EFFDIR
Revision as of 15:44, 4 August 2012 by sc4e>Whatevermind (Created page)
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EFFDIR is the Effect Resource Tree for SimCity 4. The EFFDIR is located in SimCity_1.dat and has TGI ea5118b0 ea5118b1 00000001.
The specification is as follows:
''' Vanilla is 3.1, Rush Hour is 4.2 WORD - Major Version EFDIR WORD - Minor Version EFDIR '''Start Section #1 - Main Section - Terrain Independent FSHs and S3Ds''' DWORD (Number of Entries) DWORD DWORD (0x00000000) <<<---Constant DWORD DWORD <<<---Effect Duration Minimum DWORD <<<---Effect Duration Maximum DWORD <<<---Number Released At High Detail DWORD <<<---Repeat flag (=0 runs continuously, >0 runs once) DWORD DWORD DWORD DWORD <<<---Time Delay Minimum DWORD <<<---Time Delay Maximum DWORD <<<---X-Axis Push Minimum DWORD <<<---Z-Axis Push Minimum DWORD <<<---Y-Axis Push Minimum DWORD <<<---X-Axis Push Maximum DWORD <<<---Z-Axis Push Maximum DWORD <<<---Y-Axis Push Maximum DWORD <<<---Initial Velocity Minimum DWORD <<<---Initial Velocity Maximum DWORD <<<---Initial X-Axis Shift Minimum DWORD <<<---Initial Z-Axis Shift Minimum DWORD <<<---Initial Y-Axis Shift Minimum DWORD <<<---Initial X-Axis Shift Maximum DWORD <<<---Initial Z-Axis Shift Maximum DWORD <<<---Initial Y-Axis Shift Maximum DWORD <<<---Initial Size Variation % DWORD <<<---Initial X-Axis Stretch Max DWORD <<<---Initial Spin Variation Max DWORD DWORD <<<---Initial Alpha Variation Max DWORD <<<---Initial Color Variation % (Red) DWORD <<<---Initial Color Variation % (Green) DWORD <<<---Initial Color Variation % (Blue) DWORD (Number of reps) DWORD reps DWORD (Number of reps) <<<---Color Adjustments Over Time (Percentage of red, green, and blue) 12-Byte reps <<<---Float32(1st DWORD=Red, 2nd DWORD=Green, 3rd DWORD=Blue) DWORD (Number of reps) <<<---Brightness Adjustments Over Time (Percentage) DWORD reps <<<---Float32 DWORD (Number of reps) <<<---Size Over Time (Percentage) DWORD reps <<<---Float32 DWORD (Number of reps) <<<---X-Axis Shrink/Stretch Over Time (Percentage) DWORD reps <<<---Float32 DWORD (Number of reps) <<<---Spin Over Time (Might Be Rotation Speed Spread[Randomized]) DWORD reps DWORD (Resource Key) 2 Bytes DWORD DWORD <<<---Direction of Travel Blur (0=none,<>0 decreasing amounts of blur) DWORD <<<---X-Axis Force (Wind) DWORD <<<---Z-Axis Force (Lift/Gravity) DWORD <<<---Y-Axis Force (Wind) DWORD <<<---Carry DWORD DWORD DWORD DWORD DWORD DWORD <<<---Spiral Travel Pattern Maximum DWORD (Number of reps) 28-byte reps DWORD DWORD DWORD DWORD DWORD DWORD DWORD (Number of reps) DWORD reps DWORD DWORD DWORD DWORD DWORD DWORD (usually 0xce6e6b28=-1,000,000,000) DWORD (usually0x3f800000 or 0x00000000) DWORD (usually 0x3f800000=1) DWORD (usually 0xc61c4000=-10,000) DWORD (usually 0x461c4000=10,000) DWORD (String Length) String (Only if String Length > 0) DWORD (Usually 0x00010000) DWORD (Usually 0x3f800000=1) DWORD (usually 0x40a00000=5) DWORD (usually 0x40a00000=5) DWORD (usually 0x42480000=50) DWORD (usually 0x42480000=50) DWORD (usually 0x3dcccccc=0.1) DWORD (usually 0x3e4ccccd=0.2) DWORD DWORD DWORD DWORD DWORD DWORD DWORD (Number of reps) DWORD reps DWORD DWORD DWORD (Number of reps) <<<---Coordinate System For Movement 32-byte reps <<<---8xFloat32(X,Z,Y,X,Z,Y,Sequence Number, Sequence Number) DWORD DWORD (Number of sub-entries) DWORD (String Length) String (Only if String Length > 0) DWORD DWORD DWORD DWORD (Number of reps) <<<---List of Resource Keys (Used to place random S3Ds) DWORD reps <<<---Uint32 DWORD DWORD DWORD (Number of reps) DWORD reps DWORD (0x40800000) -- End of entry 0x0001 - End of Section '''Start Section #2 - Terrain Dependent FSHs''' DWORD (Number of Entries) DWORD DWORD (Resource Key) 1 Byte <<<---Inverse Flag: 00=Normal, 01=No Inverse (i.e. hidden by obstructions), 03=Inverse (Viewed when behind obstruction) 1 Byte <<<---Repeat Flag: 01=Repeat Continuously, 02=Run Once-Then Disappear, 03+=Run Once-Then Hold DWORD <<<---Effect Speed (Higher numbers run slower) DWORD (Number of reps) <<<---Rotation Over Time DWORD reps <<<---Float32 DWORD (Number of reps) <<<---Size Adjustments Over Time (Percentage) DWORD reps <<<---Float32 DWORD (Number of reps) <<<---Alpha Adjustments Over Time (Percentage) DWORD reps <<<---Float32 DWORD (Number of reps) <<<---Color Adjustments Over Time (Percentage of red, green, and blue) 12-byte reps <<<---Float32(1st DWORD=Red, 2nd DWORD=Green, 3rd DWORD=Blue) DWORD (Number of reps) <<<---Always 0x00000001 DWORD reps <<<---Y-Axis Stretch Adjustments Over Time DWORD <<<---Initial Intensity Variation DWORD <<<---Initial Size Variation DWORD DWORD DWORD DWORD 0x0000 - End of section '''Start Section #3''' DWORD (Number of Entries) DWORD DWORD DWORD (Number of reps) DWORD reps DWORD (Number of reps) DWORD reps 5 bytes 0x0000 End of Section '''Start Section #4 - Terrain Effects? (craters and erosion)''' DWORD (Number of Entries) DWORD (Number of reps) 12-byte reps DWORD (Number of reps) DWORD reps DWORD '''Start Section #5 - Brush (Cursor) Exemplars''' DWORD (Number of entries) Two bytes DWORD (Resource Key) DWORD DWORD 5 Bytes DWORD DWORD DWORD DWORD DWORD '''Start Section #6 - LUA Occupant Groups, Generators, and Attractors''' DWORD (Number of Entries) Two bytes <<<---Always 0x0000 DWORD (Length of string) String <<<---Points to an entry in the LUA files 1 byte <<<---Type ID: 00=Attractor or Generator, 01=Occupant_group '''Start Section #7 -- Earthquakes(Destructive)?+''' DWORD (Number of Entries) 22 Bytes DWORD 4 Bytes DWORD 8 Bytes DWORD DWORD DWORD DWORD DWORD 8 Bytes '''Start Section #8 -- Randomized Picks''' DWORD (Number of Entries) Two bytes DWORD (Number of sub-entries) DWORD DWORD DWORD (String Length) String <<<---Used to Redirect to Another Entry in Section #13 DWORD '''Start Section #9 - Sounds''' DWORD (Number of Entries) 6 Bytes <<<---Always 0x000000000000 DWORD (Resource Key) DWORD DWORD <<<---Always 0x00000000 '''Begin Section #10''' - Effective Radius? (meteor_shadow_water''', tornado_scuff_terrain, ufo_ma_topbluering''') DWORD (Number of entries) DWORD DWORD DWORD 0x0001 (End of section) '''Start section #11 - UDI Collisions? DWORD (number of entries) DWORD DWORD (String Length) String (Only if String Length > 0) DWORD DWORD DWORD DWORD DWORD DWORD DWORD DWORD 0x0002 (End of section) '''Start section #12 - Main Script Index''' DWORD (Number of Entries) DWORD DWORD (0x01, 0x03, or 0x05 only) DWORD (Number of Primary Indices) DWORD (String Length) String (Only if String Length > 0) Byte (Index Flag) <<<---Indicates which section the Index Key belongs to (See notes below) DWORD DWORD 8 Bytes DWORD DWORD DWORD DWORD DWORD DWORD DWORD <<<---X-Axis Shift (Float32) DWORD <<<---Z-Axis Shift (Float32) DWORD <<<---Y-Axis Shift (Float32) DWORD 10 Bytes DWORD DWORD DWORD DWORD 2 Bytes (Random) <<<---0x0000=Always Appears, Non-Zero=Randomized chance (Can be set into groups with this number) 2 Bytes (Random Chance) <<<---% Chance that effect will appear DWORD (Index Key) <<<---Points to entry in appropriate section DWORD (Number of Secondary Indices) <<<---Screen Shake Indices?? DWORD DWORD (String Length) String (Only if String Length > 0) DWORD DWORD (Index Key) DWORD (0x00000000) DWORD (0x00000000) 2 DWORDs (0xCCCCCCCC or 0x00000000 each) '''Start Section #13 - Main Effect Directory''' DWORD (String Length) String DWORD (Index Key) <<<---Points to entry in section #12 2 Bytes - End of Section '''13.5 area''' BYTE DWORD FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT FLOAT '''Start Section #14 - Tools FX Linking?''' (Relates to Sections 3 and 5 only) DWORD (Number of entries) DWORD (String Length) String <<<---Points to an entry in section #13 DWORD (Group Property) <<<---Call from exe or exemplar DWORD (Instance Property) <<<---Call from exe or exemplar 0x0000 End of section '''Start Final Section #15 - Class ID Calls''' DWORD (Number of Entries) DWORD (ClassID) <<<---Class ID Call (from EXE most probably) DWORD (String Length) String <<<---Points to an entry in section #13 ''Index Flags: 0x00 - Section #1 0x01 - Section #2 0x02 - Redirection - String Points to an entry in section #13 0x03 - Section #4 0x04 - Section #6 0x05 - Section #7 0x06 - Section #8 0x07 - Section #9 0x08 - Section #10 0x10 - Section #11
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