Difference between revisions of "InstanceFormats"

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(→‎A - E: Cleanup and organization)
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==Specification==
 
==Specification==
 
===A - E===
 
===A - E===
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
+
'''Cohort'''
--
+
07BDDF1C - Civic and Park Building Parents
0x00000001 - Black & White Cursors
+
            0xABBBBCCC (Automata Layer Cohorts)
0xAAAAABBB
+
              A = Even number, 0-E
A = Main Cursor type (same for each bit depth)
+
              B = Cohort Family
'' Types are randomly chosen and are hardcoded
+
              C = Cohort ID
B = Incremental Cursor Identifier (same for each bit depth)
+
            0x0000000A (Main Usage Cohorts)
'' Indentifiers are randomly chosen but usually increment
+
              A = Cohort ID
  In integers sequentially, IE. 770 = northeast, 771 = east.
+
096E6739 - Vehicle Type Parents
0x00000004 - 4bit Cursors
+
            0x0000000A (Main Vehicle Cohorts)
0xAAAAABBB
+
              A = Cohort ID
A = Main Cursor type (same for each bit depth)
+
            0xABBBBCCC (Automata Layer Cohorts)
'' Types are randomly chosen and are hardcoded
+
              A = Even number, 0-E
B = Incremental Cursor Identifier (same for each bit depth)
+
              B = Cohort Family
'' Indentifiers are randomly chosen but usually increment
+
              C = Automata ID
  In integers sequentially, IE. 770 = northeast, 771 = east.
+
096e6817 - Watercraft Parents
0x00000008 - 8bit Cursors
+
            0x0000000A
0xAAAAABBB
+
              A = Cohort ID
A = Main Cursor type (same for each bit depth)
+
296e680f - Aircraft Parents
'' Types are randomly chosen and are hardcoded
+
            0x0000000A
B = Incremental Cursor Identifier (same for each bit depth)
+
              A = Cohort ID
'' Indentifiers are randomly chosen but usually increment
+
47bddf12 - Zonable Commercial Building Parents
  In integers sequentially, IE. 770 = northeast, 771 = east.
+
            0xA00000BB
0x00000032 - 32bit Cursors
+
              A = Cohort Zone (if 0, main cohort)
0xAAAAABBB
+
              B = Cohort ID
A = Main Cursor type (same for each bit depth)
+
67bddf0c - Zonable Residential Building Parents
'' Types are randomly chosen and are hardcoded
+
            0xA00000BB
B = Incremental Cursor Identifier (same for each bit depth)
+
              A = Cohort Zone (if 0, main cohort)
'' Indentifiers are randomly chosen but usually increment
+
              B = Cohort ID
  In integers sequentially, IE. 770 = northeast, 771 = east.
+
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
  
DBPF
+
'''Cursor'''
--
+
00000001 - Black & White Cursors
6a5b7b57 - DBPF Data files
+
            0xAAAAABBB
0xAAAABBBB
+
              A = Main Cursor type (same for each bit depth)
A = Family ID (usually existing) Has no purpose towards function
+
                '' Types are randomly chosen and are hardcoded
B = Unique ID
+
              B = Incremental Cursor Identifier (same for each bit depth)
    ''These IIDs are hardcoded. The reason for picking an existing
+
                '' Identifiers are randomly chosen but usually increment
      Family ID in most cases is probably just for convenience.
+
                  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.
  
DIR
+
'''DBPF'''
--
+
6a5b7b57 - DBPF Data files
e86b1eef - Compressed File Directory
+
            0xAAAABBBB
0x286b1f03 - Instance code for DBPF Directory.
+
              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.
  
Effect Dir
+
'''DIR'''
--
+
e86b1eef - Compressed File Directory
ea5118b1 - Effect Resource Tree
+
            0x286b1f03 - Instance code for DBPF Directory.
0xAAAAAAAA
 
A = Normally an incremental number from 0 upward, but with the
 
      Airforce plugin, Maxis randomly generated one.
 
  
Exemplar
+
'''Effect Dir'''
--
+
ea5118b1 - Effect Resource Tree
0x07BDDF1C - Exemplar - Civic and Park Buildings
+
            0xAAAAAAAA
0xAAAABBBB
+
              A = Normally an incremental number from 0 upward, but with the Airforce plugin, Maxis randomly generated one.
A = Civic, Building Family
+
 
B = Civic, Unused, for S3d Files
+
'''Exemplar'''
0xABBBBCCC
+
07BDDF1C - Exemplar - Civic and Park Buildings
A = Even ID 0-E
+
            0xAAAABBBB
B = Park Family
+
              A = Civic, Building Family
C = Park ID
+
              B = Civic, Unused, for S3d Files
0x084344E0 - Exemplar - Network Placement Tuning Parameters
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Even number, 0-E
A = Even ID 0-E
+
              B = Park Family
B = Tuning Family
+
              C = Park ID
C = Exemplar ID
+
084344E0 - Exemplar - Network Placement Tuning Parameters
0x088E1962 - Exemplar - Power Poles
+
            0xABBBBCCC
0xAA000BBB
+
              A = Even number, 0-E
A = Network Type
+
              B = Tuning Family
B = Pole Model ID
+
              C = Exemplar ID
0x096E6739 - Exemplar - Land Vehicle Types
+
088E1962 - Exemplar - Power Poles
0xAAAABBBB
+
            0xAA000BBB
A = Vehicle ID
+
              A = Network Type
B = Unused, for S3d's
+
              B = Pole Model ID
0xABBBBCCC (rarely used. backup format)
+
096E6739 - Exemplar - Land Vehicle Types
A = Even ID 0-E  
+
            0xAAAABBBB
B = Family
+
              A = Vehicle ID
C = Exemplar ID
+
              B = Unused, for S3D's
0x096E6817 - Exemplar - Water Vehicle Types
+
            0xABBBBCCC (rarely used backup format)
0xAAAABBBB
+
              A = Even number, 0-E  
A = Vehicle ID
+
              B = Family
B = Unused, for S3d's
+
              C = Exemplar ID
0xABBBBCCC (rarely used. backup format)
+
096E6817 - Exemplar - Water Vehicle Types
A = Even ID 0-E  
+
            0xAAAABBBB
B = Family
+
              A = Vehicle ID
C = Exemplar ID
+
              B = Unused, for S3D's
0x2821ED93 - Exemplar - Bridge Pieces Network Part Assignment
+
            0xABBBBCCC (rarely used backup format)
0xAAAABBBB
+
              A = Even number, 0-E  
A = Bridge Pieces, Piece ID
+
              B = Family
      Light Map, Unused
+
              C = Exemplar ID
B = Bridge Pieces, Unused, For S3D
+
2821ED93 - Exemplar - Bridge Pieces Network Part Assignment
      Light Map, Piece ID
+
            0xAAAABBBB
0x296E680F - Exemplar - Air Vehicle Types
+
              A = Bridge Pieces, Piece ID
0xAAAABBBB
+
                  Light Map, unused
A = Vehicle ID
+
              B = Bridge Pieces, unused, For S3D
B = Unused, for S3d's
+
                  Light Map, Piece ID
0xAAAAAAAA (test exemplar)
+
296E680F - Exemplar - Air Vehicle Types
A = As S3D model.
+
            0xAAAABBBB
0x2989FD57 - Construction Properties
+
              A = Vehicle ID
0xABBBBCCC (rarely used. backup format)
+
              B = Unused, for S3D's
A = Even ID 0-E  
+
            0xAAAAAAAA (test exemplar)
B = Family
+
              A = An S3D model.
C = Exemplar ID
+
2989FD57 - Construction Properties
 +
            0xABBBBCCC (rarely used. backup format)
 +
              A = Even number, 0-E  
 +
              B = Family
 +
              C = Exemplar ID
 
0x29B6C670 - Exemplar - Disasters
 
0x29B6C670 - Exemplar - Disasters
 
0x0000000A
 
0x0000000A

Revision as of 13:37, 3 August 2012

This is a list of all SimCity 4 Group IDs (GID) and the formats of their respective Instance IDs (IID) for each Group. To find a specific file type or Group ID, do a find inside this page and it should turn up unless it is a Group ID that is still unknown, or comes from a custom Lot or BAT. The reason custom Lots and BATs will not show up here is that the programs used to create these files generate custom Group ID's that are unique to the computer that generated the file, and uses this GID for these items. Consequently, there are as many Group ID's for Lots and BATs as there are content creators, and it would be impractical to list them here. However, those file types that support custom Group ID's will have an entry on this page indicating which custom GID they use. For information about these custom GID's, see the <GEN> and <mGEN> entries at the end of the page.

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 - E

AB

8a5971c5 - UDI Sounds
           0xABBBBCCC
              A = Even number, 0-E
              B = Sound Group Family
              C = Sound Group ID

AE

8a5971c5 - UDI Data
           0xABBBBCCC
              A = Even number, 0-E
              B = Data Family
              C = Data File ID

ATC

2a2458f9 - Props Animation Collections
           0xAABB0000
              A = The animation type (light, sport, etc.)
              B = Animation for that type
49a593e7 - Non-prop Animation Collections
           0xAAABBB00
              A = What Sim/Animation this is for
              B = Action State of this Sim (same for each Sim/Animation)		
                   For example:
                   013 - Protestor holding up sign
                   018 - Protestor with loud speaker

AVP

2a2458f9 - Props Single Animation 
           0xAAAA000B
              A = Instance data from ATC file
              B = Zoom Cycle (starting from 0 upwards at furthest seen zoom)
49a593e7 - Non-Prop Single Animation
           0xAAAAAA0B
              A = Instance data from ATC file
              B = Zoom Cycle (starting from 0 upwards at furthest seen zoom)

BMP

6a1eed2c - Region tile layout bitmaps
           0xAABBBCCC
              A = Bitmap Family ID
              B = Image Class ID
              C = Incremental Bitmap ID
1d6962cf - SC4 Vanilla Internal Tool Bitmaps
           0xABBBBCDD
              A = Main Bitmap group
              B = Bitmap Type Family
              C = Class. ex. e = Standard button maps.
              D = Incremental ID
<gen> - Computer specific BAT generated overlay picture (small)
           0xAAAA0000
              A = <mGEN>

Cohort

07BDDF1C - Civic and Park Building Parents
           0xABBBBCCC (Automata Layer Cohorts)
              A = Even number, 0-E 
              B = Cohort Family
              C = Cohort ID
           0x0000000A (Main Usage Cohorts)
              A = Cohort ID
096E6739 - Vehicle Type Parents
           0x0000000A (Main Vehicle Cohorts)
              A = Cohort ID
           0xABBBBCCC (Automata Layer Cohorts)
              A = Even number, 0-E 
              B = Cohort Family
              C = Automata ID
096e6817 - Watercraft Parents
           0x0000000A
              A = Cohort ID
296e680f - Aircraft Parents
           0x0000000A
              A = Cohort ID
47bddf12 - Zonable Commercial Building Parents
           0xA00000BB
              A = Cohort Zone (if 0, main cohort)
              B = Cohort ID
67bddf0c - Zonable Residential Building Parents
           0xA00000BB
              A = Cohort Zone (if 0, main cohort)
              B = Cohort ID
690f693f - Data view Parents
           0xABBBBCCC
              A = Even number, 0-E 
              B = Data Family
              C = Cohort ID
6a297266 - MySim Parent
           0x0000000A
              A = MySim Cohort ID
7a4a8458 - Clouds Parent
           0x0000000A
              A = Tuning Cohort ID	
a7bddf17 - Zonable Industrial Building Parents
           0xA00000BB
              A = Cohort Zone (if 0, main cohort)
              B = Cohort ID
a8fbd372 - Building Foundations
           0xABBBBCCC
              A = Even number, 0-E 
              B = Foundation Family
              C = Foundation ID
c96e6806 - Crime Simulator
           0x0000000A (Main Sim Affectors)
              A = Incremental Affector ID
           0xABBBBCCC (Sim Cohorts)
              A = Even number, 0-E 
              B = Sim Family
              C = Sim ID
ca25875d - Ambience Layer
           0xABBBBCCC (Sim Cohorts)
              A = Even number, 0-E 
              B = Ambience Family
              C = Ambience Type ID
ca386e22 - Landmark Parent
           0xABBBBCCC (Sim Cohorts)
              A = Even number, 0-E 
              B = Landmark Cohort Family
              C = Cohort ID

Cursor

00000001 - Black & White Cursors
           0xAAAAABBB
              A = Main Cursor type (same for each bit depth)
                Types are randomly chosen and are hardcoded
              B = Incremental Cursor Identifier (same for each bit depth)
                Identifiers are randomly chosen but usually increment
                  In integers sequentially, for example: 770 = northeast, 771 = east.
00000004 - 4bit Cursors
           0xAAAAABBB
              A = Main Cursor type (same for each bit depth)
                Types are randomly chosen and are hardcoded
              B = Incremental Cursor Identifier (same for each bit depth)
                Identifiers are randomly chosen but usually increment
                  In integers sequentially, for example: 770 = northeast, 771 = east.
00000008 - 8bit Cursors
           0xAAAAABBB
              A = Main Cursor type (same for each bit depth)
                Types are randomly chosen and are hardcoded
              B = Incremental Cursor Identifier (same for each bit depth)
                Identifiers are randomly chosen but usually increment
                  In integers sequentially, for example: 770 = northeast, 771 = east.
00000032 - 32bit Cursors
           0xAAAAABBB
              A = Main Cursor type (same for each bit depth)
                Types are randomly chosen and are hardcoded
              B = Incremental Cursor Identifier (same for each bit depth)
                Identifiers are randomly chosen but usually increment
                  In integers sequentially, for example: 770 = northeast, 771 = east.

DBPF

6a5b7b57 - DBPF Data files
           0xAAAABBBB
              A = Family ID (usually existing) Has no purpose towards function
              B = Unique ID
                These IIDs are hardcoded. The reason for picking an existing
                  Family ID in most cases is probably just for convenience.

DIR

e86b1eef - Compressed File Directory
           0x286b1f03 - Instance code for DBPF Directory.

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

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

FSH -- 0x0986135E - FSH - Base and Overlay Textures 0xAAAABCDE A = OverLay/Base ID B = Wealth 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 -- ca4d19e3 - HIT Audio Track Data 0xABBBBCCC A = HIT Group B = HIT Family C = Unique ID Linked to TLO by Groupid. No Grouping. Single File.

HLS -- 9dbdbf74 - Sound Hitlists 0xABBBBCCC A = Even ID 0-E B = Hitlist Family C = Unique ID

INI -- 4a87bfe8 - Font INI 0xABBBBCCC A = Even ID 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 ID 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. ex. 5e = normal, 39 = horizontally squished C = Class. ex. 3e = Ingame art D = Subclass. ex. D = RCI E = Picture ID <gen> - Computer specific BAT generated overlay picture (large) 0xAAAA0000 A = <mGEN>

KEYCFG -- 6a231eaa - Accellerator 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 (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 -- ca4d19e3 - Track Logic Object 0xABBBBCCC A = Logic Object Associated Group B = Logic Object Associated Family ID C = TLO Unique ID

Lot Data -- 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 GIDs to signify the different languages to the exe -- 0xEA5524EB - LTEXT - Misc. Item Names/Descriptions 0xABBBBCCC 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) -- 2026960b-6a231eaa-0a6df4df - Text to avoid language localization on 0a6df4df - Instance code for Delocalizer

LUA -- 0x4A5E8EF6 - LUA - Missions, Advisors, Tutorials and Packaging files) 0xAABBBBBB A = ff. The code for LUA script. B = 24 bit Hash for use in Dofiles 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 -- 00000001 - Movie Files 0xAAAAAAAA Incremental ID. Hardcoded for main dats.

PNG -- 0x00000001 - PNG - Main Button Images 0xAABBBCCC A = Main Group (13 = Bottom UI, 14 = Everything Else) B = UI/Menu Family C = Image ID 0x1ABE787D - PNG - User Interface (Button and Menu States, Query edges, States) 0xAABBBCCC A = Main Group B = UI/Menu Family C = Image ID 0x22DEC92D - PNG - Built-In Tools User Interface 0x0000AAAA A = Image ID (000#, 100#, 200#, and 300# series are used) 0x46A006B0 - PNG - UI Images (UDI, Main Interface, Mysim) 0xAABBBCCC A = Main Group B = UI/Menu Family C = Image ID 0x4C06F888 - PNG - UDrive 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) 0x6A1EED2C - Region View City Tiles 0xAABBBCCC A = Tile Size B = Image Class (231 is Tile Maps) C = Image ID (For Tilemaps: Water, Land, Overlay) 0x6A386D26 - 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 0xA9179251 - PNG - Art picture and their Overlay 0xAABBBCCC A = Main Group (09 for these pics) B = Art Image Family C = Image ID 0xAB7E5421 - 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 0xebdd10a4 0xABBBBCCC - LOT Pictures A = Image Grouping. B = Image Family C = Image ID (The specific ID of this Buildings 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

Complex RUL -- 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 LTrail) B = Highway, Piece Class (00 Single or 01 Intersection) El/Light, Piece ID C = Highway, Piece ID El/Light, Underlying Network Piece ID D = Highway, SubID (for things like Clovers, the part of the clover) El/Light, Where used, the SubID as above E = Highway, Zoom of Underlying Network Piece El/Light, 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, 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= str to dia intersection,02= odd cross) C = Network Piece ID D = Unused, for Textures a966883f - 3D Networks Paths 0xAABBCCDE A = Main Network Type B = Path Family C = Network Piece ID D = For Construct sections, the part of the construct network section E = Unused. For Textures where applicable. 0xAAAABCCC (for paths on lots) A = Building Family ID B = Foundation Flag (only used once in paths) C = Unused. For s3d LOD files

TRK -- 2a4d1937 - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds 0xABBBBCCC A = Even ID 0-E B = TRK Family C = TRK File ID 2a4d193d - Query Sounds 0xABBBBCCC A = Even ID 0-E B = TRK Family C = TRK File ID aa4d1920 - Activate Sounds & Audio LoopID's & Ambience Decayed & HLS Entries 0xABBBBCCC A = Even ID 0-E B = TRK Family C = TRK File ID aa4d1930 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects 0xABBBBCCC A = Even ID 0-E B = TRK Family C = TRK File ID ca4d1943 - UI Button Click & Plop Sounds & Wire,Fire, and Tools Effects 0xABBBBCCC A = Even ID 0-E B = TRK Family C = TRK File ID ca4d1948 - Occupant Instance Sounds 0xABBBBCCC A = Even ID 0-E B = TRK Family C = TRK File ID ea4d192a - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects 0xABBBBCCC A = Even ID 0-E B = TRK Family C = TRK File ID

Corrupt -- a8fbd372 - Corrupt Building Lot Exemplar Instance as per file.

UI -- 08000600 - Main SC4 Interface 0xABBBBCCC A = Even ID 0-E B = UI Family (9923 = Main Menu Secondary Menu Bitmaps) C = UI ID 96a006b0 - All Game Interfaces Minus 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 ID 0-E B = UI Family C = UI ID

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

WAV -- 0a4d1926 - SchoolBell & Fire engine 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 - Fire and Obliterate 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)

XA -- 0a4d1926 - Activate Sounds & Audio LoopID 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) 0a4d192d - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet 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) 0a627909 - Residential Bad Night 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) 2a4d1940 - Query 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) 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 -- aa5bcf57 - Bridge Specification Rules 0xA000B0CC A = Is the Rule a Bridge Specification (1) B = Is the Rule a complex rule. (0) C = Incremental Hardcoded ID Starting at 1

Config -- a9dd6e06-49dd6e08 TG - Simcity Configuration File 0x0000000A A = Config File Number. Only config file 1 currently exists.

XML -- <gen> - Computer specific Lot Description XML file 0xAAAAAAAA A = Same as applicable parent file for each of .SC4model,lot,desc IE model = main s3d. lot = main exemplar, desc = main exemplar

<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.

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.