BND

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Binding
Type of format Character rendering
Filename extension .bnd
Byte order Big endian
Extended from cmx.bcf
Type ID 11
Bindings (known as skins in The Sims 1) specify a mesh and the bone to which it is applied. They may optionally specify a texture to apply to the mesh.


Bindings follow the following format:

  • Version - A 4-byte unsigned integer specifying the version number of this binding file; should be equal to 1
  • Bone - A Pascal string specifying the bone to which the mesh applies
  • Body meshes attach to the PELVIS bone
  • Head meshes attach to the HEAD bone
  • Hand meshes attach to the L_HAND and R_HAND bones
  • Accessory meshes may attach to any bone
  • Mesh/Data type - A 4-byte unsigned integer specifying the type of the data to follow; should be 8 for Asset if the mesh is specified and 0 if not
If the mesh is specified:
  • Mesh/Body type - A 4-byte unsigned integer specifying the type of data that follows; should be 0xA96F6D42 for cAssetKey
  • Mesh/File ID - A 4-byte unsigned integer specifying the File ID of the mesh
  • Mesh/Type ID - A 4-byte unsigned integer specifying the type of this asset; should be 9 for Mesh
  • Texture/Data type - A 4-byte unsigned integer specifying the type of the data to follow; should be 8 for Asset if a texture is specified and 0 if not
If a texture is specified:
  • Texture/Body type - A 4-byte unsigned integer specifying the type of data that follows; should be 0xA96F6D42 for cAssetKey
  • Texture/File ID - A 4-byte unsigned integer specifying the File ID of the texture
  • Texture/Type ID - A 4-byte unsigned integer specifying the type of this asset; should be 20 for JPG