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Releases of SimCityPak are no longer available at CodePlex in their original form.

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after a quick look i believe  most if not all of them has to do directly with the ui .

 

some seems like containers for numbered values like amount coal mined per day and such and others i cant actually find at all (does not mean they don't have a meaning)

 

anyway good catch frank


Weird things seems to get easier the more i do it... is that a bug?

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frank, curious where did you get these names from the JSON UI files?

and the simcity community is pretty good at not stealing other people's work :)

also I don't have a computer atm so can't try it out myself, this looks like it may be helpful? http://code.google.com/p/s3pi-wrappers/downloads/detail?name=FNVUnhasher-Standalone-r192.zip&can=2&q=

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I got all of theese value's from going from file to file searching by hand for every filename. This isnt even everything yet. I tried to collect every jpg, gif, png, js... and so on filename. If only i can get a fnv hash script going that imports off a txt file or even copy and paste and outputs all of the hash :( One day lol

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I don't know if anyone can help me with this --- I found this in the SimCity_Graphics.package -

instanceid 0x987cc49f -- might be for subway, dont know. Its the sign for a building it seems, Metro! Maybe subway?

Maybe they planned on making a subway system. It would have been nice, I mean, making it only ploppable on certain/high density roads.

It's just a dream right now, but maybe in the future, when we figure out making/editing systems like water and power, maybe we can make a subway system :)  just a dream right now, but who knows. :D

I really hope in the future, maxis will release a glassbox mod SDK

 

EDIT: In the same package -- I found this: 0x9296dbd5 -- Does anyone know what this is for?

 

AnotherEdit: I have found a whole plethora of unused buildings and models in the SimCity_Graphics.package file ... I hope to make a nice long list --

 

BUT, tomorrow, I am starting on my first SimCity mod 'A Snow Day in SimCity' or just 'SnowDay' -- replacing ALL grass textures with snow..

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I don't know if anyone can help me with this --- I found this in the SimCity_Graphics.package -

instanceid 0x987cc49f -- might be for subway, dont know. Its the sign for a building it seems, Metro! Maybe subway?

 

it is not a subway plan

it is just a little DLC in europe

 

https://dl.dropboxusercontent.com/u/39427307/Simcity%20Screenshoot/DLC.png

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I don't know if anyone can help me with this --- I found this in the SimCity_Graphics.package -

instanceid 0x987cc49f -- might be for subway, dont know. Its the sign for a building it seems, Metro! Maybe subway?

Maybe they planned on making a subway system. It would have been nice, I mean, making it only ploppable on certain/high density roads.

It's just a dream right now, but maybe in the future, when we figure out making/editing systems like water and power, maybe we can make a subway system :)  just a dream right now, but who knows. :D

I really hope in the future, maxis will release a glassbox mod SDK

 

EDIT: In the same package -- I found this: 0x9296dbd5 -- Does anyone know what this is for?

 

AnotherEdit: I have found a whole plethora of unused buildings and models in the SimCity_Graphics.package file ... I hope to make a nice long list --

 

BUT, tomorrow, I am starting on my first SimCity mod 'A Snow Day in SimCity' or just 'SnowDay' -- replacing ALL grass textures with snow..

0x987cc49f is definitely for the news paper metro

 

link to their Swedish site notice their logo


Weird things seems to get easier the more i do it... is that a bug?

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woah... didnt know that... No fair :( Origin only lists a few DLC's here :P mmmm bummer

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Also anyone got any results for a batch conversion tool for the FNV1-32 Hash? So i can convert a whole list from a txt file to FNV?

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Also anyone got any results for a batch conversion tool for the FNV1-32 Hash? So i can convert a whole list from a txt file to FNV?

will this help? http://jonathanb.co.uk/fnv.php

you can't use new lines as delimiters however, so if you find and replace all the new lines with commas in notepad or something and then copy into the text area. also try one and compare it to the hash simcitypak gives you, though I'm fairly confident it's the same.

if it doesn't help, or you could do with it being changed in someway just let me know.

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A LabVIEW implementation of the 32 bit version of the non-cryptographic FNV-1 (Fowler-Noll-Vo) hash function.
Can be used to implement hash tables.
FNV hashes are designed to be fast while maintaining a low collision rate. The FNV speed allows one to quickly hash lots of data while maintaining a reasonable collision rate. The high dispersion of the FNV hashes makes them well suited for hashing nearly identical strings such as URLs, hostnames, filenames, text, IP addresses, etc.
The VI takes a string as input. It was developed in LV 2011, but has been saved as LV 8.0. Calculation checked with VisualHash 1.2 http://www.dominik-reichl.de/software.html

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Resource HackerTM is a freeware utility to view, modify, rename, add, delete and extract resources in 32bit & 64bit Windows executables and resource files (*.res). It incorporates an internal resource script compiler and decompiler and works on all (Win95 - Win7) Windows operating systems.
Viewing Resources: Cursor, Icon, Bitmap, GIF, AVI, and JPG resource images can be viewed. WAV and MIDI audio resources can be played. Menus, Dialogs, MessageTables, StringTables, Accelerators, Delphi Forms, and VersionInfo resources can be viewed as decompiled resource scripts. Menus and Dialogs can also be viewed as they would appear in a running application.
Saving Resources: Resources can be saved as image files (*.ico, *.bmp etc), as script files (*.rc), as binary resource files (*.res), or as untyped binary files (*.bin).
Modifying Resources: Resources can be modified by replacing the resource with a resource located in another file (*.ico, *.bmp, *.res etc) or by using the internal resource script compiler (for menus, dialogs etc). Dialog controls can also be visually moved and/or resized by clicking and dragging the respective dialog controls prior to recompiling with the internal compiler.
Adding Resources: Resources can be added to an application by copying them from external resource files (*.res).
Deleting Resources: Most compilers add resources into applications which are never used by the application. Removing unused resources can reduce an application's size. http://www.angusj.com/resourcehacker/

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today i learned something new.

 

 

some property values will not actually be read when placed in the package folder but an easy way to fix this is to copy the latest "SimCity-Scripts_#########.package" into it.

 

for instance my "street for busses" mod is supposed to be able to be zoned along but so far this has not worked BUT after i copied the "SimCity-Scripts_264539504.package" into the packages folder it suddenly do.

 

i theorize that some propertyID's try to call something and if something ain't in the same package it checks the packages in the same folder as it is and if this fails it instead uses the default value from the ecogame folder


Weird things seems to get easier the more i do it... is that a bug?

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today i learned something new.

 

 

some property values will not actually be read when placed in the package folder but an easy way to fix this is to copy the latest "SimCity-Scripts_#########.package" into it.

 

for instance my "street for busses" mod is supposed to be able to be zoned along but so far this has not worked BUT after i copied the "SimCity-Scripts_264539504.package" into the packages folder it suddenly do.

 

i theorize that some propertyID's try to call something and if something ain't in the same package it checks the packages in the same folder as it is and if this fails it instead uses the default value from the ecogame folder

Is this perhaps to with the load order? What if you put it in the ecogame folder, but make it read only so the game cant delete it (as someone said in another thread somewhere)/

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that works to but i think that if we can we should avoid using the games main folders as much as possible


Weird things seems to get easier the more i do it... is that a bug?

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the problem with copying the scripts package is that when the game updates I doubt the copy will be updated and the user will have to remember to copy the new one or there's going to be a weird mismatch of values.

the packages are used in alpbetical order, right? so something that begins with A will override something that begins with Z? (complete opposite to sc4) then maybe you can try creating an aPackages folder and putting your package in that without copying the default packages. and if the game deletes the aPackage folder make the folder readonly.

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i'll test the folder theory

 

Actually thinking about it i don't think updating should cause any problems.

if you prefix the simcity-scripts packages with z (z_SimCity-Scripts_264539504.package" it would not interfere with any updates since the original ecogame files would take priority but any script mods who needs to be in the same folder as simcity-scripts package would still be able to find it

 

 otherwise when updating the game one just needs to replace the old file with the new version


Weird things seems to get easier the more i do it... is that a bug?

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Just saying hello, thought maybe I would give this a go. I have a bit of experience with 3d and hopefully I can be of some use. One of the things I would like to see is something to keep our files cleaner, much in the way ModHoster does for Farm Simulator. I have been designing system tweaks for myself for a while, It will be nice to get in early for once. I am going to dig into the file structures and see if i can whip up something  along the lines of Giants Editor, No promises though, I believe I got a C-- in C++.

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when editing the property name, if the property is part of an array, is there anyway to name each index seperately? i'm adding text to the comments part of the property name editor for each index at the moment (question makes sense?)

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when editing the property name, if the property is part of an array, is there anyway to name each index seperately? i'm adding text to the comments part of the property name editor for each index at the moment (question makes sense?)

No there isn't, adding it the comments is the best way atm.

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@warrior - Thanks you! This is what i have been looking for. It does everything correctly. You have no idea how much you have helped me. Did you write this yourself? If you ever need anything let me know, i owe you one.

 

@warrior - would it be possible to also output like this

 

 

InputTXT - OutputHash

 

 

Without that i would still have to copy/paste the txt back over :P

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Here are some PropertyID's there might be one or two which has already been added:
 

Spoiler

<Property id="0x0ec367af" DisplayName="Guide Line Width" Comment="" />
<Property id="0x0f28a5b1" DisplayName="Foundation Width" Comment="" />
<Property id="0x07e0ad08" DisplayName="Finished Form" Comment="" />
<Property id="0x0e27b9af" DisplayName="Agent Query Data Bindings" Comment="" />
<Property id="0x0e76a7e3" DisplayName="Costtype" Comment="" />
<Property id="0x0bd81a2e" DisplayName="eco path lane counts" Comment="arrays are defined by 0x0bd81a2d" />
<Property id="0x0bd81a2f" DisplayName="eco path lane widths" Comment="arrays are defined by 0x0bd81a2d" />
<Property id="0x0bd81a31" DisplayName="eco path lane offsets" Comment="arrays are defined by 0x0bd81a2d" />
<Property id="0x0bd81a30" DisplayName="eco path lane varys" Comment="arrays are defined by 0x0bd81a2d" />
<Property id="0x0bd81a2d" DisplayName="eco path transport types" Comment="arrays are defined by 0x0bd81a2d" />
<Property id="0x0e0930f1" DisplayName="Tunnle Type?" Comment="" />
<Property id="0x0c0f2147" DisplayName="Fright Transport" Comment="" />
<Property id="0x0d02d846" DisplayName="Sales Sign" Comment="" />
<Property id="0x0ccb7fd4" DisplayName="Ground Texture" Comment="" />
<Property id="0x0d0082f1" DisplayName="Ground Texture Bump Map??" Comment="" />
<Property id="0x0d0082f3" DisplayName="Ground texture somthing??" Comment="" />
<Property id="0x0e30e65a" DisplayName="Resource?? Uknown" Comment="" />
<Property id="0x0d8c29c3" DisplayName="Agent Modell" Comment="" />
<Property id="0x0dbf68be" DisplayName="Modell?? Uknown" Comment="" />
<Property id="0x0d54a1e3" DisplayName="Producers" Comment="" />
<Property id="0x0d54a1de" DisplayName="Agent Visible" Comment="" />
<Property id="0x0e2553f7" DisplayName="Agent Color" Comment="" />
<Property id="0x0d54a1d9" DisplayName="Building Full" Comment="" />
<Property id="0x00fba610" DisplayName="Model Offset" Comment="Model Position in relation to actual Position" />
<Property id="0x4dd306e8" DisplayName="1 ressource needed" Comment="*1000" />
<Property id="0x4dd306e9" DisplayName="2 ressource needed" Comment="*1000" />
<Property id="0x4dd306eb" DisplayName="3 ressource needed" Comment="*1000" />
<Property id="0x0c2be53c" DisplayName="1 Resource Needed Identifier" Comment="" />
<Property id="0x0c2be62b" DisplayName="2 Resource Needed Identifier" Comment="" />
<Property id="0x0c2be71a" DisplayName="3 Resource Needed Identifier" Comment="" />
<Property id="0x0a0209a5" DisplayName="Resource Storage" Comment="" />
<Property id="0x0a7917cc" DisplayName="Amount Kids" Comment="" />
<Property id="0x0ccb7fc8" DisplayName="Foot Print?? Uknown" Comment="" />
<Property id="0x0c1302e9" DisplayName="Jails Cells Amount" Comment="" />
<Property id="0x0caa65de" DisplayName="Police Cars Nr.Display" Comment="" />
<Property id="0x0bcd3e46" DisplayName="Sewage Produced" Comment="" />
<Property id="0x0d8bddc2" DisplayName="Patrol Rate" Comment="" />
<Property id="0x0bd28085" DisplayName="Sewage Rate" Comment="" />
<Property id="0x00fba613" DisplayName="Model Rotation" Comment="" />
<Property id="0x0df1908b" DisplayName="Need Water" Comment="" />
<Property id="0x0dbf68c8" DisplayName="Train Head Length" Comment="float" />
<Property id="0x0dbf68cb" DisplayName="Head Movement??" Comment="" />
<Property id="0x0dbf68b4" DisplayName="Cariages Movement??" Comment="" />
<Property id="0x0bf46dd7" DisplayName="Garbage Capacity" Comment="" />
<Property id="0x09e6794c" DisplayName="Path Plops Width" Comment="" />

 

And here are some instanceID's they are for the "eco path filter" one or two of these are renamed from the ones which have already been added The reason was i had identified them wrong before:

Spoiler

<Instance id="0x67505a00" groupId="0x00000000" typeId="0x00000000" DisplayName="Oil Plops" Comment="" Hidden="false" Tags="" />
<Instance id="0x1cd3881b" groupId="0x00000000" typeId="0x00000000" DisplayName="Building Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0x2048e681" groupId="0x00000000" typeId="0x00000000" DisplayName="Park Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0xa536ca85" groupId="0x00000000" typeId="0x00000000" DisplayName="Oil Pipes" Comment="" Hidden="false" Tags="" />
<Instance id="0x2b9f0330" groupId="0x00000000" typeId="0x00000000" DisplayName="Block Build on Top" Comment="" Hidden="false" Tags="" />
<Instance id="0xd2d603c7" groupId="0x00000000" typeId="0x00000000" DisplayName="Train Station Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0xa2f9beeb" groupId="0x00000000" typeId="0x00000000" DisplayName="Allow Zoning" Comment="" Hidden="false" Tags="" />
<Instance id="0x158d2a2b" groupId="0x00000000" typeId="0x00000000" DisplayName="Dock Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0xe8daf4b1" groupId="0x00000000" typeId="0x00000000" DisplayName="Ore Garage Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0x4e6b007b" groupId="0x00000000" typeId="0x00000000" DisplayName="Rec.Delivery Garage plop" Comment="" Hidden="false" Tags="" />
<Instance id="0x2048e681" groupId="0x00000000" typeId="0x00000000" DisplayName="Park Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0x90b0c410" groupId="0x00000000" typeId="0x00000000" DisplayName="Wind Power Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0x6192801b" groupId="0x00000000" typeId="0x00000000" DisplayName="Streetcar Depot Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0x0714d370" groupId="0x00000000" typeId="0x00000000" DisplayName="Coal Garage Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0x46359ae1" groupId="0x00000000" typeId="0x00000000" DisplayName="Ambulance Bay Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0x4aef0cda" groupId="0x00000000" typeId="0x00000000" DisplayName="Smelting Garage Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0xa396b93d" groupId="0x00000000" typeId="0x00000000" DisplayName="Patrol Car Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0x55008112" groupId="0x00000000" typeId="0x00000000" DisplayName="Electronics truck Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0xe5bdbb1f" groupId="0x00000000" typeId="0x00000000" DisplayName="R.Buss Garage Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0x6888d48e" groupId="0x00000000" typeId="0x00000000" DisplayName="Streetcar Stop Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0x63da9ca4" groupId="0x00000000" typeId="0x00000000" DisplayName="A.Coal Shaft Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0xc5d2ee9c" groupId="0x00000000" typeId="0x00000000" DisplayName="Fright Garage Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0x3bf25bba" groupId="0x00000000" typeId="0x00000000" DisplayName="Mayor Mansion Plop 2" Comment="" Hidden="false" Tags="" />
<Instance id="0x1e29c493" groupId="0x00000000" typeId="0x00000000" DisplayName="School Buss Lot Plop" Comment="" Hidden="false" Tags="" />
<Instance id="0x774b795f" groupId="0x00000000" typeId="0x00000000" DisplayName="Mayor Mansion Plop 1" Comment="" Hidden="false" Tags="" />

 


Weird things seems to get easier the more i do it... is that a bug?

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felgard, the instance ids like Park Plop, does that mean if the Eco filter has that value parks can be plopped along it (and if it doesn't have it then parks can be plopped alongit)?

also so paths have to symmetrical? I mean when you specify the lanes does it automatically do it both directions? (so you can't have a road with 2 lanes in one direction and 3 in the other?)

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so far its symmetrical so 1 lane = is 1 lane in each direction

 

and about the park if i understand and you have spelled wrong the its yes if a path does not have the "park plops" value then you cant place parks along it.

 

specifically theres a plop for each category of buildings if they are unique enough so to speak like the garages each building that has garages that are not placed on the streets for instance have a unique plop associated to them.

 

then we have the "building plop" most likely its a default plop for any building which don't have any special plopping circumstances 


Weird things seems to get easier the more i do it... is that a bug?

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can somebody please create something like this?

 

or some overpasses for intersections?

some oneway roads?

 

or a tool you can eddid the road settings, layout, intersection layout, intersection settings, with.

 

is this posible?

thanks a lot

 

p.s. sorry for my bad English

post-352977-0-70182700-1370695644_thumb.

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    I'm probably releasing a new version of SimCityPak tonight or tomorrow - I've recently been focusing on the RASTER files, and I think I've got them completely figured out now. They define either lot ground textures, building textures or paletted decals. They contain four channels (A,R,G,B) which are all counted as a different 'layer'.

     

    @joostpas94 - We don't know yet - turning lanes are not going to be possible any time soon. Also, please post all mod requests in the official mod request thread here:

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    I'm probably releasing a new version of SimCityPak tonight or tomorrow - I've recently been focusing on the RASTER files, and I think I've got them completely figured out now. They define either lot ground textures, building textures or paletted decals. They contain four channels (A,R,G,B) which are all counted as a different 'layer'.

     

    @joostpas94 - We don't know yet - turning lanes are not going to be possible any time soon. Also, please post all mod requests in the official mod request thread here:

    thanks and sorry I'll.

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    7422 Instance ID's..... Enjoy

    Instance ID's

    wont download for me at moment. page just sitting there :(

     

     

     

    added this to my registery.  barking up wrong tree ?

    <Group id="0x40e0e000" Abbreviation="kLayer ?" DisplayName="kLayer ?" Comment="simcity.Air.kLayerAirLight = 0x66ed6a69;  layerID: simcity.Air.kLayerAirLightklayer" />
    <Instance id="0xaef3f5ab" groupId="0x098a44f2" typeId="0x00b1b104" DisplayName="AlertNoPower" Comment="" Hidden="false" Tags="" />
      <Instance id="0xc2c5124d" groupId="0x098a44f2" typeId="0x00b1b104" DisplayName="AlertNoWater" Comment="" Hidden="false" Tags="" />
      <Instance id="0x66682a6d" groupId="0x098a44f2" typeId="0x00b1b104" DisplayName="AlertHelpWanted" Comment="" Hidden="false" Tags="" />
      <Instance id="0x54d8237b" groupId="0x098a44f2" typeId="0x00b1b104" DisplayName="AlertFullFreight" Comment="" Hidden="false" Tags="" />
      <Instance id="0xcee0c0f9" groupId="0x098a44f2" typeId="0x00b1b104" DisplayName="AlertNoFreight" Comment="" Hidden="false" Tags="" />
      <Instance id="0xaac6623f" groupId="0x098a44f2" typeId="0x00b1b104" DisplayName="AlertAirportLowAttraction" Comment="" Hidden="false" Tags="" />

     

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