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  • ...iple names in a variety of languages or naming conventions. Additionally, objects sometimes have very similar names, making the TGI an ideal way to different ...creating a mod that has the same TGI as a Maxis object that came with the game, so that the custom mod will overwrite the default settings.
    2 KB (271 words) - 22:40, 3 August 2019
  • ...ects in the game are built on. Lots occupy one or more grid squares in the game. They are rectangular in nature, and range anywhere from one grid square up [[Category:Game Concepts]]
    427 bytes (76 words) - 18:15, 8 August 2019
  • * [[:Category:Game Mechanics| Game Mechanics]] * [[:Category:Game Objects| Game Objects]]
    3 KB (303 words) - 14:21, 9 August 2019
  • * [[:Category:Game Mechanics| Game Mechanics]] * [[:Category:Game Objects| Game Objects]]
    3 KB (311 words) - 14:19, 9 August 2019
  • ...d in conjunction with [[TRK]] definitions and [[TLO|Logic Objects]] in the game. Namely, they control the files and the other file types control the variab
    574 bytes (89 words) - 19:54, 8 August 2019
  • ...ete addresses, permitting the game to have a virtually unlimited number of objects that do not conflict with each other.
    820 bytes (120 words) - 22:40, 3 August 2019
  • ...They are used in [[SimCity 4]] and [[SimCity (2013)]] to organize related objects of the same file type, which are then further defined by use of the [[Group |[[Exemplar]]s - files that contain important game-defining properties.
    865 bytes (130 words) - 22:40, 3 August 2019
  • * [[:Category:Game Mechanics| Game Mechanics]] * [[:Category:Game Objects| Game Objects]]
    4 KB (476 words) - 15:23, 9 August 2019
  • * [[:Category:Game Mechanics| Game Mechanics]] * [[:Category:Game Objects| Game Objects]]
    4 KB (483 words) - 14:21, 9 August 2019
  • ==Textures In Game== ...he different camera angles available in-game. Every visible object in the game, whether building, prop, road, terrain, etc., must have textures associated
    3 KB (558 words) - 22:40, 3 August 2019
  • The game's representation mostly only retains the curved entrance, the building's ot The State Fair has both of the most elaborate Animated 3D models in the game, the Texan Greeter and Ferris Wheel.
    2 KB (255 words) - 15:10, 9 August 2019
  • ...ort through its User Interface. To use these parameters you must edit your game shortcut or the Launch Parameters field in Steam. There will probably be a game shortcut on your desktop, it should look something like this:
    5 KB (732 words) - 02:35, 9 August 2019
  • ...''' gets its own special place on this menu. This tool is used to destroy objects in your cities, at a cost. ...to [[disaster]]s. It also features a Go To Disaster tool that focuses the game view on a disaster. If multiple disasters are in progress, this tool will
    3 KB (482 words) - 22:57, 14 February 2020
  • ...der a single menu button. All puzzle pieces are technically 3-dimensional objects, subject to the guidelines of [[Tutorial:Modelling_for_Networks|Transit Mod In addition, there are some game stability issues involving the interaction of Puzzle Pieces with TE Lots, i
    3 KB (435 words) - 22:46, 3 August 2019
  • ...ained in [[DBPF]]s. These models are used for almost all 3D objects in the game, including buildings, props, some transport networks, and bridges. An expla :Contains a list of objects. Each Anim entry contains at least one line of 4 numbers.
    16 KB (2,954 words) - 19:55, 8 August 2019
  • This block is used for generating objects. The example below shows a generator that creates school kids. rate_scale = RateScale.PER_MINUTE, -- ...per game minute.
    6 KB (830 words) - 22:40, 3 August 2019
  • ...''' is a file which handles a number of different functions related to the game's transit and utility networks. While technically a different file type, a ...to the [[Rush Hour]] expansion in 2004, the Network INI carried all of the game's network RUL code. With Rush Hour and the expansion of the transit networ
    17 KB (2,714 words) - 19:55, 8 August 2019
  • *[[Brown Box]]es: Structure shown in-game when all dependencies for a BAT are not present in Plugins folder. ...a mod affecting the [[RCI]] simulation and adding new growth stages to the game. ([[Plugin:CAM]])
    11 KB (1,505 words) - 23:03, 3 August 2019
  • C = Class, for example: 3e = In-game art 6A3FF01C - LTEXT - Game UI Texts
    37 KB (4,799 words) - 22:40, 3 August 2019