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