AD Index // Actor to animate
DWORD flags // Animation node flags
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD
4byte filler(DEADBEEF)
DWORD count3
--rep(count3)
  DWORD Index
DWORD '/DGN'

Prop

Create prop node

DWORD Prop 
DWORD version
DWORD index
4 BYTES blank?
4 BYTES
4 BYTES blank?
4 BYTES 
20 BYTES blank?
DWORD count
--Rep (count times)
           DWORD index 
DWORD /DGN

AcOp

Actor Operation node

DWORD AcOp 
DWORD version
DWORD index // Actor to operate on
DWORD (0x01) // Count?
DWORD op // Actor operation
12 BYTES blank?
DWORD count
--Rep (count times)
           DWORD index // Linked action
DWORD /DGN

Stop

Stop animatio node

DWORD 'Stop'
DWORD version
DWORD
DWORD
DWORD
FLOAT
FLOAT
DWORD
FLOAT
DWORD S_AD index // Actor to stop animating
DWORD flags // Animation node flags
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD 0xDEADBEEF
DWORD count
--repeat(count)
  DWORD index
DWORD '/DGN'
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