Relations
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This article contains a list of all the relations of the SimCity 4 file types as currently known. This will exclude the Savegame formats as their parents are the .exe, and their children are any number of files that it decides to pull in as it wants to: building exemplars for the building file and so forth. This article shows the parents of each file, namely, the file which is responsible for the file type opening, and the children, which are things it causes to open.
Contents
Entry Format
File Type
<GID> - <Group Name>
0xAAAABBBB (optional) - For Group IDs with multiple section types, the format for that group type
Children - Things loaded as a result of this file.
Relations (name, kind, property ID if available)
Parent - Things that caused this file to be loaded
Relations (name, kind, property ID if available)
Dependent - (optional) - Dependent relations. A file contains details that are carried out by another file
Relations (name, kind, property ID if available)
To show different variations of Instances inside a Group ID that may have different children and parents, instance format codes like used in the InstanceFormats spec may be seen in the usual 0xAAAABBBB type format.
The 'kind' part of a relation may be dropped if the file is being called by the .exe in order for a full description. No Relations of either parent or child type are marked by a NONE designation. Filetypes for which all relations are not marked are listed at the end of the document.
This document may not be complete. Things may be assumed to be complete until shown otherwise, for which corrections would then be made to whatever part is missing data.
Specification
A - D
AB
8a5971c5 - UDI Sounds
Children
Parent
Vehicle Exemplar, Exemplar Prop, 0xAC08657C
AE
8a5971c5 - UDI Data
Children
Parent
ATC
2a2458f9 - Props Animation Collections
Children
AVP, One AVP per designated IID
Parent
Lot Configs, Property, Value 13+ for Type 0x1 lines
Exemplars, Resource Key, 0xC96E6806 group exemplars may call these animations.
49a593e7 - Non-prop Animation Collections
Children
AVP, One AVP per designated IID
Parent
EXE, Automata Placement Routine
Exemplars, Resource Key, 0xC96E6806 group exemplars may call these animations.
AVP
2a2458f9 - Props Single Animation
Children
FSH, Instance ID, FSH has same instance as AVP. Plane of FSH is in each frame
Parent
ATC, Resource Key, One AVP per Zoom as listed in ATC
49a593e7 - Non-Prop Single Animation
Children
FSH, Instance ID, FSH has same instance as AVP. Plane of FSH is in each frame
Parent
ATC, Resource Key, One AVP per Zoom as listed in ATC
BMP
6A1EED2C - Region tile layout bitmaps
Children
NONE
Parent
EXE, these bitmaps represent default Maxis region layouts and are called as needed.
1d6962cf - SC4 Vanilla Internal Tool Bitmaps
Children
NONE
Parent
EXE, Called when using Maxis Tools in an uncompiled version programming mode.
<gen> - Computer specific BAT generated overlay picture (small)
Children
NONE
Parent
EXE, Created and used by the Building tool suite to create in-game representative images.
Cohort
07BDDF1C - Civic and Park Building Parents
0xABBBBCCC (Automata Layer Cohorts)
Children
Parent
0x0000000A (Main Usage Cohorts)
Children
Parent
096E6739 - Vehicle Type Parents
0x0000000A (Main Vehicle Cohorts)
Children
Parent
0xABBBBCCC (Automata Layer Cohorts)
Children
Parent
096e6817 - Watercraft Parents
Children
Parent
296e680f - Aircraft Parents
Children
Parent
47bddf12 - Zonable Commercial Building Parents
Children
Parent
67bddf0c - Zonable Residential Building Parents
Children
Parent
690f693f - Dataview Parents
Children
Parent
6a297266 - MySim Parent
Children
Parent
7a4a8458 - Clouds Parent
Children
Parent
a7bddf17 - Zonable Industrial Building Parents
Children
Parent
a8fbd372 - Building Foundations
Children
Parent
c96e6806 - Crime Simulator
0x0000000A (Main Sim Effectors)
Children
Parent
0xABBBBCCC (Sim Cohorts)
Children
Parent
ca25875d - Ambiance Layer
Children
Parent
ca386e22 - Landmark Parent
Children
Parent
Cursor
00000001 - Black & White Cursors
Children
NONE
Parent
EXE, call, Called directly as needed in game dependent on colour quality.
00000004 - 4bit Cursors
Children
NONE
Parent
EXE, call, Called directly as needed in game dependent on colour quality.
00000008 - 8bit Cursors
Children
NONE
Parent
EXE, call, Called directly as needed in game dependent on colour quality.
00000032 - 32bit Cursors
Children
NONE
Parent
EXE, call, Called directly as needed in game dependent on colour quality.
DBPF
6a5b7b57 - DBPF Data files
Children
NONE
Parent
LUA, tutorial_file_guids[#], defines an IID for a DBPF file for use in
that tutorial where # is the tutorial number as set.
DIR
e86b1eef - Compressed File Directory
Children
NONE, However has a list of all Compressed files in the dat.
Parent
DBPF Files (external), Load, File loaded at DBPF load to expedite processing.
E - K
Effect Dir
ea5118b1 - Effect Resource Tree
Children
FSH, ResourceKey, In section 1 the effect may call itself a texture by instance.
S3D, ResourceKeys, In section 1 a list of resource keys may call random S3D files.
FSH, Resourcekey, In Section 2 terrain dependent FSH file.
Exemplar, ResourceKey, In section 5 terrain brush exemplar.
LUA, String, Section 6 string links to a representative string in LUA generators/attractors/repulsors by var.
EXE, CID, Section 7 U4 property almost certainly links to the exe by classid.
TRK, ResourceKey, Section 9 resource Key links to a track def for sounds.
EXE, String, Section 10 strings almost certainly link to the EXE for train variables.
EXE, CID, U4 in section 12 probably links to the exe by classid.
Parent
EXE, CID, the exe may call an effect in 13,14,15 by instance or CID.
EXE, String, the exe may call a string in the effdir directories 13,14,15 by name.
Exemplar, property, 0x4a08c700 property calls an effect name for use by exemplars (often disasters).
Exemplar, property, 0xc98204b8 property calls an effect name for use in an effect exemplar by string.
Exemplar, property, 0xc98204b9 property calls an effect name for use in an effect exemplar by string.
Exemplar, property, in absence of the 0xc98204b8/9 property Exemplar name of gid 0xc977c536 calls an effect by string.
S3D, name, the effect name in the REGP section of an S3D may spawn an effect by directory name in the EFFDIR.
LUA, , fx, the fx command allows to reference an effect inside the effect dir from an LUA.
Exemplar
07BDDF1C - Exemplar - Civic and Park Buildings
0xAAAABBBB - Civic
Children
Parent
0xABBBBCCC - Park
Children
Parent
084344E0 - Exemplar - Network Placement Tuning Parameters
Children
Parent
088E1962 - Exemplar - Power Poles
Children
Parent
096E6739 - Exemplar - Land Vehicle Types
0xAAAABBBB - Vehicles
Children
Parent
0xABBBBCCC (rarely used. backup format)
Children
Parent
096E6817 - Exemplar - Water Vehicle Types
0xAAAABBBB - Vehicle
Children
Parent
0xABBBBCCC (rarely used. backup format)
Children
Parent
2821ED93 - Exemplar - Bridge Pieces Network Part Assignment
0xAAAABBBB - Bridges, and Lightmaps
Children
Parent
296E680F - Exemplar - Air Vehicle Types
0xAAAABBBB - Vehicles
Children
Parent
0xAAAAAAAA (test exemplar)
Children
Parent
2989FD57 - Construction Properties
Children
Parent
29B6C670 - Exemplar - Disasters
0x0000000A - Disasters
Children
Parent
0xABBBBCCC (Rush Hour Disasters)
Children
Parent
2A3858E4 - Exemplar - Menu Items
0x00000AAA
Children
Parent
0xAAAABBBB (Intersections)
Children
Parent
2B79DFFB - Exemplar - Light Rail Pieces
0xAAAAAAAA (test exemplar format)
Children
Parent
0xAABBCCDE - 3d Networks
Children
Parent
47BDDF12 - Developer: Commercial
Children
Parent
67BDDF0C - Developer: Residential
Children
Parent
67CD5FA1 - Exemplar - Building Behavior Simulators
0xABBBBCCC (rarely used. backup format)
Children
Parent
0x0000AABB - Building Behavior
Children
Parent
690F693F - Exemplar - Data view and U-Drive-It Interfaces
Children
Parent
6A01FC2A - Exemplar - God Mode Terrain Tools
Children
Parent
6A297266 - Exemplar - MySims
Children
Parent
7A4A8458 - Exemplar - Tuning Parameters/Background Loaders
Children
Parent
88CD66E9 - Exemplar - Fluid Dynamics Properties
Children
Parent
8974F80F - Exemplar - Supports
Children
Parent
89AC5643 - Exemplar - Transit Pieces (minus light rail)
Children
Parent
89C2A517 - Exemplar - Textures
Children
Parent
8A3858D8 - Exemplar - Rewards
Children
Parent
A7BDDF17 - Developer: Industrial
0xAAAABBBB - Buildings
Children
Parent
0xABBBBCCC - Fields
Children
Parent
A82CA30F - Exemplar - Bridge Pieces Main Definition
Children
Parent
A8434037 - Exemplar - Highway Pieces Definitions
Children
Parent
A8FBD372 - Exemplar - Building Lots
0xAAAABBBB - Lots
Children
Parent
0xABBBBCCC - Lots Format2
Children
Parent
A9189CF0 - Lighting Exemplar
Children
Parent
A998D30B - Automata Tuning Exemplar
Children
Parent
A9C2C209 - Exemplar - Ordinances
Children
Parent
C7BB4816 - Exemplar - Demand Simulator
Children
Parent
C8DBCCBA - Exemplar - Utility Buildings
Children
Parent
C96E6806 - Exemplar - Animated Props
0xAABB0000 - Props
Children
Parent
0xAAABBB00 - Non-Settable Props
Children
Parent
0xABBBBCCC - Sims
Children
Parent
C977C536 - Exemplar - Props
0xAAAABCCC - LODs and Effects
Children
Parent
0xABBBBCCC - Props
Children
Parent
CA25875D - Exemplar - Ambiance Layer Functionality
Children
Parent
CA386E22 - Exemplar - Landmarks
Children
Parent
CA4AD545 - Exemplar - Graphs
Children
Parent
CB730FAC - Exemplar - Avenue Bridge Pieces Resources
Children
Parent
CBE084CB - Exemplar - One way Network Intersections & Road Tunnel
Children
Parent
E7E2C2DB - Exemplar - Simulators
Children
Parent
E8347989 - Exemplar - Rail & Highway Bridge Pieces Resources & Rail Tunnel
Children
Parent
E83E0437 - Exemplar - Trees
Children
Parent
EA12F32C - Exemplar - Crimes
Children
Parent
EBE084C2 - Exemplar - 3D Transportation Pieces - Monorail/Light Rail
Children
Parent
EBE084d1 - Exemplar - 3D Transportation Pieces - Ground Highway
Children
Parent
<gen> - Computer specific Plugin Manager generated Group ID (same as lots)
Children
Parent
FSH
0986135E - FSH - Base and Overlay Textures
Children
Parent
1ABE787D - FSH - Building Textures/Bridge Textures/Misc Textures/Network Textures
0xAABBCCDE - Network Textures
Children
Parent
0xAAAABCDE - LODs (Buildings, Props etc.)
Children
Parent
0xAAAABCD0 - Flora
Children
Parent
0xAAAA000B - Graffiti (1dc##### in SimCity_2.dat)
Children
Parent
0xABBBBCCC - Sim & Automata & Fauna & Masks & Clouds
Children
Parent
0xAAAAB00C - Construction & Materials Textures
Children
Parent
2A2458F9 - FSH - Animation Sprites for Props
Children
Parent
2BC2759A - FSH - Transit Piece Masks
Children
Parent
49A593E7 - FSH - Animation Sprites non Props
Children
Parent
891B0E1A - FSH - Terrain & Foundation Textures/Masks/Effect Textures
0x0000AAAA - Terrain
Children
Parent
0xABBBBCCC - Masks & Effects
Children
Parent
0xAAAA000B - Foundations
Children
Parent
cb6b7bd9 - LE Arrow Images
Children
Parent
46A006B0 - FSH - User Interface Images
Children
Parent
<gen> - Computer specific BAT generated Texture groupid
Children
Parent
HIT
ca4d19e3 - HIT Audio Track Data
Children
Parent
INI, Resource, In the sound INI file [trackdatablocks] area each HIT file is defined.
HLS
9dbdbf74 - Sound Hitlists
Children
TRK, IID, TRKs can be referenced if needed by IID.
XA, IID, XAs of any type can be referenced in this way by IID.
WAV, IID, Custom WAVs instead of XA can be referenced in this way.
Parent
TRK, Field, Field 15 of TRK files where entered.
INI
4a87bfe8 - Font INI
Children
MXF, name, calls to font.mxf files done by the first assigned property of each font assignment line.
Parent
EXE, instance, direct call to the font ini file by the exe
UI, property, any font property may make a direct call to one of the font lines in this INI.
8a5971c5 - Terrain Mapping, Sound, and Features INI
Children
HIT, Resource, In the sound INI file [trackdatablocks] area each HIT file is defined.
FSH, Instance key, Partial instances are presented in the terrain.ini that
link to FSH textures in table form via moisture level.
EXE, CIDs, In the sound INI file classids for the exe are defined for various sound bits.
Parent
EXE, Instance, Direct call to sound ini as needed by instance.
EXE, Instance, direct call to the terrain ini as needed by the exe.
JFIF/JPEG
ca133ecb - JPEG Art
Children
NONE
Parent
UI, image, called as a resource key by the image property during design phases,
this represented placeholders.
<gen> - Computer specific BAT generated overlay picture (large)
Children
NONE
Parent
EXE, Created and used by the Building tool suite to create in-game representative images.
KEYCFG
6a231eaa - Accelerator Tables
Children
Exemplar, IID, Extra data in the keyconfigs links to lot exemplars.
Parent
EXE, loaded at start.
L - R
LEV and XA
XAs currently in the LEV area.
0a5bcda5 - Construction
Children
XA, GroupID, XA files inside this Groupid linked to parent LEV.
Parent
Exemplar, Property, 0xEA3FBDD7 - Audio:FreshScoreKey
The following Group ID's have the same Parent/Child info as above:
0a627909 - Residential Bad Night Small/Medium
2a398e45 - Nature Night
2a6278ee - Residential Bad Day Large
4a392cff - Industrial Clean Bad
4a398e40 - Nature Day
4a42c073 - Traffic Midtown/Medium
4a4d1946 - (CONTAINS NO LEV, MOVE TO XA)---
SEE XA SECTION
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 (TLO)
ca4d19e3 - Track Logic Object
Children
Effect dir, effect string, Strings of effects where present.
Parent
TRK, Field, Field 4 of TRK files where applicable.
Lot Data (LD)
6be74c60 - Exchange Data for Lot
Children
NONE, however lists required plugin dats to use this Lot in-game. Not actual link. Just theoretical.
Parent
Exchange, Upload Function, Processed during upload to display information.
LTEXT
LTEXT files in Plugins have incremental GIDs to signify the different languages to the exe.
EA5524EB - LTEXT - Misc. Item Names/Descriptions
Children
Parent
EA231E96 - LTEXT - Misc. Texts
Children
Parent
CA554B03 - LTEXT - Popup window HTML texts
Children
Parent
8A635D24 - LTEXT - Audio filename to description texts
Children
Parent
8A5E03EC - LTEXT - Disaster texts
Children
Parent
8A4924F3 - LTEXT - About SC4 window HTML text
Children
Parent
6A554AFD - LTEXT - Misc. Item Names/Descriptions
Children
Parent
6A3FF01C - LTEXT - Game UI Texts
Children
Parent
6A231EAA - LTEXT - Interactivity Feature Texts (MySim, UDriveIt, etc.)
Children
Parent
6A231EA4 - LTEXT - News ticker message texts
Children
Parent
4A5E093C - LTEXT - Terrain tool texts
Children
Parent
4A5CB171 - LTEXT - Funny random city loading message texts
Children
Parent
2A592FD1 - LTEXT - Item plop/draw notification texts
Children
Parent
0A554AF5 - LTEXT - Audio UI Panel texts
Children
Parent
0A554AE8 - LTEXT - General UI texts
Children
Parent
0A554AE0 - LTEXT - Item visible name and description texts
Children
Parent
0A419226 - LTEXT - In game error texts
Children
Parent
6a4eb3f7 - LTEXT - Population Text
Children
Parent
EAFCB180 - LTEXT - Plugin Install Text
Children
Parent
De-Localizer
The Delocalizer is located in the LTEXT files.
6a231eaa - Text to avoid language localization.
Children
NONE
Parent
EXE, Loaded when the EXE processes files containing LTEXTs.
LUA
4A5E8EF6 - LUA - Missions, Advisors, Advice, Definitions, Tutorials and Packaging files
Children
LUA, dofile, Dofile commands load a file by hashed name translated to instance.
LTEXT, Resource Key, text@0x######## tutorial functions define an instance for a GID 0xca554b03 LTEXT.
LTEXT, Resource Key, text@0x######## mission/advice functions define an instance for a GID 0x6a231ea4 LTEXT.
DBPF, tutorial_file_guids[#], defines an IID for a DBPF file for use
in that tutorial where # is the tutorial number as set.
S3D, Advisor_anim_types, this variable defines the IID of an S3D file for various types of animations.
PNG, sit_constants, PNGs as defined by mission constants by IID.
Exemplar, ordinance_ids, ordinance ID defines an IID of an ordinance Exemplar.
LUA, function, functions can be used to indirectly call a LUA and connect them.
Exemplar, flora_tool_types, this calls the IID of an model exemplar.
Exemplar, building_group_types, this calls the IID of an model exemplar.
Exemplar, graph_window_types, this calls the IID of a Group 0xca4ad545 exemplar.
Exemplar, tuning_constants, this calls the IID of an model exemplar.
Exemplar, special_buildings, this calls the IID of an model exemplar.
BMP, Mysim_balloons, This calls a MySim balloon IID of the 0xab7e5421f Group ID.
TRK, mysim_vox, This calls a MySim TRK IID of the 0xca4d1948 Group ID.
Parent
LUA, dofile, Dofile commands load a file by hashed name translated to instance.
Itself, ID, At start of file, "--#-package:01234567# -- package signature",
the package ID must be unique for all LUA.
Itself, rawget, line in following format:
[if not rawget(globals(), "_unique_name_here") then _unique_name_here = 1]
LUA, function, functions can be used to indirectly call a LUA and connect them
EXE, As needed can call directly
Dependent
LUA, function, A function declared and created in one LUA can be run from another LUA to reference and call.
LUA, reward_state, reward states as defined in the main def file and referenced by other LUAs.
LUA, building_conditions, building conditions as defined in the main def file and referenced by other LUAs.
LUA, zone_tool_types, tool types for zones as defined in the main def file and referenced by other LUAs.
LUA, game_trends, game trends as defined in the main def file and referenced by other LUAs.
LUA, zodiac, mysim zodiacs as defined in the main def file and referenced by other LUAs.
LUA, mysim_trip_types, mysim trip types as defined in the main def file and referenced by other LUAs.
LUA, game_difficulty_level, difficulties as defined in the main def file and referenced by other LUAs.
LUA, mysim_idle_animation_ids, animation ids for mysims as defined in the main def file and referenced by other LUAs.
LUA, advice_priority, advice text priority as defined in the main def file and referenced by other LUAs.
LUA, camera_zooms, camera zooms as defined in the main def file and referenced by other LUAs.
LUA, ordinance_ids, ordinance ids as defined in the main def file and referenced by other LUAs.
LUA, neighbor_deal_types, neighbour deal types as defined in the main def file and referenced by other LUAs.
LUA, disaster_ids, disaster ids as defined in the main def file and referenced by other LUAs.
LUA, game_events, game events container and types as defined in the main def file and referenced by other LUAs.
LUA, game_commands, game commands as defined in the main def file and referenced by other LUAs.
LUA, network_types, network types as defined in the main def file and referenced by other LUAs.
LUA, button_tool_types, tool types for buttons as defined in the main def file and referenced by other LUAs.
LUA, flora_tool_types, flora tool types as defined in the main def file and referenced by other LUAs.
LUA, effects, effects as defined in the main def file and referenced by other LUAs.
LUA, building_group_types, building group types as defined in the main def file and referenced by other LUAs.
LUA, budget_window_types, budget window types as defined in the main def file and referenced by other LUAs.
LUA, graph_window_types, graph window types as defined in the main def file and referenced by other LUAs.
LUA, map_window_types, map window types as defined in the main def file and referenced by other LUAs.
LUA, tuning_constants, ones which are not just a constant as defined in the main def file and referenced by other LUAs.
LUA, special_buildings, special buildings as defined in the main def file and referenced by other LUAs.
LUA, mysim_balloons, mysim thought balloons as defined in the main def file and referenced by other LUAs.
LUA, mysim_vox, mysim audio as defined in the main def file and referenced by other LUAs.
LUA, game_commands, game commands as defined in the main def file and referenced by other LUAs.
LUA, building_groups, building groups for missions as defined in the constant LUA file.
LUA, sit_conditions, mission conditions as defined in the constant LUA file.
LUA, sit_constants, constants for missions as defined in the constant LUA file.
LUA, tutorial_zone_type, zone types as defined in the main tutorial file and referenced by other LUAs.
LUA, tutorial_building_type, building types as defined in the main tutorial file and referenced by other LUAs.
LUA, tutorial_dispatch_type, dispatch types as defined in the main tutorial file and referenced by other LUAs.
LUA, tutorial_network_type, network types as defined in the main tutorial file and referenced by other LUAs.
LUA, tutorial_buttons, buttons as defined in the main tutorial file and referenced by other LUAs.
LUA, tutorial_function_index, functions as defined in the main tutorial file and referenced by other LUAs.
LUA, automata_groups, automata groups as defined in the constants LUA.
LUA, automata_states, automata states as defined in the constants LUA.
LUA, sit_coverage_state, coverage states as defined in the constants LUA.
LUA,tuning, tuning constant variables link to definitions in another LUA.
LUA, #link#, a #function# resource type loads that resource from a defining LUA.
LUA, advice_mood, advice moods are stored in another LUA file and accessed from other LUAs.
LUA, Advice_type, defined in LUA based off of Advisor IDs from the exe and accessed from LUA.
LUA, automata, An LUA may declare an automata group from another file be affected by it.
LUA, add_tutorial and task_first, These lines define a GUID which links the tutorial def fine to the actual tutorial.
EXE, part of the EXE may be called by a classid/guid definition.
EXE/LUA, MySim, MySim variables incoming from the game are defined in LUA and accessed from elsewhere.
EXE/LUA, game, game variables are stored in the LUA and modified but essentially come direct from the EXE.
EXE, Advisor_id, this variable is defined elsewhere and accessed from Advisor LUA script.
EXE, tutorial_zone_type, defined in the EXE and subaccessed from LUA.
EXE, tutorial_network_type, network types as defined in C++ and sent to LUA.
EXE, tutorial_dispatch_type, dispatch types as defined in C++ and sent to LUA.
EXE, tutorial_zone_type, zone types as defined in C++ and sent to LUA.
EXE, tutorial_buttons, tutorial buttons as defined in C++ by classid and sent to LUA.
EXE, tutorial_function_index, tutorial function indexes as defined in C++ and sent to LUA.
EXE, object, Object functions as defined in C++ and sent to LUA.
EXE, sit_conditions, conditions for missions as defined in C++ and sent to LUA.
EXE, sit_coverage_state, coverage states as defined in the C++ and sent to LUA.
EXE, automata_states, automata states as defined in the C++ and sent to the LUA.
EXE, automata_groups, automata groups as defined in the C++ and sent to LUA.
EXE, building_groups, building groups defined by 16 bit values in the C++ and sent to LUA.
EXE, reward_state, reward states as defined in C++ and sent to LUA.
EXE, building_conditions, buildings conditions as defined in C++ and sent to LUA.
EXE, zone_tool_types, tool types for zones as defined in C++ and sent to LUA.
EXE, game_trends, game trends such as HQ as defined in C++ and sent to LUA.
EXE, zodiac, Mysim zodiacs as defined in C++ and sent to LUA.
EXE, mysim_trip_types, mysim trip types as defined in C++ and sent to LUA.
EXE, game_difficulty_level, difficulty as defined in C++ and sent to LUA.
EXE, mysim_idle_animation_ids, mysim animation ids as defined in C++ and sent to LUA.
EXE, disaster_ids, disaster ids as defined in C++ and sent to LUA.
EXE, game_events, game events as defined in C++.
EXE, game_commands, game commands as defined in C++.
EXE, network_types, network types as defined in C++.
EXE, neighbor_deal_types, neighbour deal types as defined in C++.
EXE, button_tool_types, button tool types as defined in C++.
EXE, effects, effects as defined in C++.
EXE, budget_window_types, budget window types as defined in C++.
EXE, map_window_types, map window types as defined in C++.
4A5E8F3F - LUA - Generators,Attractors,Repulsors, and System LUAs
Children
LUA, dofile, Dofile commands load a file by hashed name translated to instance.
TRK, GUID, in SFX tables, TRK instances may be called in from 0xAA4d1930 GID to be used specifically.
BMP, csi_image, A bitmap instance may be used for specific types of definitions in a controller.
Exemplar, source_building, an exemplar building may be referenced for use in a controller.
LUA, function, functions can be used to indirectly call a LUA and connect them.
EXE, cmd, the exe may be referenced by a CMD command to perform a call such as a control movement for a vehicle.
Effect Dir, fx, the fx command allows to reference an effect inside the effect dir from an LUA.
Parent
LUA, dofile, Dofile commands load a file by hashed name translated to instance.
LUA, function, functions can be used to indirectly call a LUA and connect them.
Effect Dir, String, Section 6 strings link to repulsors/Attractors/OccupantGroups.
Itself, ID, At start of file, "--#-package:01234567# -- package signature" the package ID must be unique for all LUA.
Itself, rawget, line in following format:
[if not rawget(globals(), "_unique_name_here") then _unique_name_here = 1]
EXE, As needed can call directly
Dependant
LUA, function, A function declared and created in one LUA can be run from another LUA to reference and call.
LUA, automata, An LUA may declare an automata group from another file be affected by it.
LUA, anims, An LUA may declare an animation type from another file be used.
LUA, controllers, An LUA may declare a controller(generator,attractor etc) from another LUA be used.
EXE, part of the EXe may be called by a classid definition.
EXE, effect trigger ID, inside an effect table, an ID may be defined to the exe that can be triggered later.
MAD
00000001 - Movie Files
Children
NONE
Parent
EXE, Loaded by Executable as needed.
PNG
00000001 - PNG - Main Button Images
Children
NONE
Parent
EXE, multi-imaged PNGs called by the exe for the main UI buttons and icons.
1ABE787D - PNG - User Interface (Button and Menu States, Query edges, States)
Children
NONE
Parent
22DEC92D - PNG - Built-In Tools User Interface
Children
NONE
Parent
EXE, multi-imaged PNGs called by the exe for the UI Creator.
46A006B0 - PNG - UI Images (UDI, Main Interface, Mysim)
Children
NONE
Parent
4C06F888 - PNG - UDrive Icons
Children
NONE
Parent
Exemplar, property,
6A1EED2C - Region View City Tiles
Children
NONE
Parent
EXE, called by the exe when needed for default tiles.
6A386D26 - PNG - Menu Building Icons, Bridges, Overlays
0xABBBBCCC - Menu images
Children
NONE
Parent
Exemplar, property,
0xAA0000BB - Bridge Icons
Children
NONE
Parent
Exemplar, property,
0x0000AAAA - Pinkscreen box overlay
Children
NONE
Parent
8b6b7857 - Lot Editor PNG Images
Children
NONE
Parent
Exemplar, property,
A9179251 - PNG - Art picture and their Overlay
Children
NONE
Parent
AB7E5421 - PNG - MySim Thought Bubbles and Transit Icons
Children
NONE
Parent
ebdd10a4 - ?
Children
NONE
Parent
R - Z
RUL -- aa5bcf57 - Network Rules Children FSH, Instance, The second rep in each 0x3 line is an IID of a network FSH file. Exemplar, Instance, The second rep in each 0x3 line is an IID of a network exemplar file. SC4Path, Instance, The second rep in each 0x3 line is an IID of a network SC4path file. Parent EXE, called during each network plop
Complex RUL -- aa5bcf57 - Complex Network Rules Children FSH, Instance, the overrides rules 4 id properties may reference a FSH for a drawn network texture Exemplar, Instance, the overrides rules 4 id properties may reference an exemplar for a 3D network texture. FSH, Instance, the solutions rule references a texture FSH for a network by instance Exemplar, Instance, the solutions rule references a texture exemplar for a 3d network by instance Parent EXE, instance, The overrides file is called by instance ID EXE, instance, The solutions file is called by instance ID EXE, instance, The intersections file is called by instance ID 8a5971c5 - Path remapping Children Parent
S3D -- badb57f1 - Simglide 3D Model 0xAAAABCDE - LOD,Object,Arbitrary Children FSH, Instances, S3D files link to their textures via the material instance ID in the MATS section Effect Dir, String, Effects may be called an attached to a model via the effectname property in the REGP section EXE, prop, S3D files Prop section references the exe for purposes of determining arbitrary properties for moving models Parent Exemplar, property, models can be referenced by the 0x27812820 property Exemplar, property, models can be referenced by the 0x27812821 property Exemplar, property, models can be referenced by the 0x27812822 property Exemplar, property, models can be referenced by the 0x27812823 property Exemplar, property, models can be referenced by the 0x27812824 property Exemplar, property, models can be referenced by the 0x27812920 property Exemplar, property, models can be referenced by the 0x27812921 property Exemplar, property, models can be referenced by the 0x27812922 property Exemplar, property, models can be referenced by the 0x27812923 property Exemplar, property, models can be referenced by the 0x27812924 property Exemplar, property, 0x09c80416 property links to an S3D file by resource key S3D, ResourceKeys, In section 1 a list of resource keys may call random S3D files 0xAABBCCDE - 3d Networks (Highway and El/Light) Children FSH, Instances, S3D files link to their textures via the material instance ID in the MATS section Effect Dir, String, Effects may be called an attached to a model via the effectname property in the REGP section Parent Exemplar, property, 3D network pieces are called via the 0x27812820 property resource key 0xAAAABBCD - Advisors, Fauna Children FSH, Instances, S3D files link to their textures via the material instance ID in the MATS section Effect Dir, String, Effects may be called an attached to a model via the effectname property in the REGP section EXE, prop, S3D files Prop section references the exe for purposes of determining arbitrary properties for moving models Parent LUA, Advisor_anim_types, this variable defines the IID of an S3D file for various types of animations. Exemplar, property, 0x09c80416 property links to an S3D file by resource key 0xAAAABBCC - UDI, disaster, model Children FSH, Instances, S3D files link to their textures via the material instance ID in the MATS section Effect Dir, String, Effects may be called an attached to a model via the effectname property in the REGP section EXE, prop, S3D files Prop section references the exe for purposes of determining arbitrary properties for moving models Parent Exemplar, property, models can be referenced by the 0x27812820 property Exemplar, property, models can be referenced by the 0x27812821 property Exemplar, property, models can be referenced by the 0x27812822 property Exemplar, property, models can be referenced by the 0x27812823 property Exemplar, property, models can be referenced by the 0x27812824 property Exemplar, property, models can be referenced by the 0x27812920 property Exemplar, property, models can be referenced by the 0x27812921 property Exemplar, property, models can be referenced by the 0x27812922 property Exemplar, property, models can be referenced by the 0x27812923 property Exemplar, property, models can be referenced by the 0x27812924 property Exemplar, property, 0x09c80416 property links to an S3D file by resource key S3D, ResourceKeys, In section 1 a list of resource keys may call random S3D files <gen> - Computer specific BAT Generated S3D model Children FSH, Instances, S3D files link to their textures via the material instance ID in the MATS section Effect Dir, String, Effects may be called an attached to a model via the effectname property in the REGP section Parent Exemplar, property, BAT generated models are referenced by the 0x27812821 property
SC4Path -- 69668828 - Textured Networks Paths Children NONE Parent Rule, Instance, The second rep in each 0x3 line is an IID of a network SC4path file. a966883f - 3D Networks Paths 0xAABBCCDE Children NONE Parent Rule, Instance, The second rep in each 0x3 line is an IID of a network SC4path file. 0xAAAABCCC (for paths on lots) Children None Parent Exemplar, LotConfig, Property 16 of 0x07 type lotconfig lines where implemented.
TRK -- 2a4d1937 - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds Children XA, Field, Field 3 of TRK files where entered HLS, Field, Field 15 of TRK files where entered TLO, Field, Field 4 of TRK files where entered Parent HLS, Entry, Any entry in a Hitlist may be a track Effect Directory, Resource Key, Section 9 Sound Resource For Effects 2a4d193d - Query Sounds Children XA, Field, Field 3 of TRK files where entered HLS, Field, Field 15 of TRK files where entered TLO, Field, Field 4 of TRK files where entered Parent Exemplar, Property, 0xAA1DD397 - SFX:Query Sound HLS, Entry, Any entry in a Hitlist may be a track aa4d1920 - Activate Sounds & Audio LoopID's & Ambience Decayed & AlarmIDs & HLS Entries Children XA, Field, Field 3 of TRK files where entered HLS, Field, Field 15 of TRK files where entered TLO, Field, Field 4 of TRK files where entered Parent Exemplar, Property, 0xABA061F2 - Audio:LoopID HLS, Entry, Any entry in a Hitlist may be a track Exemplar, Property, 0x0A36AFA2 - SFX:AlarmSoundID Exemplar, Property, 0x4a4c132e - SFX:ActivateSound Exemplar, Property, 0xCA19D7CA - SFX: Ambience Good Sound Exemplar, Property, 0x0a4c13cb - SFX:AmbienceDecayed Sound Exemplar, Property, 0x2a53BE13 - SFX:Alarm Ambience Sound aa4d1930 - ActiveSound & Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects Children XA, Field, Field 3 of TRK files where entered HLS, Field, Field 15 of TRK files where entered TLO, Field, Field 4 of TRK files where entered Parent HLS, Entry, Any entry in a Hitlist may be a track Effect Directory, Resource Key, Section 9 Sound Resource For Effects Exemplar, Property, 0x6c044bb5 - SFX:ActiveSound LUA, GUID, in LUAs of group 0x4A5E8F3F, a TRK of this GID may be called from inside SFX tables by a GUID var. ca4d1943 - UI Button Click & Plop Sounds & Wire,Fire, and Tools Effects Children XA, Field, Field 3 of TRK files where entered HLS, Field, Field 15 of TRK files where entered TLO, Field, Field 4 of TRK files where entered Parent HLS, Entry, Any entry in a Hitlist may be a track Effect Directory, Resource Key, Section 9 Sound Resource For Effects UI, Value, btnclicksnd UI, Value, btnupsnd Exemplar, Property, 0xC9B93A56 - SFX:Default Plop Sound ca4d1948 - Occupant Instance Sounds Children XA, Field, Field 3 of TRK files where entered HLS, Field, Field 15 of TRK files where entered TLO, Field, Field 4 of TRK files where entered Parent Exemplar, Property, 0x6a36afac - SFX:Occupant Instance Sound HLS, Entry, Any entry in a Hitlist may be a track LUA, mysim_vox, a mysim_vox variable makes a call to the IID of a TRK of this group. ea4d192a - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects Children XA, Field, Field 3 of TRK files where entered HLS, Field, Field 15 of TRK files where entered TLO, Field, Field 4 of TRK files where entered Parent HLS, Entry, Any entry in a Hitlist may be a track Effect Directory, Resource Key, Section 9 Sound Resource For Effects
Corrupt -- a8fbd372 - Corrupt Building Lot Exemplar Children,Parents as per file.
UI -- 08000600 - Main SC4 Interface Children Parent 96a006b0 - All Game Interfaces Minus the main interface Children Parent 1d6962cf - SC4 Vanilla Internal Tool Interfaces Children Parent EXE, called by the exe as it was an internal tool cb6b7601 - Lot Editor UI's Children Parent
String -- 55555555 - String Texts Children NONE, Test File Parent NONE, Test File
WAV -- 0a4d1926 - SchoolBell & Fire engine Children NONE Parent Effect Dir, Resource Key, Sound resource key for effects in section 9 where filled 6a4d193a - Fire and Obliterate Sounds Children NONE Parent Effect Dir, Resource Key, Sound resource key for effects in section 9 where filled
XA -- 0a4d1926 - Activate Sounds & Audio LoopID Children NONE Parent HLS, Entry, Any entry in an HLS may be an XA or TRK TRK, Field, Field 3 of TRKS where filled 0a4d192d - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects Children NONE Parent HLS, Entry, Any entry in an HLS may be an XA or TRK TRK, Field, Field 3 of TRKs where filled Effect Dir, Resource Key, Sound resource key for effects in section 9 where filled 0a627909 - Residential Bad Night Small/Medium Children NONE Parent LEV, GroupID, Connected to Levels File by Groupid 2a4d1940 - Query Sounds Children NONE Parent HLS, Entry, Any entry in an HLS may be an XA or TRK TRK, Field, Field 3 of TRKs where filled 2a6278ee - Residential Bad Day Large Children NONE Parent LEV, GroupID, Connected to Levels File by Groupid 4a4d1946 - Plop & Button Click & Ambience Decay & Wire,Fire and Tools Effects Children NONE Parent HLS, Entry, Any entry in an HLS may be an XA or TRK TRK, Field, Field 3 of TRKS where filled UI, Value, btnclicksnd UI, Value, btnupsnd 6a4d193a - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds Children NONE Parent HLS, Entry, Any entry in an HLS may be an XA or TRK TRK, Field, Field 3 of TRKs where filled Effect Dir, Resource Key, Sound resource key for effects in section 9 where filled 8a627912 - Residential Good Day Small/Medium $$$ Children NONE Parent LEV, GroupID, Connected to Levels File by Groupid aa4d1933 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects Children NONE Parent HLS, Entry, Any entry in an HLS may be an XA or TRK TRK, Field, Field 3 of TRKs where filled Effect Dir, Resource Key, Sound resource key for effects in section 9 where filled aa4d194b - Occupant Instance Sounds Children NONE Parent HLS, Entry, Any entry in an HLS may be an XA or TRK TRK, Field, Field 3 of TRKS where filled
BSPEC -- aa5bcf57 - Bridge Specification Rules Children Exemplar, piece, Bridge specifications define pieces of the bridge by linking to its applicable Exemplar through the piece. Parent EXE, Instance, The EXE calls the BSPEC directly by instance, and then reads optional bridges by # name inside it.
Config -- a9dd6e06-49dd6e08 TG - Simcity Configuration File Children Region, Entry, Tells the EXE the currently loaded region and location Parent EXE, called on load.
XML -- <gen> - Computer specific Lot Description XML file Children NONE, however lists required plugin Dats to use this Lot In game. Not actual link. Just theoretical. Parent EXE, these xml files were created to pass information along between the various parts of the Maxis building tool suite.
MXF -- Children None Parent INI, Assignment, Purpose decided by the Font.ini file. Called directly by the EXE as needed.
INFO -- Children None Parent EXE, Called as the UI for the Album needs it.
Unfinished File Types
The file types listed below do not have relational info at this time:
- AB
- AE
- HIT
- complex
- UI
- LTEXT
- FSH
- PNG
- Exemplar
- Cohort