Difference between revisions of "Exemplar"
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sc4e>JoeST m (tabulated, could link the types to subpages, or (in the case of T21) full pages for info on them?) |
sc4e>JoeST m (→Exemplar Types: removed {type} from description, cause its obvious) |
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|02 | |02 | ||
− | | | + | |Building Exemplars. |
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|03 | |03 | ||
− | | | + | |RCI Exemplars. |
|- | |- | ||
|04 | |04 | ||
− | | | + | |Developer Exemplars. |
|- | |- | ||
|05 | |05 | ||
− | | | + | |Simulator Exemplars. These are among the most critical to game functionality, and include among them the Demand Simulator and the [[Traffic Simulator]]. |
|- | |- | ||
|06 | |06 | ||
− | | | + | |Road Exemplars. These are generally used for tunnel entrance models. |
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|07 | |07 | ||
− | | | + | |Bridge Exemplars, and are used to specify bridge properties. |
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|08 | |08 | ||
− | | | + | |Misc Network Exemplars. |
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|09 | |09 | ||
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|0A | |0A | ||
− | | | + | |Rail Exemplars. |
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|0B | |0B | ||
− | | | + | |Highway Exemplars, used to reference transit models. They are among the most important exemplars used in the transit-modding world. Virtually all NAM Puzzle Pieces, as well as draggable model-based functionality, as exemplified by the [[High Speed Rail]] mod, use Type 0B exemplars. |
|- | |- | ||
|0C | |0C | ||
− | | | + | |Powerline Exemplars. |
|- | |- | ||
|0D | |0D | ||
− | | | + | |Terrain Exemplars. |
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|0E | |0E | ||
− | | | + | |Ordinance Exemplars. |
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|0F | |0F | ||
− | | | + | |Flora/Fauna Exemplars. |
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|10 | |10 | ||
− | | | + | |LotConfiguration Exemplars, and are used to specify the location of props, textures and buildings on Lots, along with other properties. |
|- | |- | ||
|11 | |11 | ||
− | | | + | |Foundation Exemplars. |
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|13 | |13 | ||
− | | | + | |Lighting Exemplars. |
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|15 | |15 | ||
− | | | + | |LotRetainingWall Exemplars. |
|- | |- | ||
|16 | |16 | ||
− | | | + | |Vehicle Exemplars, used to reference automata. |
|- | |- | ||
|17 | |17 | ||
− | | | + | |Pedestrian Exemplars, used to reference pedestrian automata. |
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|18 | |18 | ||
− | | | + | |Aircraft Exemplars. |
|- | |- | ||
|1E | |1E | ||
− | | | + | |Prop Exemplars. |
|- | |- | ||
|1F | |1F | ||
− | | | + | |Construction Exemplars. |
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|20 | |20 | ||
− | | | + | |Automata Tuning Exemplars. |
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|21 | |21 | ||
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|22 | |22 | ||
− | | | + | |Disaster Exemplars. |
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|23 | |23 | ||
− | | | + | |DataView Exemplars. |
|- | |- | ||
|24 | |24 | ||
− | | | + | |Crime Exemplars. |
|- | |- | ||
|25 | |25 | ||
− | | | + | |Audio Exemplars. |
|- | |- | ||
|27 | |27 | ||
− | | | + | |God Mode Exemplars. |
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|28 | |28 | ||
− | | | + | |Mayor Mode Exemplars. |
|- | |- | ||
|2A | |2A | ||
− | | | + | |Trend Bar Exemplars. |
|- | |- | ||
− | | | + | |2B |
− | | | + | |Graph Control Exemplars. |
|} | |} |
Revision as of 01:39, 17 March 2009
Exemplars are some of the most common and most important files in terms of game functionality, and some understanding of them is necessary to undertake most modding projects. They affect buildings, the game's internal simulators, tuning parameters, and transit networks.
Exemplar Types
Type | Use |
---|---|
00 | The use of T00 exemplars is relatively unknown. |
01 | T01 exemplars are better known as Tuning Exemplars. These control various game properties such as transit network slopes. |
02 | Building Exemplars. |
03 | RCI Exemplars. |
04 | Developer Exemplars. |
05 | Simulator Exemplars. These are among the most critical to game functionality, and include among them the Demand Simulator and the Traffic Simulator. |
06 | Road Exemplars. These are generally used for tunnel entrance models. |
07 | Bridge Exemplars, and are used to specify bridge properties. |
08 | Misc Network Exemplars. |
09 | |
0A | Rail Exemplars. |
0B | Highway Exemplars, used to reference transit models. They are among the most important exemplars used in the transit-modding world. Virtually all NAM Puzzle Pieces, as well as draggable model-based functionality, as exemplified by the High Speed Rail mod, use Type 0B exemplars. |
0C | Powerline Exemplars. |
0D | Terrain Exemplars. |
0E | Ordinance Exemplars. |
0F | Flora/Fauna Exemplars. |
10 | LotConfiguration Exemplars, and are used to specify the location of props, textures and buildings on Lots, along with other properties. |
11 | Foundation Exemplars. |
13 | Lighting Exemplars. |
15 | LotRetainingWall Exemplars. |
16 | Vehicle Exemplars, used to reference automata. |
17 | Pedestrian Exemplars, used to reference pedestrian automata. |
18 | Aircraft Exemplars. |
1E | Prop Exemplars. |
1F | Construction Exemplars. |
20 | Automata Tuning Exemplars. |
21 | These Exemplars are often called Network Lots, they are used to add props rendered in BAT (isometric) to networks, such as traffic lights and lamp posts. These examplars differ from Lot exemplars in that they don't allow for base or overlay textures, and obviously can't be Transit Enabled. |
22 | Disaster Exemplars. |
23 | DataView Exemplars. |
24 | Crime Exemplars. |
25 | Audio Exemplars. |
27 | God Mode Exemplars. |
28 | Mayor Mode Exemplars. |
2A | Trend Bar Exemplars. |
2B | Graph Control Exemplars. |