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One horse disagreer of the Apocalypse
Original Poster
#26 Old 26th Oct 2014 at 9:24 PM
I have updated the wrappers with several more catalog resources. Now does:
CCOL Columns 0x1D6DF1CF
CFEN Fences 0x0418FE2A
CFLR FloorCovering 0xB4F762C9
CFRZ Friezes 0xA057811C
COBJ NormalObjects 0x319E4F1D
CRAL Railings 0x1C1CF1F7
CRPT RoofPatterns 0xF1EDBD86
CRTR RoofTrims 0xB0311D0F
CSPN Spandrels 0x3F0C529A
CSTR Stairs 0x9A20CD1C
CTPT TerrainPaint 0xEBCBB16C
CWAL WallCovering 0xD5F0F921
CXTR ExteriorTrim 0x84C23219

More to come...

http://www.den.simlogical.com/denfo...hp?topic=3306.0

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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#27 Old 26th Oct 2014 at 10:26 PM
Wow, cool =)

I just went to download it and the dll still shows a modification date of Oct 16th (exactly the same timestamp as the version I currently have) .. is this because you haven't gotten around to upload it yet, or because there was a mixup of sorts?

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In the kingdom of the blind, do as the Romans do.
One horse disagreer of the Apocalypse
Original Poster
#28 Old 26th Oct 2014 at 11:35 PM
Oh sorry I uploaded to a slightly different filename (just the 7z not the actual dll) and didn't realise. I have simply changed the download link so you should get the right one now.

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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#29 Old 26th Oct 2014 at 11:57 PM
Ah yeah that looks much better. Thank you!

(Also, are these the "finish these off then that's it" thing or are you un-re-retired again or .. what? Asking because you say "More to come" -- I think I figured out some more labels; do you still want to know?)

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In the kingdom of the blind, do as the Romans do.
One horse disagreer of the Apocalypse
Original Poster
#30 Old 27th Oct 2014 at 12:08 AM
Yes I am committed to finishing of the catalog resource wrapper, which logically includes all catalog resources that share the common block. But I want to move on to something more fun and friendly when these are finished.

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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#31 Old 27th Oct 2014 at 1:36 AM
COBJ: from my poking at Build > Outdoor > Garden stuff (rocks, trees, plants) I learned that

- tags in the TagList (in UnkCommon4, formerly known as Unknown4 / 5) are 0x022B (trees), 0x022C (shrubs), 0x022D (flowers), 0x0230 (rocks)
- 0x0313 means no show (all of the objects that had this and no other value were not in the catalogue)

I don't know if or where there is any documentation on which tags are which value? To me it seems like it's *only* the tags in this field which govern catalogue sorting; I didn't find the CategoryFlags to have any influence. A list of default tags is defined in
Client_TagsBuild_9DB989FD_00000000_572ED0E236016338.xml and Client_TagsBuildBuy_9DB989FD_00000000_9F943A7CDB491788.xml (but those only map internal name to localised hash .. I can't find any reference to the values I see in the actual COBJ).


UnkCommon3 also plays a crucial role in making stuff show in the catalogue .. things in the abovementioned categories need to have it set to 0x80 in order to show up (0x81 means no show). (Could it be that this is actually the catalogue flag, and the thing currenly labeled as such is something else?)



Also, do I understand it correctly that SwatchGrouping is what used to be UnkIID01, and there is a new thing named UnkIID01 now?

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One horse disagreer of the Apocalypse
Original Poster
#32 Old 27th Oct 2014 at 8:54 AM
Sorry, SwatchGrouping is the new label for UnkIID01 (in most resources - I think it replaces UnkIID02 in one of them). All items of the same type with the same SwatchGrouping value will be grouped as one item in the catalog - or so I have been told.

From what you say it sounds like UnkCommon3 is therefore BuildBuyProductStatusFlags which we had in TS3, but that field was just a Byte, and a 1 in 2nd place meant it *did* show in catalog. So I am not sure if it's opposite now, or if you accidentally said it the wrong way round in your post.

I dare say the tag meanings are in some enum in the xmls or python. If anyone can find them do please point them out to me

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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#33 Old 27th Oct 2014 at 1:18 PM
Quote: Originally posted by Inge Jones
Sorry, SwatchGrouping is the new label for UnkIID01 (in most resources - I think it replaces UnkIID02 in one of them). All items of the same type with the same SwatchGrouping value will be grouped as one item in the catalog - or so I have been told.


Yeah that is the case (you've been told so by me among others ); I've used it pretty often in the meantine, works as advertised. I was just wondering why there is now *another* "UnkIID01" label .. it may lead to some confusion when different things have the same label in different versions, because there is no easy way to see which version of the wrapper one is using.


Quote: Originally posted by Inge Jones
From what you say it sounds like UnkCommon3 is therefore BuildBuyProductStatusFlags which we had in TS3, but that field was just a Byte, and a 1 in 2nd place meant it *did* show in catalog. So I am not sure if it's opposite now, or if you accidentally said it the wrong way round in your post.


I don't think it's the same as BuildBuy -- is that (the one byte flag listed at the bottom) what you mean by BuildBuyProductStatusFlags? That one *also* needs to be set for stuff to be in the catalogue.

I've seen different values in UnkCommon3 in various kinds of objects; for all of the plants/trees/rocks/flowers it was always 81 when they weren't in the catalogue, 80 when they were. That's why I thought it may have something to do with categorisation. Other types of objects have other values:

dresserFC2x1_02_set1 - UnkCommon03: 0x00000080 / BuildBuy: 0x01 / TagList: 0x00E3, 0x005C
lightTableQA_02_set1 - UnkCommon03: 0x00000080 / BuildBuy: 0x01 / TagList: 0x00CB, 0x0125

sitSofaQA3X1_01_set1 - UnkCommon03: 0x000000A0 / BuildBuy: 0x01 / TagList: (a whole bunch)
lightTableQA_01_set1 - UnkCommon03: 0x000000A0 / BuildBuy: 0x01 / TagList: 0x00CB, 0x005F

gizmoSpotLight - UnkCommon03: 0x00000090 / BuildBuy: 0x00 / TagList: empty (I believe that's one of the debug invisible lights)

bottleCulinaryGEN_01 - UnkCommon03: 0x00000090 / BuildBuy: 0x01 / TagList: empty
drinkTumblerGEN_01_empty: UnkCommon03: 0x00000090 / BuildBuy: 0x01 / TagList: 0x0108, 0x010D, 0x015F
micGEN_01_prop_set1 (object_microphone): UnkCommon03: 0x00000090 / BuildBuy: 0x01 / TagList: (a whole bunch)

spongeGEN_01_prop: UnkCommon03: 0x00000084 / BuildBuy: 0x01 / TagList: empty

streetDecoGCWHydrant_01: UnkCommon03: 0x00000081 / BuildBuy: 0x00 / TagList: 0x0313
landmarkGCWTowerWater_01: UnkCommon03: 0x00000003 / BuildBuy: 0x00 / TagList: 0x0313


But I also just noticed: roofVentGEN_01: UnkCommon03: 0x00000080 / BuildBuy: 0x00 / TagList: 0x021B, 0x0397, 0x005C -- IDK what that is exactly. Other roof vents are UnkCommon03: 0x00000080 / BuildBuy: 0x01; maybe this one is deprecated


It looked like a pattern to me with the neighbourhood rocks / plants / street deco in particular; anything that was in the catalogue / had tags other than 0313 had an UnkCommon03: 0x00000080, all the 0313 ones had 0x00000081. And just setting BuildBuy to 1 didn't make them show in the catalogue, they also need a tag and an UnkCommon03 of 0x00000080. So to me it looks like this is a kind of "where does this object go" flag .. things like empty glasses for instance can be in inventories, but not in the catalogue.



Quote: Originally posted by Inge Jones
I dare say the tag meanings are in some enum in the xmls or python. If anyone can find them do please point them out to me


And not only to Inge plz .. others want to know too! =)

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In the kingdom of the blind, do as the Romans do.
One horse disagreer of the Apocalypse
Original Poster
#34 Old 27th Oct 2014 at 1:39 PM
The other unkiid01 is in a different wrapper from the ones where unkiid01 was changed to the grouping. In that wrapper it was unkiid2 that got changed. unk01 for example won't have the same meaning in one wrapper as another, they're just named sequentially as I get to them. When they're first named as "unk" we don't know which means the same in one resource as it does in another so it's not possible to name them in step with each other till we get a label that is not an unk. Only the stuff in the commonblock can be relied on to match between resources.

By BuildBuyProductStatusFlags I mean the field that was named that in TS3. This isn't the build/buy category setting I identified lower down, which decides whether an object is in build section or buy section.

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Sir Not Appearing In This Film
#35 Old 27th Oct 2014 at 5:25 PM
From my unlocking of objects, I've learned a couple things that may interest you here. To get my cloned objects that were originally hidden to show in game, I changed the 0x00000081 to 0x000000A0. This would make them show up in game, but without a category. Since pbox said that 0x00000080 also works, I'm guessing that this field is some sort of binary flag, like in the CASP files, but that's just a guess. The only way to find them was via searching or looking through "Show All". But, to get them to show up in Buy Mode - Decorations - Miscellaneous, I would add 0x00D1 to the flag list. Also, changing the unknown20 (not sure what it's called now, haven't installed the new wrappers, yet) to 0x02 allowed my buyable graves to be placed on top of surfaces.

Quote: Originally posted by Inge Jones
Yes I am committed to finishing of the catalog resource wrapper, which logically includes all catalog resources that share the common block. But I want to move on to something more fun and friendly when these are finished.


What about the pool stuff that will be added in a couple days?
One horse disagreer of the Apocalypse
Original Poster
#36 Old 27th Oct 2014 at 7:38 PM
Quote: Originally posted by Snaitf
What about the pool stuff that will be added in a couple days?



Oof!

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
One horse disagreer of the Apocalypse
Original Poster
#37 Old 27th Oct 2014 at 9:39 PM
Ok I am just mulling the extra info, but I think first I will hurry and get those last few known catalog resource types done so people at least have some unks to look at in those then come back to looking for flag enums and stuff in a while.

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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#38 Old 27th Oct 2014 at 11:45 PM Last edited by plasticbox : 28th Oct 2014 at 12:04 AM.
Quote: Originally posted by Snaitf
Also, changing the unknown20 (not sure what it's called now, haven't installed the new wrappers, yet) to 0x02 allowed my buyable graves to be placed on top of surfaces.


Ah, thanks for that! That must be is what is now called "Unk03" -- yeah that is a placement flag. It's not quite "surfaces" vs. "not" though, but apparently also what kind of surface: TVs have Unk03 = 0x03 by default and can be placed on endtables but not sidetables (the long thin ones); when this is changed to 0x02 they can be placed on both. I wonder what 0x01 would be; maybe shelves too?

Edit, yes, HappyTeethToothbrushSet has an Unk03: 0x01 -- that's one of the few things that go on shelves by default. Another mystery solved!



Edit2: also, Inge, I believe UnkCommon05 are two things and not one.

In 0x319E4F1D-0x00000000-0x000000000000DE07 Plasmatron 3000 Flat Screen TV there is UnkCommon05: 0x0816E03688BF4401

and in the STBL there are two hashes

<Text Key="88BF4401">Unlock by reaching level 10 of the Tech Guru career while in the Start Up branch.</Text>
<Text Key="0816E036">Unlocked at level 10 of the Tech Guru career while in the Start Up branch.</Text>
Screenshots

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retired moderator
#39 Old 28th Oct 2014 at 1:03 AM
@Snaitf do you remember what value your graves originally had in that field? Because I just saw that the "InvisiView Flat Panel Tabletop TV" has 0x00 but can be placed on coffee tables by default (but not on side tables, didn't check end tables).

I believe there was a sort of "weight flag" in TS3 or 2, maybe that is the idea here ..

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Sir Not Appearing In This Film
#40 Old 28th Oct 2014 at 5:10 AM
Quote: Originally posted by plasticbox
@Snaitf do you remember what value your graves originally had in that field? Because I just saw that the "InvisiView Flat Panel Tabletop TV" has 0x00 but can be placed on coffee tables by default (but not on side tables, didn't check end tables).

I believe there was a sort of "weight flag" in TS3 or 2, maybe that is the idea here ..


I think they were zero, but I can't really remember that well.
One horse disagreer of the Apocalypse
Original Poster
#41 Old 28th Oct 2014 at 9:33 AM
Has anyone an idea about the UnkCommon06 which is almost invariably 0xFFFF except in wall and floor patterns?

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Lab Assistant
#42 Old 29th Oct 2014 at 6:04 PM
I didn't find anyone pointing this before, but the tag list, with the corresponding values (in decimal representation) seems to be in the file 0x00000000!0xd89cb9186b79acb7.0x03b33ddf (maxis override naming convention) of the split up tunings. It ends in the folder tun, if the Sims4XmlExtractor is allowed to create folders. For convenience, I'm attaching my copy of the file.
Attached files:
File Type: 7z  0x00000000!0xd89cb9186b79acb7.0x03b33ddf - tag.15608553923092786359.7z (8.5 KB, 34 downloads) - View custom content
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#43 Old 29th Oct 2014 at 10:40 PM
Ah thank you! Yes that's what I was looking for =)

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In the kingdom of the blind, do as the Romans do.
One horse disagreer of the Apocalypse
Original Poster
#44 Old 29th Oct 2014 at 11:49 PM
Ah good find. I can mark up the tags then.

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
One horse disagreer of the Apocalypse
Original Poster
#45 Old 1st Nov 2014 at 11:02 PM
Ok I now have the tags translating into words. Now does anyone have any idea about the list of "selling point" tags? Of course I have no idea what EA call them, I made up the term "selling points" :D

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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#46 Old 1st Nov 2014 at 11:54 PM
Those might be in the same list? Not sure, but I have a kiddie lunchbox open just now which has

--- SellingPointList: SellingPoints (0x1) ---
--- SellingPoints[0] ---
Commodity: 0x02E3
Amount: 0x00000001

and in the same tag list, 2E3 would be "<T ev="739">Tooltip_AmbienceHappy</T>"

I can try fiddling with that, I'm not sure right now what kind of "tooltip" they mean .. but this is a deco object, so a kind of "good environment" buff would make sense for it.

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#47 Old 2nd Nov 2014 at 12:34 AM
So it's the part of the catalogue description (vulgo "tooltip" in Maxianese) that describes the effect of the thing. Tags are in the same tag list!



(These two have <T ev="736">Tooltip_AmbienceEnergized</T> and <T ev="737">Tooltip_AmbienceFlirty</T> respectively, 0x10 each (original value was like the kiddy box above).)
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One horse disagreer of the Apocalypse
Original Poster
#48 Old 2nd Nov 2014 at 8:16 AM Last edited by Inge Jones : 2nd Nov 2014 at 9:20 AM.
Ok so I'll try using the same enum list first and we can see if that makes sense in use.

Later: Yep, that was it I may publish the update later today after a little more testing.

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
One horse disagreer of the Apocalypse
Original Poster
#49 Old 2nd Nov 2014 at 3:28 PM
Updated again, see "release notes" at http://www.den.simlogical.com/denfo...g17427#msg17427

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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#50 Old 2nd Nov 2014 at 9:40 PM
Thanks Inge! =) That is very convenient.

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