Difference between revisions of "Sims 3:Catalog Resource"

From SimsWiki
Jump to: navigation, search
(Common: Version number and new field)
m
Line 1: Line 1:
[[Sims 3:Main Page]]
+
[[Tutorials:TS3 Advanced Coding Tutorials]]
 
<hr/>
 
<hr/>
 
==Overview==
 
==Overview==
Line 190: Line 190:
  
 
<hr/>
 
<hr/>
[[Sims 3:Main Page]]
+
[[Tutorials:TS3 Advanced Coding Tutorials]]

Revision as of 07:03, 3 January 2010

Tutorials:TS3 Advanced Coding Tutorials


Contents

Overview

The following resource types are used for catalog entries.

Type ID Tag Name
0x0418FE2A CFEN Catalog Fence
0x049CA4CD CSTR Catalog Stairs
0x04AC5D93 CPRX Catalog Proxy Product
0x04B30669 CTTL Catalog Terrain Geometry Brush
0x04C58103 CRAL Catalog Railing
0x04ED4BB2 CTPT Catalog Terrain Paint Brush
0x04F3CC01 CFIR Catalog Fireplace
0x060B390C CWAT Catalog Terrain Water Brush
0x316C78F2 CFND Catalog Foundation
0x319E4F1D OBJD Catalog Object
0x515CA4CD CWAL Catalog Wall/Floor Pattern
0x9151E6BC CWST Catalog Wall Style
0x91EDBD3E CRST Catalog Roof Style
0xF1EDBD86 CRMT Catalog Roof Pattern

Format

Common

This block appears in all Catalog Resources. The name and description GUIDs can be looked up in the STBL.

DWORD Version // 0x0000000c except for a few 0x0000000d in EP1
QWORD Name GUID //from STBL
QWORD Desc GUID //from STBL
7BITSTR // Catalog Name entry
7BITSTR // Catalog Desc entry
FLOAT price
FLOAT //always 1.0
4BYTE //binary zeros
BYTE
QWORD I64 of PNG icon //usually 0
--if Version >= 0x0000000D
	BYTE

Material List

This section is only present in Objects and Wall/Floor Patterns; it differs slightly between the two, as annotated.

DWORD Count1
--repetition Count1 Material:
	BYTE type
	if (type != 1) DWORD
	DWORD offset		// from here to after TGI Block List
	WORD
	DWORD tgi offset	// see Sims 3:Key table
	DWORD tgi size		// see Sims 3:Key table
	--insert MaterialBlock
	--insert TGI Block List	// see Sims 3:Key table
	DWORD
	--if Wall/Floor Style:
		DWORD
		DWORD
		DWORD

Material Block

This block holds the variables used in the complate to render a texture, equivalent to the preset XML used for CAS parts.

BYTE index //Points to the complate XML in the TGI index where the variables should be applied
--insert data for typecode 0x01 // see below
--insert data for typecode 0x01 // see below
DWORD count1
--repetition count1 Type Code List:
	--insert data for typecode 0x01 ComplateVariable
	BYTE typecode
	--insert data for typecode // see below
	}
DWORD count2
--repeat(count2)
	Material Block // sub-blocks used for pattern definitions
Complate Variables

Complate variables are referenced by the same strings as they are in the complate XML. All the standard complate elements are indexed in the string table so are not typically included as a literal string. For a full list see the string table.

Typecodes
Typecode Data Comments
0x01 BYTE flags
If (flags & 0x40 set) - read a byte; else use (flags & 0x3F); call this "index"
If (flags & 0x80 set) - a string, length is "index"
If (flags & 0x80 clear) - a string from the string table, identified by "index"
0x02 (BYTE)(BYTE)(BYTE)(BYTE) RGBA color
0x03 (BYTE) Index to TGI table below
0x04 (FLOAT)
0x05 (FLOAT)(FLOAT)
0x06 (FLOAT)(FLOAT)(FLOAT)
0x07 (BYTE) Boolean

Tutorials:TS3 Advanced Coding Tutorials

Personal tools
Namespaces

Variants
Actions
Navigation
game select
Toolbox