ABD0DC63
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(Redirected from NHTR)
ABD0DC63 | |
---|---|
Short name: | NHTR |
Long name: | Neighborhood terrain |
These files (one per neighborhood/subhood package) describe the trees, roads, bridges and decorations found in neighborhoods/subhoods.
Contents |
Format
- DWORD
- Version
- WORD
- Unknown
- DWORD
- Tree count N
- repeat N times
- 38 bytes
- See tree listing below
- WORD
- Unknown
- DWORD
- Road count N
- repeat N times
- 124 bytes
- See road listing below
- WORD
- Unknown
- DWORD
- Bridge count N
- repeat N times
- 165 bytes
- See bridge listing below
- WORD
- Unknown
- DWORD
- Decoration count N
- repeat N times
- 38 bytes
- See decoration listing below
Listings
Each listing has a different format.
Tile orientation
This block appears in both road and bridge entries.
- Data regarding top left corner
- FLOAT
- Y position
- FLOAT
- X position
- FLOAT
- Z position
- DWORD
- Unknown data describing orientation
- DWORD
- Unknown data describing orientation
- Data regarding top right corner
- FLOAT
- Y position
- FLOAT
- X position
- FLOAT
- Z position
- DWORD
- Unknown data describing orientation
- DWORD
- Unknown data describing orientation
- Data regarding bottom left corner
- FLOAT
- Y position
- FLOAT
- X position
- FLOAT
- Z position
- DWORD
- Unknown data describing orientation
- DWORD
- Unknown data describing orientation
- Data regarding bottom right corner
- FLOAT
- Y position
- FLOAT
- X position
- FLOAT
- Z position
- DWORD
- Unknown data describing orientation
- DWORD
- Unknown data describing orientation
Tree
- Byte
- Always 02
- FLOAT
- Y position
- FLOAT
- X position
- FLOAT
- Z position
- FLOAT
- Bounding Box: Top Left Y position
- FLOAT
- Bounding Box: Top Right X position
- FLOAT
- Bounding Box: Bottom Left Y position
- FLOAT
- Bounding Box: Bottom Right X position
- Byte
- Always 08
- DWORD
- Rotation
- GUID
Road
- Byte
- Always 02
- FLOAT
- Y position
- FLOAT
- X position
- FLOAT
- Z position
- FLOAT
- Y position top left corner of tile
- FLOAT
- X position top right corner of tile
- FLOAT
- Y position bottom left corner of tile
- FLOAT
- X position bottom right corner of tile
- Byte
- Always 03
- Tile orientation
- Byte
- Always 00
- WORD
- Texture, literally part of the texture file name:
- 03 - end piece
- 0f - bend
- 4b - straight
- 57 - T-junction
- 207 - cross roads junction
- 11 Bytes
- Unknown
Bridge
- Byte
- Always 02
- FLOAT
- Y position
- FLOAT
- X position
- FLOAT
- Z position
- FLOAT
- Y position top left corner of tile
- FLOAT
- X position top right corner of tile
- FLOAT
- Y position bottom left corner of tile
- FLOAT
- X position bottom right corner of tile
- 1 BYTE
- Always 03
- Tile orientation
- WORD
- Unknown
- WORD
- Bridge piece:
- 0ac0 - End
- 0ac1 - Straight piece (0)
- 0ac2 - Arch part 2
- 0ac3 - Arch part 1
- 0ac4 - Pylon
- 0ac5 - Arch part 3
- 0ad0 - Tunnel entrance
- Arches go like this: 12300....00321
- 14 BYTES
- Unknown
- BYTE
- Always 03
- 41 BYTES
- Unknown
Decoration
- Byte
- Always 02
- FLOAT
- Y position
- FLOAT
- X position
- FLOAT
- Z position
- FLOAT
- Bounding Box: Top Left Y position
- FLOAT
- Bounding Box: Top Right X position
- FLOAT
- Bounding Box: Bottom Left Y position
- FLOAT
- Bounding Box: Bottom Right X position
- 1 BYTE
- Always 08
- GUID
- FLOAT
- Rotation
Overview of format
In other words, this is how each known type looks:
Trees: 02 YY YY YY YY XX XX XX XX ZZ ZZ ZZ ZZ YY YY YY YY XX XX XX XX YY YY YY YY XX XX XX XX 08 RR RR RR RR GG GG GG GG Roads: 02 YY YY YY YY XX XX XX XX ZZ ZZ ZZ ZZ YY YY YY YY XX XX XX XX YY YY YY YY XX XX XX XX 03 XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ OO OO OO OO OO OO OO OO XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ OO OO OO OO OO OO OO OO XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ OO OO OO OO OO OO OO OO XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ OO OO OO OO OO OO OO OO 00 TT TT ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Bridges: 02 YY YY YY YY XX XX XX XX ZZ ZZ ZZ ZZ YY YY YY YY XX XX XX XX YY YY YY YY XX XX XX XX 03 XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ OO OO OO OO OO OO OO OO XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ OO OO OO OO OO OO OO OO XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ OO OO OO OO OO OO OO OO XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ OO OO OO OO OO OO OO OO 00 MM MM ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? 03 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Decorations: 02 YY YY YY YY XX XX XX XX ZZ ZZ ZZ ZZ YY YY YY YY XX XX XX XX YY YY YY YY XX XX XX XX 08 GG GG GG GG RR RR RR RR
Notes
The co-ordinate system used for the Hoods has 0,0 in the top left hand corner of the Hood when viewed for the first time after importing.
This article is imported from the old MTS2 wiki. It's original page, with comments, can be found at http://old_wiki.modthesims2.com/ABD0DC63