EFFDIR
Revision as of 01:29, 6 January 2013 by sc4e>Xannepan (→Behavior_1 Bits: formating)
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EFFDIR is the Effect Resource Tree for SimCity 4. The EFFDIR is located in SimCity_1.dat and has TGI 0xEA5118B0 0xEA5118B1 0x00000001.
Contents
- 1 Specification
- 1.1 Header
- 1.2 Section 1 - Main Section - Terrain Independent FSHs and S3Ds
- 1.3 Section 2 - Terrain Dependent FSHs
- 1.4 Section 3 - Screen Shake
- 1.5 Section 4 - Screen Flash
- 1.6 Section 5 - Brush (Cursor) Exemplars
- 1.7 Section 6 - LUA Occupant Groups, Generators, and Attractors
- 1.8 Section 7 - Destructive Effect Properties
- 1.9 Section 8 - Randomized Picks
- 1.10 Section 9 - Sounds
- 1.11 Section 10 - Effective Radius?
- 1.12 Section 11 - UDI Collisions?
- 1.13 Section 12 - Main Script Index
- 1.14 Section 13 - Main Effect Directory
- 1.15 Section 14 - Tools FX Linking?
- 1.16 Section 15 - Class ID Calls
- 2 Index Flags
Specification
The specification is as follows:
Header
The header calls out the version number of the file. Vanilla SC4 is 3.1, Rush Hour/Deluxe is 4.2.
WORD - Major Version EFFDIR WORD - Minor Version EFFDIR
Section 1 - Main Section - Terrain Independent FSHs and S3Ds
DWORD (Number of Entries) DWORD <<<--- Behavior_1, each bit represents a behavior property, see below for partial spec DWORD (0x00000000) <<<---Constant DWORD <<<--- Behavior_2, each bit represents a behavior property, see below for partial spec 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 <<<---Initial Rotation % (1=360 degrees), probably for FSH resources only 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
Behavior_1 Bits
- Bit 17: display on land only.
- Bit 18: display on water only.
- Bit 20: randomized location on map (?)
- Bit 32: unaltered (high) brightness during night.
Behavior_2 Bits
- Bit 22: either rotate resource with game rotation, or display texture on back face.
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
Section 3 - Screen Shake
DWORD (Number of Entries) DWORD DWORD DWORD (Number of reps) DWORD reps DWORD (Number of reps) DWORD reps 5 bytes 0x0000 End of Section
Section 4 - Screen Flash
This section contains information about screen flashes (e.g. as used for fireworks and lightning effects).
DWORD (Number of Entries) DWORD (Number of reps) <<<--- color variation over time DWORD <<<--- red DWORD <<<--- green DWORD <<<--- blue DWORD (Number of reps) <<<--- brightness variation over time DWORD reps <<<--- brightness DWORD <<<--- probably duration
Section 5 - Brush (Cursor) Exemplars
DWORD (Number of entries) Two bytes DWORD (Resource Key) DWORD DWORD 5 Bytes DWORD DWORD DWORD DWORD DWORD
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
Section 7 - Destructive Effect Properties
DWORD (Number of Entries) 22 Bytes DWORD 4 Bytes DWORD 8 Bytes DWORD DWORD DWORD DWORD DWORD 8 Bytes
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
Section 9 - Sounds
DWORD (Number of Entries) 6 Bytes <<<---Always 0x000000000000 DWORD (Resource Key) DWORD DWORD <<<---Always 0x00000000
Section 10 - Effective Radius?
This section appears to be related to effective radius (meteor_shadow_water, tornado_scuff_terrain, ufo_ma_topbluering).
DWORD (Number of entries) DWORD DWORD DWORD 0x0001 (End of section)
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)
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 <<<---Probably X-Axis Rotation DWORD <<<---Probably Z-Axis Rotation DWORD <<<---Probably Y-Axis Rotation DWORD DWORD <<<---X-Axis Shift (Float32) DWORD <<<---Z-Axis Shift (Float32) DWORD <<<---Y-Axis Shift (Float32) DWORD <<<---Probably multiplier for x,y,z axis shift as defined above 10 Bytes <<<---First byte represents upper limit, and last byte the lower limit of the game zoom range in which the resource referred to appears. 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) <<<--- Redirection to another section (usually 3 or 4) DWORD <<<--- Section identifier, usually 3 or 4 DWORD (String Length) <<<--- Identifier, can be anything String (Only if String Length > 0) DWORD DWORD (Index Key) <<<--- Index key in section DWORD (0x00000000) DWORD (0x00000000) 2 DWORDs (0xCCCCCCCC or 0x00000000 each)
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
Section 14 - Tools FX Linking?
This section appears to relate 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
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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