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I just wanted to say THANK YOU! This is incredibly useful and it must have taken a huge amount of time. I'm not super techy so I am mostly doing basic relotting, but this really helps and I love finding nice prop buildings that I can easily add to create new lots. 

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🎉 Version 2.2.1 is now live. Get it here 🎉

This is a minor update. Changes for this version include:

  • Laid groundwork for HD prop toggle
  • Added multiple prop + texture packs: A_1P_WindIndustry_ComponentLogistics2, A_1P_beach_set2_props, A_1P_beach_set3_props, BCH Props1, BSC - VIP girafe carpack vol. 1 & 2 remastered, Davide1983it - Trabant601, KK Timed Prop Pack v1-Gizmo, KK_ja-att Restricted Sign Props, Outdoor Set V1, Outdoor Set V2, Playground set, Raymond_VintageCar_Props, SM2 Mega Prop Pack Vol5, TCC - Diagonal Jetways (Singtel), Tatra 603 - Wartburg 353, and cloqloparking
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Thanks developers for this catalog..will be trying it soon. Can't wait *:thumb:

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🎉 Version 2.2.2 is now live. Get it here 🎉

This is a minor update. Changes for this version include:

  • Updated Grfe_Urbanpack to version B
  • Added Grfe_hedge_3m_Ortho + Diag, Jayo-Props, cogeo's LogisticsPack, Mntoes-Prop pack1, PC Mega Props 2, SG_Models_IM2
  • Added texture TGIs to TGI search list

 

You are now able to search by texture TGIs too - it's been set up to be able to do that for a long time, but I had just never added them into the list in the first place. That is fixed now. Enjoy!

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Been using this a lot lately, really like how the demo version changes the TGI format to match the groups.ini file PIM uses (and the Reader entry copy function). I was actually just visiting this thread with the intent of humbly suggesting it.

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21 hours ago, junspud said:

Been using this a lot lately, really like how the demo version changes the TGI format to match the groups.ini file PIM uses (and the Reader entry copy function). I was actually just visiting this thread with the intent of humbly suggesting it.

Glad you like it *:)

The format is purely accidental - I just did what seemed natural to me, but I'm happy it worked out for you!


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On 2/21/2023 at 5:15 PM, nos.17 said:

Glad you like it *:)

The format is purely accidental - I just did what seemed natural to me, but I'm happy it worked out for you!

I think it adds a certain utility, you can use it to copy/paste props directly into the groups.ini file for PIM groups now. IDK if it's necessary to remove the spaces (I assume it probably is, I haven't tried not doing it) but that's not much work.

 

Edit in case anyone reading isn't clear how to do it;

You can open the groups.ini file in the PIM-X directory, it's a plain text document. Find the group you want to add the prop or texture to, it's easiest if you already created the group inside PIM-X, and have added at least one prop or texture into the group.

 

Quote

group = GroupProxy( "Z props" , 2 )
group.AddItem( (0x6534284a,0x2d34309e,0x8e22da1c) )
group.AddItem( (0x6534284a,0x2d34309e,0x4de0400f) )
group.AddItem( (0x6534284a,0x3056c8d3,0x10cbe3be) )
group.AddItem( (0x6534284a,0xb18eca66,0xd206c4cc) )
group.AddItem( (0x6534284a,0xd2c27f89,0xd4e98716) )

Excerpt from a group in my file named 'Z props'. Copy one or more of the group.AddItem...' lines. Next you can paste the new lines under the 'GroupProxy' line, or into a new text document to edit first, or whatever. Copy and paste the TGI from the prop/texture catalog in place of the original TGI. Remove the spaces and save file, or continue editing. The props will be included in the group when you next open the PIM-X lot editor. PIM can be running while you do this, as long as no other lot editor windows are currently open.

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I was wondering where to find something like this yesterday,Here!It's so amazing,thanks a lot!

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🎉 Version 3.1 is now live. Visit the site. 🎉

With version 3.1, I am beginning to ad in thumbnail previews for all the items in the catalog. For the moment, there's only texture thumbnails. The FSH files from textures were pretty easy to extract and convert to PNG, but buildings/props/flora will be a bit more difficult in dealing with items that are bigger than a certain size which would have more than one FSH that would need to be stitched together. I expect to start trickling those in over the next few weeks and months. However, with just textures, I'm up to 22,600 thumbnails for 104mb.

When using the search option on the main page, there is now an option to show thumbnails, and specify the size of thumbnails returned.

95GrRod.png

 

There is now also a new page, View a Pack, which is aiming to emulate the old pictures of the packs I had taken in PIMX.

suzeL6F.png

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9 hours ago, nos.17 said:

The FSH files from textures were pretty easy to extract and convert to PNG, but buildings/props/flora will be a bit more difficult in dealing with items that are bigger than a certain size which would have more than one FSH that would need to be stitched together.

Why not load such items up in PIM-X, it will create a series of Thumbnail Previews which are saved as JPGs in the App's install \ImageDB or \ImageDBLarge folders. The filenames are the TGI address of the models, which may create some complications organising things, but it would save creating the images yourself.

I've just seen I've 20,017 such previews (or models) from all the time working with PIM-X since my last Windows install.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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3 hours ago, rsc204 said:

Why not load such items up in PIM-X, it will create a series of Thumbnail Previews which are saved as JPGs in the App's install \ImageDB or \ImageDBLarge folders. The filenames are the TGI address of the models, which may create some complications organising things, but it would save creating the images yourself.

I've just seen I've 20,017 such previews (or models) from all the time working with PIM-X since my last Windows install.

This is a good call. I had previously customized the install directory of PIMX and it never created any of these thumbs - the only thing there was Maxis assets. A reinstall to the default install directory fixes that. :dead:

I had been working with TGI as the file name, so that's actually exactly what I need.

This is huge. Thank you!

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@nos.17 This is truly an incredible accomplishment you have done here.  An enormous task!  Thank you sir.  Amazing work!

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On 4/14/2023 at 2:04 AM, jonnboy1976 said:

@nos.17 This is truly an incredible accomplishment you have done here.  An enormous task!  Thank you sir.  Amazing work!

Thank you! Glad you like it *:8)

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19 hours ago, Lazarou Monkey Terror said:

Could you tell me which are the 13 new packs? I think I'm up to date otherwise, thanks to your fantastic resource!

Sure! They're in this list here.

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Indeed, this sounds awesome and will be very useful.

Regarding the metadata files, all the YAML files are converted to JSON files by sc4pac for internal use. The JSON format is a bit more static and non-ambiguous, so may be easier to read programmatically than parsing the YAML files – though the YAML format is better documented.

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Awesome. I just wanted to add that the dependency tracking script is also integrated in my sc4 cli tool, both in interactive mode (by simply clicking the sc4.exe), or by using it from the command line as sc4 plugins track, so it should be straightforward for everyone (especially creators) to easily generate a list of (missing) dependencies.

 

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Visit www.growifier.com for ploppable residentials

Love playing hearts and other card games? Have a look at www.whisthub.com!

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9 hours ago, smf_16 said:

Awesome. I just wanted to add that the dependency tracking script is also integrated in my sc4 cli tool, both in interactive mode (by simply clicking the sc4.exe), or by using it from the command line as sc4 plugins track, so it should be straightforward for everyone (especially creators) to easily generate a list of (missing) dependencies.

Cool! I didn't know it was in there too. So that's definitely more people that could benefit from this. :8)

This might turn into a dev thread for a little bit while I show my progress, so bear with me. I've got a basic query set up to mimic the functionality of the existing catalog to search for an arbitrary string across any field:

uHppzbEfWF.png

And also to return the results for a specific instance id:

s9tMwMGNIE.png

Using those two, I was also able to create a tiny proof of concept to query this with Javascript:

PciSiHIBoe.png

 

The bulk of work is yet to come though. I have about 1300 uploads from the STEX (48000 TGIs) in the database already. I'll need to do the same thing with SC4Evermore, which should get me the bulk of all the dependencies. Right now, I pretty much have the structure to define the contents of an upload. The next thing is to expand the metadata saved in the database as to be able to record the information about a specific upload - things like the author, version, name, url, etc. Fortunately, a significant portion of this (if not all) can be automated).

By the way, so far all of this the code is happening here: https://github.com/noah-severyn/SC4PropTextureCatalog/tree/v4-rewrite. Don't judge too hard, I'm learning. ^_^

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4 hours ago, nos.17 said:

Cool! I didn't know it was in there too. So that's definitely more people that could benefit from this. :8)

This might turn into a dev thread for a little bit while I show my progress, so bear with me. I've got a basic query set up to mimic the functionality of the existing catalog to search for an arbitrary string across any field:

uHppzbEfWF.png

And also to return the results for a specific instance id:

s9tMwMGNIE.png

Using those two, I was also able to create a tiny proof of concept to query this with Javascript:

PciSiHIBoe.png

 

The bulk of work is yet to come though. I have about 1300 uploads from the STEX (48000 TGIs) in the database already. I'll need to do the same thing with SC4Evermore, which should get me the bulk of all the dependencies. Right now, I pretty much have the structure to define the contents of an upload. The next thing is to expand the metadata saved in the database as to be able to record the information about a specific upload - things like the author, version, name, url, etc. Fortunately, a significant portion of this (if not all) can be automated).

By the way, so far all of this the code is happening here: https://github.com/noah-severyn/SC4PropTextureCatalog/tree/v4-rewrite. Don't judge too hard, I'm learning. ^_^

A search option for BuildingPlop 🤩

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On 8/27/2025 at 1:59 AM, TiepiNL said:

A search option for BuildingPlop 🤩

In a way, yes. This would work outside of the game while it's not running. Incidentally, have you seen Casper's Advanced Lot Plop? Just posted. 🔥

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

I am working on a fun new visual to show the status of everything from the STEX that's being indexed in the new catalog, inspired by Github's contribution calendar you can find on people's profiles. The filled blocks represent items that have been indexed in the catalog so far. Because it the catalog uses the sc4pac cache for its data, it's also a rough approximation of what's been included in sc4pac too, assuming I have downloaded the item at some point.

tbF5PKo76M.png

Yes, there's 37000 squares being rendered on the page, one for each STEX id. I'm a JavaScript noob so I had AI help with some optimizations so loading and scrolling the page isn't too bad, but the page is still a little laggy. Looking forward to publishing this! *:lol:

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Recently I've noticed a lot of the search results have become rather vague, with no links to the files and/or names of the prop packs, such as;

catalog.png.aef0aba14f34f37c5e3128d9045ebf07.png

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14 hours ago, junspud said:

Recently I've noticed a lot of the search results have become rather vague, with no links to the files and/or names of the prop packs, such as;

catalog.png.aef0aba14f34f37c5e3128d9045ebf07.png

The links are broken for the moment, but can you explain more about the search results being vague? What was your search query here?

The whole catalog is in a transition state for the moment, and it should be getting a facelift and a whole new back end shortly, when I can find the time.

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A lot of work has happened since my last update with the API and I can't believe it's been that long since I updated this thread. The previous API was set up using C# and ASP.NET. I didn't really know what I was doing on that front and had some troubles figuring it out, so ultimately two months ago in November 2025 I decided to transition over to a JavaScript API using Express. I was able to have Copilot build a simple proof of concept for me and was pretty happy with how it looked. Even with my minimal JavaScript experience compared to C#, it was much less code and seemed much simpler to maintain, customize, and understand what is happening.

Anyways, the short of the story is the API is now operational and publicly available. At the moment, it has two endpoints, /api/search?term=... where you can search against any text string (example), and /api/iid?value=... where you can search against a specific Instance ID (example). I am still using an SQLite database on the back end. However, one significant difference is the scope of content that will be covered in the package. Instead of tediously manually maintaining a huge folder of all dependency files, plus a large Excel index of each of these dependencies with their name, author, version, url, categories, etc., I wrote some scripts that allow me to leverage the sc4pac cache as a source of the files, and the sc4pac metadata for all of the information about the files. This will firstly make it much easier to keep up to date when new dependency packages are released or when existing ones update. Secondly, it finally allows me to include all files in the catalog, not just prop and texture packs.

In practical terms, the separation of the data (into the API) from the user interface code, allows any program, written  by me or someone else, in whatever platform or manner they like, access the catalog data. This is a huge advantage. In the case of the Prop & Texture Catalog itself, this means it can turn into a very simple static HTML/CSS/JS website, and just send off queries to the API for any data it needs. I have the home page set up to query based on any string, as is the case in the past.

image.png

 

My current time is working on the 'View a Pack' page, in which you target a specific package and see all information about it, including thumbnails of textures, and hopefully eventually, props, buildings, and flora. So far I've been able to implement a significantly improved search function to search for a package.

image.png

 

One final thing I implemented is a light mode/dark mode toggle for the entire site. I'm pretty proud of how this turned out.

image.png

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