Numenor
14th Jan 2006, 9:54 PM
>>> MODDING INFOCENTER <<<
THE PACKAGE STRUCTURE - AN OVERVIEW
By Numenor
Credits to WES_H for the graph
DISCLAIMER: The "Modding InfoCenter" threads are NOT tutorials: they are intended to help average-experienced object creators performing specific tasks, or to give users a deeper in-sight on specific modding-related subjects. So, don't expect to find step-by-step explanations, to be performed "blindly". Please DO NOT REPOST the following info, or part of them, on other sites.
All the "Modding InfoCenter" threads are created and mantained by Numenor and JWoods. Everyone is welcome to post his own questions or additional information about the specific thread subject.
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http://i3.photobucket.com/albums/y83/Numenor65/Guide/scenegraph_tree.png
INTRODUCTION
The image above depicts the relationships between the different files contained in a Package. It was drawed by Wes_h in order to describe the structure of an objectpackage (i.e. not clothing, skin or other sims-related packages), but - after all - the described structure applies quite well to any package.
In any case, the InfoCenter's purpose is to discuss about objects, and therefore we'll concentrate on this subject.
Please not also that htis is just an overview: for further info, please refer to the other InfoCenter articles (not all the parts of a package are still explained in detail).
THE PACKAGE STRUCTURE
The first thing to take note of, is the different colours used in the picture above: they are used to ideally split the package in different sections.
The most important one, depicted in green, is the Scenegraphic Chain, or Scenegraphic Tree, that defines how the object will look: its shape and its materials.
Not included in the Scenegraphic Chain, but also relevant for defining the exterior look of an object, is the "Property Set" (depicted in blue); it can assume the form of a Material Override (in standard objects), or an XML property set (in Neighborhood objects, fences and other types of objects).
The light brown STR# (Text Lists) have the important function to list the scenegraphic elements used by the objects, and therefore it is used as "pivot", a union trait, between the Scenegraphic chain and the main object data (depicted in dark brown.
The Object Definition, along with the other OBJD related files, define how the object acts in the game, what interactions are available for them, and all the object functions.
As you can see, the various elements (colours) are all strictly related, in a sort of circular binding.
The Scenegraph Chain is "connected" with the Object Data files by means of the XML/Material Override (that contains both the GUID of the object and the CRES reference), and the STR# 0x85 (that has the same GroupID of the OBJD and contains the name of the CRES).
The CRES, in turn, is the "root" of the scenegraphic tree, and connects various scenegraphic elements.
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OTHER USEFUL RESOURCES
Modding Infocenter Index (http://www.modthesims2.com/search.php?titleonly=1&showposts=0&do=process&query=InfoCenter) - Comprehensive list of all the InfoCenter threads
The Resource Node (http://www.modthesims2.com/showthread.php?t=84487) - A more detailed description of the CRES
The Object Function (http://www.modthesims2.com/showthread.php?t=83612) - Learn about the OBJf file
Simantics and BHAVs (http://www.modthesims2.com/showthread.php?t=111469) - A starting point to understand the object behaviour functions
Lights & LGHT files (http://www.modthesims2.com/showthread.php?t=103817) - An explanation about how the lights work
The TXTR file (http://www.modthesims2.com/showthread.php?t=86151) - Learn about the Texture formats
-------------------------------------------------------------------------------------
THE PACKAGE STRUCTURE - AN OVERVIEW
By Numenor
Credits to WES_H for the graph
DISCLAIMER: The "Modding InfoCenter" threads are NOT tutorials: they are intended to help average-experienced object creators performing specific tasks, or to give users a deeper in-sight on specific modding-related subjects. So, don't expect to find step-by-step explanations, to be performed "blindly". Please DO NOT REPOST the following info, or part of them, on other sites.
All the "Modding InfoCenter" threads are created and mantained by Numenor and JWoods. Everyone is welcome to post his own questions or additional information about the specific thread subject.
-------------------------------------------------------------------------------------
http://i3.photobucket.com/albums/y83/Numenor65/Guide/scenegraph_tree.png
INTRODUCTION
The image above depicts the relationships between the different files contained in a Package. It was drawed by Wes_h in order to describe the structure of an objectpackage (i.e. not clothing, skin or other sims-related packages), but - after all - the described structure applies quite well to any package.
In any case, the InfoCenter's purpose is to discuss about objects, and therefore we'll concentrate on this subject.
Please not also that htis is just an overview: for further info, please refer to the other InfoCenter articles (not all the parts of a package are still explained in detail).
THE PACKAGE STRUCTURE
The first thing to take note of, is the different colours used in the picture above: they are used to ideally split the package in different sections.
The most important one, depicted in green, is the Scenegraphic Chain, or Scenegraphic Tree, that defines how the object will look: its shape and its materials.
Not included in the Scenegraphic Chain, but also relevant for defining the exterior look of an object, is the "Property Set" (depicted in blue); it can assume the form of a Material Override (in standard objects), or an XML property set (in Neighborhood objects, fences and other types of objects).
The light brown STR# (Text Lists) have the important function to list the scenegraphic elements used by the objects, and therefore it is used as "pivot", a union trait, between the Scenegraphic chain and the main object data (depicted in dark brown.
The Object Definition, along with the other OBJD related files, define how the object acts in the game, what interactions are available for them, and all the object functions.
As you can see, the various elements (colours) are all strictly related, in a sort of circular binding.
The Scenegraph Chain is "connected" with the Object Data files by means of the XML/Material Override (that contains both the GUID of the object and the CRES reference), and the STR# 0x85 (that has the same GroupID of the OBJD and contains the name of the CRES).
The CRES, in turn, is the "root" of the scenegraphic tree, and connects various scenegraphic elements.
-------------------------------------------------------------------------------------
OTHER USEFUL RESOURCES
Modding Infocenter Index (http://www.modthesims2.com/search.php?titleonly=1&showposts=0&do=process&query=InfoCenter) - Comprehensive list of all the InfoCenter threads
The Resource Node (http://www.modthesims2.com/showthread.php?t=84487) - A more detailed description of the CRES
The Object Function (http://www.modthesims2.com/showthread.php?t=83612) - Learn about the OBJf file
Simantics and BHAVs (http://www.modthesims2.com/showthread.php?t=111469) - A starting point to understand the object behaviour functions
Lights & LGHT files (http://www.modthesims2.com/showthread.php?t=103817) - An explanation about how the lights work
The TXTR file (http://www.modthesims2.com/showthread.php?t=86151) - Learn about the Texture formats
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