Difference between revisions of "InstanceFormats"
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===<GEN> and <mGEN>=== | ===<GEN> and <mGEN>=== | ||
− | + | '''<GEN>''' and '''<mGEN>''' are generated ID's that are specific and unique to a computer and are designated at the time that particular modding tools are installed. The Model ID <mGEN> is the first 2 bytes of the Instance ID of models and textures. The Group ID <GEN> is the custom GID for the models, textures, exemplars, xml's and pictures created on that particular computer. Its purpose is to add yet another random factor to building design so that buildings don't conflict (due to the fact that the TGI's follow standard naming). The <GEN> is designated using the following method: a huge random number over 2^29 DWORD is overlayed with a bit flag by a DWORD of timestamp starting around 1997 (the time EA bought Maxis). The generated Model ID <mGEN> is an incremental number that represents the building Family ID. It starts at 0001. | |
− | A | + | A note on 1 character Family, "Even" or Group IDs as seen in various instances. These appear to be used some times specifically, however they go from 0 to E and often appear randomly chosen as a way to vary the instances more. |
[[Category:Modding]] | [[Category:Modding]] | ||
[[Category:MTS2]] | [[Category:MTS2]] |
Revision as of 15:25, 3 August 2012
This is a list of all SimCity 4 Group IDs (GID) and the formats of their respective Instance IDs (IID) for each Group. To find a specific file type or Group ID, do a find inside this page and it should turn up unless it is a Group ID that is still unknown, or comes from a custom Lot or BAT. The reason custom Lots and BATs will not show up here is that the programs used to create these files generate custom Group ID's that are unique to the computer that generated the file, and uses this GID for these items. Consequently, there are as many Group ID's for Lots and BATs as there are content creators, and it would be impractical to list them here. However, those file types that support custom Group ID's will have an entry on this page indicating which custom GID they use. For information about these custom GID's, see the <GEN> and <mGEN> entries at the end of the page.
Contents
Format for GID/IID Entries
File Type
<GID> - <Group Name> <instance in format 0xAABBBfCD> AA=blah BB=blah C=blah D=blah
- Characters in the range of A-H are used to show variables that any IID fills. For example, AA for a given IID may be f3,a3,01,00, or any other 2 characters, and so forth.
- A Lowercase letter or a number shows something that doesn't change.
- Some IIDs have a value of 12345678. These predate the use of IID specs by Maxis, and are just placeholders. An Exemplar may have an IID of 00000005. This is a test ID used for automata or Sims. It can also be used for other things however.
Specification
A - D
AB
8a5971c5 - UDI Sounds 0xABBBBCCC A = Even number, 0-E B = Sound Group Family C = Sound Group ID
AE
8a5971c5 - UDI Data 0xABBBBCCC A = Even number, 0-E B = Data Family C = Data File ID
ATC
2a2458f9 - Props Animation Collections 0xAABB0000 A = The animation type (light, sport, etc.) B = Animation for that type 49a593e7 - Non-prop Animation Collections 0xAAABBB00 A = What Sim/Animation this is for B = Action State of this Sim (same for each Sim/Animation) For example: 013 - Protestor holding up sign 018 - Protestor with loud speaker
AVP
2a2458f9 - Props Single Animation 0xAAAA000B A = Instance data from ATC file B = Zoom Cycle (starting from 0 upwards at furthest seen zoom) 49a593e7 - Non-Prop Single Animation 0xAAAAAA0B A = Instance data from ATC file B = Zoom Cycle (starting from 0 upwards at furthest seen zoom)
BMP
6a1eed2c - Region tile layout bitmaps 0xAABBBCCC A = Bitmap Family ID B = Image Class ID C = Incremental Bitmap ID 1d6962cf - SC4 Vanilla Internal Tool Bitmaps 0xABBBBCDD A = Main Bitmap group B = Bitmap Type Family C = Class. ex. e = Standard button maps. D = Incremental ID <gen> - Computer specific BAT generated overlay picture (small) 0xAAAA0000 A = <mGEN>
Cohort
07BDDF1C - Civic and Park Building Parents 0xABBBBCCC (Automata Layer Cohorts) A = Even number, 0-E B = Cohort Family C = Cohort ID 0x0000000A (Main Usage Cohorts) A = Cohort ID 096E6739 - Vehicle Type Parents 0x0000000A (Main Vehicle Cohorts) A = Cohort ID 0xABBBBCCC (Automata Layer Cohorts) A = Even number, 0-E B = Cohort Family C = Automata ID 096e6817 - Watercraft Parents 0x0000000A A = Cohort ID 296e680f - Aircraft Parents 0x0000000A A = Cohort ID 47bddf12 - Zonable Commercial Building Parents 0xA00000BB A = Cohort Zone (if 0, main cohort) B = Cohort ID 67bddf0c - Zonable Residential Building Parents 0xA00000BB A = Cohort Zone (if 0, main cohort) B = Cohort ID 690f693f - Data view Parents 0xABBBBCCC A = Even number, 0-E B = Data Family C = Cohort ID 6a297266 - MySim Parent 0x0000000A A = MySim Cohort ID 7a4a8458 - Clouds Parent 0x0000000A A = Tuning Cohort ID a7bddf17 - Zonable Industrial Building Parents 0xA00000BB A = Cohort Zone (if 0, main cohort) B = Cohort ID a8fbd372 - Building Foundations 0xABBBBCCC A = Even number, 0-E B = Foundation Family C = Foundation ID c96e6806 - Crime Simulator 0x0000000A (Main Sim Affectors) A = Incremental Affector ID 0xABBBBCCC (Sim Cohorts) A = Even number, 0-E B = Sim Family C = Sim ID ca25875d - Ambience Layer 0xABBBBCCC (Sim Cohorts) A = Even number, 0-E B = Ambience Family C = Ambience Type ID ca386e22 - Landmark Parent 0xABBBBCCC (Sim Cohorts) A = Even number, 0-E B = Landmark Cohort Family C = Cohort ID
Cursor
00000001 - Black & White Cursors 0xAAAAABBB A = Main Cursor type (same for each bit depth) Types are randomly chosen and are hardcoded B = Incremental Cursor Identifier (same for each bit depth) Identifiers are randomly chosen but usually increment In integers sequentially, for example: 770 = northeast, 771 = east. 00000004 - 4bit Cursors 0xAAAAABBB A = Main Cursor type (same for each bit depth) Types are randomly chosen and are hardcoded B = Incremental Cursor Identifier (same for each bit depth) Identifiers are randomly chosen but usually increment In integers sequentially, for example: 770 = northeast, 771 = east. 00000008 - 8bit Cursors 0xAAAAABBB A = Main Cursor type (same for each bit depth) Types are randomly chosen and are hardcoded B = Incremental Cursor Identifier (same for each bit depth) Identifiers are randomly chosen but usually increment In integers sequentially, for example: 770 = northeast, 771 = east. 00000032 - 32bit Cursors 0xAAAAABBB A = Main Cursor type (same for each bit depth) Types are randomly chosen and are hardcoded B = Incremental Cursor Identifier (same for each bit depth) Identifiers are randomly chosen but usually increment In integers sequentially, for example: 770 = northeast, 771 = east.
DBPF
6a5b7b57 - DBPF Data files 0xAAAABBBB A = Family ID (usually existing) Has no purpose towards function B = Unique ID These IIDs are hardcoded. The reason for picking an existing Family ID in most cases is probably just for convenience.
DIR
e86b1eef - Compressed File Directory 0x286b1f03 - Instance code for DBPF Directory.
E - K
Effect Dir
ea5118b1 - Effect Resource Tree 0xAAAAAAAA A = Normally an incremental number from 0 upward, but with the Airforce plugin, Maxis randomly generated one.
Exemplar
07BDDF1C - Exemplar - Civic and Park Buildings 0xAAAABBBB A = Civic, Building Family B = Civic, Unused, for S3d Files 0xABBBBCCC A = Even number, 0-E B = Park Family C = Park ID 084344E0 - Exemplar - Network Placement Tuning Parameters 0xABBBBCCC A = Even number, 0-E B = Tuning Family C = Exemplar ID 088E1962 - Exemplar - Power Poles 0xAA000BBB A = Network Type B = Pole Model ID 096E6739 - Exemplar - Land Vehicle Types 0xAAAABBBB A = Vehicle ID B = Unused, for S3D's 0xABBBBCCC (rarely used backup format) A = Even number, 0-E B = Family C = Exemplar ID 096E6817 - Exemplar - Water Vehicle Types 0xAAAABBBB A = Vehicle ID B = Unused, for S3D's 0xABBBBCCC (rarely used backup format) A = Even number, 0-E B = Family C = Exemplar ID 2821ED93 - Exemplar - Bridge Pieces Network Part Assignment 0xAAAABBBB A = Bridge Pieces, Piece ID Light Map, unused B = Bridge Pieces, unused, For S3D Light Map, Piece ID 296E680F - Exemplar - Air Vehicle Types 0xAAAABBBB A = Vehicle ID B = Unused, for S3D's 0xAAAAAAAA (test exemplar) A = An S3D model. 2989FD57 - Construction Properties 0xABBBBCCC (rarely used. backup format) A = Even number, 0-E B = Family C = Exemplar ID 29B6C670 - Exemplar - Disasters 0x0000000A A = Incremental disaster ID 0xABBBBCCC (Rush Hour Disasters) A = Even number, 0-E B = Family C = Exemplar ID 2A3858E4 - Exemplar - Menu Items 0x00000AAA A = Menu Item ID 0xAAAABBBB (Intersections) A = Intersection Family B = Intersection ID 2B79DFFB - Exemplar - Light Rail Pieces 0xAAAAAAAA (test exemplar format) A = An S3D model. 0xAABBCCDE - 3d Networks A = Network ID B = Piece ID C = Underlying Piece ID D = Sub ID for complex pieces E = Zoom of underlying piece 47BDDF12 - Developer: Commercial 0xAAAABBBB A = Building Family ID B = Unused, for S3D's 67BDDF0C - Developer: Residential 0xAAAABBBB A = Building Family ID B = Unused, for S3D's 67CD5FA1 - Exemplar - Building Behavior Simulators 0xABBBBCCC (rarely used backup format) A = Even number, 0-E B = Zone Family C = Developer ID 0x0000AABB A = Zone Type B = Wealth Type 690F693F - Exemplar - Dataview and UDrive-It Interfaces 0xABBBBCCC A = Even number, 0-E B = Data View Family C = View ID 6A01FC2A - Exemplar - God Mode Terrain Tools 0xABBBBCCC A = Even number, 0-E B = Terrain Modification Family C = Visual Effect ID 6A297266 - Exemplar - MySims 0xABBBBCCC A = Even number, 0-E B = Sim Family C = Sim ID 7A4A8458 - Exemplar - Tuning Parameters/Background Loaders 0xABBBBCCC A = Even number, 0-E B = Tuning Family C = Tuning Table ID 88CD66E9 - Exemplar - Fluid Dynamics Properties 0x0000000A A = Dynamics Type ID 8974F80F - Exemplar - Supports 0xAABBCCDD A = Main Network Type B = Piece Family C = Support Piece ID D = Unused, for Textures 89AC5643 - Exemplar - Transit Pieces (except light rail) 0xABBBBCCC A = Even number, 0-E B = Piece Family C = Piece ID 89C2A517 - Exemplar - Textures 0x000000AA A = Texture ID 8A3858D8 - Exemplar - Rewards 0xAAAABBBB A = Building ID B = Unused, for S3D's A7BDDF17 - Developer: Industrial 0xAAAABBBB A = Building ID B = Unused, for S3D's 0xABBBBCCC A = Even number, 0-E B = Field Family C = Field ID A82CA30F - Exemplar - Bridge Pieces Main Definition 0xAA0000BB A = Network ID B = Bridge ID A8434037 - Exemplar - Highway Pieces Definitions 0xAABBCCCC A = Network ID B = Bridge Piece Family C = Bridge Piece ID A8FBD372 - Exemplar - Building Lots 0xAAAABBBB A = Lot Family B = Lot ID 0xABBBBCCC A = Even number, 0-E B = Lot Family C = Lot ID A9189CF0 - Lighting Exemplar 0x0000000A A = Exemplar ID A998D30B - Automata Tuning Exemplar 0x0000000A A = Tuning Exemplar ID A9C2C209 - Exemplar - Ordinances 0xABBBBCCC A = Even number, 0-E B = Ordinance Family C = Ordinance ID C7BB4816 - Exemplar - Demand Simulator 0x0AAAABCD A = Relation Family (R, CO, ID etc. Format: 00##) B = Data Class (Census, Workforce, etc) C = Wealth D = Data Type (EQ1,2,3 etc.) C8DBCCBA - Exemplar - Utility Buildings 0xAAAABBBB A = Building ID B = Unused, for S3D's C96E6806 - Exemplar - Crime Props 0xAABB0000 A = The animation type (light, sport, etc.) B = Animation for that type 0xAAABBB00 A = What Sim/Animation this is for B = Action State of this Sim (Same for each Sim/Animation) for example: 013 - Protestor holding up sign 018 - Protestor with loud speaker 0xABBBBCCC A = Even number, 0-E B = Sim Family C = Sim ID C977C536 - Exemplar - Props 0xAAAABCCC A = LODs, Prop ID Effect, Prop ID B = LODs, Foundation Flag Effect, Effect number C = Unused, for S3D's 0xABBBBCCC A = Even number, 0-E B = Prop Family C = Prop ID CA25875D - Exemplar - Ambiance Layer Functionality 0xABBBBCCC A = Even number, 0-E B = Layer Family C = Ambient ID CA386E22 - Exemplar - Landmarks 0xAAAABBBB A = Building ID B = Unused, for S3D's CA4AD545 - Exemplar - Graphs 0x000000AA A = Graph ID CB730FAC - Exemplar - Avenue Bridge Pieces Resources 0xAAAABCCC A = Piece ID B = Section Flag (Support, or Connector) C = Unused, for S3D's CBE084CB - Exemplar - One way Network Intersections & Road Tunnel 0xAABBCC00 A = Network ID B = Intersection Type C = Piece ID E7E2C2DB - Exemplar - Simulators 0xABBBBCCC A = Even number, 0-E B = Simulator Family C = Simulator ID E8347989 - Exemplar - Rail & Highway Bridge Pieces Resources & Rail Tunnel 0xAAAABCCC A = Piece ID B = Section Flag (Support, or Connector) C = Unused, for S3D's E83E0437 - Exemplar - Trees 0xAAAABBCC A = Flora Family B = Flora Type C = Flora ID EA12F32C - Exemplar - Crimes 0x000000AA A = Crime ID EBE084C2 - Exemplar - 3D Transportation Pieces - Monorail/Light Rail 0xAAAABB00 A = Piece Family B = Piece ID EBE084d1 - Exemplar - 3D Transportation Pieces - Ground Highway 0xAAAA0000 A = Piece ID <gen> - Computer specific Plugin Manager or PIM-X generated Group ID for custom content. 0xABBBBCCC A = Even number, 0-E B = Lot Family C = Lot ID
FSH
0986135E - FSH - Base and Overlay Textures 0xAAAABCDE A = OverLay/Base ID B = Wealth C = Descriptor (Controls State, and things like Zone Tile Part Number's) D = Unused, or a 0 on the end of the Descriptor. Your Choice. E = Zoom 1ABE787D - FSH - Building Textures/Bridge Textures/Misc Textures/Network Textures 0xAABBCCDE - Network Textures A = Network ID B = Piece Family C = Piece ID D = Border Texture Type E = Zoom 0xAAAABCDE - LODs (Buildings, Props etc.) A = LOD ID B = Light (8 or sometimes 9) Flag C = Zoom D = Rotation E = Texture Frame 0xAAAABCD0 - Flora A = Flora ID B = Light (8) Flag C = Zoom D = Model Variant 0xAAAA000B - Graffiti (1dc##### in SimCity_2.dat) A = Graffiti ID B = Graffiti Flag (Should be set to 1) 0xABBBBCCC - Sims, Automata, Fauna, Masks, and Clouds A = Even number, 0-E B = Texture Family (a624/a478 - clouds, c35f explosions) C = Texture ID 0xAAAAB00C - Construction & Materials Textures A = Texture Group (Construction and Material) B = ID of Texture C = Zoom 2A2458F9 - FSH - Animation Sprites for Props 0xAABB0000 A = The animation type (light, sport, etc) B = Animation for that type 2BC2759A - FSH - Transit Piece Masks 0xAABBCCCE A = Network ID B = Piece Family C = Piece ID D = Zoom 49A593E7 - FSH - Animation Sprites non Props 0xAAABBB00 A = What Sim/Animation this is for B = Action State of this Sim (Same for each Sim/Animation) for example: 013 - Protestor holding up sign 018 - Protestor with loud speaker 891B0E1A - FSH - Terrain & Foundation Textures/Masks/Effect Textures 0x0000AAAA - Terrain A = Texture ID 0xABBBBCCC - Masks & Effects A = Even number, 0-E B = Texture Family C = Texture ID 0xAAAA000B A = Foundation ID B = Zoom cb6b7bd9 - Lot Editor Arrow Images 0xAABBBBCC A = Image Group ID B = Image Family ID C = Image ID 46A006B0 - FSH - User Interface Images 0xAABBBCCC A = Main Group B = UI/Menu Family C = Image ID <gen> - Computer specific BAT generated Texture groupid 0xAAAABCDE A = <mGEN> B = Normal Map (0) or Lighting Map (8) C = Zoom D = Rotation E = FSH frame number
HIT
ca4d19e3 - HIT Audio Track Data 0xABBBBCCC A = HIT Group B = HIT Family C = Unique ID Linked to TLO by Group ID. No Grouping. Single File.
HLS
9dbdbf74 - Sound Hitlists 0xABBBBCCC A = Even number, 0-E B = Hitlist Family C = Unique ID
INI
4a87bfe8 - Font INI 0xABBBBCCC A = Even number, 0-E B = Family ID (usually existing), has no purpose towards function C = Unique ID These IIDs are hardcoded. The reason for picking an existing Family ID in most cases is probably just for convenience. 8a5971c5 - Terrain Mapping & Path Remapping, Sound, and Features INI 0xABBBBCCC A = Even number, 0-E B = Family ID (usually existing) Has no purpose towards function C = Unique ID These IIDs are hardcoded. The reason for picking an existing Family ID in most cases is probably just for convenience.
JFIF/JPEG
ca133ecb - JPEG Art 0xAaBBCCDE A = Main Picture Group B = Subgroup, for example: 5e = normal, 39 = horizontally squished C = Class, for example: 3e = In-game art D = Subclass, for example: D = RCI E = Picture ID <gen> - Computer specific BAT generated overlay picture (large) 0xAAAA0000 A = <mGEN>
KEYCFG
6a231eaa - Accelerator Tables 0xAAAAAABB A = Key Family ID B = Key Map Member ID
L - R
LEV and XA (XAs currently in the LEV area)
0a5bcda5 - Construction 0xABBBBCCC A = Family ID of Sound. Sound groupings. Char 0-F May change in an LEV/XA group B = Sound Group for this Family (i.e. subway, farm) May change for files in an LEV C = Sound ID for this Group (i.e. loud subway, soft, etc.) For LEVs, this is usually higher than the last sound for that Group The following Group ID's all use the same Instance Format described above: 0a627909 - Residential Bad Night Small/Medium 2a398e45 - Nature Night 2a6278ee - Residential Bad Day Large 4a392cff - Industrial Clean Bad 4a398e40 - Nature Day 4a42c073 - Traffic Midtown/Medium 4a4d1946 - (CONTAINS NO LEV, MOVE TO XA) 4a54e37f - Pipe View 4a54e387 - Subway View 4a5e6ac5 - High Crime 4a5e7be3 - Farm Buildings 4a60ce67 - Farm Fields 4a627900 - Residential Bad Night Large 8a398e3c - Industrial Dirty Good 8a42b774 - Traffic Downtown 8a60ce80 - Traffic Street 8a60cf62 - Zoo 8a627912 - Residential Good Day Small/Medium $$$ aa39ba06 - Garbage aa60ce7d - Traffic Road Light ca398e36 - Industrial Dirty Bad ca398e4a - Wind Zoom 1&2 ca62790f - Residential Good Day Small/Medium ca88cc85 - Abandoned ea39ba3e - Water ea5e6ac2 - Traffic Jam ea60ce77 - Traffic Highway ea6278fd - Residential Bad Day Small/Medium ea62790c - Residential Good Day ea627915 - Residential Good Night Small/Medium ea627918 - Zoom 3 City ea62791b - Wind Zoom 3 ea398e29 - Industrial Clean Good
LogicObject
ca4d19e3 - Track Logic Object (TLO) 0xABBBBCCC A = Logic Object Associated Group B = Logic Object Associated Family ID C = TLO Unique ID
Lot Data (LD or LDAT)
6be74c60 - Exchange Data for Lot 0x0000000A A = 1. A hardcoded value for each lot file declaring the exchange file
LTEXT LTEXT files in plugins have incremental GID's to signify different languages to the .exe.
EA5524EB - LTEXT - Misc. Item Names/Descriptions 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID EA231E96 - LTEXT - Misc. Texts 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID CA554B03 - LTEXT - Popup window HTML texts 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 8A635D24 - LTEXT - Audio file name to description texts 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 8A5E03EC - LTEXT - Disaster texts 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 8A4924F3 - LTEXT - About SC4 window HTML text 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 6A554AFD - LTEXT - Misc. Item Names/Descriptions 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 6A3FF01C - LTEXT - Game UI Texts 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 6A231EAA - LTEXT - Interactivity Feature Texts (MySim, UDriveIt, etc.) 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 6A231EA4 - LTEXT - News ticker message texts 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 4A5E093C - LTEXT - Terrain tool texts 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 4A5CB171 - LTEXT - Funny random city loading message texts 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 2A592FD1 - LTEXT - Item plop/draw notification texts 0xA00000BB A = Text Type (A = intersection draws, F = Failed draws, and Tips) B = Text ID 0A554AF5 - LTEXT - Audio UI Panel texts 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 0A554AE8 - LTEXT - General UI texts 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 0A554AE0 - LTEXT - Item visible name and description texts 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 0A419226 - LTEXT - In game error texts 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 6a4eb3f7 - LTEXT - Population Text 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID EAFCB180 - LTEXT - Plugin Install Text 0xABBBBCCC A = Even number, 0-E B = Text Family C = Text ID 6a231eaa - De-Localizer - used to avoid language localization. Located in the same Group as LTEXTs, but not actually text. 0a6df4df - IID for De-Localizer
LUA
4A5E8EF6 - LUA - Missions, Advisors, Tutorials and Packaging files) 0xAABBBBBB A = ff. The code for LUA script. B = 24 bit Hash for use in Dofiles 4A5E8F3F - LUA - Generators, Attractors, Repulsors, and System LUAs 0xAABBBBBB A = ff. The code for LUA script. B = 24 bit Hash for use in Dofiles
MAD
00000001 - Movie Files 0xAAAAAAAA Incremental ID. Hardcoded for main dats.
PNG
00000001 - PNG - Main Button Images 0xAABBBCCC A = Main Group (13 = Bottom UI, 14 = Everything Else) B = UI/Menu Family C = Image ID 1ABE787D - PNG - User Interface (Button and Menu States, Query edges, States) 0xAABBBCCC A = Main Group B = UI/Menu Family C = Image ID 22DEC92D - PNG - Built-In Tools User Interface 0x0000AAAA A = Image ID (000#, 100#, 200#, and 300# series are used) 46A006B0 - PNG - UI Images (UDriveIt, Main Interface, MySim) 0xAABBBCCC A = Main Group B = UI/Menu Family C = Image ID 4C06F888 - PNG - UDriveIt Icons 0xAAAABB00 A = Main ID (Either the vehicle or Sim the icon is concerned with) B = Transport ID (What vehicle or device is transporting the Sim) 6A1EED2C - Region View City Tiles 0xAABBBCCC A = Tile Size B = Image Class (231 is Tile Maps) C = Image ID (For Tilemaps: Water, Land, Overlay) 6A386D26 - PNG - Menu Building Icons, Bridges, Overlays 0xABBBBCCC - Menu images A = Image Grouping. B = Image Menu Family (Parks, Civic, etc.) C = Image Button ID (The specific ID of this Buildings Image) 0xAA0000BB - Bridge Icons A = Network ID B = Bridge ID 0x0000AAAA - Pinkscreen box overlay A = Arbitrary Image ID. Only used for a 'pinkscreen' image. 8b6b7857 - Lot Editor PNG Images 0xAABBBBCC A = Image Group (Kind of image) B = Image Family (Where image will be used) C = Image ID A9179251 - PNG - Art pictures and their Overlays 0xAABBBCCC A = Main Group (09 for these pics) B = Art Image Family C = Image ID AB7E5421 - PNG - MySim Thought Bubbles and Transit Icons 0xAABBBCCC A = Bubble or Icon Group (B&W, Mood, Bubble Overlay) B = Bubble or Icon Family (For combo groups, subgroup) C = Bubble or Icon ID ebdd10a4 - PNG - Lot Pictures 0xABBBBCCC A = Image Grouping. B = Image Family C = Image ID (The specific ID of this building's image)
RUL
aa5bcf57 - Network Rules 0xA000B0CC A = Is the Rule a Bridge Specification (0) B = Is the Rule a complex rule (0) C = Incremental, hardcoded ID starting at 1 aa5bcf57 - Complex Network Rules 0xA000B0CC A = Is the Rule a Bridge Specification (0) B = Is the Rule a complex rule (1) C = Incremental, hardcoded ID Starting at 1
S - Z
S3D
badb57f1 - Simglide 3D Model 0xAAAABCDE - Standard Instance Format A = LODs, LOD Model ID Object, 3D Object ID (Cars, complex 3d objects, etc) Arbitrary Assign, AssignID (All other values unused) B = LODs, Foundation flag (is foundation or not) Object, TypeFlag (0 = vehicle, 1= rear light, 2 = vehicle lights, 3 = siren, 5 = General 3d model) C = LODs, Zoom Object, unused D = LODs, Rotation Object, unused E = LODs, unused Object, Secondary Typeflag (as main type flag) 0xAABBCCDE - 3D Networks A = Network Type (02 highway, 08 Light rail) B = Highway, Piece Class (00 Single or 01 Intersection) El Rail/Light Rail, Piece ID C = Highway, Piece ID El Rail/Light Rail, Underlying Network Piece ID D = Highway, SubID (for things like Clovers, the part of the clover) El Rail/Light Rail, Where used, the SubID as above E = Highway, Zoom of Underlying Network Piece El Rail/Light Rail, Zoom of Piece 0xAAAABBCD - Advisors, Fauna A = Fauna, Fauna Family ID Advisor, Advisor Class ID (2a42) or Mission ADV Classid (ec20) B = Fauna, Model State Advisor, Normal (b5) or Llama (b6) or DrVu (24, for missions) C = Fauna, Use Seperate Alpha? Flag (0,1) Advisor, Advisor Number D = Fauna, Map if Seperation flag is on (2 = alpha, 4 = normal) Advisor, Advisor Mood 0xAAAABBCC - UDI, Disaster, Simple 3D model A = Family ID B = UDI, State Disaster, Disaster ID Simple 3d Model, Model Class C = Model ID <gen> - Computer specific BAT Generated S3D model 0xAAAABCD0 A = <mGEN> B = Foundation flag C = Zoom D = Rotation
SC4Path
69668828 - Textured Networks Paths 0xAABBCCDD A = Main Network Type B = Path Family (For roads, 01 = straight to diagonal intersection, 02 = odd cross) C = Network Piece ID D = Unused, for Textures a966883f - 3D Networks Paths 0xAABBCCDE A = Main Network Type B = Path Family C = Network Piece ID D = For Construct sections, the part of the construct network section E = Unused, for Textures where applicable 0xAAAABCCC (for paths on lots) A = Building Family ID B = Foundation Flag (only used once in paths) C = Unused, for S3D LOD files
TRK
2a4d1937 - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds 0xABBBBCCC A = Even number, 0-E B = TRK Family C = TRK File ID 2a4d193d - Query Sounds 0xABBBBCCC A = Even number, 0-E B = TRK Family C = TRK File ID aa4d1920 - Activate Sounds, Audio Loop ID's, Ambience Decayed, and HLS Entries 0xABBBBCCC A = Even number, 0-E B = TRK Family C = TRK File ID aa4d1930 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects 0xABBBBCCC A = Even number, 0-E B = TRK Family C = TRK File ID ca4d1943 - UI Button Click & Plop Sounds & Wire,Fire, and Tools Effects 0xABBBBCCC A = Even number, 0-E B = TRK Family C = TRK File ID ca4d1948 - Occupant Instance Sounds 0xABBBBCCC A = Even number, 0-E B = TRK Family C = TRK File ID ea4d192a - Fireworks, Riots, Children, Anger, Demo, Crime, Construction, Jet Effects 0xABBBBCCC A = Even number, 0-E B = TRK Family C = TRK File ID
Corrupt
a8fbd372 - Corrupt Building Lot Exemplar Instance as per file.
UI
08000600 - Main SC4 Interface 0xABBBBCCC A = Even number, 0-E B = UI Family (9923 = Main Menu Secondary Menu Bitmaps) C = UI ID 96a006b0 - All Game Interfaces except the main interface 0xABBBBCCC A = Even ID 0-E B = UI Family (c1d7 = UDI Control Windows) C = UI ID 1d6962cf - SC4 Vanilla Internal Tool Interfaces 0xAAABBBBB A = UI group. 'ace' is standard B = Incremental ID starting from 0 as needed cb6b7601 - Lot Editor UI's 0xABBBBCCC A = Even number, 0-E B = UI Family C = UI ID
String
55555555 - String Texts 0xABBBBCCC A = Even number, 0-E B = String Family C = String ID
WAV
0a4d1926 - School bell and fire engine 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (i.e. subway, farm) C = Sound ID for this Group (i.e. loud subway, soft, etc.) 6a4d193a - Fire and Obliterate Sounds 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (i.e. subway, farm) C = Sound ID for this Group (i.e. loud subway, soft, etc.)
XA
0a4d1926 - Activate Sounds & Audio Loop ID 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (i.e. subway, farm) C = Sound ID for this Group (i.e. loud subway, soft, etc.) 0a4d192d - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (i.e. subway, farm) C = Sound ID for this Group (i.e. loud subway, soft, etc.) 0a627909 - Residential Bad Night Small/Medium 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (i.e. subway, farm) C = Sound ID for this Group (i.e. loud subway, soft, etc.) 2a4d1940 - Query Sounds 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (i.e. subway, farm) C = Sound ID for this Group (i.e. loud subway, soft, etc.) 2a6278ee - Residential Bad Day Large 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (i.e. subway, farm) C = Sound ID for this Group (i.e. loud subway, soft, etc.) 4a4d1946 - Plop & Button Click & Ambience Decay & Wire,Fire and Tools Effects 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (i.e. subway, farm) C = Sound ID for this Group (i.e. loud subway, soft, etc.) 6a4d193a - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (i.e. subway, farm) C = Sound ID for this Group (i.e. loud subway, soft, etc.) 8a627912 - Residential Good Day Small/Medium $$$ 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (i.e. subway, farm) C = Sound ID for this Group (i.e. loud subway, soft, etc.) aa4d1933 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (i.e. subway, farm) C = Sound ID for this Group (i.e. loud subway, soft, etc.) aa4d194b - Occupant Instance Sounds 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (i.e. subway, farm) C = Sound ID for this Group (i.e. loud subway, soft, etc.)
BSPEC
aa5bcf57 - Bridge Specification Rules 0xA000B0CC A = Is the Rule a Bridge Specification (1) B = Is the Rule a complex rule. (0) C = Incremental Hardcoded ID Starting at 1
Config
a9dd6e06-49dd6e08 TG - Simcity Configuration File 0x0000000A A = Config File Number. Only config file 1 currently exists.
XML
<gen> - Computer specific Lot Description XML file 0xAAAAAAAA A = Same as applicable parent file for each of .SC4model, Lot, Desc For example, model = main S3D, Lot = main exemplar, Desc = main exemplar
<GEN> and <mGEN>
<GEN> and <mGEN> are generated ID's that are specific and unique to a computer and are designated at the time that particular modding tools are installed. The Model ID <mGEN> is the first 2 bytes of the Instance ID of models and textures. The Group ID <GEN> is the custom GID for the models, textures, exemplars, xml's and pictures created on that particular computer. Its purpose is to add yet another random factor to building design so that buildings don't conflict (due to the fact that the TGI's follow standard naming). The <GEN> is designated using the following method: a huge random number over 2^29 DWORD is overlayed with a bit flag by a DWORD of timestamp starting around 1997 (the time EA bought Maxis). The generated Model ID <mGEN> is an incremental number that represents the building Family ID. It starts at 0001.
A note on 1 character Family, "Even" or Group IDs as seen in various instances. These appear to be used some times specifically, however they go from 0 to E and often appear randomly chosen as a way to vary the instances more.