If you have any questions about the content of this article, please pm Xyloxadoria
This is a tutorial on how to create T21 type exemplars. Before we start, here are a few basics about them: T21s can be put on any transit network you want. If you are making your own transit network, you can use T21s to add as much detail as you want to them, T21s don't have the polygon limit that transit models have After you create a T21, it will always appear on the network Most transit tiles already have T21s, you will mostly be adding to them. In order to make them you will have to know how to use reader and Lot editor Okay lets get started. Today we will be adding highway mast lights to the RHW 6-C Here is a picture of what it will look like when it is competed:
As you can see in the picture, there are the competed lights, and the normal barriers. The normal barriers have already been added using T21s, so we can use that data and add our own.
*You must download Filesfort21examplartutorial.zip in order to have the necessary files for this to work.
Finding The File
In order to get them you will need reader. Go to reader and open the main RHW file. After it opens, press the exemplar analyser button. A new window will pop up. When it pops up press the search button, then press the filter button. Un-check all on the right side then only leave "21 network lots" checked. Then press refresh. Your screen should then look like this:
Close out of the filters window, and you should now only have T21s listed. Now you need to find the file for the existing RHW 6-C center barrier. Lucky for us, the RHW creators were nice enough to label it for us. Its near the bottom of the list and is called "RHW-6C-Barrier-Center. Selecet that file, and right click on it. After that, select "sync with file ?" and it should go to the file you will need in the RHW DAT. Right click on the file that is now selected , and pick " Copy File(s)" Then, go into the blank.dat on the left, right click in the middle blank area, and pick "Paste File(s)"
You are now done with what getting the file that you will need to change, so now all thats left to do is change it. Keep the new file you made open, you will need it later.
Exemplar Value Information
In the file, you will notice a bunch of values which i will explain here: LotConfigPropertyZoneTypes defines what zones your props will appear on, make sure to put all the ones you want in the values are as follows: 0x00=None 0x01=Low Density R 0x02=Medium Density R 0x03=High Density R 0x04=Low Density C 0x05=Medium Density C 0x06=High Density C 0x07=Agriculture/Farming 0x08=Medium Density I 0x09=High Density I 0x0A=Military 0x0B=Airport 0x0C=Seaport 0x0D=Spaceport 0x0E=Landfill 0x0F=Civic/Plopped
LotConfigPropertyWealthTypes is for wealth: 0x00=None 0x01=Low 0x02=Medium 0x03=High
Flips Allowed is for mirroring: 0x00= Both 0x01= Mirrored 0x02 = Non Mirrored
The last one that you need to know about is kPropertyID_NetworkPlacementPattern It defines the pattern that the props will appear in. The pattern happens on a 4x4 grid, and each value defines a 1x4 column. Put four of them together to make the full pattern:
Creating a T21
Okay now that you know what everything does, you can start actually making the T21 itself. The first thing you will need is a empty lot to place props on. So go into Lot Editor, find a empty lot and save a copy. I use the open grass area for this. Make sure to remove any props so that you don't confuse existing props with the one that you are going to be adding. The reason for this lot is to help with the placement of props for the T21. Now you have that lot, you can begin to use it to layout how your lot will be. Go back to reader, and have the Lot file and the T21 file you created open. Go to the T21 file first. There should be a LotConfigPropertyLotObject item there that starts with 0x00000001. That's a prop. copy it and paste it into your lot file. Then right click in a blank area of the Lot file, and pick re-index lot config. After that save the lot, and open it again in Lot Editor,
If everhing above worked, you should now have a single RHW barrier prop on your blank lot that you created earlier. It can help to place the props that you will be replacing. The first thing i did was to replace the normal barrier with the "Boat" barrier. Add a prop type in RHW and it will show up. Use the existing barrier to place the boat barrier, then remove the old one. Now , you have to add the actual lampost prop, the lightcone prop, and the concrete block prop i made (my concrete block prop is optional, it solves a barrier/lampost blending issue, get it in the attachment) When you are all done, you should have a lot that looks like this:
After you save it, the lot file will now have all the prop placement data you need. All that's left to do is copy the prop placement data into the T21 file.
Now, once again, go into reader and open the lot file and the T21 file. Go to the lot first, and find all four props, they should be a LotConfigPropertyLotObject or a LotConfigPropertyLotObjectData item that starts with 0x00000001 Copy the properties over, and before you paste, delete any prop exemplars that are already there, as this is a total replacement. If you were adding more you would need to keep it. After pasting the properties into your T21 file, reindex lotconfig and save.
Now you will have to change the placement pattern ID Go into the kPropertyID_NetworkPlacementPattern and change what is there to 0x01,0x02,0x04,0x08. That will make the lights appear every 4 tiles. You can put any value you want here. I just did every 4 becsue i think it looks the nicest. And also if you want to you can change the name of the file by changing the Exemplar Name value, but this wont effect anything. There is a property in the file called Exemplar ID that defines what ID your file has. You will need to change that number to be one higher., so that your file is unique. Just change 0x5EC4B100 to 0x5EC4B101 then reindex lot config, save the file and you're done!
Replacing existing T21s There's one more thing that has to be done. Since the T21 on the existing barrier was made to appear on every tile, one more T21 needs to be made to eliminate duplicates on every fourth tile. To do this, go back to the original file and make a second copy of it in the file you created earlier. Keep everything the same, there's just one thing that needs to be changed, and its the network placement pattern. Change it to 0x0E,0x0D,0x0B,0x07. Don't change the exemplar ID so that this will overwrite it. Then re index lot confing, save the file and you will fianally be done. Now, just place the file in your RHW folder, rename it with a zzz_ at the start (so that it loads last) and go to the game and test it.
Other Useful Information and Tips This section has some extra Information that will help you when creating T21s
Adding on to Existing T21s If you're going to be adding on to existing T21s to have something that appears every tile, you will need to add your props to the existing T21s and then make additional T21s to go where the old ones don't. Otherwise your props will overwite the old ones completely and only yours will appear.
Using T21s from other files If you want to copy stuff from other T21s into a existing T21, all you need to copy over are the props
Using Mutiple T21s on the same tile You can have more than one T21 on the same tile as long as they use a different pattern. If there is the same type of pattern on a tile, one is chosen at random. Creating a T21 to eliminate duplicates like what is mentioned above will eliminate this.
Creating T21s for Lots That Don't have one To create a T21 for a tile that doesn't have one, first take a existing one that is similar with other properties. You will then need to change the kPropertyID_LotConfigNetworkTileId to be equal to the smallest FSH instance value of the tile you want to add t21s on to. The FSH file is the road texture used on that tile, and the smallest value is typically used for the zoom 1 texture. To find the FSH file for the tile, open the file you think its in, sort by entry in reader, then scroll through the FSH section until you see the texture you want to add to. Look for the smallest instance value to the right and use that.
Sharing Values As with most other things in the game, each T21 ExemplarID has to be unique. If you are thinking of making your own T21 project, check in the appropriate thread to request a value range and to see if the values you want to use are already being used.
About This Tutorial This tutorial was created by Xyloxadoria with help from buddybud Tarkus and other NAM Team members