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Forum Resident
#51 Old 4th Mar 2014 at 6:48 PM
Go ahead. Maybe it will get moved once all that code is splashed around?

Also, let me know if there's anything I could conceivably do to help you. While I don't know how to read the code and make anything useful out of it, I'm willing to pitch in. :-)
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#52 Old 4th Mar 2014 at 8:34 PM
Go ahead. I'm not a code expert, and I don't have IP, but I'm fascinated. And even if nobody has an epiphany, "what's this, and why does it look like that bit over there?" might turn out to be helpful.

I am Ghost. My husband is sidneydoj. I post, he downloads, and I wanted to keep my post count.
Group for Avatar Makers* Funny Stories *2017 Yearbook
Field Researcher
Original Poster
#53 Old 5th Mar 2014 at 2:53 PM
There's three files from DeltaBuild0 that I can post, and then the massive KEY file from DeltaBuild2 that will most certainly call for many double-postings from me when I copy it over.

We'll start with one of the smaller files from DeltaBuild0:

MODL 0x01661233-0x00000001-0x000000000070A899


Version: 0x00000003
PublicChunks: 0x00000002
Unused: 0x00000000
--- CountedTGIBlockList: Resources (0x2) ---
[0]: 0x01D10F34-0x00010000-0x000000000070A899
[1]: 0x00B2D882-0x00000000-0xA0042D4DAEBAB023
---
--- ChunkEntryList: ChunkEntries (0x8) ---
--- ChunkEntries[0] ---
--- 0x01661233-0x00000001-0x000000000070A899 - MODL ---
Version: 0x00000102
Bounds: [ Min: { -0.4522; -0.0637; -0.7232 } | Max: { 0.4527; 0.0581; 0.2600 } ]
--- BoundingBoxList: ExtraBounds (0x0) ---
---
FadeType: 0x00000000
CustomFadeDistance: 0.0000
--- LODEntryList: Entries (0x2) ---
--- Entries[0] ---
ModelLodIndex: 0x00000001 (0x00 (Public))
Flags: 0x00000000 (0)
Id: 0x00000000 (HighDetail)
MinZValue: 0.0000
MaxZValue: 340282300000000000000000000000000000000.0000
--- Entries[1] ---
ModelLodIndex: 0x00000000 (0x03 (Delayed))
Flags: 0x00000000 (0)
Id: 0x00010000 (HighDetailShadow)
MinZValue: 340282300000000000000000000000000000000.0000
MaxZValue: 340282300000000000000000000000000000000.0000
---
----
--- ChunkEntries[1] ---
--- 0x01D10F34-0x00000000-0x000000000070A899 - MLOD ---
Version: 0x00000203
--- MeshList: Meshes (0x1) ---
--- Meshes[0] ---
Name: 0x243E1BEA
MaterialIndex: 0x00000000 (0x01 (Private))
VertexFormatIndex: 0x00000001 (0x01 (Private))
VertexBufferIndex: 0x00000002 (0x01 (Private))
IndexBufferIndex: 0x00000003 (0x01 (Private))
PrimitiveType: 0x00000003 (TriangleList)
Flags: 0x00000050 (ShadowCaster, Pickable)
StreamOffset: 0x00000000
StartVertex: 0x00000000
StartIndex: 0x00000000
MinVertexIndex: 0x00000000
VertexCount: 0x00000282
PrimitiveCount: 0x000002F0
Bounds: [ Min: { -0.4522; -0.0637; -0.7232 } | Max: { 0.4527; 0.0581; 0.2600 } ]
SkinControllerIndex: (unset)
ScaleOffsetIndex: 0x00000004 (0x01 (Private))
--- UIntList: JointReferences (0x0) ---
---
--- GeometryStateList: GeometryStates (0x0) ---
---
ParentName: 0x00000000
MirrorPlane: X: 0.0000; Y: 0.0000; Z: 1.0000; W: 0.0000
---
----
--- ChunkEntries[2] ---
--- 0x01D0E75D-0x00000000-0x362C25B6C0411586 - MATD ---
Version: 0x00000103
MaterialNameHash: 0xC1BE59A6
Shader: 0xCCB96540 (3434702144)
IsVideoSurface: False
IsPaintingSurface: False
--- MTNF: Mtnf ---
MTNFUnknown1: 0x00000000
--- ShaderDataList: SData (0x11) ---
[00]: Field: 0x46402CEB (1178610923); Data: 0.3500
[01]: Field: 0x05D22FD3 (Transparency); Data: 1.0000
[02]: Field: 0x91EEBAFF (DiffuseUVSelector); Data0: 0.0000; Data1: 0.0000; Data2: 0.0000
[03]: Field: 0x2CE11842 (Specular); Data0: 0.1188; Data1: 0.1183; Data2: 0.1183
[04]: Field: 0x420520E9 (UVScales); Data0: 0.0000; Data1: 0.0000; Data2: 0.0000
[05]: Field: 0xA6199A70 (2786695792); Data: 0.0000
[06]: Field: 0x637DAA05 (Diffuse); Data0: 1.0000; Data1: 1.0000; Data2: 1.0000; Data3: 1.0000
[07]: Field: 0xF4DDDE0F (4108181007); Data0: 0.0000; Data1: 1.0000; Data2: 0.0000; Data3: 1.0000
[08]: Field: 0x6CC0FD85 (DiffuseMap); Data: 0x00000001 (0x03 (Delayed))
[09]: Field: 0x3C45E334 (NormalMapScale); Data: 1.0000
[0A]: Field: 0x511979DE (1360624094); Data: 0.0000
[0B]: Field: 0x2D4E507E (DiffuseUVScale); Data0: 1.0000; Data1: 1.0000
[0C]: Field: 0xBA2D1AB9 (NormalUVScale); Data0: 1.0000; Data1: 1.0000
[0D]: Field: 0xF755F7FF (Shininess); Data: 8.1040
[0E]: Field: 0xF4DDDE0C (4108181004); Data0: 1.0000; Data1: 0.0000; Data2: 0.0000; Data3: 1.0000
[0F]: Field: 0x46402CE8 (1178610920); Data: 0.6600
[10]: Field: 0xC3C472A1 (RefractionDistortionScale); Data: 0.0000
---
---
----
--- ChunkEntries[3] ---
--- 0x01D0E723-0x00000000-0x0000000000000000 - VRTF ---
Version: 0x00000002
Stride: 0x0000001C
ExtendedFormat: False
--- VertexElementLayoutList: Layouts (0x6) ---
--- Layouts[0] ---
Usage: 0x00 (Position)
UsageIndex: 0x00
Format: 0x07 (Short4)
Offset: 0x00
--- Layouts[1] ---
Usage: 0x01 (Normal)
UsageIndex: 0x00
Format: 0x05 (ColorUByte4)
Offset: 0x08
--- Layouts[2] ---
Usage: 0x02 (UV)
UsageIndex: 0x00
Format: 0x06 (Short2)
Offset: 0x0C
--- Layouts[3] ---
Usage: 0x02 (UV)
UsageIndex: 0x01
Format: 0x06 (Short2)
Offset: 0x10
--- Layouts[4] ---
Usage: 0x02 (UV)
UsageIndex: 0x02
Format: 0x06 (Short2)
Offset: 0x14
--- Layouts[5] ---
Usage: 0x05 (Tangent)
UsageIndex: 0x00
Format: 0x05 (ColorUByte4)
Offset: 0x18
---
----
--- ChunkEntries[4] ---
--- 0x01D0E6FB-0x00000001-0x000000000070A899 - VBUF ---
Version: 0x00000101
Flags: 0x00000000 (None)
SwizzleInfo: 0x00000005 (0x01 (Private))
----
--- ChunkEntries[5] ---
--- 0x01D0E70F-0x00000001-0x000000000070A899 - IBUF ---
Version: 0x00000002
Flags: 0x00000001 (DifferencedIndices)
DisplayListUsage: 0x00000000
----
--- ChunkEntries[6] ---
--- 0x01D0E75D-0x00000000-0x0000000000000000 - MATD ---
Version: 0x00000103
MaterialNameHash: 0x00000000
Shader: 0x00000000 (None)
IsVideoSurface: False
IsPaintingSurface: False
--- MTNF: Mtnf ---
MTNFUnknown1: 0x00000000
--- ShaderDataList: SData (0x4) ---
[0]: Field: 0x57582869 (UVOffset); Data0: 0.0000; Data1: 0.0000; Data2: 0.0000; Data3: 0.0000
[1]: Field: 0x487648E5 (PosScale); Data0: 1.0000; Data1: 1.0000; Data2: 1.0000; Data3: 1.0000
[2]: Field: 0x790EBF2C (PosOffset); Data0: 0.0000; Data1: 0.0000; Data2: 0.0000; Data3: 0.0000
[3]: Field: 0x159BA53E (UVScale); Data0: 1.0000; Data1: 1.0000; Data2: 1.0000; Data3: 1.0000
---
---
----
--- ChunkEntries[7] ---
--- 0x00000000-0x00000000-0x0000000000000000 - * ---
Tag: 
Length: 44
----
---

The Possibilities are Endless

-----------------------
Field Researcher
Original Poster
#54 Old 7th Mar 2014 at 6:37 AM
Here is the smallest file from DeltaBuild0:

VPXY 0x736884F1__0x000000000070A899

Version: 0x00000003
PublicChunks: 0x00000001
Unused: 0x00000000
--- CountedTGIBlockList: Resources (0x0) ---
---
--- ChunkEntryList: ChunkEntries (0x1) ---
--- ChunkEntries[0] ---
--- 0x736884F1-0x00000001-0x000000000070A899 - VPXY ---
Version: 0x00000004
--- EntryList: Entries (0x4) ---
[0]: TGIIndex: 0x00000000 (0x03B4C61D-0x00000000-0xE25308E7DB39C732)
[1]: TGIIndex: 0x00000001 (0x01661233-0x00000001-0x000000000070A899)
--- Entries[2] ---
EntryID: 0x00
--- Int32IndexList: TGIIndexes (0x1) ---
[0]: 0x00000002 (0x01D10F34-0x00000000-0x000000000070A899)
---
[3]: TGIIndex: 0x00000003 (0xD382BF57-0x00000000-0xA1527DE899D9B18F)
---
TC02: 0x02
Bounds: [ Min: { -0.4522; -0.0637; -0.7232 } | Max: { 0.4527; 0.0581; 0.2600 } ]
Unused: [0:'0x00'] [1:'0x00'] [2:'0x00'] [3:'0x00']
Modular: False
FTPTIndex: 0x00000000 (0x03B4C61D-0x00000000-0xE25308E7DB39C732)
--- TGIBlockList: TGIBlocks (0x4) ---
[0]: 0x03B4C61D-0x00000000-0xE25308E7DB39C732
[1]: 0x01661233-0x00000001-0x000000000070A899
[2]: 0x01D10F34-0x00000000-0x000000000070A899
[3]: 0xD382BF57-0x00000000-0xA1527DE899D9B18F
---
----
---

The Possibilities are Endless

-----------------------
Mad Poster
#55 Old 7th Mar 2014 at 1:44 PM
Notice the 4 TGI's listed at the bottom of the VPXY. One of them is an FTPT and the other a LITE for the Thornback Ray; these are also in the DeltaBuild0.

Also in my DeltaBuild2 which is from the 1.67 game, both of the image files are there; there is no image file missing.

And the KEY file from the Delta2 doesn't need posting here. The KEY is simply a list of the resources inside the current file, like a table of contents of the file. Anyone who wants to read through it can open it in S3PE and scroll through it the way you've done.

MedievalMods and Sims3mods: Dive Cave Reset Fix, Resort Revamp, Industrial Oven Revamp, Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Site Helper
#56 Old 7th Mar 2014 at 9:28 PM
Ok, really silly question number 1: (And I don't have IP to look it up myself.) How do those bounding box positions compare with the ones from a fish that -does- show up properly?

I am Ghost. My husband is sidneydoj. I post, he downloads, and I wanted to keep my post count.
Group for Avatar Makers* Funny Stories *2017 Yearbook
Mad Poster
#57 Old 8th Mar 2014 at 4:31 PM
The base game Jellyfish which is on the dive lots as a catchable fish has this:

Version: 0x00000102
Bounds: [ Min: { -0,0562; -0,0562; -0,3611 } | Max: { 0,0562; 0,0562; 0,0000 } ]
--- BoundingBoxList: ExtraBounds (0x0) ---

What are these Bounds used for?

MedievalMods and Sims3mods: Dive Cave Reset Fix, Resort Revamp, Industrial Oven Revamp, Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Site Helper
#58 Old 9th Mar 2014 at 12:11 AM
I don't know.

The ray has definitions of the bounds right after discussing mesh related things like primitives and vertices, so I was assuming it was related to the bounding box of the mesh, although those are the same numbers used right after "Chunks" which I would have thought would be used in defining the position... but the bounding box of the mesh and the location of the mesh are closely related so it's possible that the same data is used for both.

Does the jellyfish have anything listed in "SkinControllerIndex?" The ray has SkinControllerIndex: (unset)

I am Ghost. My husband is sidneydoj. I post, he downloads, and I wanted to keep my post count.
Group for Avatar Makers* Funny Stories *2017 Yearbook
Mad Poster
#59 Old 9th Mar 2014 at 12:56 AM
The Jellyfish has this:

SkinControllerIndex: 0x00000004 (0x01 (Private))
ScaleOffsetIndex: 0x00000005 (0x01 (Private))
--- UIntList: JointReferences (0x4) ---
[0]: 0xCA93E311
[1]: 0x077F6287
[2]: 0x2AD99359
[3]: 0xBB0DD0F4
---
And this stuff is listed further down in the MODL:

--- ChunkEntries[6] ---
--- 0x01D0E76B-0x00000000-0x0000000000000000 - SKIN ---
Version: 0x00000001
--- BoneList: Bones (0x4) ---
--- Bones[0] ---
NameHash: 0xCA93E311
--- Matrix43: InverseBindPose ---
[ 1,00000, 0,00000, 0,00000]
[ 0,00000, 1,00000, 0,00000]
[ 0,00000, 0,00000, 1,00000]
[ 0,00000, 0,00000, 0,00000]
---
--- Bones[1] ---
NameHash: 0x077F6287
--- Matrix43: InverseBindPose ---
[ 1,00000, 0,00000, 0,00000]
[ 0,00000, 1,00000, 0,00000]
[ 0,00000, 0,00000, 1,00000]
[ 0,00000, 0,00000, 0,07690]
---
--- Bones[2] ---
NameHash: 0x2AD99359
--- Matrix43: InverseBindPose ---
[ 1,00000, 0,00000, 0,00000]
[ 0,00000, 1,00000, 0,00000]
[ 0,00000, 0,00000, 1,00000]
[ 0,00000, 0,00000, 0,15607]
---
--- Bones[3] ---
NameHash: 0xBB0DD0F4
--- Matrix43: InverseBindPose ---
[ 1,00000, 0,00000, 0,00000]
[ 0,00000, 1,00000, 0,00000]
[ 0,00000, 0,00000, 1,00000]
[ 0,00000, 0,00000, 0,35963]
---
---

MedievalMods and Sims3mods: Dive Cave Reset Fix, Resort Revamp, Industrial Oven Revamp, Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Test Subject
#60 Old 9th Jan 2015 at 8:54 PM
I know it's been a while since anyone posted here but I had to check in... What is the latest with the rays? Because I have seen them at least twice and I was so confused!! I'm so glad someone else posted about it...
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