Difference between revisions of "Relations"

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             Parent
 
             Parent
 
               EXE, Created and used by the Building tool suite to create in-game representative images.
 
               EXE, Created and used by the Building tool suite to create in-game representative images.
 +
 +
'''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.
  
 
'''Cohort'''
 
'''Cohort'''
Line 131: Line 140:
 
             Children
 
             Children
 
             Parent
 
             Parent
 +
 +
'''Config (CFG)'''
 +
49dd6e08 - SimCity Configuration File
 +
            Children
 +
              Region, Entry, Tells the EXE the currently loaded region and location
 +
            Parent
 +
              EXE, called on load.
  
 
'''Cursor'''
 
'''Cursor'''
Line 171: Line 187:
 
===E - K===
 
===E - K===
 
'''Effect Dir'''
 
'''Effect Dir'''
--
+
ea5118b1 - Effect Resource Tree
ea5118b1 - Effect Resource Tree
+
            Children
Children
+
              FSH, ResourceKey, In section 1 the effect may call itself a texture by instance.
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.
S3D, ResourceKeys, In section 1 a list of resource keys may call random S3D files
+
              FSH, Resourcekey, In Section 2 terrain dependent FSH file.
FSH, Resourcekey, In Section 2 terrain dependant FSH file
+
              Exemplar, ResourceKey, In section 5 terrain brush exemplar.
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.
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.
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.
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, String, Section 10 strings almost certainly link to the EXE for train vars
+
              EXE, CID, U4 in section 12 probably links to the exe by classid.
EXE, CID, U4 in section 12 probably links to the exe by classid
+
            Parent
Parent
+
              EXE, CID, the exe may call an effect in 13,14,15 by instance or CID.
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.
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, 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, 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, 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.
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.
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.
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
  
Exemplar
+
'''FSH'''
--
+
0986135E - FSH - Base and Overlay Textures
0x07BDDF1C - Exemplar - Civic and Park Buildings
+
            Children
0xAAAABBBB - Civic
+
            Parent
Children
+
1ABE787D - FSH - Building Textures/Bridge Textures/Misc Textures/Network Textures
Parent
+
            0xAABBCCDE - Network Textures
0xABBBBCCC - Park
+
              Children
Children
+
              Parent
Parent
+
            0xAAAABCDE - LODs (Buildings, Props etc.)
0x084344E0 - Exemplar - Network Placement Tuning Parameters
+
              Children
Children
+
              Parent
Parent
+
            0xAAAABCD0 - Flora
0x088E1962 - Exemplar - Power Poles
+
              Children
Children
+
              Parent
Parent
+
          0xAAAA000B - Graffiti (1dc##### in SimCity_2.dat)
0x096E6739 - Exemplar - Land Vehicle Types
+
              Children
0xAAAABBBB - Vehicles
+
              Parent
Children
+
          0xABBBBCCC - Sim & Automata & Fauna & Masks & Clouds
Parent
+
              Children
0xABBBBCCC (rarely used. backup format)
+
              Parent
Children
+
          0xAAAAB00C - Construction & Materials Textures
Parent
+
              Children
0x096E6817 - Exemplar - Water Vehicle Types
+
              Parent
0xAAAABBBB - Vehicle
+
2A2458F9 - FSH - Animation Sprites for Props
Children
+
            Children
Parent
+
            Parent
0xABBBBCCC (rarely used. backup format)
+
2BC2759A - FSH - Transit Piece Masks
Children
+
            Children
Parent
+
            Parent
0x2821ED93 - Exemplar - Bridge Pieces Network Part Assignment
+
49A593E7 - FSH - Animation Sprites non Props
0xAAAABBBB - Bridges, and Lightmaps
+
            Children
Children
+
            Parent
Parent
+
891B0E1A - FSH - Terrain & Foundation Textures/Masks/Effect Textures
0x296E680F - Exemplar - Air Vehicle Types
+
            0x0000AAAA - Terrain
0xAAAABBBB - Vehicles
+
              Children
Children
+
              Parent
Parent
+
            0xABBBBCCC - Masks & Effects
0xAAAAAAAA (test exemplar)
+
              Children
Children
+
              Parent
Parent
+
            0xAAAA000B - Foundations
0x2989FD57 - Construction Properties
+
              Children
Children
+
              Parent
Parent
+
cb6b7bd9 - LE Arrow Images
0x29B6C670 - Exemplar - Disasters
+
            Children
0x0000000A - Disasters
+
            Parent
Children
+
46A006B0 - FSH - User Interface Images
Parent
+
            Children
0xABBBBCCC (RH Disasters)
+
            Parent
Children
+
<gen> - Computer specific BAT generated Texture groupid
Parent
+
            Children
0x2A3858E4 - Exemplar - Menu Items
+
            Parent
0x00000AAA
 
Children
 
Parent
 
0xAAAABBBB (Intersections)
 
Children
 
Parent
 
0x2B79DFFB - Exemplar - Light Rail Pieces
 
0xAAAAAAAA (test exemplar format)
 
Children
 
Parent
 
0xAABBCCDE - 3d Networks
 
Children
 
Parent
 
0x47BDDF12 - Developer: Commercial
 
Children
 
Parent
 
0x67BDDF0C - Developer: Residential
 
Children
 
Parent
 
0x67CD5FA1 - Exemplar - Building Behavior Simulators
 
0xABBBBCCC (rarely used. backup format)
 
Children
 
Parent
 
0x0000AABB - Building Behavior
 
Children
 
Parent
 
0x690F693F - Exemplar - Dataview and UDrive-It Interfaces
 
Children
 
Parent
 
0x6A01FC2A - Exemplar - God Mode Terrain Tools
 
Children
 
Parent
 
0x6A297266 - Exemplar - MySims
 
Children
 
Parent
 
0x7A4A8458 - Exemplar - Tuning Parameters/Background Loaders
 
Children
 
Parent
 
0x88CD66E9 - Exemplar - Fluid Dynamics Properties
 
Children
 
Parent
 
0x8974F80F - Exemplar - Supports
 
Children
 
Parent
 
0x89AC5643 - Exemplar - Transit Pieces (minus light rail)
 
Children
 
Parent
 
0x89C2A517 - Exemplar - Textures
 
Children
 
Parent
 
0x8A3858D8 - Exemplar - Rewards
 
Children
 
Parent
 
0xA7BDDF17 - Developer: Industrial
 
0xAAAABBBB - Buildings
 
Children
 
Parent
 
0xABBBBCCC - Fields
 
Children
 
Parent
 
0xA82CA30F - Exemplar - Bridge Pieces Main Definition
 
Children
 
Parent
 
0xA8434037 - Exemplar - Highway Pieces Definitions
 
Children
 
Parent
 
0xA8FBD372 - Exemplar - Building Lots
 
0xAAAABBBB - Lots
 
Children
 
Parent
 
0xABBBBCCC - Lots Format2
 
Children
 
Parent
 
0xA9189CF0 - Lighting Exemplar
 
Children
 
Parent
 
0xA998D30B - Automata Tuning Exemplar
 
Children
 
Parent
 
0xA9C2C209 - Exemplar - Ordinances
 
Children
 
Parent
 
0xC7BB4816 - Exemplar - Demand Simulator
 
Children
 
Parent
 
0xC8DBCCBA - Exemplar - Utility Buildings
 
Children
 
Parent
 
0xC96E6806 - Exemplar - Animated Props
 
0xAABB0000 - Props
 
Children
 
Parent
 
0xAAABBB00 - Non-Settable Props
 
Children
 
Parent
 
0xABBBBCCC - Sims
 
Children
 
Parent
 
0xC977C536 - Exemplar - Props
 
0xAAAABCCC - Lods and Effects
 
Children
 
Parent
 
0xABBBBCCC - Props
 
Children
 
Parent
 
0xCA25875D - Exemplar - Ambience Layer Functionality
 
Children
 
Parent
 
0xCA386E22 - Exemplar - Landmarks
 
Children
 
Parent
 
0xCA4AD545 - Exemplar - Graphs
 
Children
 
Parent
 
0xCB730FAC - Exemplar - Avenue Bridge Pieces Resources
 
Children
 
Parent
 
0xCBE084CB - Exemplar - One way Network Intersections & Road Tunnel
 
Children
 
Parent
 
0xE7E2C2DB - Exemplar - Simulators
 
Children
 
Parent
 
0xE8347989 - Exemplar - Rail & Highway Bridge Pieces Resources & Rail Tunnel
 
Children
 
Parent
 
0xE83E0437 - Exemplar - Trees
 
Children
 
Parent
 
0xEA12F32C - Exemplar - Crimes
 
Children
 
Parent
 
0xEBE084C2 - Exemplar - 3D Transportation Pieces - Monorail/LightRail
 
Children
 
Parent
 
0xEBE084d1 - Exemplar - 3D Transportation Pieces - Ground Highway
 
Children
 
Parent
 
<gen> - Computer specific Plugin Manager generated groupid (same as lots)
 
Children
 
Parent
 
  
FSH
+
'''HIT'''
--
+
ca4d19e3 - HIT Audio Track Data
0x0986135E - FSH - Base and Overlay Textures
+
            Children
Children
+
            Parent
Parent
+
              INI, Resource, In the sound INI file [trackdatablocks] area each HIT file is defined.
0x1ABE787D - 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 - Grafitti (1dc##### in sc2.dat)
 
Children
 
Parent
 
0xABBBBCCC - Sim & Automata & Fauna & Masks & Clouds
 
Children
 
Parent
 
0xAAAAB00C - Construction & Materials Textures
 
Children
 
Parent
 
0x2A2458F9 - FSH - Animation Sprites for Props
 
Children
 
Parent
 
0x2BC2759A - FSH - Transit Piece Masks
 
Children
 
Parent
 
0x49A593E7 - FSH - Animation Sprites non Props
 
Children
 
Parent
 
0x891B0E1A - 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
 
0x46A006B0 - FSH - User Interface Images
 
Children
 
Parent
 
<gen> - Computer specific BAT generated Texture groupid
 
Children
 
Parent
 
  
HIT
+
'''HLS'''
--
+
9dbdbf74 - Sound Hitlists
ca4d19e3 - HIT Audio Track Data
+
            Children
Children
+
              TRK, IID, TRKs can be referenced if needed by IID.
Parent
+
              XA, IID, XAs of any type can be referenced in this way by IID.
INI, Resource, In the sound INI file [trackdatablocks] area each HIT file is defined
+
              WAV, IID, Custom WAVs instead of XA can be referenced in this way.
 +
            Parent
 +
              TRK, Field, Field 15 of TRK files where entered.
  
HLS
+
'''INFO'''
--
+
xxxxxxxx - Photo Album Information File (does not have TGI)
9dbdbf74 - Sound Hitlists
+
            Children
Children
+
              NONE
TRK, IID, TRKs can be rereferenced if needed by IID
+
            Parent
XA, IID, XAs of any type can be referenced in this way by IID
+
              EXE, Called as the UI for the Album needs it.
WAV, IID, Custom WAVs instead of XA can be referenced in this way
 
Parent
 
TRK, Field, Field 15 of TRK files where entered
 
  
INI
+
'''INI'''
--
+
4a87bfe8 - Font INI
4a87bfe8 - Font INI
+
            Children
Children
+
              MXF, name, calls to font.mxf files done by the first assigned property of each font assignment line.
MXF, name, calls to font.mxf files done by the first assigned property of each font assignment line
+
            Parent
Parent
+
              EXE, instance, direct call to the font ini file by the exe
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.
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
8a5971c5 - Terrain Mapping, Sound, and Features INI
+
            Children
Children
+
              HIT, Resource, In the sound INI file [trackdatablocks] area each HIT file is defined.
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
FSH, Instance key, Partial instances are presented in the terrain.ini that link to FSH textures in table form via moisture levl.
+
                    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
+
              EXE, CIDs, In the sound INI file classids for the exe are defined for various sound bits.
Parent
+
            Parent
EXE, Instance, Direct call to sound ini as needed by instance
+
              EXE, Instance, Direct call to sound ini as needed by instance.
EXE, Instance, direct call to the terrain ini as needed by the exe
+
              EXE, Instance, direct call to the terrain ini as needed by the exe.
  
JFIF/JPEG
+
'''JFIF/JPEG'''
--
+
ca133ecb - JPEG Art
ca133ecb - Jpeg Art
+
            Children
Children
+
              NONE
NONE
+
            Parent
Parent
+
              UI, image, called as a resource key by the image property during design phases,
UI, image, called as a resource key by the image property during design phases, this represented placeholders
+
                  this represented placeholders.
<gen> - Computer specific BAT generated overlay picture (large)
+
<gen> - Computer specific BAT generated overlay picture (large)
Children
+
            Children
NONE
+
              NONE
Parent
+
            Parent
EXE, Created and used by the Building tool suite to create ingame representative images
+
              EXE, Created and used by the Building tool suite to create in-game representative images.
  
KEYCFG
+
'''KEYCFG'''
--
+
6a231eaa - Accelerator Tables
6a231eaa - Accellerator Tables
+
            Children
Children
+
              Exemplar, IID, Extra data in the keyconfigs links to lot exemplars.
Exemplar, IID, Extra data in the keyconfigs links to lot exemplars
+
            Parent
Parent
+
              EXE, loaded at start.
EXE, loaded at start
 
  
 
===L - R===
 
===L - R===
LEV and XA (XAs currently in the LEV area)
+
'''LEV and XA'''
--
+
 
0a5bcda5 - Construction
+
XAs currently in the LEV area.
Children
+
0a5bcda5 - Construction
XA, GroupID, XA files inside this Groupid linked to parent LEV
+
            Children
Parent
+
              XA, GroupID, XA files inside this Groupid linked to parent LEV.
Exemplar, Property, 0xEA3FBDD7 - Audio:FreshScoreKey
+
            Parent
0a627909 - Residential Bad Night Small/Medium
+
              Exemplar, Property, 0xEA3FBDD7 - Audio:FreshScoreKey
Children
+
XA, GroupID, XA files inside this Groupid linked to parent LEV
+
The following Group ID's have the same Parent/Child info as above:
Parent
+
0a627909 - Residential Bad Night Small/Medium
Exemplar, Property, 0xEA3FBDD7 - Audio:FreshScoreKey
+
2a398e45 - Nature Night
2a398e45 - Nature Night
+
2a6278ee - Residential Bad Day Large
SEE ABOVE. SAME PARENT/CHILD
+
4a392cff - Industrial Clean Bad
2a6278ee - Residential Bad Day Large
+
4a398e40 - Nature Day
SEE ABOVE. SAME PARENT/CHILD
+
4a42c073 - Traffic Midtown/Medium
4a392cff - Industrial Clean Bad
+
4a54e37f - Pipe View
SEE ABOVE. SAME PARENT/CHILD
+
4a54e387 - Subway View
4a398e40 - Nature Day
+
4a5e6ac5 - High Crime
SEE ABOVE. SAME PARENT/CHILD
+
4a5e7be3 - Farm Buildings
4a42c073 - Traffic Midtown/Medium
+
4a60ce67 - Farm Fields
SEE ABOVE. SAME PARENT/CHILD
+
4a627900 - Residential Bad Night Large
4a4d1946 (CONTAINS NO LEV, MOVE TO XA)---
+
8a398e3c - Industrial Dirty Good
SEE XA SECTION
+
8a42b774 - Traffic Downtown
4a54e37f - Pipe View
+
8a60ce80 - Traffic Street
SEE ABOVE. SAME PARENT/CHILD
+
8a60cf62 - Zoo
4a54e387 - Subway View
+
8a627912 - Residential Good Day Small/Medium $$$
SEE ABOVE. SAME PARENT/CHILD
+
aa39ba06 - Garbage
4a5e6ac5 - High Crime
+
aa60ce7d - Traffic Road Light
SEE ABOVE. SAME PARENT/CHILD
+
ca398e36 - Industrial Dirty Bad
4a5e7be3 - Farm Buildings
+
ca398e4a - Wind Zoom 1&2
SEE ABOVE. SAME PARENT/CHILD
+
ca62790f - Residential Good Day Small/Medium
4a60ce67 - Farm Fields
+
ca88cc85 - Abandoned
SEE ABOVE. SAME PARENT/CHILD
+
ea39ba3e - Water
4a627900 - Residential Bad Night Large
+
ea5e6ac2 - Traffic Jam
SEE ABOVE. SAME PARENT/CHILD
+
ea60ce77 - Traffic Highway
8a398e3c - Industrial Dirty Good
+
ea6278fd - Residential Bad Day Small/Medium
SEE ABOVE. SAME PARENT/CHILD
+
ea62790c - Residential Good Day
8a42b774 - Traffic Downtown
+
ea627915 - Residential Good Night Small/Medium
SEE ABOVE. SAME PARENT/CHILD
+
ea627918 - Zoom 3 City
8a60ce80 - Traffic Street
+
ea62791b - Wind Zoom 3
SEE ABOVE. SAME PARENT/CHILD
+
ea398e29 - Industrial Clean Good
8a60cf62 - Zoo
 
SEE ABOVE. SAME PARENT/CHILD
 
8a627912 - Residential Good Day Small/Medium $$$
 
SEE ABOVE. SAME PARENT/CHILD
 
aa39ba06 - Garbage
 
SEE ABOVE. SAME PARENT/CHILD
 
aa60ce7d - Traffic Road Light
 
SEE ABOVE. SAME PARENT/CHILD
 
ca398e36 - Industrial Dirty Bad
 
SEE ABOVE. SAME PARENT/CHILD
 
ca398e4a - Wind Zoom 1&2
 
SEE ABOVE. SAME PARENT/CHILD
 
ca62790f - Residential Good Day Small/Medium
 
SEE ABOVE. SAME PARENT/CHILD
 
ca88cc85 - Abandoned
 
SEE ABOVE. SAME PARENT/CHILD
 
ea39ba3e - Water
 
SEE ABOVE. SAME PARENT/CHILD
 
ea5e6ac2 - Traffic Jam
 
SEE ABOVE. SAME PARENT/CHILD
 
ea60ce77 - Traffic Highway
 
SEE ABOVE. SAME PARENT/CHILD
 
ea6278fd - Residential Bad Day Small/Medium
 
SEE ABOVE. SAME PARENT/CHILD
 
ea62790c - Residential Good Day
 
SEE ABOVE. SAME PARENT/CHILD
 
ea627915 - Residential Good Night Small/Medium
 
SEE ABOVE. SAME PARENT/CHILD
 
ea627918 - Zoom 3 City
 
SEE ABOVE. SAME PARENT/CHILD
 
ea62791b - Wind Zoom 3
 
SEE ABOVE. SAME PARENT/CHILD
 
ea398e29 - Industrial Clean Good
 
SEE ABOVE. SAME PARENT/CHILD
 
  
LogicObject
+
'''LogicObject (TLO)'''
--
+
ca4d19e3 - Track Logic Object
ca4d19e3 - Track Logic Object
+
            Children
Children
+
              Effect dir, effect string, Strings of effects where present.
Effect dir, effect string, Strings of effects where present
+
            Parent
Parent
+
              TRK, Field, Field 4 of TRK files where applicable.
TRK, Field, Field 4 of TRK files where applicable.
 
 
  
Lot Data
+
'''Lot Data (LD)'''
--
+
6be74c60 - Exchange Data for Lot
6be74c60 - Exchange Data for Lot
+
            Children
Children
+
              NONE, however lists required plugin dats to use this Lot in-game. Not actual link. Just theoretical.
NONE, however lists required plugin Dats to use this Lot In game. Not actual link. Just theoretical.
+
            Parent
Parent
+
              Exchange, Upload Function, Processed during upload to display information.
Exchange, Upload Function, Processed during upload to display information
 
  
LTEXT
+
'''LTEXT'''
'' LTEXT files in Plugins have Incremental GIDs to signify the different languages to the exe
 
--
 
0xEA5524EB - LTEXT - Misc. Item Names/Descriptions
 
Children
 
Parent
 
0xEA231E96 - LTEXT - Misc. Texts
 
Children
 
Parent
 
0xCA554B03 - LTEXT - Popup window HTML texts
 
Children
 
Parent
 
0x8A635D24 - LTEXT - Audio filename to description texts
 
Children
 
Parent
 
0x8A5E03EC - LTEXT - Disaster texts
 
Children
 
Parent
 
0x8A4924F3 - LTEXT - About SC4 window HTML text
 
Children
 
Parent
 
0x6A554AFD - LTEXT - Misc. Item Names/Descriptions
 
Children
 
Parent
 
0x6A3FF01C - LTEXT - Game UI Texts
 
Children
 
Parent
 
0x6A231EAA - LTEXT - Interactivity Feature Texts (MySim, UDriveIt, etc.)
 
Children
 
Parent
 
0x6A231EA4 - LTEXT - News ticker message texts
 
Children
 
Parent
 
0x4A5E093C - LTEXT - Terrain tool texts
 
Children
 
Parent
 
0x4A5CB171 - LTEXT - Funny random city loading message texts
 
Children
 
Parent
 
0x2A592FD1 - LTEXT - Item plop/draw notification texts
 
Children
 
Parent
 
0x0A554AF5 - LTEXT - Audio UI Panel texts
 
Children
 
Parent
 
0x0A554AE8 - LTEXT - General UI texts
 
Children
 
Parent
 
0x0A554AE0 - LTEXT - Item visible name and description texts
 
Children
 
Parent
 
0x0A419226 - LTEXT - In game error texts
 
Children
 
Parent
 
6a4eb3f7 - LTEXT - Population Text
 
Children
 
Parent
 
EAFCB180 - LTEXT - Plugin Install Text
 
Children
 
Parent
 
  
De-Localizer (currently in LTEXT)
+
LTEXT files in Plugins have incremental GIDs to signify the different languages to the exe.
--
 
2026960b-6a231eaa-0a6df4df - Text to avoid language localization on
 
Children
 
NONE
 
Parent
 
EXE, Loaded when the EXE processes files containing ltexts.
 
  
LUA
+
EA5524EB - LTEXT - Misc. Item Names/Descriptions
--
+
            Children
0x4A5E8EF6 - LUA - Missions, Advisors, Advice, Definitions, Tutorials and Packaging files
+
            Parent
Children
+
EA231E96 - LTEXT - Misc. Texts
LUA, dofile, Dofile commands load a file by hashed name translated to instance
+
            Children
LTEXT, Resource Key, text@0x######## tutorial functions define an instance for a GID 0xca554b03 LTEXT
+
            Parent
LTEXT, Resource Key, text@0x######## mission/advice functions define an instance for a GID 0x6a231ea4 LTEXT
+
CA554B03 - LTEXT - Popup window HTML texts
DBPF, tutorial_file_guids[#], defines an IID for a DBPF file for use in that tutorial where # is the tutorial number as set
+
            Children
S3D, Advisor_anim_types, this variable defines the IID of an S3D file for various types of animations.
+
            Parent
PNG, sit_constants, PNGs as defined by mission constants by IID
+
8A635D24 - LTEXT - Audio filename to description texts
Exemplar, ordinance_ids, ordinance ID defines an IID of an ordinance Exemplar
+
            Children
LUA, function, functions can be used to indirectly call a LUA and connect them
+
            Parent
Exemplar, flora_tool_types, this calls the IID of an model exemplar
+
8A5E03EC - LTEXT - Disaster texts
Exemplar, building_group_types, this calls the IID of an model exemplar
+
            Children
Exemplar, graph_window_types, this calls the IID of a Group 0xca4ad545 exemplar
+
            Parent
Exemplar, tuning_constants, this calls the IID of an model exemplar
+
8A4924F3 - LTEXT - About SC4 window HTML text
Exemplar, special_buildings, this calls the IID of an model exemplar
+
            Children
BMP, Mysim_balloons, This calls a mysim balloon IID of the 0xab7e5421f GroupID
+
            Parent
TRK, mysim_vox, This calls a mysim TRK IID of the 0xca4d1948 GroupID
+
  6A554AFD - LTEXT - Misc. Item Names/Descriptions
Parent
+
            Children
LUA, dofile, Dofile commands load a file by hashed name translated to instance
+
            Parent
Itself, ID, At start of file, "--#-package:01234567# -- package signature" the package ID must be unique for all LUA.
+
  6A3FF01C - LTEXT - Game UI Texts
Itself, rawget, line in following format : [if not rawget(globals(), "_unique_name_here") then _unique_name_here = 1]
+
            Children
LUA, function, functions can be used to indirectly call a LUA and connect them
+
            Parent
EXE, As needed can call directly
+
  6A231EAA - LTEXT - Interactivity Feature Texts (MySim, UDriveIt, etc.)
Dependant
+
            Children
LUA, function, A function declared and created in one LUA can be run from another LUA to reference and call.
+
            Parent
LUA, reward_state, reward states as defined in the main def file and referenced by other LUAs
+
  6A231EA4 - LTEXT - News ticker message texts
LUA, building_conditions, building conditions as defined in the main def file and referenced by other LUAs
+
            Children
LUA, zone_tool_types, tool types for zones as defined in the main def file and referenced by other LUAs
+
            Parent
LUA, game_trends, game trends as defined in the main def file and referenced by other LUAs
+
4A5E093C - LTEXT - Terrain tool texts
LUA, zodiac, mysim zodiacs as defined in the main def file and referenced by other LUAs
+
            Children
LUA, mysim_trip_types, mysim trip types as defined in the main def file and referenced by other LUAs
+
            Parent
LUA, game_difficulty_level, difficulties as defined in the main def file and referenced by other LUAs
+
4A5CB171 - LTEXT - Funny random city loading message texts
LUA, mysim_idle_animation_ids, animation ids for mysims as defined in the main def file and referenced by other LUAs
+
            Children
LUA, advice_priority, advice text priority as defined in the main def file and referenced by other LUAs
+
            Parent
LUA, camera_zooms, camera zooms as defined in the main def file and referenced by other LUAs
+
2A592FD1 - LTEXT - Item plop/draw notification texts
LUA, ordinance_ids, ordinance ids as defined in the main def file and referenced by other LUAs
+
            Children
LUA, neighbor_deal_types, neighbour deal types as defined in the main def file and referenced by other LUAs
+
            Parent
LUA, disaster_ids, disaster ids as defined in the main def file and referenced by other LUAs
+
0A554AF5 - LTEXT - Audio UI Panel texts
LUA, game_events, game events container and types as defined in the main def file and referenced by other LUAs
+
            Children
LUA, game_commands, game commands as defined in the main def file and referenced by other LUAs
+
            Parent
LUA, network_types, network types as defined in the main def file and referenced by other LUAs
+
  0A554AE8 - LTEXT - General UI texts
LUA, button_tool_types, tool types for buttons as defined in the main def file and referenced by other LUAs
+
            Children
LUA, flora_tool_types, flora tool types  as defined in the main def file and referenced by other LUAs
+
            Parent
LUA, effects, effects  as defined in the main def file and referenced by other LUAs
+
  0A554AE0 - LTEXT - Item visible name and description texts
LUA, building_group_types, building group types as defined in the main def file and referenced by other LUAs
+
            Children
LUA, budget_window_types, budget window types as defined in the main def file and referenced by other LUAs
+
            Parent
LUA, graph_window_types, graph window types as defined in the main def file and referenced by other LUAs
+
  0A419226 - LTEXT - In game error texts
LUA, map_window_types, map window types as defined in the main def file and referenced by other LUAs
+
            Children
LUA, tuning_constants, ones which are not just a constant as defined in the main def file and referenced by other LUAs
+
            Parent
LUA, special_buildings, special buildings  as defined in the main def file and referenced by other LUAs
+
  6a4eb3f7 - LTEXT - Population Text
LUA, mysim_balloons, mysim thought balloons as defined in the main def file and referenced by other LUAs
+
            Children
LUA, mysim_vox, mysim audio as defined in the main def file and referenced by other LUAs
+
            Parent
LUA, game_commands, game commands as defined in the main def file and referenced by other LUAs
+
EAFCB180 - LTEXT - Plugin Install Text
LUA, building_groups, building groups for missions as defined in the constant LUA file
+
            Children
LUA, sit_conditions, mission conditions as defined in the constant LUA file
+
            Parent
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++
 
0x4A5E8F3F - 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
+
'''De-Localizer'''
--
 
00000001 - Movie Files
 
Children
 
NONE
 
Parent
 
EXE, Loaded by Executable as needed
 
  
PNG
+
The Delocalizer is located in the LTEXT files.
--
+
 
0x00000001 - PNG - Main Button Images
+
6a231eaa - Text to avoid language localization.
Children
+
            Children
NONE
+
              NONE
Parent
+
            Parent
EXE, multi-imaged PNGs called by the exe for the main UI buttons and icons.
+
              EXE, Loaded when the EXE processes files containing LTEXTs.
0x1ABE787D - PNG - User Interface (Button and Menu States, Query edges, States)
 
Children
 
NONE
 
Parent
 
0x22DEC92D - PNG - Built-In Tools User Interface
 
Children
 
NONE
 
Parent
 
EXE, multi-imaged PNGs called by the exe for the UI Creator
 
0x46A006B0 - PNG - UI Images (UDI, Main Interface, Mysim)
 
Children
 
NONE
 
Parent
 
0x4C06F888 - PNG - UDrive Icons
 
Children
 
NONE
 
Parent
 
Exemplar, property,
 
0x6A1EED2C - Region View City Tiles
 
Children
 
NONE
 
Parent
 
EXE, called by the exe when needed for default tiles
 
0x6A386D26 - 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,
 
0xA9179251 - PNG - Art picture and their Overlay
 
Children
 
NONE
 
Parent
 
0xAB7E5421 - PNG - MySim Thought Bubbles and Transit Icons
 
Children
 
NONE
 
Parent
 
0xebdd10a4
 
Children
 
NONE
 
Parent
 
  
===R - Z===
+
'''LUA'''
RUL
+
4A5E8EF6 - LUA - Missions, Advisors, Advice, Definitions, Tutorials and Packaging files
--
+
            Children
aa5bcf57 - Network Rules
+
              LUA, dofile, Dofile commands load a file by hashed name translated to instance.
Children
+
              LTEXT, Resource Key, text@0x######## tutorial functions define an instance for a GID 0xca554b03 LTEXT.
FSH, Instance, The second rep in each 0x3 line is an IID of a network FSH file.
+
              LTEXT, Resource Key, text@0x######## mission/advice functions define an instance for a GID 0x6a231ea4 LTEXT.
Exemplar, Instance, The second rep in each 0x3 line is an IID of a network exemplar file.
+
              DBPF, tutorial_file_guids[#], defines an IID for a DBPF file for use
SC4Path, Instance, The second rep in each 0x3 line is an IID of a network SC4path file.
+
                    in that tutorial where # is the tutorial number as set.
Parent
+
              S3D, Advisor_anim_types, this variable defines the IID of an S3D file for various types of animations.
EXE, called during each network plop
+
              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.
  
Complex RUL
+
'''MAD'''
--
+
00000001 - Movie Files
aa5bcf57 - Complex Network Rules
+
            Children
Children
+
              NONE
FSH, Instance, the overrides rules 4 id properties may reference a FSH for a drawn network texture
+
            Parent
Exemplar, Instance, the overrides rules 4 id properties may reference an exemplar for a 3D network texture.
+
              EXE, Loaded by Executable as needed.
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
+
'''MXF'''
--
+
xxxxxxxx - Font File (does not have TGI)
badb57f1 - Simglide 3D Model
+
            Children
0xAAAABCDE - LOD,Object,Arbitrary
+
              NONE
Children
+
            Parent
FSH, Instances, S3D files link to their textures via the material instance ID in the MATS section
+
              INI, Assignment, Purpose decided by the Font.ini file. Called directly by the EXE as needed.
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
+
'''PNG'''
--
+
00000001 - PNG - Main Button Images
69668828 - Textured Networks Paths
+
            Children
Children
+
              NONE
NONE
+
            Parent
Parent
+
              EXE, multi-imaged PNGs called by the exe for the main UI buttons and icons.
Rule, Instance, The second rep in each 0x3 line is an IID of a network SC4path file.
+
1ABE787D - PNG - User Interface (Button and Menu States, Query edges, States)
a966883f - 3D Networks Paths
+
            Children
0xAABBCCDE
+
              NONE
Children
+
            Parent
NONE
+
22DEC92D - PNG - Built-In Tools User Interface
Parent
+
            Children
Rule, Instance, The second rep in each 0x3 line is an IID of a network SC4path file.
+
              NONE
0xAAAABCCC (for paths on lots)
+
            Parent
Children
+
              EXE, multi-imaged PNGs called by the exe for the UI Creator.
None
+
46A006B0 - PNG - UI Images (UDI, Main Interface, Mysim)
Parent
+
            Children
Exemplar, LotConfig, Property 16 of 0x07 type lotconfig lines where implemented.
+
              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
  
TRK
+
===R - Z===
--
+
'''RUL'''
2a4d1937 - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds
+
aa5bcf57 - Network Rules
Children
+
            Children
XA, Field, Field 3 of TRK files where entered
+
              FSH, Instance, The second rep in each 0x3 line is an IID of a network FSH file.
HLS, Field, Field 15 of TRK files where entered
+
              Exemplar, Instance, The second rep in each 0x3 line is an IID of a network exemplar file.
TLO, Field, Field 4 of TRK files where entered
+
              SC4Path, Instance, The second rep in each 0x3 line is an IID of a network SC4path file.
Parent
+
            Parent
HLS, Entry, Any entry in a Hitlist may be a track
+
              EXE, called during each network plop.
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
+
'''Complex RUL'''
--
+
aa5bcf57 - Complex Network Rules
a8fbd372 - Corrupt Building Lot Exemplar
+
            Children
Children,Parents as per file.
+
              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
  
UI
+
'''S3D'''
--
+
badb57f1 - Simglide 3D Model
08000600 - Main SC4 Interface
+
            0xAAAABCDE - LOD,Object,Arbitrary
Children
+
              Children
Parent
+
                  FSH, Instances, S3D files link to their textures via the material instance ID in the MATS section.
96a006b0 - All Game Interfaces Minus the main interface
+
                  Effect Dir, String, Effects may be called an attached to a model
Children
+
                      via the effectname property in the REGP section.
Parent
+
                  EXE, prop, S3D files Prop section references the EXE for purposes
1d6962cf - SC4 Vanilla Internal Tool Interfaces
+
                      of determining arbitrary properties for moving models.
Children
+
              Parent
Parent
+
                  Exemplar, property, models can be referenced by the 0x27812820 property.
EXE, called by the exe as it was an internal tool
+
                  Exemplar, property, models can be referenced by the 0x27812821 property.
cb6b7601 - Lot Editor UI's
+
                  Exemplar, property, models can be referenced by the 0x27812822 property.
Children
+
                  Exemplar, property, models can be referenced by the 0x27812823 property.
Parent
+
                  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.
  
String
+
'''SC4Path'''
--
+
69668828 - Textured Networks Paths
55555555 - String Texts
+
            Children
Children
+
              NONE
NONE, Test File
+
            Parent
Parent
+
              Rule, Instance, The second rep in each 0x3 line is an IID of a network SC4path file.
NONE, Test 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.
  
WAV
+
'''TRK'''
--
+
2a4d1937 - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds
0a4d1926 - SchoolBell & Fire engine
+
            Children
Children
+
              XA, Field, Field 3 of TRK files where entered.
NONE
+
              HLS, Field, Field 15 of TRK files where entered.
Parent
+
              TLO, Field, Field 4 of TRK files where entered.
Effect Dir, Resource Key, Sound resource key for effects in section 9 where filled
+
            Parent
6a4d193a - Fire and Obliterate Sounds
+
              HLS, Entry, Any entry in a Hitlist may be a track.
Children
+
              Effect Directory, Resource Key, Section 9 Sound Resource For Effects.
NONE
+
2a4d193d - Query Sounds
Parent
+
            Children
Effect Dir, Resource Key, Sound resource key for effects in section 9 where filled
+
              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.
  
XA
+
'''Corrupt'''
--
+
a8fbd372 - Corrupt Building Lot Exemplar
0a4d1926 - Activate Sounds & Audio LoopID
+
            Children,Parents as per file.
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
+
'''UI'''
--
+
08000600 - Main SC4 Interface
aa5bcf57 - Bridge Specification Rules
+
            Children
Children
+
            Parent
Exemplar, piece, Bridge specifications define pieces of the bridge by linking to its applicable Exemplar through the piece.
+
96a006b0 - All Game Interfaces Minus the main interface
Parent
+
            Children
EXE, Instance, The EXE calls the BSPEC directly by instance, and then reads optional bridges by # name inside it.
+
            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
  
Config
+
'''String'''
--
+
55555555 - String Texts
a9dd6e06-49dd6e08 TG - Simcity Configuration File
+
            Children
Children
+
              NONE, Test File
Region, Entry, Tells the EXE the currently loaded region and location
+
            Parent
Parent
+
              NONE, Test File
EXE, called on load.
 
  
XML
+
'''WAV'''
--
+
0a4d1926 - School bell & Fire engine
<gen> - Computer specific Lot Description XML file
+
            Children
Children
+
              NONE
NONE, however lists required plugin Dats to use this Lot In game. Not actual link. Just theoretical.
+
            Parent
Parent
+
              Effect Dir, Resource Key, Sound resource key for effects in section 9 where filled.
EXE, these xml files were created to pass information along between the various parts of the Maxis building tool suite.
+
6a4d193a - Fire and Obliterate Sounds
 +
            Children
 +
              NONE
 +
            Parent
 +
              Effect Dir, Resource Key, Sound resource key for effects in section 9 where filled.
  
MXF
+
'''XA'''
--
+
0a4d1926 - Activate Sounds & Audio LoopID
Children
+
            Children
None
+
              NONE
Parent
+
            Parent
INI, Assignment, Purpose decided by the Font.ini file. Called directly by the EXE as needed.
+
              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 Group ID.
 +
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 Group ID.
 +
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 Group ID
 +
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.
  
INFO
+
'''XML'''
--
+
<gen> - Computer specific Lot Description XML file
Children
+
            Children
None
+
              NONE, however lists required plugin Dats to use this Lot In game. Not actual link. Just theoretical.
Parent
+
            Parent
EXE, Called as the UI for the Album needs it.
+
              EXE, these xml files were created to pass information along
 +
                    between the various parts of the Maxis building tool suite.
  
  

Latest revision as of 22:40, 3 August 2019


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.

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.

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.

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

Config (CFG)

49dd6e08 - SimCity Configuration File
           Children
              Region, Entry, Tells the EXE the currently loaded region and location
           Parent
              EXE, called on load.

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.

INFO

xxxxxxxx - Photo Album Information File (does not have TGI)
           Children
              NONE
           Parent
              EXE, Called as the UI for the Album needs it.

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
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.

MXF

xxxxxxxx - Font File (does not have TGI)
           Children
              NONE
           Parent
              INI, Assignment, Purpose decided by the Font.ini file. Called directly by the EXE 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 - School bell & 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 Group ID.
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 Group ID.
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 Group ID
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.

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.


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