Difference between revisions of "InstanceFormats"

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==Format for GID/IID Entries==
 
==Format for GID/IID Entries==
<File Type>
+
'''File Type'''
--
 
 
  <GID> - <Group Name>
 
  <GID> - <Group Name>
 
         <instance in format 0xAABBBfCD>
 
         <instance in format 0xAABBBfCD>
Line 14: Line 13:
 
* A Lowercase letter or a number shows something that doesn't change.
 
* 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.
 
* 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==
 
==Specification==
===A - E===
+
===A - D===
AB
+
'''AB'''
--
+
8a5971c5 - UDI Sounds
8a5971c5 - UDI Sounds
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Even number, 0-E
A = Even ID 0-E
+
              B = Sound Group Family
B = Sound Group Family
+
              C = Sound Group ID
C = Sound Group ID
 
  
AE
+
'''AE'''
--
+
8a5971c5 - UDI Data
8a5971c5 - UDI Data
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Even number, 0-E
A = Even ID 0-E
+
              B = Data Family
B = Data Family
+
              C = Data File ID
C = Data File ID
 
  
ATC
+
'''ATC'''
--
+
2a2458f9 - Props Animation Collections
2a2458f9 - Props Animation Collections
+
            0xAABB0000
0xAABB0000
+
              A = The animation type (light, sport, etc.)
A = The animation type (light, sport, etc)
+
              B = Animation for that type
B = Animation for that Type
+
49a593e7 - Non-prop Animation Collections
49a593e7 - Non-prop Animation Collections
+
            0xAAABBB00
0xAAABBB00
+
              A = What Sim/Animation this is for
A = What Sim/Animation this is for
+
              B = Action State of this Sim (same for each Sim/Animation)
B = Action State of this Sim (Same for each Sim/Animation)
+
                    For example:
ex.
+
                    013 - Protestor holding up sign
  013 - Protestor holding up sign
+
                    018 - Protestor with loud speaker
  018 - Protestor with loud speaker
 
  
AVP
+
'''AVP'''
--
+
2a2458f9 - Props Single Animation  
2a2458f9 - Props Single Animation  
+
            0xAAAA000B
0xAAAA000B
+
              A = Instance data from ATC file
A = Instance data from ATC file
+
              B = Zoom Cycle (starting from 0 upwards at furthest seen zoom)
B = Zoom Cycle (starting from 0 upwards at furthest seen zoom)
+
49a593e7 - Non-Prop Single Animation
49a593e7 - Non-Prop Single Animation
+
            0xAAAAAA0B
0xAAAAAA0B
+
              A = Instance data from ATC file
A = Instance data from ATC file
+
              B = Zoom Cycle (starting from 0 upwards at furthest seen zoom)
B = Zoom Cycle (starting from 0 upwards at furthest seen zoom)
 
 
BMP
 
--
 
0x6A1EED2C - Region tile layout bitmaps
 
0xAABBBCCC
 
A = Bitmap Family ID
 
B = Image Class ID
 
C = Incremental Bitmap ID
 
0x1d6962cf - 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
+
'''BMP'''
--
+
6a1eed2c - Region tile layout bitmaps
0x07BDDF1C - Civic and Park Building Parents
+
            0xAABBBCCC
0xABBBBCCC (Automata Layer Cohorts)
+
              A = Bitmap Family ID
A = Even ID 0-E
+
              B = Image Class ID
B = Cohort Family
+
              C = Incremental Bitmap ID
C = Cohort ID
+
1d6962cf - SC4 Vanilla Internal Tool Bitmaps
0x0000000A (Main Usage Cohorts)
+
            0xABBBBCDD
A = Cohort ID
+
              A = Main Bitmap group
0x096E6739 - Vehicle Type Parents
+
              B = Bitmap Type Family
0x0000000A (Main Vehicle Cohorts)
+
              C = Class. ex. e = Standard button maps.
A = Cohort ID
+
              D = Incremental ID
0xABBBBCCC (Automata Layer Cohorts)
+
<gen> - Computer specific BAT generated overlay picture (small)
A = Even ID 0-E
+
            0xAAAA0000
B = Cohort Family
+
              A = <mGEN>
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 - Dataview Parents
 
0xABBBBCCC
 
A = Even ID 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 ID 0-E
 
B = Foundation Family
 
C = Foundation ID
 
c96e6806 - Crime Simulator
 
0x0000000A (Main Sim Affectors)
 
A = Incremental Affector ID
 
0xABBBBCCC (Sim Cohorts)
 
A = Even ID 0-E
 
B = Sim Family
 
C = Sim ID
 
ca25875d - Ambience Layer
 
0xABBBBCCC (Sim Cohorts)
 
A = Even ID 0-E
 
B = Ambience Family
 
C = Ambience Type ID
 
ca386e22 - Landmark Parent
 
0xABBBBCCC (Sim Cohorts)
 
A = Even ID 0-E
 
B = Landmark Cohort Family
 
C = Cohort ID
 
  
Cursor
+
'''BSPEC'''
--
+
aa5bcf57 - Bridge Specification Rules
0x00000001 - Black & White Cursors
+
            0xA000B0CC
0xAAAAABBB
+
              A = Is the Rule a Bridge Specification (1)
A = Main Cursor type (same for each bit depth)
+
              B = Is the Rule a complex rule. (0)
'' Types are randomly chosen and are hardcoded
+
              C = Incremental Hardcoded ID Starting at 1
B = Incremental Cursor Identifier (same for each bit depth)
 
'' Indentifiers are randomly chosen but usually increment
 
  In integers sequentially, IE. 770 = northeast, 771 = east.
 
0x00000004 - 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)
 
'' Indentifiers are randomly chosen but usually increment
 
  In integers sequentially, IE. 770 = northeast, 771 = east.
 
0x00000008 - 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)
 
'' Indentifiers are randomly chosen but usually increment
 
  In integers sequentially, IE. 770 = northeast, 771 = east.
 
0x00000032 - 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)
 
'' Indentifiers are randomly chosen but usually increment
 
  In integers sequentially, IE. 770 = northeast, 771 = east.
 
  
DBPF
+
'''Cohort'''
--
+
07BDDF1C - Civic and Park Building Parents
6a5b7b57 - DBPF Data files
+
            0xABBBBCCC (Automata Layer Cohorts)
0xAAAABBBB
+
              A = Even number, 0-E
A = Family ID (usually existing) Has no purpose towards function
+
              B = Cohort Family
B = Unique ID
+
              C = Cohort ID
    ''These IIDs are hardcoded. The reason for picking an existing
+
            0x0000000A (Main Usage Cohorts)
      Family ID in most cases is probably just for convenience.
+
              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
  
DIR
+
'''Config'''
--
+
49dd6e08 - SimCity Configuration File (.cfg)
e86b1eef - Compressed File Directory
+
            0x0000000A
0x286b1f03 - Instance code for DBPF Directory.
+
              A = Config File Number. Only config file 1 currently exists.
  
Effect Dir
+
'''Corrupt'''
--
+
a8fbd372 - Corrupt Building Lot Exemplar
ea5118b1 - Effect Resource Tree
+
            Instance as per file.
0xAAAAAAAA
 
A = Normally an incremental number from 0 upward, but with the
 
      Airforce plugin, Maxis randomly generated one.
 
  
Exemplar
+
'''Cursor'''
--
+
00000001 - Black & White Cursors
0x07BDDF1C - Exemplar - Civic and Park Buildings
+
            0xAAAAABBB
0xAAAABBBB
+
              A = Main Cursor type (same for each bit depth)
A = Civic, Building Family
+
                '' Types are randomly chosen and are hardcoded
B = Civic, Unused, for S3d Files
+
              B = Incremental Cursor Identifier (same for each bit depth)
0xABBBBCCC
+
                '' Identifiers are randomly chosen but usually increment
A = Even ID 0-E
+
                  In integers sequentially, for example: 770 = northeast, 771 = east.
B = Park Family
+
00000004 - 4bit Cursors
C = Park ID
+
            0xAAAAABBB
0x084344E0 - Exemplar - Network Placement Tuning Parameters
+
              A = Main Cursor type (same for each bit depth)
0xABBBBCCC
+
                '' Types are randomly chosen and are hardcoded
A = Even ID 0-E
+
              B = Incremental Cursor Identifier (same for each bit depth)
B = Tuning Family
+
                '' Identifiers are randomly chosen but usually increment
C = Exemplar ID
+
                  In integers sequentially, for example: 770 = northeast, 771 = east.
0x088E1962 - Exemplar - Power Poles
+
00000008 - 8bit Cursors
0xAA000BBB
+
            0xAAAAABBB
A = Network Type
+
              A = Main Cursor type (same for each bit depth)
B = Pole Model ID
+
                '' Types are randomly chosen and are hardcoded
0x096E6739 - Exemplar - Land Vehicle Types
+
              B = Incremental Cursor Identifier (same for each bit depth)
0xAAAABBBB
+
                '' Identifiers are randomly chosen but usually increment
A = Vehicle ID
+
                  In integers sequentially, for example: 770 = northeast, 771 = east.
B = Unused, for S3d's
+
00000032 - 32bit Cursors
0xABBBBCCC (rarely used. backup format)
+
            0xAAAAABBB
A = Even ID 0-E
+
              A = Main Cursor type (same for each bit depth)
B = Family
+
                '' Types are randomly chosen and are hardcoded
C = Exemplar ID
+
              B = Incremental Cursor Identifier (same for each bit depth)
0x096E6817 - Exemplar - Water Vehicle Types
+
                '' Identifiers are randomly chosen but usually increment
0xAAAABBBB
+
                  In integers sequentially, for example: 770 = northeast, 771 = east.
A = Vehicle ID
 
B = Unused, for S3d's
 
0xABBBBCCC (rarely used. backup format)
 
A = Even ID 0-E
 
B = Family
 
C = Exemplar ID
 
0x2821ED93 - 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
 
0x296E680F - Exemplar - Air Vehicle Types
 
0xAAAABBBB
 
A = Vehicle ID
 
B = Unused, for S3d's
 
0xAAAAAAAA (test exemplar)
 
A = As S3D model.
 
0x2989FD57 - Construction Properties
 
0xABBBBCCC (rarely used. backup format)
 
A = Even ID 0-E
 
B = Family
 
C = Exemplar ID
 
0x29B6C670 - Exemplar - Disasters
 
0x0000000A
 
A = Incremental disaster ID
 
0xABBBBCCC (RH Disasters)
 
A = Even ID 0-E
 
B = Family
 
C = Exemplar ID
 
0x2A3858E4 - Exemplar - Menu Items
 
0x00000AAA
 
A = Menu Item ID
 
0xAAAABBBB (Intersections)
 
A = Intersection Family
 
B = Intersection ID
 
0x2B79DFFB - Exemplar - Light Rail Pieces
 
0xAAAAAAAA (test exemplar format)
 
A = As 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
 
0x47BDDF12 - Developer: Commercial
 
0xAAAABBBB
 
A = Building Family ID
 
B = Unused, For S3D's
 
0x67BDDF0C - Developer: Residential
 
0xAAAABBBB
 
A = Building Family ID
 
B = Unused, For S3D's
 
0x67CD5FA1 - Exemplar - Building Behavior Simulators
 
0xABBBBCCC (rarely used. backup format)
 
A = Even ID 0-E
 
B = Zone Family
 
C = Developer ID
 
0x0000AABB
 
A = Zone Type
 
B = Wealth Type
 
0x690F693F - Exemplar - Dataview and UDrive-It Interfaces
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Data View Family
 
C = View ID
 
0x6A01FC2A - Exemplar - God Mode Terrain Tools
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Terrain Modification Family
 
C = Visual Effect ID
 
0x6A297266 - Exemplar - MySims
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Sim Family
 
C = Sim ID
 
0x7A4A8458 - Exemplar - Tuning Parameters/Background Loaders
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Tuning Family
 
C = Tuning Table ID
 
0x88CD66E9 - Exemplar - Fluid Dynamics Properties
 
0x0000000A
 
A = Dynamics Type ID
 
0x8974F80F - Exemplar - Supports
 
0xAABBCCDD
 
A = Main Network Type
 
B = Piece Family
 
C = Support Piece ID
 
D = Unused, for Textures
 
0x89AC5643 - Exemplar - Transit Pieces (minus light rail)
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Piece Family
 
C = Piece ID
 
0x89C2A517 - Exemplar - Textures
 
0x000000AA
 
A = Texture ID
 
0x8A3858D8 - Exemplar - Rewards
 
0xAAAABBBB
 
A = Building ID
 
B = Unused. For S3D's
 
0xA7BDDF17 - Developer: Industrial
 
0xAAAABBBB
 
A = Building ID
 
B = Unused. For S3D's
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Field Family
 
C = Field ID
 
0xA82CA30F - Exemplar - Bridge Pieces Main Definition
 
0xAA0000BB
 
A = Network ID
 
B = Bridge ID
 
0xA8434037 - Exemplar - Highway Pieces Definitions
 
0xAABBCCCC
 
A = Network ID
 
B = Bridge Piece Family
 
C = Bridge Piece ID
 
0xA8FBD372 - Exemplar - Building Lots
 
0xAAAABBBB
 
A = Lot Family
 
B = Lot ID
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Lot Family
 
C = Lot ID
 
0xA9189CF0 - Lighting Exemplar
 
0x0000000A
 
A = Exemplar ID
 
0xA998D30B - Automata Tuning Exemplar
 
0x0000000A
 
A = Tuning Exemplar ID
 
0xA9C2C209 - Exemplar - Ordinances
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Ordinance Family
 
C = Ordinance ID
 
0xC7BB4816 - 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)
 
0xC8DBCCBA - Exemplar - Utility Buildings
 
0xAAAABBBB
 
A = Building ID
 
B = Unused. For S3D's
 
0xC96E6806 - 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)
 
ex.
 
  013 - Protestor holding up sign
 
  018 - Protestor with loud speaker
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Sim Family
 
C = Sim ID
 
0xC977C536 - Exemplar - Props
 
0xAAAABCCC
 
A = LODs, Prop ID
 
      Effect, Prop ID
 
B = LODs, Foundation Flag
 
      Effect, Effect #
 
C = Unused, For S3D's
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Prop Family
 
C = Prop ID
 
0xCA25875D - Exemplar - Ambience Layer Functionality
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Layer Family
 
C = Ambient ID
 
0xCA386E22 - Exemplar - Landmarks
 
0xAAAABBBB
 
A = Building ID
 
B = Unused. For S3D's
 
0xCA4AD545 - Exemplar - Graphs
 
0x000000AA
 
A = Graph ID
 
0xCB730FAC - Exemplar - Avenue Bridge Pieces Resources
 
0xAAAABCCC
 
A = Piece ID
 
B = Section Flag (Support, or Connector)
 
C = Unused. For S3D's
 
0xCBE084CB - Exemplar - One way Network Intersections & Road Tunnel
 
0xAABBCC00
 
A = Network ID
 
B = Intersection Type
 
C = Piece ID
 
0xE7E2C2DB - Exemplar - Simulators
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Simulator Family
 
C = Simulator ID
 
0xE8347989 - Exemplar - Rail & Highway Bridge Pieces Resources & Rail Tunnel
 
0xAAAABCCC
 
A = Piece ID
 
B = Section Flag (Support, or Connector)
 
C = Unused. For S3D's
 
0xE83E0437 - Exemplar - Trees
 
0xAAAABBCC
 
A = Flora Family
 
B = Flora Type
 
C = Flora ID
 
0xEA12F32C - Exemplar - Crimes
 
0x000000AA
 
A = Crime ID
 
0xEBE084C2 - Exemplar - 3D Transportation Pieces - Monorail/LightRail
 
0xAAAABB00
 
A = Piece Family
 
B = Piece ID
 
0xEBE084d1 - Exemplar - 3D Transportation Pieces - Ground Highway
 
0xAAAA0000
 
A = Piece ID
 
<gen>  - Computer specific Plugin Manager generated groupid (same as lots)
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Lot Family
 
C = Lot ID
 
  
===F - K===
+
'''DBPF'''
FSH
+
6a5b7b57 - DBPF Data files
--
+
            0xAAAABBBB
0x0986135E - FSH - Base and Overlay Textures
+
              A = Family ID (usually existing) Has no purpose towards function
0xAAAABCDE
+
              B = Unique ID
A = OverLay/Base ID
+
                '' These IIDs are hardcoded. The reason for picking an existing
B = Wealth
+
                  Family ID in most cases is probably just for convenience.
C = Descriptor (Controls State, and things like Zone Tile Part#'s)
 
D = Unused, or a 0 on the end of the Descriptor. Your Choice.
 
E = Zoom
 
0x1ABE787D - 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 - Grafitti (1dc##### in sc2.dat)
 
A = Grafitti ID
 
B = Grafitti Flag (Should be set to 1)
 
0xABBBBCCC - Sim & Automata & Fauna & Masks & Clouds
 
A = Even ID 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
 
0x2A2458F9 - FSH - Animation Sprites for Props
 
0xAABB0000
 
A = The animation type (light, sport, etc)
 
B = Animation for that Type
 
0x2BC2759A - FSH - Transit Piece Masks
 
0xAABBCCCE
 
A = Network ID
 
B = Piece Family
 
C = Piece ID  
 
D = Zoom
 
0x49A593E7 - FSH - Animation Sprites non Props
 
0xAAABBB00
 
A = What Sim/Animation this is for
 
B = Action State of this Sim (Same for each Sim/Animation)
 
ex.
 
  013 - Protestor holding up sign
 
  018 - Protestor with loud speaker
 
0x891B0E1A - FSH - Terrain & Foundation Textures/Masks/Effect Textures
 
0x0000AAAA - Terrain
 
A = Texture ID
 
0xABBBBCCC - Masks & Effects
 
A = Even ID 0-E
 
B = Texture Family
 
C = Texture ID
 
0xAAAA000B
 
A = Foundation ID
 
B = Zoom
 
cb6b7bd9 - LE Arrow Images
 
0xAABBBBCC
 
A = Image Group ID
 
B = Image Family ID
 
C = Image ID
 
0x46A006B0 - 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#
 
  
HIT
+
'''DIR'''
--
+
e86b1eef - Compressed File Directory
ca4d19e3 - HIT Audio Track Data
+
            0x286b1f03 - Instance code for DBPF Directory.
0xABBBBCCC
 
A = HIT Group
 
B = HIT Family
 
C = Unique ID
 
    ''Linked to TLO by Groupid. No Grouping. Single File.
 
  
HLS
+
===E - K===
--
+
'''Effect Dir'''
9dbdbf74 - Sound Hitlists
+
ea5118b1 - Effect Resource Tree
0xABBBBCCC
+
            0xAAAAAAAA
A = Even ID 0-E
+
              A = Normally an incremental number from 0 upward, but with the Airforce plugin, Maxis randomly generated one.
B = Hitlist Family
 
C = Unique ID
 
  
INI
+
'''Exemplar'''
--
+
07BDDF1C - Exemplar - Civic and Park Buildings
4a87bfe8 - Font INI
+
            0xAAAABBBB
0xABBBBCCC
+
              A = Civic, Building Family
A = Even ID 0-E
+
              B = Civic, Unused, for S3d Files
B = Family ID (usually existing) Has no purpose towards function
+
            0xABBBBCCC
C = Unique ID
+
              A = Even number, 0-E
    ''These IIDs are hardcoded. The reason for picking an existing
+
              B = Park Family
      Family ID in most cases is probably just for convenience.
+
              C = Park ID
8a5971c5 - Terrain Mapping & Path Remapping, Sound, and Features INI
+
084344E0 - Exemplar - Network Placement Tuning Parameters
0xABBBBCCC
+
            0xABBBBCCC
A = Even ID 0-E
+
              A = Even number, 0-E
B = Family ID (usually existing) Has no purpose towards function
+
              B = Tuning Family
C = Unique ID
+
              C = Exemplar ID
    ''These IIDs are hardcoded. The reason for picking an existing
+
088E1962 - Exemplar - Power Poles
      Family ID in most cases is probably just for convenience.
+
            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
  
JFIF/JPEG
+
'''FSH'''
--
+
0986135E - FSH - Base and Overlay Textures
ca133ecb - Jpeg Art
+
            0xAAAABCDE
0xAaBBCCDE
+
              A = OverLay/Base ID
A = Main Picture Group
+
              B = Wealth
B = Subgroup. ex. 5e = normal, 39 = horizontally squished
+
              C = Descriptor (Controls State, and things like Zone Tile Part Number's)
C = Class. ex. 3e = Ingame art
+
              D = Unused, or a 0 on the end of the Descriptor. Your Choice.
D = Subclass. ex. D = RCI
+
              E = Zoom
E = Picture ID
+
1ABE787D - FSH - Building Textures/Bridge Textures/Misc Textures/Network Textures
<gen> - Computer specific BAT generated overlay picture (large)
+
            0xAABBCCDE - Network Textures
0xAAAA0000
+
              A = Network ID
A = <mGEN>
+
              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
  
KEYCFG
+
'''HIT'''
--
+
ca4d19e3 - HIT Audio Track Data
6a231eaa - Accellerator Tables
+
            0xABBBBCCC
0xAAAAAABB
+
              A = HIT Group
A = Key Family ID
+
              B = HIT Family
B = Key Map Member ID
+
              C = Unique ID
 +
                ''Linked to TLO by Group ID. No Grouping. Single File.
  
===L - R===
+
'''HLS'''
LEV and XA (XAs currently in the LEV area)
+
9dbdbf74 - Sound Hitlists
--
+
            0xABBBBCCC
0a5bcda5 - Construction
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Hitlist Family
A = Family ID of Sound. Sound groupings. Char 0-F
+
              C = Unique ID
      ''May change in an LEV/XA group
 
B = Sound Group for this Family (ie subway, farm)
 
      ''May change for files in an LEV
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
    ''For LEVs, this is Usually Higher than the last sound for that Group
 
0a627909 - Residential Bad Night Small/Medium
 
0xABBBBCCC
 
A = Family ID of Sound. Sound groupings. Char 0-F
 
      ''May change in an LEV/XA group
 
B = Sound Group for this Family (ie subway, farm)
 
      ''May change for files in an LEV
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
    ''For LEVs, this is Usually Higher than the last sound for that Group
 
2a398e45 - Nature Night
 
0xABBBBCCC
 
A = Family ID of Sound. Sound groupings. Char 0-F
 
      ''May change in an LEV/XA group
 
B = Sound Group for this Family (ie subway, farm)
 
      ''May change for files in an LEV
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
    ''For LEVs, this is Usually Higher than the last sound for that Group
 
2a6278ee - Residential Bad Day Large
 
SEE BEGINNING OF LEVS. SAME FORMAT
 
4a392cff - Industrial Clean Bad
 
SEE BEGINNING OF LEVS. SAME FORMAT
 
4a398e40 - Nature Day
 
SEE BEGINNING OF LEVS. SAME FORMAT
 
4a42c073 - Traffic Midtown/Medium
 
SEE BEGINNING OF LEVS. SAME FORMAT
 
4a4d1946 (CONTAINS NO LEV, MOVE TO XA)
 
SEE XA SECTION
 
4a54e37f - Pipe View
 
SEE BEGINNING OF LEVS. SAME FORMAT
 
4a54e387 - Subway View
 
SEE BEGINNING OF LEVS. SAME FORMAT
 
4a5e6ac5 - High Crime
 
SEE BEGINNING OF LEVS. SAME FORMAT
 
4a5e7be3 - Farm Buildings
 
See Above
 
4a60ce67 - Farm Fields
 
See Above
 
4a627900 - Residential Bad Night Large
 
See Above
 
8a398e3c - Industrial Dirty Good
 
See Above
 
8a42b774 - Traffic Downtown
 
See Above
 
8a60ce80 - Traffic Street
 
See Above
 
8a60cf62 - Zoo
 
See Above
 
8a627912 - Residential Good Day Small/Medium $$$
 
See Above
 
aa39ba06 - Garbage
 
See Above
 
aa60ce7d - Traffic Road Light
 
See Above
 
ca398e36 - Industrial Dirty Bad
 
See Above
 
ca398e4a - Wind Zoom 1&2
 
See Above
 
ca62790f - Residential Good Day Small/Medium
 
See Above
 
ca88cc85 - Abandoned
 
See Above
 
ea39ba3e - Water
 
See Above
 
ea5e6ac2 - Traffic Jam
 
See Above
 
ea60ce77 - Traffic Highway
 
See Above
 
ea6278fd - Residential Bad Day Small/Medium
 
See Above
 
ea62790c - Residential Good Day
 
See Above
 
ea627915 - Residential Good Night Small/Medium
 
See Above
 
ea627918 - Zoom 3 City
 
See Above
 
ea62791b - Wind Zoom 3
 
See Above
 
ea398e29 - Industrial Clean Good
 
See Above
 
  
LogicObject
+
'''INI'''
--
+
4a87bfe8 - Font INI
ca4d19e3 - Track Logic Object
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Even number, 0-E
A = Logic Object Associated Group
+
              B = Family ID (usually existing), has no purpose towards function
B = Logic Object Associated Family ID
+
              C = Unique ID
C = TLO 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.
  
Lot Data
+
'''JFIF/JPEG'''
--
+
ca133ecb - JPEG Art
6be74c60 - Exchange Data for Lot
+
            0xAaBBCCDE
0x0000000A
+
              A = Main Picture Group
A = 1. A hardcoded value for each lot file declaring the exchange file
+
              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>
  
LTEXT
+
'''KEYCFG'''
'' LTEXT files in Plugins have Incremental GIDs to signify the different languages to the exe
+
6a231eaa - Accelerator Tables
--
+
            0xAAAAAABB
0xEA5524EB - LTEXT - Misc. Item Names/Descriptions
+
              A = Key Family ID
0xABBBBCCC
+
              B = Key Map Member ID
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0xEA231E96 - LTEXT - Misc. Texts
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0xCA554B03 - LTEXT - Popup window HTML texts
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0x8A635D24 - LTEXT - Audio filename to description texts
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0x8A5E03EC - LTEXT - Disaster texts
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0x8A4924F3 - LTEXT - About SC4 window HTML text
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0x6A554AFD - LTEXT - Misc. Item Names/Descriptions
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0x6A3FF01C - LTEXT - Game UI Texts
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0x6A231EAA - LTEXT - Interactivity Feature Texts (MySim, UDriveIt, etc.)
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0x6A231EA4 - LTEXT - News ticker message texts
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0x4A5E093C - LTEXT - Terrain tool texts
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0x4A5CB171 - LTEXT - Funny random city loading message texts
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0x2A592FD1 - LTEXT - Item plop/draw notification texts
 
0xA00000BB
 
A = Text Type (A = intersection draws, F = Failed draws, and Tips)
 
B = Text ID
 
0x0A554AF5 - LTEXT - Audio UI Panel texts
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0x0A554AE8 - LTEXT - General UI texts
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0x0A554AE0 - LTEXT - Item visible name and description texts
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
0x0A419226 - LTEXT - In game error texts
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
6a4eb3f7 - LTEXT - Population Text
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
EAFCB180 - LTEXT - Plugin Install Text
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = Text Family
 
C = Text ID
 
  
De-Localizer (currently in LTEXT)
+
===L - R===
--
+
'''LEV and XA''' (XAs currently in the LEV area)
2026960b-6a231eaa-0a6df4df - Text to avoid language localization on
+
0a5bcda5 - Construction
0a6df4df - Instance code for Delocalizer
+
            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
 +
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
  
LUA
+
'''LogicObject'''
--
+
ca4d19e3 - Track Logic Object (TLO)
0x4A5E8EF6 - LUA - Missions, Advisors, Tutorials and Packaging files)
+
            0xABBBBCCC
0xAABBBBBB
+
              A = Logic Object Associated Group
A = ff. The code for LUA script.
+
              B = Logic Object Associated Family ID
B = 24 bit Hash for use in Dofiles
+
              C = TLO Unique ID
0x4A5E8F3F - LUA - Generators,Attractors,Repulsors, and System LUAs
 
0xAABBBBBB
 
A = ff. The code for LUA script.
 
B = 24 bit Hash for use in Dofiles
 
  
MAD
+
'''Lot Data''' (LD or LDAT)
--
+
6be74c60 - Exchange Data for Lot
00000001 - Movie Files
+
            0x0000000A
0xAAAAAAAA
+
              A = 1. A hardcoded value for each lot file declaring the exchange file
Incremental ID. Hardcoded for main dats.
 
  
PNG
+
'''LTEXT''' LTEXT files in plugins have incremental GID's to signify different languages to the .exe.
--
+
EA5524EB - LTEXT - Misc. Item Names/Descriptions
0x00000001 - PNG - Main Button Images
+
            0xABBBBCCC
0xAABBBCCC
+
              A = Even number, 0-E
A = Main Group (13 = Bottom UI, 14 = Everything Else)
+
              B = Text Family
B = UI/Menu Family
+
              C = Text ID
C = Image ID
+
EA231E96 - LTEXT - Misc. Texts
0x1ABE787D - PNG - User Interface (Button and Menu States, Query edges, States)
+
            0xABBBBCCC
0xAABBBCCC
+
              A = Even number, 0-E
A = Main Group
+
              B = Text Family
B = UI/Menu Family
+
              C = Text ID
C = Image ID
+
CA554B03 - LTEXT - Popup window HTML texts
0x22DEC92D - PNG - Built-In Tools User Interface
+
            0xABBBBCCC
0x0000AAAA
+
              A = Even number, 0-E
A = Image ID (000#, 100#, 200#, and 300# series are used)
+
              B = Text Family
0x46A006B0 - PNG - UI Images (UDI, Main Interface, Mysim)
+
              C = Text ID
0xAABBBCCC
+
8A635D24 - LTEXT - Audio file name to description texts
A = Main Group
+
            0xABBBBCCC
B = UI/Menu Family
+
              A = Even number, 0-E
C = Image ID
+
              B = Text Family
0x4C06F888 - PNG - UDrive Icons
+
              C = Text ID
0xAAAABB00
+
8A5E03EC - LTEXT - Disaster texts
A = Main ID (Either the Vehicle or Sim the Icon is Concerned with)
+
            0xABBBBCCC
B = Transport ID (What vehicle or device is transporting the sim)
+
              A = Even number, 0-E
0x6A1EED2C - Region View City Tiles
+
              B = Text Family
0xAABBBCCC
+
              C = Text ID
A = Tile Size
+
8A4924F3 - LTEXT - About SC4 window HTML text
B = Image Class (231 is Tile Maps)
+
            0xABBBBCCC
C = Image ID (For Tilemaps: Water, Land, Overlay)
+
              A = Even number, 0-E
0x6A386D26 - PNG - Menu Building Icons, Bridges, Overlays
+
              B = Text Family
0xABBBBCCC - Menu images
+
              C = Text ID
A = Image Grouping.
+
6A554AFD - LTEXT - Misc. Item Names/Descriptions
B = Image Menu Family (Parks, Civic, etc.)
+
            0xABBBBCCC
C = Image Button ID (The specific ID of this Buildings Image)
+
              A = Even number, 0-E
0xAA0000BB - Bridge Icons
+
              B = Text Family
A = Network ID
+
              C = Text ID
B = Bridge ID
+
6A3FF01C - LTEXT - Game UI Texts
0x0000AAAA - Pinkscreen box overlay
+
            0xABBBBCCC
A = Arbitrary Image ID. Only used for a 'pinkscreen' image.
+
              A = Even number, 0-E
8b6b7857 - Lot Editor PNG Images
+
              B = Text Family
0xAABBBBCC
+
              C = Text ID
A = Image Group (Kind of image)
+
6A231EAA - LTEXT - Interactivity Feature Texts (MySim, UDriveIt, etc.)
B = Image Family (Where Image will be used)
+
            0xABBBBCCC
C = Image ID
+
              A = Even number, 0-E
0xA9179251 - PNG - Art picture and their Overlay
+
              B = Text Family
0xAABBBCCC
+
              C = Text ID
A = Main Group (09 for these pics)
+
6A231EA4 - LTEXT - News ticker message texts
B = Art Image Family
+
            0xABBBBCCC
C = Image ID
+
              A = Even number, 0-E
0xAB7E5421 - PNG - MySim Thought Bubbles and Transit Icons
+
              B = Text Family
0xAABBBCCC
+
              C = Text ID
A = Bubble or Icon Group (B&W, Mood, Bubble Overlay)
+
4A5E093C - LTEXT - Terrain tool texts
B = Bubble or Icon Family (For combo groups, Subgroup)
+
            0xABBBBCCC
C = Bubble or Icon ID
+
              A = Even number, 0-E
0xebdd10a4
+
              B = Text Family
0xABBBBCCC - LOT Pictures
+
              C = Text ID
A = Image Grouping.
+
4A5CB171 - LTEXT - Funny random city loading message texts
B = Image Family
+
            0xABBBBCCC
C = Image ID (The specific ID of this Buildings Image)
+
              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
  
RUL
+
'''LUA'''
--
+
4A5E8EF6 - LUA - Missions, Advisors, Tutorials and Packaging files)
aa5bcf57 - Network Rules
+
            0xAABBBBBB
0xA000B0CC
+
              A = ff. The code for LUA script.
A = Is the Rule a Bridge Specification (0)
+
              B = 24 bit Hash for use in Dofiles
B = Is the Rule a complex rule. (0)
+
4A5E8F3F - LUA - Generators, Attractors, Repulsors, and System LUAs
C = Incremental Hardcoded ID Starting at 1
+
            0xAABBBBBB
 +
              A = ff. The code for LUA script.
 +
              B = 24 bit Hash for use in Dofiles
  
Complex RUL
+
'''MAD'''
--
+
00000001 - Movie Files
aa5bcf57 - Complex Network Rules
+
            0xAAAAAAAA
0xA000B0CC
+
              Incremental ID. Hardcoded for main dats.
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===
+
'''PNG'''
S3D
+
00000001 - PNG - Main Button Images
--
+
            0xAABBBCCC
badb57f1 - Simglide 3D Model
+
              A = Main Group (13 = Bottom UI, 14 = Everything Else)
0xAAAABCDE - Standard Instance Format
+
              B = UI/Menu Family
A = LODs, LOD Model ID
+
              C = Image ID
      Object, 3D Object ID (Cars, complex 3d objects, etc)
+
1ABE787D - PNG - User Interface (Button and Menu States, Query edges, States)
      Arbitrary Assign, AssignID (All other values unused)
+
            0xAABBBCCC
B = LODs, Foundation flag (is foundation or not)
+
              A = Main Group
      Object, TypeFlag (0 = vehicle, 1=rear light, 2 =Vehicle
+
              B = UI/Menu Family
                    lights, 3 = siren, 5 = General 3d model)
+
              C = Image ID
C = LODs, Zoom
+
22DEC92D - PNG - Built-In Tools User Interface
      Object, Unused
+
            0x0000AAAA
D = LODs, Rotation
+
              A = Image ID (000#, 100#, 200#, and 300# series are used)
      Object, Unused
+
46A006B0 - PNG - UI Images (UDriveIt, Main Interface, MySim)
E = LODs, Unused
+
            0xAABBBCCC
      Object, Secondary Typeflag (as main type flag)
+
              A = Main Group
0xAABBCCDE - 3d Networks
+
              B = UI/Menu Family
A = Network Type (02 highway, 08 LTrail)
+
              C = Image ID
B = Highway, Piece Class (00 Single or 01 Intersection)
+
4C06F888 - PNG - UDriveIt Icons
      El/Light, Piece ID
+
            0xAAAABB00
C = Highway, Piece ID
+
              A = Main ID (Either the vehicle or Sim the icon is concerned with)
      El/Light, Underlying Network Piece ID
+
              B = Transport ID (What vehicle or device is transporting the Sim)
D = Highway, SubID (for things like Clovers, the part of the clover)
+
6A1EED2C - Region View City Tiles
      El/Light, Where used, the SubID as above
+
            0xAABBBCCC
E = Highway, Zoom of Underlying Network Piece
+
              A = Tile Size
      El/Light, Zoom of Piece
+
              B = Image Class (231 is Tile Maps)
0xAAAABBCD - Advisors, Fauna
+
              C = Image ID (For Tilemaps: Water, Land, Overlay)
A = Fauna, Fauna Family ID
+
6A386D26 - PNG - Menu Building Icons, Bridges, Overlays
      Advisor, Advisor Class ID (2a42) or Mission ADV Classid (ec20)
+
            0xABBBBCCC - Menu images
B = Fauna, Model State
+
              A = Image Grouping.
      Advisor, Normal (b5) or Llama (b6) or DrVu (24, for missions)
+
              B = Image Menu Family (Parks, Civic, etc.)
C = Fauna, Use Seperate Alpha? Flag (0,1)
+
              C = Image Button ID (The specific ID of this Buildings Image)
      Advisor, Advisor Number
+
            0xAA0000BB - Bridge Icons
D = Fauna, Map if Seperation flag is on (2 = alpha, 4 = normal)
+
              A = Network ID
      Advisor, Advisor Mood
+
              B = Bridge ID
0xAAAABBCC - UDI, disaster, model
+
            0x0000AAAA - Pinkscreen box overlay
A = Family ID
+
              A = Arbitrary Image ID. Only used for a 'pinkscreen' image.
B = UDI, State
+
8b6b7857 - Lot Editor PNG Images
      Disaster, Disaster ID
+
            0xAABBBBCC
      Simple 3d Model, Model Class
+
              A = Image Group (Kind of image)
C = Model ID
+
              B = Image Family (Where image will be used)
<gen> - Computer specific BAT Generated S3D model
+
              C = Image ID
0xAAAABCD0
+
A9179251 - PNG - Art pictures and their Overlays
A = <mGEN>
+
            0xAABBBCCC
B = Foundation flag
+
              A = Main Group (09 for these pics)
C = Zoom
+
              B = Art Image Family
D = Rotation
+
              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)
  
SC4Path
+
'''RUL'''
--
+
aa5bcf57 - Network Rules
69668828 - Textured Networks Paths
+
            0xA000B0CC
0xAABBCCDD
+
              A = Is the Rule a Bridge Specification (0)
A = Main Network Type
+
              B = Is the Rule a complex rule (0)
B = Path Family (For roads, 01= str to dia intersection,02= odd cross)
+
              C = Incremental, hardcoded ID starting at 1
C = Network Piece ID
+
aa5bcf57 - Complex Network Rules
D = Unused, for Textures
+
            0xA000B0CC
a966883f - 3D Networks Paths
+
              A = Is the Rule a Bridge Specification (0)
0xAABBCCDE
+
              B = Is the Rule a complex rule (1)
A = Main Network Type
+
              C = Incremental, hardcoded ID Starting at 1
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
+
===S - Z===
--
+
'''S3D'''
2a4d1937 - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds
+
badb57f1 - Simglide 3D Model
0xABBBBCCC
+
            0xAAAABCDE - Standard Instance Format
A = Even ID 0-E
+
              A = LODs, LOD Model ID
B = TRK Family
+
                  Object, 3D Object ID (Cars, complex 3d objects, etc)
C = TRK File ID
+
                  Arbitrary Assign, AssignID (All other values unused)
2a4d193d - Query Sounds
+
              B = LODs, Foundation flag (is foundation or not)
0xABBBBCCC
+
                  Object, TypeFlag (0 = vehicle, 1= rear light, 2 = vehicle lights, 3 = siren, 5 = General 3d model)
A = Even ID 0-E
+
              C = LODs, Zoom
B = TRK Family
+
                  Object, unused
C = TRK File ID
+
              D = LODs, Rotation
aa4d1920 - Activate Sounds & Audio LoopID's & Ambience Decayed & HLS Entries
+
                  Object, unused
0xABBBBCCC
+
              E = LODs, unused
A = Even ID 0-E
+
                  Object, Secondary Typeflag (as main type flag)
B = TRK Family
+
            0xAABBCCDE - 3D Networks
C = TRK File ID
+
              A = Network Type (02 highway, 08 Light rail)
aa4d1930 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects
+
              B = Highway, Piece Class (00 Single or 01 Intersection)
0xABBBBCCC
+
                  El Rail/Light Rail, Piece ID
A = Even ID 0-E
+
              C = Highway, Piece ID
B = TRK Family
+
                  El Rail/Light Rail, Underlying Network Piece ID
C = TRK File ID
+
              D = Highway, SubID (for things like Clovers, the part of the clover)
ca4d1943 - UI Button Click & Plop Sounds & Wire,Fire, and Tools Effects
+
                  El Rail/Light Rail, Where used, the SubID as above
0xABBBBCCC
+
              E = Highway, Zoom of Underlying Network Piece
A = Even ID 0-E
+
                  El Rail/Light Rail, Zoom of Piece
B = TRK Family
+
            0xAAAABBCD - Advisors, Fauna
C = TRK File ID
+
              A = Fauna, Fauna Family ID
ca4d1948 - Occupant Instance Sounds
+
                  Advisor, Advisor Class ID (2a42) or Mission ADV Classid (ec20)
0xABBBBCCC
+
              B = Fauna, Model State
A = Even ID 0-E
+
                  Advisor, Normal (b5) or Llama (b6) or DrVu (24, for missions)
B = TRK Family
+
              C = Fauna, Use Seperate Alpha? Flag (0,1)
C = TRK File ID
+
                  Advisor, Advisor Number
ea4d192a - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects
+
              D = Fauna, Map if Seperation flag is on (2 = alpha, 4 = normal)
0xABBBBCCC
+
                  Advisor, Advisor Mood
A = Even ID 0-E
+
            0xAAAABBCC - UDI, Disaster, Simple 3D model
B = TRK Family
+
              A = Family ID
C = TRK File ID
+
              B = UDI, State
 
+
                  Disaster, Disaster ID
Corrupt
+
                  Simple 3d Model, Model Class
--
+
              C = Model ID
a8fbd372 - Corrupt Building Lot Exemplar
+
<gen> - Computer specific BAT Generated S3D model
Instance as per file.
+
            0xAAAABCD0
 +
              A = <mGEN>
 +
              B = Foundation flag
 +
              C = Zoom
 +
              D = Rotation
  
UI
+
'''SC4Path'''
--
+
69668828 - Textured Networks Paths
08000600 - Main SC4 Interface
+
            0xAABBCCDD
0xABBBBCCC
+
              A = Main Network Type
A = Even ID 0-E
+
              B = Path Family (For roads, 01 = straight to diagonal intersection, 02 = odd cross)
B = UI Family (9923 = Main Menu Secondary Menu Bitmaps)
+
              C = Network Piece ID
C = UI ID
+
              D = Unused, for Textures
96a006b0 - All Game Interfaces Minus the main interface
+
a966883f - 3D Networks Paths
0xABBBBCCC
+
            0xAABBCCDE
A = Even ID 0-E
+
              A = Main Network Type
B = UI Family (c1d7 = UDI Control Windows)
+
              B = Path Family
C = UI ID
+
              C = Network Piece ID
1d6962cf - SC4 Vanilla Internal Tool Interfaces
+
              D = For Construct sections, the part of the construct network section
0xAAABBBBB
+
              E = Unused, for Textures where applicable
A = UI group. 'ace' is standard
+
            0xAAAABCCC (for paths on lots)
B = Incremental ID starting from 0 as needed
+
              A = Building Family ID
cb6b7601 - Lot Editor UI's
+
              B = Foundation Flag (only used once in paths)
0xABBBBCCC
+
              C = Unused, for S3D LOD files
A = Even ID 0-E
 
B = UI Family
 
C = UI ID
 
  
String
+
'''String'''
--
+
55555555 - String Texts
55555555 - String Texts
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Even number, 0-E
A = Even ID 0-E
+
              B = String Family  
B = String Family  
+
              C = String ID
C = String ID
 
  
WAV
+
'''TRK'''
--
+
2a4d1937 - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds
0a4d1926 - SchoolBell & Fire engine
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Even number, 0-E
A = Family ID of Sound. Sound groupings.
+
              B = TRK Family  
B = Sound Group for this Family (ie subway, farm)
+
              C = TRK File ID
C = Sound ID for this Group (ie loud subway, soft, etc)
+
6a4d193a - Fire and Obliterate Sounds
+
The following Group ID's all use the same Instance Format described above:
0xABBBBCCC
+
2a4d193d - Query Sounds
A = Family ID of Sound. Sound groupings.
+
aa4d1920 - Activate Sounds, Audio Loop ID's, Ambience Decayed, and HLS Entries
B = Sound Group for this Family (ie subway, farm)
+
aa4d1930 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects
C = Sound ID for this Group (ie loud subway, soft, etc)
+
ca4d1943 - UI Button Click & Plop Sounds & Wire,Fire, and Tools Effects
 +
ca4d1948 - Occupant Instance Sounds
 +
ea4d192a - Fireworks, Riots, Children, Anger, Demo, Crime, Construction, Jet Effects
  
XA
+
'''UI'''
--
+
08000600 - Main SC4 Interface
0a4d1926 - Activate Sounds & Audio LoopID
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Even number, 0-E
A = Family ID of Sound. Sound groupings.
+
              B = UI Family (9923 = Main Menu Secondary Menu Bitmaps)
B = Sound Group for this Family (ie subway, farm)
+
              C = UI ID
C = Sound ID for this Group (ie loud subway, soft, etc)
+
96a006b0 - All Game Interfaces except the main interface
0a4d192d - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Even ID 0-E
A = Family ID of Sound. Sound groupings.
+
              B = UI Family (c1d7 = UDI Control Windows)
B = Sound Group for this Family (ie subway, farm)
+
              C = UI ID
C = Sound ID for this Group (ie loud subway, soft, etc)
+
1d6962cf - SC4 Vanilla Internal Tool Interfaces
0a627909 - Residential Bad Night Small/Medium
+
            0xAAABBBBB
0xABBBBCCC
+
              A = UI group. 'ace' is standard
A = Family ID of Sound. Sound groupings.
+
              B = Incremental ID starting from 0 as needed
B = Sound Group for this Family (ie subway, farm)
+
cb6b7601 - Lot Editor UI's
C = Sound ID for this Group (ie loud subway, soft, etc)
+
            0xABBBBCCC
2a4d1940 - Query Sounds
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = UI Family  
A = Family ID of Sound. Sound groupings.
+
              C = UI ID
B = Sound Group for this Family (ie subway, farm)
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
2a6278ee - Residential Bad Day Large
 
0xABBBBCCC
 
A = Family ID of Sound. Sound groupings.
 
B = Sound Group for this Family (ie subway, farm)
 
C = Sound ID for this Group (ie 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 (ie subway, farm)
 
C = Sound ID for this Group (ie 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 (ie subway, farm)
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
8a627912 - Residential Good Day Small/Medium $$$
 
0xABBBBCCC
 
A = Family ID of Sound. Sound groupings.
 
B = Sound Group for this Family (ie subway, farm)
 
C = Sound ID for this Group (ie 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 (ie subway, farm)
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
aa4d194b - Occupant Instance Sounds
 
0xABBBBCCC
 
A = Family ID of Sound. Sound groupings.
 
B = Sound Group for this Family (ie subway, farm)
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
  
BSPEC
+
'''WAV'''
--
+
0a4d1926 - School bell and fire engine
aa5bcf57 - Bridge Specification Rules
+
            0xABBBBCCC
0xA000B0CC
+
              A = Family ID of Sound. Sound groupings.
A = Is the Rule a Bridge Specification (1)
+
              B = Sound Group for this Family (i.e. subway, farm)
B = Is the Rule a complex rule. (0)
+
              C = Sound ID for this Group (i.e. loud subway, soft, etc.)
C = Incremental Hardcoded ID Starting at 1
+
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.)
  
Config
+
'''XA'''
--
+
0a4d1926 - Activate Sounds & Audio Loop ID
a9dd6e06-49dd6e08 TG - Simcity Configuration File
+
            0xABBBBCCC
0x0000000A
+
              A = Family ID of Sound. Sound groupings.
A = Config File Number. Only config file 1 currently exists.
+
              B = Sound Group for this Family (i.e. subway, farm)
 +
              C = Sound ID for this Group (i.e. loud subway, soft, etc.)
 +
 +
The following Group ID's all use the same Instance Format described above:
 +
0a4d192d - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects
 +
0a627909 - Residential Bad Night Small/Medium
 +
2a4d1940 - Query Sounds
 +
2a6278ee - Residential Bad Day Large
 +
4a4d1946 - Plop & Button Click & Ambience Decay & Wire,Fire and Tools Effects
 +
6a4d193a - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds
 +
8a627912 - Residential Good Day Small/Medium $$$
 +
aa4d1933 - Fireworks, Construction, Sims, UDI, Aliens, Crowds, Animals Effects
 +
aa4d194b - Occupant Instance Sounds
  
XML
+
'''XML'''
--
+
<gen> - Computer specific Lot Description XML file
<gen> - Computer specific Lot Description XML file
+
            0xAAAAAAAA  
0xAAAAAAAA  
+
              A = Same as applicable parent file for each of .SC4model, Lot, Desc
A = Same as applicable parent file for each of .SC4model,lot,desc
+
                  For example, Model = main S3D, Lot = main exemplar, Desc = main exemplar
      IE model = main s3d. lot = main exemplar, desc = main exemplar
 
  
 
===<GEN> and <mGEN>===
 
===<GEN> and <mGEN>===
Generated IDs <GEN>, <mGEN> are specific per computer and designated at the time of the tools install. The two ids generated are the model id, which is the first 2 bytes of the instance of models and textures, and the groupid <GEN> which is the custom GID for the models, textures, exemplars, xml's and pictures. Its purpose is to add yet another random factor to building design so that buildings don't conflict (due to the fact that the instances follow standard naming). It is designated in the following way. A Huge random number over 2^29 DWORD is overlayed with a | bitflag 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.
+
'''<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 sometimes specifically, however they go from 0 to E and often appear randomly chosen as a way to vary the instances more.
+
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]]

Latest revision as of 21:40, 3 August 2019

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.

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>

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

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

Config

49dd6e08 - SimCity Configuration File (.cfg)
           0x0000000A
              A = Config File Number. Only config file 1 currently exists.

Corrupt

a8fbd372 - Corrupt Building Lot Exemplar
           Instance as per file.

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
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

String

55555555 - String Texts
           0xABBBBCCC
              A = Even number, 0-E	
              B = String Family 
              C = String ID

TRK

2a4d1937 - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds
           0xABBBBCCC
              A = Even number, 0-E
              B = TRK Family 
              C = TRK File ID

The following Group ID's all use the same Instance Format described above:
2a4d193d - Query Sounds
aa4d1920 - Activate Sounds, Audio Loop ID's, Ambience Decayed, and HLS Entries
aa4d1930 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects
ca4d1943 - UI Button Click & Plop Sounds & Wire,Fire, and Tools Effects
ca4d1948 - Occupant Instance Sounds
ea4d192a - Fireworks, Riots, Children, Anger, Demo, Crime, Construction, Jet Effects

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

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.)

The following Group ID's all use the same Instance Format described above:
0a4d192d - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects
0a627909 - Residential Bad Night Small/Medium
2a4d1940 - Query Sounds
2a6278ee - Residential Bad Day Large
4a4d1946 - Plop & Button Click & Ambience Decay & Wire,Fire and Tools Effects
6a4d193a - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds
8a627912 - Residential Good Day Small/Medium $$$
aa4d1933 - Fireworks, Construction, Sims, UDI, Aliens, Crowds, Animals Effects
aa4d194b - Occupant Instance Sounds

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.