Sims 3:0x9063660E
| Modding Reference by Category | |
|---|---|
|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |
| World - Roads & Walkways | ||
|---|---|---|
| TypeID: | 0x9063660E | |
| Game Version: | The Sims 3 | |
Overview
While this data very clearly defines the roads and walkways as well as everything needed to procedurally generate them on the terrain, it is unclear how it is actually used. Replacing/altering it in a world file had no effect on navigation or rendering of roads.
Sample street map for Sunset Valley interpreted from 0x9063660E data.
Format
DWORD version 7
WORD R-I-count
WORD W-I-count
WORD R-C-count
WORD W-C-count
REP R-I-count (Road intersections)
FLOAT X
FLOAT Y
FLOAT Angle
10 BYTES blank
BYTE connectioncount
REP connectioncount
BYTE direction
WORD index
BYTE
REP W-I-count (walkway intersections)
(Same format as R-I section)
REP R-C-count (Road curves)
8 FLOAT curve (Defines the four points for a bezier curve)
8 BYTES blank
BYTE connectioncount
REP connectioncount
BYTE direction
WORD index
BYTE
REP W-C-count (Walkway curves)
(Same format as R-C section)
6 WORDS (All 1)
REP 6 (Seems to be constant, can't find anywhere 6 is named)
TGI64 texture diffuse map
TGI64 texture bump map
FLOAT width?
FLOAT height?
The connection indexes are 1-based and index across the entire list of curves and intersections. So 1..R-I-count is a connection to a road intersection, R-I-count + 1..R-I-count+W-I-count is a reference to a walkway intersection, etc.
| Modding Reference by Category | |
|---|---|
|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |