BindingType of format |
Character rendering |
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Filename extension |
.bnd |
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Byte order |
Big endian |
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Extended from |
cmx.bcf |
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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
v · d · eFormats used by The Sims Online |
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| General-purpose compression | | | Archive | | | Audio | | | Video | | | Character rendering | | | Object | | | Sound logic | | | Other game resources | | | Files | | | Other | |
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