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Pettifogging Legalist!
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#1 Old 7th Feb 2016 at 3:48 PM Last edited by plasticbox : 25th Feb 2016 at 1:53 PM.
Default 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





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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One horse disagreer of the Apocalypse
#2 Old 8th Feb 2016 at 12:00 PM
What package can I find these resources in please?

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Pettifogging Legalist!
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#3 Old 8th Feb 2016 at 12:07 PM
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.
Pettifogging Legalist!
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Original Poster
#4 Old 11th Feb 2016 at 10:31 PM
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)
Screenshots

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.
One horse disagreer of the Apocalypse
#5 Old 12th Feb 2016 at 8:49 AM
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)
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