Difference between revisions of "ABCB5DA4"

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I have just finished doing all I can to decode this section of  a Hood file, I'm hopeless with maths but with a lot of experimenting I have got this:  
+
I have just finished doing all I can to decode this section of  a Hood file, I'm hopeless with maths but with a lot of experimenting I have got this:
  
8 BYTES:
+
==Description==
  Header? (Always A4 5D CB AB 04 00 00 00)
+
This resource stores the physical shape of a neighbourhood's terrain, I.E. it's hills and valleys.  It also specifies the level of the water table and the terrain type Eg. Desert, dirt, etc.
  
DWORD:
+
==Format==
  Hood Grid size (Always 128)
+
;DWORD
 +
:Block ID (Always A4 5D CB AB)
  
DWORD:
+
;DWORD
  Hood Grid Size (Always 128)
+
:Version number
  
DWORD
+
;DWORD:
  Water Table height (Always 00 4C 9C 43)
+
:Hood Grid size (Always 128)
  
DWORD:
+
;DWORD:
  (Length of Following text)
+
:Hood Grid Size (Always 128)
  
x BYTES:
+
;DWORD
  Terrain type (x = length shown above, EG. Temperate, Desert)
+
:Water Table Elevation (Always 00 4C 9C 43 = 312.5 single float)
  
8 BYTES:
+
;DWORD
  Header? (Always 43 3B 94 6B 01 00 00 00)
+
:(Length of Following text)
  
DWORD:
+
;x BYTES
  (Length of Following text, always 8)
+
:Terrain type (x = length shown above, EG. Temperate, Desert)
  
x BYTES:
+
;DWORD
  Section type (x = length shown above. always c2DArray)
+
:Block ID (Always 43 3B 94 6B)
  
DWORD:
+
;DWORD
  First Array Element range (Always 129, X)
+
:Version number
  
DWORD:
+
;DWORD
  Second Array Element range (Always 129, Y)
+
:(Length of Following text, always 8)
  
ARRAY[X,Y] = 16641 DWORD:
+
;x BYTES
  The Array containing the height of the terrain at a given point on the grid.  Each Element of the array is made up of a DWORD and represents a point on the Hoods grid starting in the top left and going down, where the DWORD is the height of the terrain at that grid point.  There are 16641 DWORDS or 66564 BYTES in this array.
+
:Section type (x = length shown above. always c2DArray)
  
8 BYTES:
+
;DWORD
  Header? (Always 43 3B 94 6B 01 00 00 00)
+
:First Array Element range (Always 129, X)
  
DWORD:
+
;DWORD
  (Length of Following text, always 8)
+
:Second Array Element range (Always 129, Y)
  
x BYTES:
+
;ARRAY[X,Y] = 16641 DWORD
  Section type (x = length shown above. always c2DArray)
+
:The Array containing the height of the terrain at a given point on the grid.  Each Element of the array is made up of a DWORD and represents a point on the Hoods grid starting in the top left and going down, where the DWORD is the height of the terrain at that grid point.  There are 16641 DWORDS or 66564 BYTES in this array.
  
DWORD:
+
;DWORD
  First Array Element range (Always 129, X)
+
:Block ID (Always 43 3B 94 6B)
  
DWORD:
+
;DWORD
  Second Array Element range (Always 129, Y)
+
:Version number
  
ARRAY[X,Y] = 16641 BYTE:
+
;DWORD
  Each Element of the array is made up of [BYTE] and represents a point on the Hoods grid starting in the top left and going down.  There are 16641 BYTES in this array.  These values are always 0.
+
:(Length of Following text, always 8)
 +
 
 +
;x BYTES
 +
:Section type (x = length shown above. always c2DArray)
 +
 
 +
;DWORD
 +
:First Array Element range (Always 129, X)
 +
 
 +
;DWORD
 +
:Second Array Element range (Always 129, Y)
 +
 
 +
;ARRAY[X,Y] = 16641 BYTE
 +
:Each Element of the array is made up of [BYTE] and represents a point on the Hoods grid starting in the top left and going down.  There are 16641 BYTES in this array.  These values are always 0.
 
   
 
   
  
Notes:
+
==Notes==
 
+
 
The 00 00 00 00 point for the terrain hight value is effectively at the core of the Sims 2 planet.
 
The 00 00 00 00 point for the terrain hight value is effectively at the core of the Sims 2 planet.
 +
 +
The Terrain Types (up to and including Season) are: Temperate, Dirt, Desert, Concrete.
  
 
The water is set at a height of 43 9C 40 00.
 
The water is set at a height of 43 9C 40 00.
Line 78: Line 92:
  
 
   
 
   
 +
==Overview of format==
 +
Here is a sample of an actual Hood, that I made.  It was completely flat with nothing on it at all.  I used a blank default SC4 City to generate it so all values are at their defaults:
  
Here is a sample of an actual Hood, that I made.  It was completely falt with nothing on it at all.  I used a blank default SC4 City to generate it so all values are at their defaults:
+
  A4 5D CB AB     <<Block ID
 
+
  04 00 00 00    <<Version number
A4 5D CB AB 04 00 00 00    <<Always the same
+
  80 00 00 00    <<Hood Grid Size. Always the same, 00 00 00 80 = 128.
 
+
  80 00 00 00    <<Hood Grid Size. Always the same, 00 00 00 80 = 128.
  80 00 00 00    <<Hood Grid Size. Always the same, 00 00 00 80 = 128.
+
  00 40 9C 43    <<The water table height. Always the same
 
+
  09 00 00 00    <<Length of following text
  80 00 00 00    <<Hood Grid Size. Always the same, 00 00 00 80 = 128.
+
  54 65 6D 70 65 72 61 74 65    << The Terrain Type, spelt out, in this case  "Temperate".
 
+
  43 3B 94 6B     <<Block ID
  00 40 9C 43    <<The water table height. Always the same
+
  01 00 00 00     <<Version number
 
+
  08 00 00 00    <<Length of following text. Always the same.
  09 00 00 00    <<Length of following text
+
  63 32 44 41 72 72 61 79      <<Always the same, spelt out, "c2DArray".
 
+
  81 00 00 00    <<Array size X, Always the same, 00 00 00 81 = 129.
  54 65 6D 70 65 72 61 74 65    << The Terrain Type, spelt out, in this case  "Temperate".
+
  81 00 00 00    <<Array size Y, Always the same, 00 00 00 81 = 129.
 
+
43 3B 94 6B 01 00 00 00   <<Always the same.
+
 
+
  08 00 00 00    <<Length of following text. Always the same.
+
 
+
  63 32 44 41 72 72 61 79      <<Always the same, spelt out, "c2DArray".
+
 
+
  81 00 00 00    <<Array size X, Always the same, 00 00 00 81 = 129.
+
 
+
  81 00 00 00    <<Array size Y, Always the same, 00 00 00 81 = 129.
+
 
+
 
   00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
 
   00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
 
   00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
 
   00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
Line 118: Line 123:
 
   00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
 
   00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
 
   00 C0 A8 43  00 C0 A8 43  00 C0 A8 43    <<There are 129 blocks like this Each 4 bytes make up a DWORD.  In a "real"
 
   00 C0 A8 43  00 C0 A8 43  00 C0 A8 43    <<There are 129 blocks like this Each 4 bytes make up a DWORD.  In a "real"
                                              Hood these values are all different representing the various terrain heights.
+
                                              Hood these values are all different representing the various terrain heights.
 
+
  ...
43 3B 94 6B 01 00 00 00   <<Always the same
+
  ...
 
+
  43 3B 94 6B     <<Block ID
  08 00 00 00    <<Length of following text:
+
  01 00 00 00     <<Version number
 
+
  08 00 00 00    <<Length of following text:
  63 32 44 41 72 72 61 79      <<Always the same, spelt out, "c2DArray".
+
  63 32 44 41 72 72 61 79      <<Always the same, spelt out, "c2DArray".
 
+
  81 00 00 00    <<Array size X, Always the same, 00 00 00 81 = 129.
  81 00 00 00    <<Array size X, Always the same, 00 00 00 81 = 129.
+
  81 00 00 00    <<Array size Y, Always the same, 00 00 00 81 = 129.
 
+
  81 00 00 00    <<Array size Y, Always the same, 00 00 00 81 = 129.
+
 
+
 
   00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 
   00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 
   00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 
   00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 
   00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 
   00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 
   00 00 00 00 00 00 00 00 00 00 00 00 <<There are 129 blocks like this. Always the same, 00.
 
   00 00 00 00 00 00 00 00 00 00 00 00 <<There are 129 blocks like this. Always the same, 00.
 +
  ...
 +
  ...
 +
 +
[[Category:Sims 2 Modding]]
 +
[[Category:InternalFormats]]
 +
[[Category:FormatsByTGI]]

Latest revision as of 13:03, 17 September 2012

ABCB5DA4
Short name: NHTG
Long name: Neighborhood terrain geometry

I have just finished doing all I can to decode this section of a Hood file, I'm hopeless with maths but with a lot of experimenting I have got this:

Contents

[edit] Description

This resource stores the physical shape of a neighbourhood's terrain, I.E. it's hills and valleys. It also specifies the level of the water table and the terrain type Eg. Desert, dirt, etc.

[edit] Format

DWORD
Block ID (Always A4 5D CB AB)
DWORD
Version number
DWORD
Hood Grid size (Always 128)
DWORD
Hood Grid Size (Always 128)
DWORD
Water Table Elevation (Always 00 4C 9C 43 = 312.5 single float)
DWORD
(Length of Following text)
x BYTES
Terrain type (x = length shown above, EG. Temperate, Desert)
DWORD
Block ID (Always 43 3B 94 6B)
DWORD
Version number
DWORD
(Length of Following text, always 8)
x BYTES
Section type (x = length shown above. always c2DArray)
DWORD
First Array Element range (Always 129, X)
DWORD
Second Array Element range (Always 129, Y)
ARRAY[X,Y] = 16641 DWORD
The Array containing the height of the terrain at a given point on the grid. Each Element of the array is made up of a DWORD and represents a point on the Hoods grid starting in the top left and going down, where the DWORD is the height of the terrain at that grid point. There are 16641 DWORDS or 66564 BYTES in this array.
DWORD
Block ID (Always 43 3B 94 6B)
DWORD
Version number
DWORD
(Length of Following text, always 8)
x BYTES
Section type (x = length shown above. always c2DArray)
DWORD
First Array Element range (Always 129, X)
DWORD
Second Array Element range (Always 129, Y)
ARRAY[X,Y] = 16641 BYTE
Each Element of the array is made up of [BYTE] and represents a point on the Hoods grid starting in the top left and going down. There are 16641 BYTES in this array. These values are always 0.


[edit] Notes

The 00 00 00 00 point for the terrain hight value is effectively at the core of the Sims 2 planet.

The Terrain Types (up to and including Season) are: Temperate, Dirt, Desert, Concrete.

The water is set at a height of 43 9C 40 00.

The default terrain level is 43 A8 C0 00.

The minimum level for the terrain to dip to is approx. 40 10 C0 00.

The Sims 2 Hood is made up of 128 rows and columns, which yields 129 x 129 control points.

When you load a freshly created Hood the first element in the DWORD array points to the Top left point (corner of the square). The second element points to the next one down towards you. When you get to the bottom (element 129) you go back to the top and start coming down the second coloumn.



[edit] Overview of format

Here is a sample of an actual Hood, that I made. It was completely flat with nothing on it at all. I used a blank default SC4 City to generate it so all values are at their defaults:

  A4 5D CB AB     <<Block ID
  04 00 00 00     <<Version number
  80 00 00 00     <<Hood Grid Size. Always the same, 00 00 00 80 = 128.
  80 00 00 00     <<Hood Grid Size. Always the same, 00 00 00 80 = 128.
  00 40 9C 43     <<The water table height. Always the same
  09 00 00 00     <<Length of following text
  54 65 6D 70 65 72 61 74 65    << The Terrain Type, spelt out, in this case  "Temperate".
  43 3B 94 6B     <<Block ID 
  01 00 00 00     <<Version number
  08 00 00 00     <<Length of following text. Always the same.
  63 32 44 41 72 72 61 79       <<Always the same, spelt out, "c2DArray".
  81 00 00 00     <<Array size X, Always the same, 00 00 00 81 = 129.
  81 00 00 00     <<Array size Y, Always the same, 00 00 00 81 = 129.
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43
  00 C0 A8 43  00 C0 A8 43  00 C0 A8 43     <<There are 129 blocks like this Each 4 bytes make up a DWORD.  In a "real"
                                              Hood these values are all different representing the various terrain heights.
  ...
  ...
  43 3B 94 6B     <<Block ID 
  01 00 00 00     <<Version number
  08 00 00 00     <<Length of following text:
  63 32 44 41 72 72 61 79      <<Always the same, spelt out, "c2DArray".
  81 00 00 00     <<Array size X, Always the same, 00 00 00 81 = 129.
  81 00 00 00     <<Array size Y, Always the same, 00 00 00 81 = 129.
  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  00 00 00 00 00 00 00 00 00 00 00 00 <<There are 129 blocks like this. Always the same, 00.
  ...
  ...
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