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- THUM 0x16CA6BC4 / TMLT 0xB0118C15
Replies: 4 (Who?), Viewed: 4323 times.
#1
7th Feb 2016 at 3:48 PM
Last edited by plasticbox : 25th Feb 2016 at 1:53 PM.
Posts: 11,006
Thanks: 422688 in 1121 Posts
THUM 0x16CA6BC4 / TMLT 0xB0118C15
These are two small resources I've seen in rugs and books, that are used by the game to generate thumbnails for them. See this post for a comparison what thumbnails look like with / without these.Here are some of those that Maxis rugs use, exported from the game files: http://www.modthesims.info/showthread.php?t=572176
Update: as of 0.4.3-beta, s4pe now has wrappers for this. Thanks Inge!
From the Maxis Hopscotch rug (4x1):
THUM S4_16CA6BC4_00000000_7B37F75EF68B16C8:
Code:
03 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 C8 16 8B F6 5E F7 37 7B C4 6B CA 16 00 00 00 00 2C 00 00 00 24 00 00 00 54 48 55 4D 01 00 00 00 33 61 87 3C E6 AE 7A 41 EA 0A CC 3B 33 61 87 3C 1C 06 B0 35 15 2E 37 BC 00 00 70 41
Line 2: C8 16 8B F6 5E F7 37 7B ID // C4 6B CA 16 type
Line 3: 00 00 00 00 group? // 54 48 55 4D THUM
Line 4: 33 61 87 3C float 0.01652584 // E6 AE 7A 41 float 15.6677 // EA 0A CC 3B float 0.006226887
Line 5: 33 61 87 3C float 0.01652584 // 1C 06 B0 35 ???? // 15 2E 37 BC float -0.01118042 // 00 00 70 41 float 15
From a Maxis 3x1 rug, THUM S4_16CA6BC4_00000000_F91FD50C35BCD594:
Line 4: 00 00 00 00 float 0 // FA 7E 3A 41 float 11.656 // CF 57 41 3B float 0.00295018
Line 5: 00 00 00 00 float 0 // 0A D7 23 BC float -0.01 // 00 00 70 41 float 15
From a Maxis 3x2 rug, THUM S4_16CA6BC4_00000000_DA62D04B29C4B5CD
Line 4: D8 EF F1 3B float 0.007383328 // 63 7A 32 41 float 11.15488 // 0B 5C 7C BB float -0.003850701
Line 5: D8 EF F1 3B float 0.007383328 // D9 C7 E8 36 ???? // 64 12 85 BC float -0.01624412 // 00 00 70 41 float 15
From my Notebook (manual clone from a Maxis book, thin):
21 B3 DE 3D float 0.1087401 // CE 50 8A 3F float 1.080591 // 99 2E A8 3E float 0.3284805
5A AA 8B BB float -0.004262251 // FC 10 C5 3C float 0.02405595 // float 0.02662142
Code:
03 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 94 D5 BC 35 0C D5 1F F9 C4 6B CA 16 00 00 00 00 2C 00 00 00 24 00 00 00 54 48 55 4D 01 00 00 00 00 00 00 00 FA 7E 3A 41 CF 57 41 3B 00 00 00 00 00 00 00 00 0A D7 23 BC 00 00 70 41
Line 4: 00 00 00 00 float 0 // FA 7E 3A 41 float 11.656 // CF 57 41 3B float 0.00295018
Line 5: 00 00 00 00 float 0 // 0A D7 23 BC float -0.01 // 00 00 70 41 float 15
From a Maxis 3x2 rug, THUM S4_16CA6BC4_00000000_DA62D04B29C4B5CD
Code:
03 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 CD B5 C4 29 4B D0 62 DA C4 6B CA 16 00 00 00 00 2C 00 00 00 24 00 00 00 54 48 55 4D 01 00 00 00 D8 EF F1 3B 63 7A 32 41 0B 5C 7C BB D8 EF F1 3B D9 C7 E8 36 64 12 85 BC 00 00 70 41
Line 4: D8 EF F1 3B float 0.007383328 // 63 7A 32 41 float 11.15488 // 0B 5C 7C BB float -0.003850701
Line 5: D8 EF F1 3B float 0.007383328 // D9 C7 E8 36 ???? // 64 12 85 BC float -0.01624412 // 00 00 70 41 float 15
From my Notebook (manual clone from a Maxis book, thin):
Code:
00000000: 03 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00000010: 01 00 00 00 31 CC FC 3D B6 13 4F 93 C4 6B CA 16 00000020: 00 00 00 00 2C 00 00 00 24 00 00 00 54 48 55 4D 00000030: 01 00 00 00 21 B3 DE 3D CE 50 8A 3F 99 2E A8 3E 00000040: 5A AA 8B BB FC 10 C5 3C 2A 15 DA 3C 00 00 70 41
21 B3 DE 3D float 0.1087401 // CE 50 8A 3F float 1.080591 // 99 2E A8 3E float 0.3284805
5A AA 8B BB float -0.004262251 // FC 10 C5 3C float 0.02405595 // float 0.02662142
I assume the values are XYZ max, then XYZ min (Z-up); i.e. a bounding box , similar to MTBL.
00 00 70 41 seems to be always the same. The Y value is ten times what it ought to be, not sure what is up with that.
--
From the Maxis Hopscotch rug (4x1):
TMLT S4_B0118C15_00000000_7B37F75EF68B16C8:
Code:
03 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 C8 16 8B F6 5E F7 37 7B 15 8C 11 B0 00 00 00 00 2C 00 00 00 37 00 00 00 54 4D 4C 54 02 00 00 00 00 00 0A C3 00 00 18 42 33 33 B3 3F 33 33 B3 3F 33 33 B3 3F 01 00 00 00 3F 00 00 00 3F 00 00 00 3F 01 00 00 00 00 00 00 00 00 00 00 00 00 00
Line 2: C8 16 8B F6 5E F7 37 7B = instance ID // 15 8C 11 B0 = type
Line 3: 00 00 00 00 = group?
Line 4: 00 00 0A C3 float -138 // 00 00 18 42 = float 38
Lines 4/5: 33 33 B3 3F = float 1.4 ( x 3); maybe an RGB value? if "LT" is something to do with light
Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.
In the kingdom of the blind, do as the Romans do.
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#2
8th Feb 2016 at 12:00 PM
Posts: 11,682
Thanks: 9675 in 11 Posts
What package can I find these resources in please?
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
#3
8th Feb 2016 at 12:07 PM
Posts: 11,006
Thanks: 422688 in 1121 Posts
fullbuild0, probably also deltabuild0. Also in the EP fullbuild(s) for stuff that's been added with EPs.
Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.
In the kingdom of the blind, do as the Romans do.
Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.
In the kingdom of the blind, do as the Romans do.
#4
11th Feb 2016 at 10:31 PM
Posts: 11,006
Thanks: 422688 in 1121 Posts
So the 33 33 B3 3F stuff in TMLT is definitely colours; this is with 1.4 / 0 / 1.4:
Implemented / updated for the next version of s4pe (which is coming soon, there's some more bugfixes for COBJ and CLIP in the pipeline)
Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.
In the kingdom of the blind, do as the Romans do.
Implemented / updated for the next version of s4pe (which is coming soon, there's some more bugfixes for COBJ and CLIP in the pipeline)
Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.
In the kingdom of the blind, do as the Romans do.
#5
12th Feb 2016 at 8:49 AM
Posts: 11,682
Thanks: 9675 in 11 Posts
Just want to note that I think the 0x16CA6BC4 resource should not be called THUM even tho it has the word "THUM" contained in it, because prevously all resources called THUM contained a real png graphic, whereas this one does not. Therefore I changed the s4pe extension to know it as _THM to make it clear.
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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