miscellaneous findings i found while making a javascript converter for all hashes that can be found in a creation's xml
i was trying to find names for all morph handles, and found that one of the parts (ta_symbols_02) defines specifically DfeormAxisLeft [sic] in its prop file
it even separately defines its own sounds in the part! normally parts would parent a template that does that itself
however the handle appears at the front of the part, as DeformAxisForward would be
i tested this by quickly making a creature with just this part, to see what data about the morph handles gets stored
reading its png data, i can see that indeed it does only use DfeormAxisLeft!
it was just not correctly set to the left. but its nice that they tuned it to actually have sounds. a bunch of creepy & cute and bot parts parts dont actually have sounds for some of their morph handles, but they didnt overlook that in the base game
one of the flora part files is pe_eye_01.prop. it defines little more than the lod0 model, which doesnt exist
the ACTUAL flora eye part, used by rapunzel, sylvisteenz and occuvental, is FE_leaf_28, which does have a proper model in feb 19 in Arenas_Editors.package, as well as textures (also found in retail)
its description of "fruit 01" is also used by fe_fruit_01.prop, which is also a really short file but it at least parents the fruit template AND its model exists
it doesnt seem like the part itself is used though, and it doesnt have any textures
another curious flora part is pe_vertebra, its the only other flora part thats prefixed with pe instead of fe
it has a model in feb 19 but with no apparent morph handles. its just a flat cylinder
the plant vertebra is rather incomplete compared to other vertebra parts, compare to ce_vertebra here
and its of course unused. plants are composed entirely out of limb parts, which are attached to a little dummy root (which is a cube)
another thing is that i also defined this in the html. these hashes are used for folders that contain the prop files for each part. theyre all pretty self explanatory (though tool_rigblock~ is used for outfitter parts, im not sure why its called that)
you may notice that its missing 0x40656000 and 0x40676000! neither of these hashes convert in sporemodder fx
A-xeseya informed me that 0x40676000 was used for the hut editor!
and, strangely, 0x40656000 seems to have been originally used for ufo parts, which are all in vehicle_rigblock~ in final, she says its because "0x40656200 is ufo_editorModel~". and also that information about it being hut rigblock also comes from some hashes from the game's exe
i looked into it. apparently feb 19 lists some information about these hashes in "resource -listGroupScheme" cheat. these hashes are composed of entities, and then kinds. so indeed this was hut_rigblock~!
i will make a more proper post about these group schemes later because its really interesting