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DarkMatter

DISCOVERY: Exemplar Properties, File Relationships, and Instance Patterns

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Ok, since no one objected, here is the new thread for Exemplar Property, File Relationship, and Instance Number Pattern discoveries. Everyone who needs to knows what exemplar properties are. This thread is the new home for newly discovered exemplar properties. This thread will also include discoveries about file relationships (i.e. how files are related, important info about the relation, its uses, etc.), as well as patterns in instance numbers. Instance numbers are used with varying patterns for different file types and groups of files.
 
WHEN POSTING A NEW PROPERTY, PLEASE INCLUDE ALL THE FOLLOWING INFORMATION IN THE FOLLOWING FORMAT:
 
Number, Type, Name, [Description]
 
Where Number is the property number (like 0x27812821). Where Type is the data type of the property (like UInt32). Where Name is a short but descriptive name of the property. Where Description is a thourough description of the property and how its used, any requirements, etc. Please post in the exact format specified above, including commas and the [ and ] brackets around the description. Feel free to color highlight if you wish (that helps pick out the details), but its not required. If you can post new property discoveries like this, it will help me insert them with much greater ease than I have been in the past. I've written a batch processor that will automatically add the properties to properties.xml in the General Properties category. Once they are added, I can later go through and put new properties in their proper categories. If you can follow this spec when posting new properties, I will be eternally greatful for the time you save me. editor
 
Last, before posting a new property, make sure it isn't already discovered. Use the list below to check. If a property is listed but not showing up, please make a report, and I'll try to figure out the problem. Oh, and finally, if you think there could be a better name for a property, let me know. I myself have been going through the list and fixing up property names. Many of them can be patterned after similar properties, many of them are just improperly named.
 
Known Exemplar Properties List
======================
 
0x00000021: File Resource Key
0x27812020: Resource Key Type 0
0x27812821: Resource Key Type 1
0x27812820: Network Model Resource Key
0x09C80416: Model Resource Key
0x09C80417: Headlight Model Resource Key
0x8A2602B8: Item Icon Key
0x8A416A99: User Visible Name Key
0xCA416AB5: Description Key Type 1
0xCA416B2A: Description Key Type 2
0x8A2602BB: Parent Button ID Key
0x28EBBC30: Ordinance Resource Key
0xE974EAA4: Tunnel Resource Key Type
0xCA271781: Port Data Key Type 1
0x8A270FC3: Port Data Key Type 0
0xC9E69AF6: Siren Model Resource Key
0x6A416B21: Name Key
0x27812825: Flora Resource Key
0x4A08C700: Disaster Resource Key
0x8A020200: Terraforming Resource Type 1
0x4A271248: Animation Resource Type 1A
0x4A27124F: Animation Resource Type 1B
0x00000010: Exemplar Type
0x00000020: Exemplar Name
0x0A751675: Simulator Date Interval
0x27812810: Occupant Size
0x27812832: Wealth
0x27812837: Growth Stage
0x2781283F: Monopoly Piece
0x27812840: Demand Satisfied
0x27812841: Demand Created
0x29244DB5: Flammability
0x296E88E9: Wealth Filter
0x2A499F85: Query Exemplar GUID
0x49BEDA31: MaxFireStage
0x4A764564: Simulator Date Duration
0x4A89FCF3: Previewable
0x4A9F188B: Light
0x6A5E0727: Active Lot State
0x6A871B82: PluginPackID
0x6A95E503: Query as main building
0x8A2602B9: Item Order
0x8A5E5DB8: Is Ground Model
0xaa1dd396: OccupantGroups
0xaa60e745: Goofy Stat Response Curve
0xc98204b8: Visual effect name 0
0xc98204b9: Visual effect name 1
0xca5b9305: Mayor Rating Effect
0xca5b9306: Crime Effect
0xca7515cc: Simulator Date Start
0xe9822d62: kSC4BuildingNoModelProperty
0xea2e078b: City Exclusion Group
0xea3209f8: Conditional Building
0x4aa60ebc: Capacity: User Visible Text
0x47bb3f30: Initial Cap
0x47bb3f41: Type affected
0x27812834: BuildingWealthLevelOccupance
0x87CD6360: Stage values count
0x87CD6361: Stage 1 values (#Population#, #Percent#)
0x87CD6362: Stage 2 values (#Population#, #Percent#)
0x87CD6363: Stage 3 values (#Population#, #Percent#)
0x87CD6364: Stage 4 values (#Population#, #Percent#)
0x87CD6365: Stage 5 values (#Population#, #Percent#)
0x87CD6366: Stage 6 values (#Population#, #Percent#)
0x87CD6367: Stage 7 values (#Population#, #Percent#)
0x87CD6368: Stage 8 values (#Population#, #Percent#)
0x87CD6330: Class (employment)
0xEA1CF220: Building aging: amount per month
0x0911E2E7: Building aging: maintenance cost increase
0x8A1E07EE: Building aging: power output variation
0x6A4AEDED: Maximum Value for in-game Graph
0xEA4AEDC6: Minimum Value for in-game Graph
0x28ebbc34: Description String
0x28ebbc32: Name String
0x28ebbc35: First Year Available
0x28ebbc3b: Advisor ID
0x28ebbc3c: Is an Income Ordinance
0x490E0AA6: Loans: initial base value
0x890E0AB4: Loans: upper limit
0x090E0AAC: Loans: Max allowed loans
0x48EBD0B1: Maximum rubbish burned
0x47BB3F20: Initial cap
0x0A4BC742: Volume of Lava
0xAA12FCB8: Crime Probability Factor
0x8A020202: Default Terraforming Radius at each Zoom level
0x8A020203: Terraforming Rate at each Zoom Level
0x8A020204: Direction of Terraforming
0x8A020209: Animal Type
0x8A020302: Circle Radius at each zoom level
0xAA2ED804: Tool Image1B
0xAA2ED805: Tool Image1A
0xCA271784: Port Capacities
0xAA5C04C8: Radiation Fallout Radius
0x29B40134: Abandonment Flammability Effect
0x29B4013B: No Water Flammability Effect
0x6A5A6702: Time to Total Destruction
0xEA023290: Fire Effect on Mayor Rating(Short Term)
0xEA023291: Flora Effect on Mayor Rating(Short Term)
0xEA023292: Civic Building Effect on Mayor Rating(Short Term)
0x6A6564F4: City Opinion Polls-Resource Data
0x6A6564F6: City Opinion Polls-Poll Resource
0x4A08C701: Disaster ID
0x6A9C7718: Budget: New City Amount
0xE94825B2: Min Zone Size Allowed
0xE94825B3: Max Zone Size
0xE94825B4: Zoning Cost
0xE94825B8: Zone Color
0x49a1e05a: Requester Satisfaction
0xea123cef: kSC4BuildingModelClassProperty
0x0abfc024: AppearanceZoomsFlag
0x4835C6A4: Tile Position
0x096E7574: Class ID: Watercraft
0x296E756E: Class ID: Aircraft
0xC9A5A1BE: Networks: SC4NetworkAssociater Type
0x4A677E5F: Budget Item: Monthly Cost (Landfill)
0x6A43150F: Explosion Effect
0x6A469337: NeighbourDeal: Default Water Rate Increment
0xEA46932C: NeighbourDeal: Default Power Rate Increment
0xEA4AD2FF: NeighbourDeal Limiter
0x29AB15C3: TerrainProperties: Load Water
0x29AB15C4: TerrainProperties: Load Terrain
0x29AB15C6: TerrainProperties: Terrain Sides Layer Depth
0x48CD7B21: TerrainProperties: Water Level
0x48CD7B26: TerrainProperties: Maximum Terrain Level
0x48CD7B27: TerrainProperties: Minimum Terrain Level
0xAA5C04C5: Explosion Radiation Output
0xA8F149C5: Flora Families
0x090E0A9F: Mayor Cutoff Limit
0x0A3FB9A8: Loan: Repayment Time
0x87CD3700: Max Development Stage Without Water
0x0911E2E8: Funding Level of Power Plants Vs Decay Rate
0xEA02327F: Tax Rate Change Effect on Mayor Rating
0xEA023280: Land Value Effect on Mayor Rating
0x87CD6398: Industry Desirability Slope
0x87CD6399: Commercial NIMBY/YIMBY
0x87CD6340: Land Value Effect on Desirability
0x87CD6341: Residential NIMBY/YIMBY
0x87CD6343: Distance to R$
0x87CD6344: Distance to R$$
0x87CD6345: Distance to R$$$
0x87CD634A: Crime
0x87CD634B: Air Pollution
0x87CD634C: Water Pollution
0x87CD634D: Garbage
0x87CD634E: Radiation
0x87CD6391: Distance to CO$$
0x87CD6392: Distance to CO$$$
0xAA12FCB4: Crime Locale Control
0xAA12FCB7: Crime Lot State
0xC973C9AA: Vehicle Sprite Conditions
0x89590E6D: Time Delay for Speed Setting
0x89590E6E: FX Speed
0x897E709F: 24-Hour Clock Speed
0x29233E8D: Firestation Funding Coverage Effect
0x29233E94: Firestation Strike Effectiveness
0x29233E95: Max Fire Strike Duration
0x69B425DB: Disconnected Firestation Effectiveness.
0xEBFF69E7: Tax Boost Vs Difficulty Level
0x4A1F38B5: Neutral Tax Rate
0x8A5E7B61 - 0x8A5E7B681: Label & Song
0x49A2E8BE: Freight Trip Modifier
0x0BFC0A4C: Toll Booth Fare
0x4BAE8FE0: Ground Vehicle Automata Speed
0x87CD6397: Short-Term Mayor's Rating Effect on Desirability
0x8A0CBAA4: Base Criminality R$
0x8A0CBAA5: Base Criminality R$$
0x8A0CBAA6: Base Criminality R$$$
0x8A0CBAAA: Crimes Committed Per Criminals
0x8A0CBAAB: Auto-Suppresion of Crimes
0x8A0CBAAD: % of Carry-over Criminals
0xEA614F64: Jailbreak Min/Max
0xEA614F65: Jailbreak Equity
0xEA0232A0: Riot Hotspot Definition
0xEA0232A1: Hotspot Triggers Riot %
0x4A1F38C5: Initial Com. Demand Cap Relief per Connection
0x4A1F38C9: % Ind. Demand Cap Relief from Airports
0x29B4013D: Fire Probability vs. Hotspot Concentration
0x29233E8F: Fire Station Max Funding
0x0911E2E9: Usage vs. Utility Decay
0x0A469353: Surplus Basis for Neighbor Deal Costs
0x4B61FFC9: Need Basis for Neighbor Deal Costs
0xEA023274: Radiation Effect on Mayor Rating
0xEA023277: Crime Effect on Mayor Rating
0xA92356B5: Direct Transfer to Destination
0x2BE8E61B: UI Driving Panel
0x2BE8E6CB: UI Icons(U-Drive-It)
0xEC1B2361: UI Status Window
0x68ED1736: Population Served
0x88ED1059: City Garbage Reduction
0xAA12FCB1: Crime Data: View Symbol
0x0BD86FD3: Ferry Transit Type
0xEA4025A9: Maximum Water Funding
0xE911E2D1: Maximum Power Funding
0x47e2c383: Difficulty Modifier:Stage Limits
0x4a1f6300: Difficulty Modifier:Extrapolated Demand
0x295961F2: Lot Retaining Wall Texture Reference
0x083DC487: Flora Map Table
0x2A0348BA: Next Tree Clump ID
0x096E5653: Parameters: Height Level
0xA96E5641: Parameters: Depth Level
0x07B36C71: Parameters: Gradient Build1
0x879D12E7: Parameters: Gradient Build2
0x4A270DB0: Parameters: Automata Time per Tile
0x68F5436A: Water: Spread Radius
0x8A40620B: Water Pollution Disappation Speed
0xAA161F81: Water Plants: Environmental Shutdown
0xCA7138C4: Pipe Upkeep vs Water Funding
0xAA713782: Powerline Upkeep vs Power Funding
0xA911E2F1: Power: Spread Radius
0x4A0B47EC: Dataview Scale: Maximum
0x89136440: Water Constraint Verifier
0x68DDAE93: Funding Effect on Police Radius
0x0C032488: Default Tax Rate (Easy, Medium, Hard)
0x69A36E40: IA Revenue Multiplier
0xEA02327B: Short-Term MR Reduction Factor
0x29B4013C: Fire Hotspot Definition
0x4A0B47F5: Datamap: Display Zones
0x27812833: RCI Property Type
0xEA54D283: Data Key 1B: BudgetMenuCategory
0xEA54D284: Data Key 1C: BudgetMenuCategory
0xEA54D285: Data Key 1A: Various
0xAB9EC143: Datamap: Overlay Colours
0x4A0B47F2: DataMap Legend: Colored icons
0x4A0B47F3: DataMap Legend: Labels
0x4A0B47E4: DataMap Resource Data-1B
0x4A0B47E5: DataMap Resource Data-1A
0x4A0B47E0: DataMap: City Overlay: Resource-1A
0x4A0B47EB: DataMap: City Overlay: Network Transparency
0x4A0B47E1: DataMap: City Overlay: Resource Switch-1A
0x4A0B47F0: DataMap: City Overlay: Resource Switch-1B
0x4A0B47E3: DataMap: City Overlay: Underground Switch-2A
0x4A0B47F1: DataMap: City Overlay: Underground Switch-2B
0x4A0B47E9: DataMap: Building: Resource-A
0x4A0B47EF: DataMap: Building: Color Resource-B
0x4A0B47EE: DataMap: Building: Radius Color Resource-C
0x6B7C5CDD: DataMap: Network Transport Type
0x8A3F1505: Submenu Key: Zoning: Residential Menu
0x8A3F14DC: Submenu Key: Zoning: Commercial Menu
0x8A3F1502: Submenu Key: Zoning: Industrial Menu
0x00004005: Submenu Key: Networks: Highway & Ramps Menu
0x00004001: Submenu Key: Networks: Rails & Depots Menu
0x00004002: Submenu Key: Networks: Miscellaneous Transport Menu
0x00004000: Submenu Key: Networks: Road Menu
0x00004003: Submenu Key: Utilities: Power Plant Menu
0x00004004: Submenu Key: Utilities: Water Plant Menu
0x2A49D7CA: Submenu Key: Utilities: Sanitation Menu
0x6A33D682: Submenu Key: Terraforming: MakeMountains Menu
0xEA33D694: Submenu Key: Terraforming: GougeValleys Menu
0x8A3143B7: Submenu Key: Terraforming: LevelTerrain Menu
0x8A3F131B: Submenu Key: Terraforming: CreateFauna Menu
0x6A4AEEDF: Graph and Icon Color
0xAA4C0D1B: Graph Type i.e. Bar or Line graph
0x6A4AEEE3: Graph Color 1A
0x6A4AEEE4: Graph Color 1B
0x6A4AEEE5: Graph Color 1C
0x6A4AEE40: Graph resource data
0x6A4AEEDC: Graph legend label
0x4A0B47F4: Graph map titles
0x6A4AEEE2: Graph: data value adjuster
0x6A4AEDEF: Graph: value increment setting
0x6A4AEE5F: Graph Resource Data-Supplimentary
0xea260589: Lot Resource Key
0x88EDC798: Lot Retaining Wall Reference
0x88FCD877: Lot Retaining Wall Texture Reference
0x4a4a88f0: LotConfigPropertyRoadRequirement
0x699B08A4: LotConfigPropertyMinSlopeAllowed
0xe99b068c: LotConfigPropertyMaxSlopeAllowed
0xe99b068d: LotConfigPropertyDoConstruction
0x88EDC789: LotConfigPropertyVersion
0x88EDC790: LotConfigPropertySize
0x88EDC791: LotConfigPropertyFamily
0x88EDC792: LotConfigPropertyMaxSlopeBeforeLotFoundation
0x88EDC793: LotConfigPropertyZoneTypes
0x88EDC795: LotConfigPropertyWealthTypes
0x88EDC796: LotConfigPropertyPurposeTypes
0x88EDC900: LotConfigPropertyLotObject
0x88EDC901 - 0x88EDCDFF: LotConfigPropertyLotObjectData
0xCA416B3F: MySim: Initial Name
0xEA296F8F: MySim: Default Name
0xEA296F91: MySim: Sex
0xEA296F90: MySim: Star Sign
0xEA296F8D: MySim: Picture
0x8A5E7B50 - 0x8A5E7B60: Playlist: Label and Song
0x6A3FBDDA: Sound FX Resource Key
0xEA3FBDD7: Sound FX: Levels Resource Key
0xCA19D7CA: Sound FX: Background Sound
0xc9b93a56: Sound FX: Default Plop Sound
0xaa87817a: Sound FX: Intersection Sound
0xaa1dd397: Sound FX: Query Sound
0x6A36AFAC: Sound FX: Occupant Instance Sound
0x28ED0380: % effect on crime
0x28F42AA0: % effect on flammability
0x2A653110: Cs$ Demand Effect
0x2A653120: Cs$$ Demand Effect
0x2A653130: Cs$$$ Demand Effect
0x2A654100: I-Ag demand effect
0x2A654200: I-D demand effect
0x2A654300: I-M demand effect
0x2A654400: I-Ht demand effect
0x8A612FEE: Mass transit usage strategy adjustment (9 values)
0xA8F4EB0C: % effect on water consumption
0xA92D9D7A: % effect on education
0xAA5B8407: Mayor Rating Effect
0x2A653320: % effect on Co$$
0x2A653330: % effect on Co$$$
0x0911E117: % effect on power consumption
0xC9299662: Effect (% on EQ) on age
0xE91B3AEE: % Effect on HQ
0xE8F79C90: % Effect on Garbage Output
0xEA023275: Education Building's Effect on Mayor Rating
0xEA023276: Health Building's Effect on Mayor Rating
0xEA023279: Commute Time's Effect on Mayor Rating
0xEA023278: Traffic Noise's Effect on Mayor Rating
0xEA023270: Res NIMBY/YIMBY Effect on Mayor Rating
0x47E2C310: Water Effect on Land Value
0x47E2C320: Elevation Effect on Land Value
0xEA023273: Garbage Effect on Mayor Rating
0xEA023271: Air Pollution Effect on Mayor Rating
0xEA023272: Water Pollution Effect on Mayor Rating
0xC941B02E: Air Pollution Effect on HQ
0xA941B028: Water Pollution Effect on HQ
0x6941B022: Garbage Effect on HQ
0x6911E2DF: Funding Effect on Power Output
0x6A410BF2: Funding Effect on Water Output
0x4A1F38B6: Demand Effect by Variance from Neutral Tax Rate
0x49A34301: Unemployment Effect on Criminality
0xEA53B30F: Funding Effect on Educational Radius
0x691894C6: Funding Effect on Student Capacity
0x2918949E: Funding Effect on Patient Capacity
0x0A53B2F9: Funding Effect on Health Radius
0x2781284F: Landmark Effect
0x27812850: Park Effect
0x08F79B8E: % effect on air pollution
0x4A149631: Prop Appearance Time
0x27812824: PropConfigPropertyPropObjectData
0xe9a316eb: Prop Wealth
0x27812870: Prop Type
0xa977a86b: kSC4PropClassIDProperty
0x8989EC22: Construction: Scaffolding Height
0x8989EC23: Construction: Scaffolding Corner Post Thickness
0x8989EC24: Construction: Scaffolding Area
0x8989EC25: Construction: Scaffolding Ceiling Cover Area
0x8989EC27: Construction: Scaffolding Sides: Support Size
0x8989EC28: Construction: Scaffolding Ceiling: Support Size
0x482CB46F: Item Icon (Bridges)
0x482CD466: Item Name (Bridges)
0xC804DD87: Tunnels: Terrain Height/Gradient Criteria
0xE974EAA7: Ground Pylon Supports
0x482CB441: Bridges: Bridge Height
0x482CB443: Bridges: Bridge Resource: Bridge Ends
0x482CB444: Bridges: Bridge Resource: Direction
0x482CB445: Bridges: Bridge Resource: Bridge Pieces
0x482CB446: Bridges: Direction of Bridge Pieces
0x482CB447: Bridges: Pylon Frequency
0x482CB449: Bridges: Bridge Resource: Bridge Pylons/Associated
0x482CB44A: Bridges: Direction of Pylon/Associated Pieces
0x482CB44C: Bridges: Pylon Resource: Depth
0x482CB457: Bridges: Suspended Bridge pylon height
0x482CB45A: Bridges: Number of Suspended Bridge Pylon
0x482CB45C: Bridges: Suspended Bridge Resource (Horz)
0x482CB45D: Bridges: Suspended Bridge Resource (Vert)
0x482CD460: Bridges: Distance between bridge & suspended structure (1)
0x482CD461: Bridges: Distance between bridge & suspended structure (2)
0x482CD462: Bridges: Pylon height from bridge
0x49CAC341: Plop Cost
0x099AFACD: Bulldoze Cost
0x27812851: Pollution at Center
0x68EE9764: Pollution Radii
0x27812854: Power Consumed
0xC8ED2D84: Water Consumed
0x27812852: Power generated
0x88ED3303: Water produced
0x6A959E71: Requires: Power
0xCA516AB5: Monthtly Cost: user visible text
0x6AD54804: Monthly Cost, Preview
0x8A94EEE0: Monthly Cost per Tile, Preview
0xEA54D286: Budget Item: Cost
0x09132DE8: Budget Item: Monthly Cost
0xCA271783: Port monthly cost (x3)
0x4A2D49B9: Cost Per Grid Square
0x28EBBC3A: Cost per resident
0xE91A0B5F: Building income
0x4918C925: R$$$ revenue multiplier
0x4918C92C: C$$ revenue multiplier
0x4918C93A: C$$$ revenue multiplier
0x8918C937: C$$$ revenue multiplier
0x8918C93E: IM revenue multiplier
0xA9188EF5: R$ revenue multiplier
0xA918C929: C$ revenue multiplier
0xA918C942: ID revenue multiplier
0xA9A36E47: I-HT revenue multiplier
0xE918C920: R$$ revenue multiplier
0x8A480DF7: All RCI revenue multiplier
0x8A2D49EA: Cost Per Segment [bridges]
0x8A2D49F0: Cost Per Segment [Tunnels]
0xEA86E3B5: Bulldoze Cost [Networks]
0x28EBBC36: Monthly Chance %
0x28EBBC37: Enactment Income $
0x28EBBC38: Retractment Income $
0x28EBBC39: Monthly Constant Income $
0x29233E98: Strike Chance: Fire Stations
0x691894A4: Strike Chance: Healthcare
0xC91894CB: Strike Chance: Education
0x68DDAE9E: Strike Chance: Police
0x89189482: Strike Effectiveness: Healthcare
0xE91894B3: Strike Effectiveness: Education
0x68DDAE9A: Strike Effectiveness: Police
0x89189495: Funding Requirement: End Healthcare Strike
0x691894CD: Funding Requirement: End Education Strike
0x29233E96: Funding Requirement: End Firestation Strike
0x091B42A2: Health building : Radius of effect (x16)
0x87CD6349: Healthcare Coverage
0xC9299659: HQ Boost
0xCA027325: HQ Inheritance
0x0929C439: Health Decay Rate
0xA9189479: Health Funding
0x6941A67F: HQ Effect on Life Expectancy
0x69220415: Capacity: Patients
0x87CD6348: Educational Coverage
0x691B42B3: Education building : Radius of effect (x16)
0x8922041b: Capacity: Education
0xA92AE446: School EQ Boost
0xEA540621: Education by Age: 1-10
0xEA540622: Education by Age: 11-20
0xEA540623: Education by Age: 21-30
0xEA540624: Education by Age: 31-40
0xEA540625: Education by Age: 41-50
0xEA540626: Education by Age: 51-60
0xEA540627: Education by Age: 61-70
0xEA540628: Education by Age: 71-80
0xEA540629: Education by Age: 81-90
0xC929C433: Educational Decay Rate
0x891894AD: Education Funding
0xCA027328: EQ Inheritance
0x48D71ED0: Police: Center strength
0x48D71ED1: Police: Outer strength
0x48D71ED2: Police: Radius of effect (x16)
0x48D71ED9: Police: Dispatched center strength
0x48D71EDA: Police: Dispatched outer strength
0x48D71EDB: Police: Dispatch Radius of effect (x16)
0x08F55DC0: Fire: Center strength
0x08F55DC1: Fire: Outer strength
0x08F55DC2: Fire: Radius of effect (x16)
0x29233E9A: Fire: Dispatched center strength
0x29233E9B: Fire: Dispatched outer strength
0x29233E9C: Fire: Dispatch Radius of effect (x16)
0x08f55dc5: Fire: trucks
0xE9AEE3DB: # to dispatch (both fire and police)
0x48d71ed5: # of patrol cars
0x48d71ee0: Capacity: Jail Inmates
0xA92356B4: Traffic Congestion: by Volume
0xA92356BF: Traffic Congestion: Speed Reduction Indicator
0xA92356B9: Traffic Congestion: Speed Reduction Percent
0x4953E8A4: Initial R$ Commute spread (MT, Car, Fastest)
0x4953E8A5: Initial R$$ Commute spread
0x4953E8A6: Initial R$$$ Commute spread
0xA92356B3: Capacity
0x491332E7: Walk speed
0x491332E8: Car speed
0x491332E9: Bus speed
0x491332EA: Freight Rail speed
0x491332EB: Truck speed
0x491332EC: Passenger Rail speed
0x491332ED: Subway speed
0x491332EE: Elevated Rail speed
0x491332EF: Monorail speed
0x29136788: Global Transit Cap. Modifier
0x6A84493E: Cost per month per tile
0xE90E25A2: Transit Switching Costs (in minutes)
0xA92356B1: Transportation Step Fare
0xA92356B0: CT Cost for Pothole
0xA92356BE: Local Traffic Modifier (R,C,I)
0x87CD6346: Traffic Noise/Customer Count
0x87CD6347: Trip Length/Commute Time
0xCA5F7821: TransitSwitchTimeFunding
0x0BD86FD4: Train Gnarls
0x4BE09EC9: Car Pile-up Chance
0xCA76013B: Commute Time Graph Multiplier
0xE90E25A1: Transit I/O Attributes
0xE90E25A3: Transit Building Capacity
0xA92356BB: Transport Tile Capacity: Intersetcion Reduction
0x4A678060: Pathfinding Engine Heuristic
0xA92356BA: Max Commute Time
0x2BE8FBF3: UDriveIt Vehicle Panel Exemplar Key
0x4BE0D7C4: UDriveIt Vehicle Icon Key

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just pointint out for future reference now that this thread is up, that it will be one of the 4 new discovery threads. The other three format threads will be made shortly and will be the combined place for all our knowledge of the remaining formats.

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I didn't see this one included, so here goes:
 
0x0CAAAEB8  Float32  Customers/Traffic Noise Coefficient  -- In an area around the lot in question, the traffic on the network tile with the highest morning traffic volume is added to the traffic on the network tile with the highest evening traffic volume, and then multiplied by this coefficient to generate a 0-255 value which is then used as a desirability factor for R and C zones, and shows up in the general querry as 'low', 'medium', or 'high' under "Traffic Noise" or "Customers".
 
 
ps - much thanks to Maxis for adding this property in the latest update.  Previously the road capacity was used as this coefficient, making it difficult to modd the transit system without killing commercial desirability.

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    GRR!! :P 7th, you gotta do it this way (note the commas and the [ and ]...I need it in this format so I can use the batch processor):
     
    0x0CAAAEB8,  Float32 Customers/Traffic Noise Coefficient, [in an area around the lot in question, the traffic on the network tile with the highest morning traffic volume is added to the traffic on the network tile with the highest evening traffic volume, and then multiplied by this coefficient to generate a 0-255 value which is then used as a desirability factor for R and C zones, and shows up in the general querry as 'low', 'medium', or 'high' under "Traffic Noise" or "Customers".]

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    Okay, I guess I'll start off with something I just noticed about 0x27812820 or the 'Network Model Resource Key'

    I would like to argue that even though this property is closely related with network bits it CAN be used in other applications as well. For example, gizmo just recently used this property to make the 'Train Cars as Props' modd. Following this up, I just tested this property in my 'G-Mode Tree' modd, where I replaced the the normal resource key with the NMR Key.

    The end result turned out very well! Not only was I still able to plop trees, not only did they get resized correctly for each zoom, but the performance of the NMR trees was actually slightly FASTER then the normal trees! Scrolling over the NMR trees was slightly faster and loading was also faster. The normal tress sometimes got blocky/pixelated when zooming and out and scrolling all around, but the NMR trees didn't!

    The only problem I encountered that the S3D files I used for the NMR trees had only one side, so when I rotated the view it just showed the same side. However, I imagine if the S3D file was designed to be viewed from all sides this wouldn't occur.

    Back to my point, this key can be used for FAR more things then displaying network pieces! As you guys probably already know, this key ONLY needs ONE S3D file to function correctly! No multiple files for different zooms or rotations.

    Thus, as I see it. A modeler could create their building, save it as a .3ds file, import via reader, make the building as a prop using the NMR key, grab a blank lot, and presto! Insta-building! 24.gif

    So, what do you guys thing? Did I just hit pay-dirt? Am I crazy? ...Or should I just be shot because you guys already knew this or this is the wrong thread? 21.gif

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    Well, I won't shoot ya. 2.gif (Can't speak for anyone else though. 24.gif)
     
    What you just did is exactly what this thread is for. So I have only one question: What should we name it?

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    Maybe 'Fully 3D Model Resource Key'???  Just a thought.9.gif
     
    Anyway, I didn't see this one on the list and it is listed incorrectly in the latest Properties.xml file:
    0x68DDAE9B, Sint32Maximum Police Strike Duration (in days), [Maximum police strike length-Rounded to the next month]
     
    Right now, this property is listed under property 0x68DDAE9A, currently an unknown.  You could just leave the current description and change the property unless you think this new description fits better.

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    I'm updating the properties.xml file to make use of a .xslt file (an XML Stylesheet). This will hopefully make it more convenient for everyone to view the data inside the properties.xml file. After the next update, the properties.zip file will include two files. Double clicking on properties.xml will open it in Internet Explorer, and IE will automatically load the stylesheet. You should see a formatted HTML page that lists all the properties in their appropriate categories. You can see the number, type, name and description of every property very easily this way. This can act as a reference when your discovering new properties or when you need quick access to the name or number of a particular property when modding.

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    While helping a few other members with their Rail Yard lot, I have found something interesting for the Transit I/O Attributes property (0xE90E25A1).  The known values for the second rep of this property need to be changed to:
    0x50 - Front-to-back/back-to-front transfer
    0xA0 - Side-to-side transfer
    0xF0 - Unrestricted transfer
    This rep allows you to restrict how sims can enter/leave a lot.  I will have to do some more testing to see if it can be used with the first rep to allow 'in from the side' to 'out the front/back' transfers.  This may be important if someone wants to start creating transit turns within a lot and doesn't want unrestricted transfer.

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    Ok, I was told in the other thread to apply a naming convention to the properties I found. It took me a while to discover that this is the new thread. I'm going to try to apply as descriptive a name as I can, so here goes:

    0x87CD6332, Uint8, Zone Function, [Defines the city business role or function that the exemplar affects. Values seem to work as follows:

    0x01 = Residential
    0x02 = Commercial Services
    0x03 = Commercial Offices
    0x05 = Industrial Resource (Agricultur)
    0x06 = Industrial Dirty
    0x07 = Industrial Manufacturing
    0x08 = Industrial High Tech
    ]

    0x87CD6300, Uint8, Zone Type, [References the zone type that is affected. Values work as:

    0x01 = Residential
    0x02 = Commercial
    0x03 = Industrial
    ]

    0x87CD6357, Sint32, Initial Desireability, [sets the initial desireability for the different zone functions (R, CS, CO, and I), before all the other desireability factors kick in.]

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    Well, I've discovered a few properties through my research into the EffDir file.
     
    0xAA2ED800, Uint32, Tool_Active Resource Key, [Pointer to an effect within the Effects Directory Tree]
    0xAA2ED801, Uint32, Tool_Inactive Resource Key, [Pointer to an effect within the Effects Directory Tree]
    0xAA2ED802, Uint32, Icon_Active Resource Key, [Pointer to an effect within the Effects Directory Tree]
    0xAA2ED803, Uint32, Icon_Inactive Resource Key, [Pointer to an effect within the Effects Directory Tree]
     
    Sorry that I can't give a more descriptive explanation for these.  The properties are only located in two of the god-mode tool exemplars.  The only reason that I have any idea what they do is that the EffDir file associates a string to the values that are contained within these properties.  Anyway, if anyone has a question about these, let me know.

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    Okay, as you requested DM, a spec for Network lots for the Lot Editor your working on.

    Network lots
    -------------

    Network lots are basically dumbed-down building lots in the way that you can only use props in them. Buildings and base/overlay textures don't seem to work in these lots. Moreover, there are fewer properties in them. However, network lots function just like normal lots in a dat sense. To override a network lot just create a new lot with the same ID, to create a new one then give it an unique ID.

    ParentCohort is always: 0x00000000,0x00000000,0x0000000
    Exemplar Type 0x00000021
    Exemplar Name 'Network Lot Name'
    File Resource Key 'Instance ID of Network Lot'
    LotConfigPropertyVersion is always: 0x02

    0x88EDC793, Uint8, LotConfigPropertyZoneTypes, [In networks lots, this property controls which zones a network lot will appear around. Range is 0x00 to 0x0F]

    0x88EDC793, Uint8, LotConfigPropertyWealthTypes, [In network lots, this property controls which wealth types a network lot will appear around. Range is 0x00 to 0x03]

    Consider the two above properties as rules for where a network lot will appear along a network. For example, a LotConfigPropertyZoneTypes of 0x01 and LotConfigPropertyWealthTypes of 0x01 will make a network lot only appear on network tiles around low density residential of $ wealth.

    0x49D55951, Uint8, Network Lot Appearance Flags, [4 Rep property that adds a bit of randomness to a network lot's appearance. Each value can be any number between 0x00 and 0x0F. For example, if you set all 4 flags to 0x0F then the lot will always appear when conditions for ZoneTypes and WealthTypes is met. Setting them to all 0x00 will have the opposite effect.]

    0xAA120972, Float32, Unknown, [still unknown, but in networks lots this property is always 0]

    0xAA120973, Float32, Unknown, [Also still unknown, but is always 64 in network lots.]

    Tropod already found this one, but it has no description in my properties.xml.
    0xC9A5A1BE, Uint32, Networks: SC4NetworkAssociater Type:, [The ID of the network tile.]

    0xCA81B8D4, Uint8, Unknown, [Not sure what this one is. It only has two values for network lots; 0x04 (Which is default) and 0x03 for diagonal road/one-way network tiles.]

    0xCC3E4755, Uint8, Unknown, [Also not sure. It only has three known values; 0x00 (Default), 0x02 which seems to be used for many transition tiles like road-to-avenue, one-way-to-avenue, rail crossing avenue. Then there's 0x01 which is used in network lots with the word "Flipped" in them. I believe the idea behind this is that normally the lots are rotated and flipped according to how the network tile is rotated and flipped. However, I think that sometimes a flipped lot might look funny or off so a new lot is created and given 0x01 to this property.]

    0xEC3BD470, Uint8, Unknown, [Completely unsure. The default for most network lots is 0x0F, but is 0x0C or 0x03 for some avenue tiles.]

    As stated above, network lots have no buildings or base textures, but you can use the Networks: SC4NetworkAssociater Type property to load the correct texture for the lot.

    -------------

    Hope that helps ya DM!

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    Eureka (for me at least)! I discovered two properties that determine what you see in the building query tool desireability properties.

    0xCAB1CE3A, Sint32, GUI Query Tool: Desireability Range Low, [This value determines the low range for the desireability query tool when you click on buildings. There are 7 values, and they are read as follows: Pollution, Garbage, School, Hospital, Crime, Traffic Noise/Customer Count, Commute Time (same order as query box). For pollution, garbage and crime, desireability values less than the one specified in this property show up as 'High' in the query tool. Values greater than or equal show up as 'Medium'. For school, hospital and traffic noise/customer count, values less than show up as 'Low' in the query tool. Values greater than or equal show up as 'Medium'. For commute time, values less than show up as 'Long'. Values greater than or equal show up as 'Medium'.]

    0xCAB1CE3C, Sint32, GUI Query Tool: Desireability Range High, [This value determines the high range for the desireability query tool when you click on buildings. There are 7 values, and they are read as follows: Pollution, Garbage, School, Hospital, Crime, Traffic Noise/Customer Count, Commute Time (same order as query box). For pollution, garbage and crime, desireability values less than the one specified in this property show up as 'Medium' in the query tool. Values greater than or equal show up as 'Low'. For school, hospital and traffic noise/customer count, values less than show up as 'Medium' in the query tool. Values greater than or equal show up as 'High'. For commute time, values less than show up as 'Medium'. Values greater than or equal show up as 'Short'.]

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    ok............here attached is an updated properties file for those of you with the Reader [since there seems to be all sorts of errors with the one posted in the mods section and/or its not updated] .....I've removed most of the visual errors and made some much needed adjustments to some properties/descriptions, I've amalgamated some items, and corrected some spelling errors that I came across, as well as having to remove two properties that don't even exist [seems they were mixed up with two similar other properties] ........[whoever did the properties file, last time I checked, Simoleons was spelt with an "o" not an 'a' lol 3.gif]............
    There is probably a few minor errors left in there still, but it's a far cry from what it was [for us Reader users anyway]; and according to the Properties Counter, there's not as many unknowns left anymore, not many at all.
     
    Enjoy!
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    Actually, its Simoleans....with an 'a'. "Bulldoze cost to delete the building, in Simoleans™" is an official description taken from a Maxis file. I would appreciate it if you removed the attachment from that post, Tropod, since it came from DatGen, and it was not supposed to be released. Its incomplete, uncategorized, lacking in quality descriptions and has no examples. I have a MUCH better version of this file waiting for word from Maxis to be released to the general public, and it won't have any problems (it will follow the same format as the original properties.xml file). So please, remove the file, and don't post any more versions until Maxis says its ok.

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    A new properties.xml file has been uploaded to the mods section. This file is a translation from the one included with the BAT, compatible with DatGen and the Reader. This file will eventually include new attributes that define default values and the default or expected number of reps for each property as well.

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    OK. so as of the last update. Here is the list of the missing 53 exemplar properties that still need to be decoded. A great day is this, that all unknown properties may be put in one long post 1.gif

    Format (each group is a specific section from our programs)
    PropertyID - From Section (Our name if we've decoded yet)
    ---------------------------------------------------------------------------------------

    CBE243F7 - Lots

    CA9B4CA8 - Civic Buildings

    a8eaa060 - Ordinance Simulator
    a8eaa061 - Ordinance Simulator
    a8eaa062 - Ordinance Simulator
    a8eaa063 - Ordinance Simulator
    a8eaa064 - Ordinance Simulator
    a8eaa065 - Ordinance Simulator
    a8eaa066 - Ordinance Simulator
    a8eaa067 - Ordinance Simulator

    ABE1AF70 - Vehicle Taxi
    ABE8Bf57 - Vehicle Ice Cream

    Ca81B8D4 - from Rail18 exemplar transit group

    0caaaeb8 - Traffic Sim

    27812920 - Prop standard

    8c392d39 - Prop Gnome
    ED1832e7 - Prop Gnome
    AC183320 - Prop Gnome
    EC39DD14 - Prop Gnome
    6C1832D1 - Prop Gnome
    AC18330C - Prop Gnome
    6C183FFB - Prop Gnome
    CC3A1723 - Prop Gnome
    4C1832F5 - Prop Gnome
    8C184040 - Prop Gnome
    4C18336D - Prop Gnome
    6c36283c - Prop Gnome

    EA5AC496 - UI Terrain

    8a416b2e - Crimes

    87CD6331 - General
    0b579c20 - General
    0b579c2a - General
    0b579c2b - General
    CA480831 - General

    09C2AEF1 - Textures
    09C2AEF2 - Textures

    482CB451 - Bridges
    482CB452 - Bridges
    482CB453 - Bridges
    482CB454 - Bridges

    6c0700c4 - Type 20 Exemplar
    EC06e7cf - Type 20 Exemplar
    EC0700C0 - Type 20 Exemplar

    2be8e834 - Drive
    abe8e6cc - Drive
    6a8a09d2 - Demolition Threshhold
    6a8a09d3 - Demolition Threshhold
    6a8a09d4 - Demolition Threshhold
    6a8a09d5 - Demolition Threshhold

    abe1af70 - Ferry
    00000000 - UFO
    c973c9a9 - Air
    2aa405d3 - Unknown - This is possibly a misdecode by our programs and is just a delocalization string

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    Hold up! 1.gif There's still loads of properties missing. And don't refer me to karybdis's post above: much more are missing. Go to Traffic simulator for instance: we knew all these properties before. Also Ripple and Wave exemplars properties don't appear: I saw they're definitions in the file from maxis yesterday. This is just the tip of the iceberg(a couple of others: most of the simulator have no known props in them, most of the disasters and terraforming tools: same). I initially thought this was a problem localised to ilive's reader... my version isn't very recent. But I am currently using DatGen version 3 latest release and these properties aren't appearing.

    Thanks for your hard work converting this file. It's really appreciated. 1.gifBut I'm dying to see all those properties, though.

    DP

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    That's odd. Must be that somehow there's a variance in between the two maxoid files? Either way, I'm sure DM will fix it once he sees which properties are missing since we know em already.

    DM: you can get in contact with me if you need the ones missing from maxis files that we know previous to this version.

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    Karybdis: I have seen the inside of the maxis file that was released with the BAT: it has many properties Darkmatter's file seems to be missing(I have not looked inside his file yet). Also Darkmatter has assured me that he has used and checked this file and that it is based on the maxis file. Could you possibibly download DM's file so we know it is not just my computer or something?

    DP

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    I'll try it as soon as I get the chance. Not really doing any modding work this weekend though as I'm trying to relax.

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    DP,
    I have checked Darkmatter's latest properties.xml file and it does seem to have all of the properties.  However, it looks like both the Reader and DatGen are having a problem reading the file.  For some reason, neither one can associate the property descriptions with the properties.
     
    -red

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    I also have problems with the transportation properties missing in the Reader. Aside from that some of the properties changed that I didn't think needed to change. Buildings one year income seemed to have change to something else, but I don't know what It changed to.

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    I would like to help take this thread to the 'next level.'

    In another thread in the open mod forum, I mentioned the notion of creating an 'open-source' knowledge base for SC4 modders.

    It seems that this is the same purpose that this thread it serving, however, an actual database would be much more functional and useful, in my opinion.

    What I would like to do is create a set of pages at my website that will allow anyone (with registration, free) to examine the known information about a given exemplar and add notes to it, explain parameters or define variable values, etc.

    Just for grins, I took the latest iLive .xml file, converted it to .csv and parsed it into a database, and then set up a VERY SIMPLE .asp to view the data by browsing the property name. Currently, of course, this only returns the information that is already contained in the iLive properties.xml file, but hey, it's a start, right? You can see that page at http://www.lowgenius.com/sc4

    Ideally, I would be able to set something up that pulls up information like:

    ID Type Name Description
    0xGGGGGGGG Float32 VariableFoo Got Foo?
    Values = Description
    0 = false
    1 = true
    2 = maybe
    3 = who wants to know?

    What I need to know is if the modding community would be interested in participating in this. I've stepped up before to create big projects like this, and then nobody uses 'em. I don't want to waste my time, or anyone else's, if nothign is going to be done with this.

    What I need from the mod community is your knowledge and willingness to fill out the forms to register and add information to the database. Data modelling I love; data *entry* I hate <ahttps://community.simtropolis.com/assets/emoticons/3.gif>

    Look forward to your thoughts...

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    Hey LowGenius. (Hehe...cool nick.) I'm intrigued by the idea, and I think it would be great if we could pull it off. Your Go-To man for the kind of data your looking for is probably Karybdis, but Ralphael Ninja and myself also know a good deal about this stuff.

    As for the data entry part....hehe...everyone hates that, man. I think your on your on there unless you find a bonafied, certified data entry dude who's a squadd groupie. <ahttps://community.simtropolis.com/assets/emoticons/35.gif>


    Now, on to other things. The Properties.xml file. I made some major changes to it a while back, but that broke compatability with the Reader, apparently. Thats a bummer, but I'm going to try to work with Ilive to bring him up to speed on the changes so he can update the reader. The reason I made the changes was for a couple reasons. First, the new structure is more organized and higherarchial, which should help make it easier to find properties. Second, I've started adding more information for each property, taken from Ingred.ini. This new information defines extranious information about each property like wether its a fixed or variable length, what the default reps are, and what the default values are.

    I have a new version of DatGen in the works that makes it MUCH easier to build exemplars from scratch, or just add new properties to existing exemplars. With this new info for each property, I can properly add new properties to an exemplar, with the right reps and the right default values, saving the user some time, and reducing the amount of bad exemplars. The new property insert window will also have some find features that make use of all the information for a property to allow you to narrow down the list of properties and find the one you need MUCH faster than scrolling through the whole list.

    I don't know how long it will take Ilive to add compatability for this, but I'll make sure he has all the info he needs to update the reader at some point in time. That way, we can go back to having just one properties.xml file, rather than having the two versions we have now.

    Finally, I'm going to work on merging our original list of properties with the official list. Some of our descriptions for properties were MUCH better than Maxis', which was a big help. The new properties.xml will also have an example attribute, which will contain example usage of some of the more complicated properties. DatGen will have a popup window with property usage info in the exemplar editor, and I'm sure Ilive will probably add something similar to the Reader.

    Anyway, lots of changes for exemplar editing are on the horizon, and I just wanted to prepare everyone before I made another release of properties.xml.

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    My problem with data entry is actually twofold - not only do I not particularly enjoy it, but straight up, I just don't know enough about the information to make it meaningful. For instance, I'm sure that the file I put up should have the properties broken up into 'parent' and 'child' attributes - the 'parent' attributes would be unique (say, a building name) and the 'child' attributes would be non-unique (say, the exemplar ID# for ohhh, pollution generated at center). Plus a further set of 'child' ('grandchild?') attributes which would actually be explanations of values.

    As you can see, I don't even know enough at this point to come up with a good three-level example <ahttps://community.simtropolis.com/assets/emoticons/41.gif>

    I dig the heck out of modding communities like this, and would like to help, but I don't want to 're-invent the wheel' so to speak by having to take months to learn everything that you folks have already figured out. I guess that sounds lazy or selfish or whatever, it's not intended to be; I just know my limitations - data structuring I understand, but in this case, I *don't* understand the actual data itself. That's actually the underlying purpose of this thing I'm concieving, right - helping idiots like me make sense of all of these interrelated values.

    I'd like to kick this around some more, maybe get the people you mentioned involved; perhaps between the top-tier modders, we can figure out a way you guys can break the existing info (i.e. the current xml files) down into separate groups of 'parent,' 'child,' 'grandchild/valuelistdesc' or something as a CSV or whatever that I can then plug in and build the data structure for as a strictly reference work (as opposed to creating an actual tool - between DataGen and iLive's reader, that niche is filled quite nicely!)

    It's worth noting that - unfortunately - iLive's XML file *won't* parse automatically into Access (or even Excel) - I had to break it down into a CSV and import it that way in order to make it work. I haven't checked yours yet.

    *sigh* It's always something, eh? I'm at a huge disadvantage also in not being terribly familiar with XML <ahttps://community.simtropolis.com/assets/emoticons/15.gif> This is what I get for being old...

    Anyway, I talk too much. I'd love to figure out how to do this - once I get a handle on how the data is actually structured, it shouldn't be terribly difficult to recreate that in a RDBMS format and set up a querying tool via ASP, and it would be a nice way for me to add something to the community even in the face of my utter lack of knowledge about the tools and information - indeed, the long-term effect *should* be to make it much easier for a larger number of people to use DG and IR effectively to create mods.

    The problem, again, is actually populating the database - I just don't know enough about things to do that, and if I took the time to learn, SC8 would be out before I finished writing the program<ahttps://community.simtropolis.com/assets/emoticons/3.gif>

    Right now, I'm just throwing ideas around and looking for input, trying to gauge what the best way is to handle this. I sure would like to hear from the rest of the squad or anyone else that might have input. Maybe I should start a separate thread for this part of the discussion?

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    Forget Microsoft's, um, tools.  I'll bet OpenOffice would swallow that XML file just fine.  I'm pretty sure I could get it broken down into CSV without a bunch of manual editing - I'm willing to take a stab at it anyway. 
     
    Come to think of it, doesn't MySQL have a Windows version?  That should import direct from XML.  If you must host this on a Windows box, at least do yourself a favor and run MySQL/Apache.  Unless you like being chained to your computer 24/7 cleaning up every time it spits up on itself (again).  
     

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    Hmm...I don't think any programs at all will just import the properties.xml file (which is something I designed...I designed both versions, the one used for Ilives Reader, and the new one used in DatGen). Its not in any kind of standard, relational XML format...I just created my own schema and my own structure. (Thats the great thing about XML.)

    The properties.xml file isn't really the thing that needs organizing, really. If you download DatGen, check out the property manager. Its a GUI interface for viewing and editing properties, and its organized pretty well. Its going to get better once I finish the updates to DatGen. My properties.xml file also comes with a .xslt stylesheet, which allows you to simply double-click the xml file and view it in a web browser in a color-coded and fairly well organized format.

    There is a TON of other information here that could really use some organization. A nice web site with the information neatly organized and displayed would be great, and if we used a database to store the info, it would make future updates a breeze. I don't think anyone should be able to update though...pretty much, the only people who should be allowed to update the site would be Karybdis, Redlotus, myself, and a couple others (who don't visit much anymore).

    If your using Microsoft SQL Server for the database, it should be pretty easy to write a stored procedure (or better, a small VB/ADO application) to import the information from the xml file into the database. Its a pretty simple relational model. Getting properties.xml into a database is easy, thats not the big thing. The big thing is organizing and categorizing and inputting all the other info we have on modding into some kind of coherent interface. It won't be easy.

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    Last Online: A long, long time ago... 
     
    OK, DM, I understand now.  I'm going to take a look at that file and see if I can roll a perl script or something to convert it.  Unfortunately, I can't run DatGen, as it requires Win2K or XP, and I only have Win98. 
     

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  • Original Poster
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    Gah! BigRed....you need to upgrade man....check out NewEgg.com....WinXP Home (OEM) aint even $100...for a while, it was $89. Thats cheep considering the benefits of XP. <ahttps://community.simtropolis.com/assets/emoticons/2.gif>

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