Sims 3:0x02D5DF13
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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'