Sims 3:0xEA5118B0

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Effect Resource Tree - SWB
TypeID:0xEA5118B0
Game Version:The Sims 3



Contents

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
//Width Delta (1 is normal)
DWORD Count
	FLOAT
//Randomization Multipliers: 
//  If > 0, randomly scaled between 0 and value for each particle 
//  and multiplied to each value of the specified delta list
//  Seems to favor higher values, since when I set each to 10, 
//  a lot more particles were very wide and spinning rapidly,
//  and very few particles were narrow and spinning slowly.
FLOAT //Width
FLOAT //Rotation

FLOAT
//Rotation Delta (1 = one clockwise rotation = 360 degrees)
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

//Color Delta that is added at a random intensity to each particle
//Example: if set to (0,0,1) with white particles, 
//    some particles will be bright yellow, some will be pale yellow, and most will be white
FLOAT //Little Endian ; Cyan
FLOAT //Little Endian ; Magenta
FLOAT //Little Endian ; Yellow

//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
if((flag & 0x40)==0x40) BYTE
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
if(Version >=5)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
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