Modding Reference by Category | |
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Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |
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 |
0x0A36F07A | CCFP | Catalog Fountains and Pools |
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 // Earliest seen is 0x0000000C QWORD Name GUID // Key into STBL for localised value to display QWORD Desc GUID // Key into STBL for localised value to display 7BITSTR // "Internal" Catalog Name 7BITSTR // "Internal" Catalog Description FLOAT price FLOAT NicenessMultiplier // always 1.0 FLOAT CrapScore // binary zeros BYTE (BuildBuyProductStatusFlags) QWORD IID of PNG icon // When not zero, this is the catalogue thumbnail; // otherwise image is found by IID matching (see below) BYTE //0x00 FLOAT EnvironmentScore DWORD FireType //0=DoesNotBurn,1=Chars,2=AshPile BYTE IsStealable //boolean BYTE IsReposessable //boolean DWORD UISortIndex --if Version >= 0x0000000D BYTE isPlaceableOnRoof //boolean --if Version >= 0x0000000E BYTE isVisibleInWorldbuilder //boolean --if Version >= 0x0000000F DWORD ProductName //hashed
Common Flags
BuildBuyProductStatusFlags | ||
---|---|---|
Flag | Description | |
0x00000001 | ShowInCatalog | |
0x00000002 | ProductForTesting | |
0x00000004 | ProductInDevelopment | |
0x00000008 | ShippingProduct | |
0x00000010 | DebugProduct | |
0x00000020 | ObjProductMadeUsingNewEntryScheme |
Thumbnail
There are two ways of finding the thumbnails for a catalogue resource, depending on if IID of PNG icon is zero or not. The Resource Type is always one of three values (representing small, medium or large). Medium is the type of small plus 1; large is the type of small plus 2. There can be multiple thumbnails, differing only in their group, representing the different default appearances for the catalogue resource.
- When non-zero
Thumbnail Types
The IID of the thumbnail is IID of PNG icon.
- When zero
- The thumbnail resource type type depends on the catalogue resource type:
Catalogue Type[4] Thumbnail Types Object
Proxy Product
Terrain Geometry Brush
Terrain Water Brush
Foundation[1]
Roof Style
Roof Pattern
- The IID of the thumbnail is the IID of the catalog resource.
- Notes
- [1]
I'm not sure this has been verified.(PLJ: seems to work...) - [2] s3oc shows the thumbnail for the first OBJD rather than this.
- [3] For all catalogue resources apart from Wall/Floor Pattern, a thumb with a Resource Group of zero is acceptable; for Wall/Floor Patterns, however, a non-zero Resource Group is needed.
- [4] Walls do not have thumbnails.
Material List
This section is only present in Objects, Fences (EP1+), Railings (EP1+) and Wall/Floor Patterns; it differs slightly for Wall/Floor Patterns, as annotated below.
Purpose
This is a list of all preset color options that a Catalog Resource has. Each preset has different settings for patterns used and colors applied. They are listed in the order that they appear in game. You can safely delete them. (The screen shot shows how they are presented in s3pe.)
Format
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 Material Block --insert TGI Block List // see Sims 3:Key table DWORD ID --if Wall/Floor Style: DWORD Category //varies on type(wall or floor) DWORD GroupName // hashed DWORD GroupSort
Common Values
Not all values are present in all catalog resources.
Name | Value |
---|---|
Material Type | 0x01 1 |
Unknown 1 | |
Unknown 2 | |
Unknown 3 | Order thumbs are shown in catalog 3 |
Unknown 42 | Category Flag |
Unknown 52 | |
Unknown 62 |
Notes
- Walls - Changing to 0x00 - Entire wall disappears from catalog with all presets
- Present for Walls/Floors
- Values must be non-zero and unique. Changing the value does not re-order them in catalog but walls will show the thumb/catalog in new order but does not move the actual wall preset order.
Material Block
This block holds the variables used in the complate to render a texture. TGI Block List indexes refer to the TGI Block List following this Material Block.
BYTE index // TGI Block List entry for Complate XML to which these variables should be applied Complate String Name Complate String Pattern DWORD count1 --repetition count1 Complate Variable List: Complate String variableName 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 via the string table so are not typically included as a literal string.
To read the string
- First read a byte(A).
- If A & 0x80 != 0, it is a literal string, otherwise it is an index into the string table.
- If A & 0x40 == 0, The index will be (A), or the length will be (B&0x7F).
- If A & 0x40 != 0, read a second byte(B). The index will be (A+B), or the length will be (B).
ex. in C#
static string ReadString(BinaryReader br) { int a = br.ReadByte(); if (a == 0) return string.Empty; if ((a & 0x80) != 0) { return Encoding.ASCII.GetString(br.ReadBytes((a & 0x40) != 0 ? br.ReadByte() : a & 0x3F)); } if ((a & 0x40) != 0) a = (a & 0x3F) + br.ReadByte(); return StringDb[a]; }
Typecodes
Typecode | Data | Comments |
---|---|---|
0x01 | (Complate String) | Complate Variable name |
0x02 | (BYTE)(BYTE)(BYTE)(BYTE) | ARGB color |
0x03 | (BYTE) | TGI Block List entry |
0x04 | (FLOAT) | float |
0x05 | (FLOAT)(FLOAT) | Vector2 |
0x06 | (FLOAT)(FLOAT)(FLOAT) | Vector3 |
0x07 | (BYTE) | Boolean |
Brush Common
The basis for the brush type catalog resources
Format
DWORD Version --Insert CommonBlock DWORD NormalOperation DWORD OppositeOperation //ProfileTexture PNG TGI DWORD Type DWORD Group QWORD Instance DWORD Orientation FLOAT BrushWidth FLOAT BrushStrength BYTE BaseTextureValue FLOAT WiggleAmount
Brush Operations
Id | Description |
---|---|
0x00000000 | None |
0x00000001 | Raise |
0x00000002 | Lower |
0x00000003 | Smoothen |
0x00000004 | Level |
0x00000005 | AddPaint |
0x00000006 | ErasePaint |
0x00000007 | AddWater |
Brush Orientations
Id | Description |
---|---|
0x00000000 | Fixed |
0x00000001 | AlignWithMouseMoveDirection |
0x00000002 | RandomWiggle |
Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |