Sims 4:0x01D0E723
| Modding Reference by Category | |
|---|---|
|
Sims 4: DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS4 Programmer's Reference |
| Vertex Format - VRTF | ||
|---|---|---|
| TypeID: | 0x01D0E723 | |
| Game Version: | The Sims 4 | |
Format
This is a Sims 4:RCOL chunk found embedded in MODL and MLOD resources.
DWORD Tag // 'VRTF' DWORD Version // 00000002 DWORD Stride // Vertex data length (Bytes per vertex) DWORD Count DWORD IsExtendedFormat// boolean, always false but were it true the byte fields ahead would be DWORDs --repetition Count packed D3DVERTEXELEMENT: BYTE Usage BYTE UsageIndex //some elements can appear more than once, each time the index increases BYTE Format BYTE Offset // Offset into the vertex declaration for the data
Element Usages
Usages, and the formats they are usually paired with.
| Id | Type | Element Formats |
|---|---|---|
| 0x00 | Position | Float3, Short4 |
| 0x01 | Normal | ColorUByte4 |
| 0x02 | UV | Float2, Float4, Short2, Short4 |
| 0x03 | BlendIndex | UByte4 |
| 0x04 | BlendWeight | ColorUByte4 |
| 0x05 | Tangent | ColorUByte4 |
| 0x06 | Color | ColorUByte4 |
Element Formats
List of formats, and how to read them
| Id | Used by | Type | SwizzleCommands | |
|---|---|---|---|---|
| 0x00 | Float | 1 float | 1x(Swizzle32) | |
| 0x01 | UV | Float2 | 2 floats | 2x(Swizzle32) |
| 0x02 | Position | Float3 | 3 floats | 3x(Swizzle32) |
| 0x03 | UV | Float4 | 4 floats | 4x(Swizzle32) |
| 0x04 | BlendIndex | UByte4 | 4 bytes | 1x(Swizzle32) |
| 0x05 | Normal, BlendWeight, Tangent, Color | ColorUByte4 | 3 floats in 4 bytes. Order is little-endian, use the low order byte (4th) as an unsigned scaler value. For each remaining signed byte, if negative, add it, if positive, subtract it, then multiple the result by 1/scaler, or by 1/127 if scaler is 0
This entry needs explaining more clearly. In Little-endian, the low order byte is first, not fourth. The statements "add it" and "subtract it" do not explain what "it" is. Here and subsequently: "multiply by 1/xxx" - why not just "divide by xxx"? Pljones 23:07, 17 January 2011 (UTC) OK, here's my explanation (this generates values that match Wes Howe's tool fairly well):
Pljones 22:08, 18 January 2011 (UTC) |
1x(Swizzle32) |
| 0x06 | UV | Short2 |
2 floats in two words.
|
1x(Swizzle16x2) |
| 0x07 | Position, UV | Short4 |
3 floats in four words.
|
2x(Swizzle16x2) |
| 0x08 | UByte4N | 1x(Swizzle32) | ||
| 0x09 | Short2N | 1x(Swizzle16x2) | ||
| 0x0A | Short4N | 2x(Swizzle16x2) | ||
| 0x0B | UShort2N | 1x(Swizzle16x2) | ||
| 0x0C | UShort4N |
3 floats in four words.
|
2x(Swizzle16x2) | |
| 0x0D | Dec3N | 1x(Swizzle32) | ||
| 0x0E | UDec3N | 1x(Swizzle32) | ||
| 0x0F | Float16_2 | 1x(Swizzle16x2) | ||
| 0x10 | Float16_4 | 2x(Swizzle16x2) |
For UV usage, multiply by the MATD ShaderData entry for UVScales, element 0. If no such value exists, divide by 32767.
Based on contributions from delphy, karybdis and atavera
| Modding Reference by Category | |
|---|---|
|
Sims 4: DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS4 Programmer's Reference |