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fukuda

Effect directory structure

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    Well, I've seen that the attachments made long ago in the forums about effdir were lost.

    Some crucial information for new modders was lost with that, so here's the structure for interested users (from a the sims 2 webpage)

    DWORD (Number of Entries)

    DWORD

    DWORD (0x00000000) <<<---Constant

    DWORD

    DWORD <<<---Effect Duration Minimum

    DWORD <<<---Effect Duration Maximum

    DWORD <<<---Number Released At High Detail

    DWORD <<<---Repeat flag (=0 runs continuously, >0 runs once)

    DWORD

    DWORD

    DWORD

    DWORD <<<---Time Delay Minimum

    DWORD <<<---Time Delay Maximum

    DWORD <<<---X-Axis Push Minimum

    DWORD <<<---Z-Axis Push Minimum

    DWORD <<<---Y-Axis Push Minimum

    DWORD <<<---X-Axis Push Maximum

    DWORD <<<---Z-Axis Push Maximum

    DWORD <<<---Y-Axis Push Maximum

    DWORD <<<---Initial Velocity Minimum

    DWORD <<<---Initial Velocity Maximum

    DWORD <<<---Initial X-Axis Shift Minimum

    DWORD <<<---Initial Z-Axis Shift Minimum

    DWORD <<<---Initial Y-Axis Shift Minimum

    DWORD <<<---Initial X-Axis Shift Maximum

    DWORD <<<---Initial Z-Axis Shift Maximum

    DWORD <<<---Initial Y-Axis Shift Maximum

    DWORD <<<---Initial Size Variation %

    DWORD <<<---Initial X-Axis Stretch Max

    DWORD <<<---Initial Spin Variation Max

    DWORD

    DWORD <<<---Initial Alpha Variation Max

    DWORD <<<---Initial Color Variation % (Red)

    DWORD <<<---Initial Color Variation % (Green)

    DWORD <<<---Initial Color Variation % (Blue)

    DWORD (Number of reps)

    DWORD reps

    DWORD (Number of reps) <<<---Color Adjustments Over Time

    (Percentage of red, green, and blue)

    12-Byte reps <<<---Float32(1st DWORD=Red,

    2nd DWORD=Green, 3rd DWORD=Blue)

    DWORD (Number of reps) <<<---Brightness Adjustments Over Time (Percentage)

    DWORD reps <<<---Float32

    DWORD (Number of reps) <<<---Size Over Time (Percentage)

    DWORD reps <<<---Float32

    DWORD (Number of reps) <<<---X-Axis Shrink/Stretch Over Time (Percentage)

    DWORD reps <<<---Float32

    DWORD (Number of reps) <<<---Spin Over Time

    (Might Be Rotation Speed Spread[Randomized])

    DWORD reps

    DWORD (Resource Key)

    2 Bytes

    DWORD

    DWORD <<<---Direction of Travel Blur

    (0=none,<>0 decreasing amounts of blur)

    DWORD <<<---X-Axis Force (Wind)

    DWORD <<<---Z-Axis Force (Lift/Gravity)

    DWORD <<<---Y-Axis Force (Wind)

    DWORD <<<---Carry

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD <<<---Spiral Travel Pattern Maximum

    DWORD (Number of reps)

    28-byte reps

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD (Number of reps)

    DWORD reps

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD (usually 0xce6e6b28=-1,000,000,000)

    DWORD (usually0x3f800000 or 0x00000000)

    DWORD (usually 0x3f800000=1)

    DWORD (usually 0xc61c4000=-10,000)

    DWORD (usually 0x461c4000=10,000)

    DWORD (String Length)

    String (Only if String Length > 0)

    DWORD (Usually 0x00010000)

    DWORD (Usually 0x3f800000=1)

    DWORD (usually 0x40a00000=5)

    DWORD (usually 0x40a00000=5)

    DWORD (usually 0x42480000=50)

    DWORD (usually 0x42480000=50)

    DWORD (usually 0x3dcccccc=0.1)

    DWORD (usually 0x3e4ccccd=0.2)

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD (Number of reps)

    DWORD reps

    DWORD

    DWORD

    DWORD (Number of reps) <<<---Coordinate System For Movement

    32-byte reps <<<---8xFloat32

    (X,Z,Y,X,Z,Y,Sequence Number, Sequence Number)

    DWORD

    DWORD (Number of sub-entries)

    DWORD (String Length)

    String (Only if String Length > 0)

    DWORD

    DWORD

    DWORD

    DWORD (Number of reps) <<<---List of Resource Keys

    (Used to place random S3Ds)

    DWORD reps <<<---Uint32

    DWORD

    DWORD

    DWORD (Number of reps)

    DWORD reps

    DWORD (0x40800000) -- End of entry

    0x0001 - End of Section

    ''Start Section #2 - Terrain Dependent FSHs''

    DWORD (Number of Entries)

    DWORD

    DWORD (Resource Key)

    1 Byte <<<---Inverse Flag: 00=Normal, 01=No Inverse (i.e. hidden by obstructions),

    03=Inverse (Viewed when behind obstruction)

    1 Byte <<<---Repeat Flag: 01=Repeat Continuously,

    02=Run Once-Then Disappear, 03+=Run Once-Then Hold

    DWORD <<<---Effect Speed (Higher numbers run slower)

    DWORD (Number of reps) <<<---Rotation Over Time

    DWORD reps <<<---Float32

    DWORD (Number of reps) <<<---Size Adjustments Over Time (Percentage)

    DWORD reps <<<---Float32

    DWORD (Number of reps) <<<---Alpha Adjustments Over Time (Percentage)

    DWORD reps <<<---Float32

    DWORD (Number of reps) <<<---Color Adjustments Over Time

    (Percentage of red, green, and blue)

    12-byte reps <<<---Float32

    (1st DWORD=Red, 2nd DWORD=Green, 3rd DWORD=Blue)

    DWORD (Number of reps) <<<---Always 0x00000001

    DWORD reps <<<---Y-Axis Stretch Adjustments Over Time

    DWORD <<<---Initial Intensity Variation

    DWORD <<<---Initial Size Variation

    DWORD

    DWORD

    DWORD

    DWORD

    0x0000 - End of section

    ''Start Section #3''

    DWORD (Number of Entries)

    DWORD

    DWORD

    DWORD (Number of reps)

    DWORD reps

    DWORD (Number of reps)

    DWORD reps

    5 bytes

    0x0000 End of Section

    ''Start Section #4 - Terrain Effects? (craters and erosion)''

    DWORD (Number of Entries)

    DWORD (Number of reps)

    12-byte reps

    DWORD (Number of reps)

    DWORD reps

    DWORD

    ''Start Section #5 - Brush (Cursor) Exemplars''

    DWORD (Number of entries)

    Two bytes

    DWORD (Resource Key)

    DWORD

    DWORD

    5 Bytes

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD

    ''Start Section #6 - LUA Occupant Groups, Generators, and Attractors''

    DWORD (Number of Entries)

    Two bytes <<<---Always 0x0000

    DWORD (Length of string)

    String <<<---Points to an entry in the LUA files

    1 byte <<<---Type ID: 00=Attractor or Generator, 01=Occupant_group

    ''Start Section #7 -- Earthquakes(Destructive)?+''

    DWORD (Number of Entries)

    22 Bytes

    DWORD

    4 Bytes

    DWORD

    8 Bytes

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD

    8 Bytes

    ''Start Section #8 -- Randomized Picks''

    DWORD (Number of Entries)

    Two bytes

    DWORD (Number of sub-entries)

    DWORD

    DWORD

    DWORD (String Length)

    String <<<---Used to Redirect to Another Entry in Section #13

    DWORD

    ''Start Section #9 - Sounds''

    DWORD (Number of Entries)

    6 Bytes <<<---Always 0x000000000000

    DWORD (Resource Key)

    DWORD

    DWORD <<<---Always 0x00000000

    ''Begin Section #10'' - Effective Radius?

    (meteor_shadow_water'', tornado_scuff_terrain, ufo_ma_topbluering'')

    DWORD (Number of entries)

    DWORD

    DWORD

    DWORD

    0X0001 - END OF SECTION

    ''Start section #11 - UDI Collisions?

    DWORD (number of entries)

    DWORD

    DWORD (String Length)

    String (Only if String Length > 0)

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD

    0x0002 (End of section)

    ''Start section #12 - Main Script Index''

    DWORD (Number of Entries)

    DWORD

    DWORD (0x01, 0x03, or 0x05 only)

    DWORD (Number of Primary Indices)

    DWORD (String Length)

    String (Only if String Length > 0)

    Byte (Index Flag) <<<---Indicates which section

    the Index Key belongs to (See notes below)

    DWORD

    DWORD

    8 Bytes

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD

    DWORD <<<---X-Axis Shift (Float32)

    DWORD <<<---Z-Axis Shift (Float32)

    DWORD <<<---Y-Axis Shift (Float32)

    DWORD

    10 Bytes

    DWORD

    DWORD

    DWORD

    DWORD

    2 Bytes (Random) <<<---0x0000=Always Appears, Non-Zero=Randomized chance

    (Can be set into groups with this number)

    2 Bytes (Random Chance) <<<---% Chance that effect will appear

    DWORD (Index Key) <<<---Points to entry in appropriate section

    DWORD (Number of Secondary Indices) <<<---Screen Shake Indices??

    DWORD

    DWORD (String Length)

    String (Only if String Length > 0)

    DWORD

    DWORD (Index Key)

    DWORD (0x00000000)

    DWORD (0x00000000)

    2 DWORDs (0xCCCCCCCC or 0x00000000 each)

    (edited to doon't flip the page)

    ''Start Section #13 - Main Effect Directory''

    DWORD (String Length)

    String

    DWORD (Index Key) <<<---Points to entry in section #12

    2 Bytes - End of Section

    ''13.5 area''

    BYTE

    DWORD

    FLOAT

    FLOAT

    FLOAT

    FLOAT

    FLOAT

    FLOAT

    FLOAT

    FLOAT

    FLOAT

    ''Start Section #14 - Tools FX Linking?'' (Relates to Sections 3 and 5 only)

    DWORD (Number of entries)

    DWORD (String Length)

    String <<<---Points to an entry in section #13

    DWORD (Group Property) <<<---Call from exe or exemplar

    DWORD (Instance Property) <<<---Call from exe or exemplar

    0x0000 End of section

    ''Start Final Section #15 - Class ID Calls''

    DWORD (Number of Entries)

    DWORD (ClassID) <<<---Class ID Call (from EXE most probably)

    DWORD (String Length)

    String <<<---Points to an entry in section #13

    'Index Flags:\\

    0x00 - Section #1

    0x01 - Section #2

    0x02 - Redirection - String Points to an entry in section #13

    0x03 - Section #4

    0x04 - Section #6

    0x05 - Section #7

    0x06 - Section #8

    0x07 - Section #9

    0x08 - Section #10

    0x10 - Section #11


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