Difference between revisions of "Sims 3:0x02DC343F"

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(Components)
m (swapped flag 1 and 2 in visibility flag)
 
(19 intermediate revisions by 4 users not shown)
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[[Sims 3:Main Page]] -> [[Sims 3:PackedFileTypes]]
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{{TS3AdvancedModdingHeader}}
<hr/>
+
{{TS3Resource
==Object Key (OBJK)==
+
|name=Object Key - OBJK
 +
|typeid= 0x02DC343F
 +
|expansion=The Sims 3
 +
}}
 +
<br clear="all">
 +
 
 +
==Overview==
 
Identifies what kind of object this is and what its behaviour is.
 
Identifies what kind of object this is and what its behaviour is.
  
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     DWORD Component ID
 
     DWORD Component ID
 
   
 
   
  // Key entries - [[#Key entries|see below]]
+
  // Component data - [[#Component data|see below]]
 
  BYTE count2
 
  BYTE count2
 
  --repeat count2 times
 
  --repeat count2 times
 
     DWORD length
 
     DWORD length
 
     STRING[length]
 
     STRING[length]
     BYTE type // [[#Key entries|see below]]
+
     BYTE type // [[#Component data types|see below]]
 
     {Data}
 
     {Data}
 
   
 
   
  BYTE
+
  BYTE VisibilityFlag
 
   
 
   
 
  --insert [[Sims 3:Key table|TGI Block List]]
 
  --insert [[Sims 3:Key table|TGI Block List]]
 
===Components===
 
===Components===
The IDs are derived from an [[FNV|FNV32]] hash of the Component name.  Each component defines an aspect of the object, as far as what data is used.
+
The IDs are derived from an [[FNV|FNV32]] hash of the Component name.  Each component defines an aspect of the object, and may require specific data (see [[#Key_Entries|below]]) supplied.
{| border="1"
+
{| class="wikitable" border="1"
 
|+
 
|+
 
!ID!!Component!!Comments
 
!ID!!Component!!Comments
 
|+
 
|+
|0x1A8fEB14||Physics|Always included except for plants|
+
|0x1A8fEB14||Physics||Always included except for plants
 
|+
 
|+
|0x22706EFA||Sim|Object is a sim (simOutfitKey optional)|
+
|0x22706EFA||Sim||Object is a sim (simOutfitKey optional)
 
|+
 
|+
|0x23177498||Script|Object has a game script (scriptClass key required)|
+
|0x23177498||Script||Object has a game script (scriptClass key required)
 
|+
 
|+
|0x2954E734||Model|Object has a model (modelKey required) - unused for plants|
+
|0x2954E734||Model||Object has a model (modelKey required) - unused for plants
 
|+
 
|+
|0x2EF1E401||Slot|(Unused)|
+
|0x2EF1E401||Slot||(Unused)
 
|+
 
|+
|0x3AE9A8E7||Sacs|Object can have SACS scripts (jazz data - does not include being used as a prop)|
+
|0x3AE9A8E7||Sacs||Object can have SACS scripts (jazz data - does not include being used as a prop)
 
|+
 
|+
|0x461922C8||Location|Object can have its own location (As opposed to only being attached to other objects)|
+
|0x461922C8||Location||Object can have its own location (As opposed to only being attached to other objects)
 
|+
 
|+
|0x50B3D17C||VisualState|(Unused)|
+
|0x50B3D17C||VisualState||(Unused)
 
|+
 
|+
|0x54CB7EBB||Transform|Always included|
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|0x54CB7EBB||Transform||Always included
 
|+
 
|+
|0x61BD317C||Steering|Object can move through the world on its own, aside from "teleportation" (Requires steeringInstance)|
+
|0x61BD317C||Steering||Object can move through the world on its own, aside from "teleportation" (Requires steeringInstance)
 
|+
 
|+
|0x6693C8B3||LotObject|Always included|
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|0x6693C8B3||LotObject||Always included
 
|+
 
|+
|0x80D91E9E||Effect|(Unused)|
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|0x80D91E9E||Effect||(Unused)
 
|+
 
|+
|0xC602CD31||Tree|Object is a tree (modelKey should point to SPT data)|
+
|0xC602CD31||Tree||Object is a tree (modelKey should point to SPT data)
 
|+
 
|+
|0xC807312A||Footprint|Object has a footproint (footprintKey should be present)|
+
|0xC807312A||Footprint||Object has a footproint (footprintKey should be present)
 
|+
 
|+
|0xDA6C50FD||Lighting|(Unused)|
+
|0xDA6C50FD||Lighting||(Unused)
 
|+
 
|+
|0xEE17C6AD||Animation|Object can be animated (Does not count moving because it is attached to another object which animates)|
+
|0xEE17C6AD||Animation||Object can be animated (Does not count moving because it is attached to another object which animates)
 
|}
 
|}
  
===Key Entries===
+
===Component data===
 
String entries in the second repetition relate to "ResourceComponentTypes":
 
String entries in the second repetition relate to "ResourceComponentTypes":
 
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
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!Key
 
!Key
 
![[#ComponentDataType|Data type]]
 
![[#ComponentDataType|Data type]]
 +
!Component
 
!Comment
 
!Comment
 
|+
 
|+
 
|allowObjectHiding
 
|allowObjectHiding
 
|UInt32
 
|UInt32
|0 = no, 1 = yes, default yes
+
| -
(Only required for use in the negative)
+
|value always 0(?); presence indicates the object obscures the selected sim from the camera
 
|+
 
|+
 
|footprintKey
 
|footprintKey
 
|ResourceKey
 
|ResourceKey
 +
|Footprint
 
|Only used if modelKey is not a VPXY
 
|Only used if modelKey is not a VPXY
 
|+
 
|+
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|AssetResourceName
 
|AssetResourceName
 
ResourceKey
 
ResourceKey
|If the reference is a VPXY
+
|Model
If the reference is something else (SPT data)
+
Tree
 +
|References a VPXY
 +
References SPT data
 
|+
 
|+
 
|scriptClass
 
|scriptClass
 
|String
 
|String
 +
|Script
 
|Class name to instantiate to simulate this object
 
|Class name to instantiate to simulate this object
 
|+
 
|+
 
|simOutfitKey
 
|simOutfitKey
 
|ResourceKey
 
|ResourceKey
|Required when the Sim component is included
+
|Sim
 +
|Optional when the Sim component is included
 
Points to a sim outfit (XML or binary)
 
Points to a sim outfit (XML or binary)
 
|+
 
|+
 
|steeringInstance
 
|steeringInstance
|String
+
|SteeringInstance
 +
|Steering
 
|Required if Steering component included
 
|Required if Steering component included
 
Can be Car, Bicycle or Sim
 
Can be Car, Bicycle or Sim
 
|}
 
|}
 
+
====Component data types====
===Key Entries===
+
''type'' represents to a "ComponentDataType", which is defined as the following basic data type:
String entries in the second repetition relate to "ResourceComponentTypes":
+
 
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
|+
 
!Key
 
![[#ComponentDataType|Data type]]
 
!Comment
 
|+
 
|allowObjectHiding
 
|UInt32
 
|0 = no, 1 = yes, default yes
 
(Only required for use in the negative)
 
|+
 
|footprintKey
 
|ResourceKey
 
|Only used if modelKey is not a VPXY
 
|+
 
|modelKey
 
|AssetResourceName
 
ResourceKey
 
|If the reference is a VPXY
 
If the reference is something else (SPT data)
 
|+
 
|scriptClass
 
|String
 
|Class name to instantiate to simulate this object
 
|+
 
|simOutfitKey
 
|ResourceKey
 
|Required when the Sim component is included
 
Points to a sim outfit (XML or binary)
 
|+
 
|steeringInstance
 
|String
 
|Required if Steering component included
 
Can be Car, Bicycle or Sim
 
|}
 
====ComponentDataType====
 
''type'' represents to a "ComponentDataType", which is defined as the following basic data type:
 
{| border="1"
 
 
|+
 
|+
 
!type!!ComponentDataTypes!!data
 
!type!!ComponentDataTypes!!data
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|+
 
|+
 
|04||UInt32||DWORD
 
|04||UInt32||DWORD
 +
|+
 +
|}
 +
====VisibilityFlag====
 +
{| class="wikitable" border="1"
 +
|+
 +
!value!!Description
 +
|+
 +
|00||VisibleAlways
 +
|+
 +
|01||VisibleInToolsOnly
 +
|+
 +
|02||VisibleAsDistantTerrain
 
|+
 
|+
 
|}
 
|}
 
------------------------------
 
------------------------------
(analysis by atavera, I think)
+
(original analysis by atavera, I think)
<hr/>
+
 
[[Sims 3:Main Page]] -> [[Sims 3:PackedFileTypes]]
+
{{TS3AdvancedModdingHeader}}

Latest revision as of 13:59, 31 March 2012

Modding Reference by Category

Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference 

Object Key - OBJK
TypeID:0x02DC343F
Game Version:The Sims 3



Contents

[edit] Overview

Identifies what kind of object this is and what its behaviour is.

[edit] Format

DWORD version // 7
DWORD TGI_offset // see Sims 3:Key table
DWORD TGI_size   // see Sims 3:Key table

// Components - see below 
BYTE count1
--repeat count1 times
   DWORD Component ID

// Component data - see below
BYTE count2
--repeat count2 times
   DWORD length
   STRING[length]
   BYTE type // see below
   {Data}

BYTE VisibilityFlag

--insert TGI Block List

[edit] Components

The IDs are derived from an FNV32 hash of the Component name. Each component defines an aspect of the object, and may require specific data (see below) supplied.

ID Component Comments
0x1A8fEB14 Physics Always included except for plants
0x22706EFA Sim Object is a sim (simOutfitKey optional)
0x23177498 Script Object has a game script (scriptClass key required)
0x2954E734 Model Object has a model (modelKey required) - unused for plants
0x2EF1E401 Slot (Unused)
0x3AE9A8E7 Sacs Object can have SACS scripts (jazz data - does not include being used as a prop)
0x461922C8 Location Object can have its own location (As opposed to only being attached to other objects)
0x50B3D17C VisualState (Unused)
0x54CB7EBB Transform Always included
0x61BD317C Steering Object can move through the world on its own, aside from "teleportation" (Requires steeringInstance)
0x6693C8B3 LotObject Always included
0x80D91E9E Effect (Unused)
0xC602CD31 Tree Object is a tree (modelKey should point to SPT data)
0xC807312A Footprint Object has a footproint (footprintKey should be present)
0xDA6C50FD Lighting (Unused)
0xEE17C6AD Animation Object can be animated (Does not count moving because it is attached to another object which animates)

[edit] Component data

String entries in the second repetition relate to "ResourceComponentTypes":

Key Data type Component Comment
allowObjectHiding UInt32 - value always 0(?); presence indicates the object obscures the selected sim from the camera
footprintKey ResourceKey Footprint Only used if modelKey is not a VPXY
modelKey AssetResourceName

ResourceKey

Model

Tree

References a VPXY

References SPT data

scriptClass String Script Class name to instantiate to simulate this object
simOutfitKey ResourceKey Sim Optional when the Sim component is included

Points to a sim outfit (XML or binary)

steeringInstance SteeringInstance Steering Required if Steering component included

Can be Car, Bicycle or Sim

[edit] Component data types

type represents to a "ComponentDataType", which is defined as the following basic data type:

type ComponentDataTypes data
00 String DWORD(length) STRING[length]
01 ResourceKey DWORD index to TGI64 at end
02 AssetResourceName DWORD index to TGI64 at end
03 SteeringInstance DWORD(length) STRING[length]
04 UInt32 DWORD

[edit] VisibilityFlag

value Description
00 VisibleAlways
01 VisibleInToolsOnly
02 VisibleAsDistantTerrain

(original analysis by atavera, I think)

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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