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This... This is awesome! I can look at it for hours and never get bored. Congrats!

458.gif

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"If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

"Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

"Without deviation from the norm, progress is not possible." - Frank Zappa

"The wisest men follow their own direction." - Euripides

Welcome to Fairview, my new city journal *:D

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    ①⑨ Globe :

    vRcTj9R.jpg

    I haven't made clearly what exactly i want in SC4, but i do like globe, Geography and history are my favorite lessons in school. Frankly, i learned most knowledge about Geography form this old Japanese game *:D:

     

     And nowadays, i could imagine my dear friends if i could mark you in a globe model, it would be amazing to see your names spread all over the world, UK, France, Canada, USA, Japan, Italy, Australia, Belgium, German……

    Anyway, i will start from finding a good map of it.:}

     

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    2 minutes ago, thecitiescenter said:

    You’ve created the 5th Arcology!  *:thumb:

    Thank you Steve, *:blush: it's the first time i heard of the word "5th Arcology", Are you referring to this?

    Arcology Wikipedia

    I hope your airship could take off and land in it.*:lol:

    I was preparing to ask a question when i saw your question, Sorry that i couldn't help you with that, but i believe Jason will give you the best answer about it. I would ask my question with a new thread, Have ran into problem of big size renderring.*:D

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    Note:

     

    I have learned a new function from master Cori *:D,

    string.gsub(valuestr, "123456", "CM") -- Cori added.

    I thought if i could write a function like this by myself someday, then i may could say i kind of get the hang of it.*:blush:

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    1 hour ago, Raymond7cn said:

    string.gsub(valuestr, "123456", "CM") -- Cori added.

    You were already 90% of the way there when you Googled that command. *;)

    Here's an explanation which might help you grok it better:

    This version of the command was introduced in Lua 5.1. (The syntax (the way the command is written) is different in Lua 5.0.) The first part string. let's us know it's in the category of string functions (or ways to manipulate the data which is stored in a string type variable). Then for the gsub part, the g means get and the sub means subtitution as in once it finds (gets) a portion of the string we are examining, it will substitute something new for that part of the whole. The command string.gsub is a built-in function of the Lua language. The parts within the parenthesis are the parameters which are passed to the function and they are separated by commas.

    The first parameter is the name of the variable which contains the data you wish to manipulate. In the case of the Lua code we worked on in the other thread, that happens to be valuestr. The second parameter is the part we want to find in that string. The quotes around it instruct the Lua interpreter to use this as a literal string. In other words, it is not the name of a variable. And the third parameter is what we want to substitute every time it finds the second parameter within the string we are examining.

    And the last part -- Cori added. is comment. In Lua Coding the two dashes together like that tells the Lua interpreter that everything which follows said pair of dashes should be ignored. In other words, the stuff after the two dashes is not code to be processed.

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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    9 hours ago, Raymond7cn said:

    Thank you Steve, *:blush: it's the first time i heard of the word "5th Arcology", Are you referring to this?

    Arcology Wikipedia

    I hope your airship could take off and land in it.*:lol:

    I was preparing to ask a question when i saw your question, Sorry that i couldn't help you with that, but i believe Jason will give you the best answer about it. I would ask my question with a new thread, Have ran into problem of big size renderring.*:D

    That is the correct definition of the word arcology - and 5th arcology is a reference to SimCity 2000 where there were 4 arcologies that players could plop once their city met some minimum population thresholds and after the game year 2000.

    https://m.imgur.com/gallery/nYmyV

    I thought yours looked like those and is definitely worthy of being next in line for 5th.

    Also re: size, Im not sure about 3dsmax but ive been hitting a limit in gmax of approx 19x19 sc4 tiles.  Anything over 20x20 gives me an error while rendering.

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    5 minutes ago, thecitiescenter said:

    Also re: size, Im not sure about 3dsmax but ive been hitting a limit in gmax of approx 19x19 sc4 tiles.  Anything over 20x20 gives me an error while rendering.

    Yes Steve, me too, mine is bigger than 16x16, i thought it's also because of the height and i haven't customized the LOD then,

     

    I have asked this question with a new thread, i dimly recall that it's since the limitation of the S3D or FSH's ID, 2 hex digits of Instance ID could only have 16² = 256 pieces. Frankly, this is my first experience of big model, i thought i need to slice the LOD to pieces and render them separately to Prop, then make a dummy building and align them in LE, whereas i don't know the details of these steps, I may could make some tests, but just a bit tired after modeled this one for so long.*:D Anyway, i will beep you when i got the answer.

    20 minutes ago, thecitiescenter said:

    and 5th arcology is a reference to SimCity 2000 where there were 4 arcologies that players could plop once their city met some minimum population thresholds and after the game year 2000.

    Ah, Thank you for telling me this, i have never seen SC2000 before, it is so… Amazing!! Can't believe it's so badass (Terring's word*;)) at that time, i might quit school if i knew it then, and also curious about why EA or Maxis gave up such a wonderful series of game. what's a pity!:ooh: Maybe they accept that beaten by those great BAT makers, (BSC,PEG,NAM,Jeronij……) Haha.*:D

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    @Raymond7cn Im not sure as to the exact calculations for size limits, but after extensive trial and error I cant seem to get anything over 20x20 squares or 640 meters tall... and thats LOD size so i kinda just keep those dimensions as a general rule of thumb.

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    Just out of curiosity, how tall was the Amaista supertower?

    I thought it was over a klick tall. You had to scroll for ages to get to the top of it. If memory serves, the model was sliced into many sections.

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    14 minutes ago, Whte_rbt said:

    Just out of curiosity, how tall was the Amaista supertower?

    I thought it was over a klick tall. You had to scroll for ages to get to the top of it. If memory serves, the model was sliced into many sections.

    Ah yeah, I shouldve probably clarified, i get errors on anything bigger than 20x20 sc4 tiles or 640 m height if rendering as one whole piece.

    There are, of course, ways to split a model into pieces and render separately and then either plop next to each other to make whole again, or, as a series of props.

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    With orthographic projection, reflections can look strange sometimes. If you add a bump map it will change the angle of the reflections a little bit, and they will look more natural. You can use a noise map, with big dimensions.

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    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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    Regarding arcologies, I'd like to see landmark replicas in SC4...

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    @thecitiescenter @Whte_rbt Thank you so much for the tips, I made a simple test with this roundabout road model:

    LzgDDZ3.jpg

    and then compared its FSH id with other big Lot, the thing doesn't seem as simple as i thought before, Yes, the last bit of ID changes among them, but it seems as they are also relative to the Night&DAY&Directions, I haven't made more tests, however if i'm right here, 256 FSHs would be divided into 8 groups (day+s,night+s,day+n…), so it may means only 256/8=32 FSHs. Anyway, i will report my results soon here.

    3 hours ago, Jasoncw said:

    With orthographic projection, reflections can look strange sometimes. If you add a bump map it will change the angle of the reflections a little bit, and they will look more natural. You can use a noise map, with big dimensions.

    Thanks a million Jason. Frankly i could understand it and the align in Reader method, but why i couldn't think of them!*:blush: You are the treasure in BAT world, Thank you!

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    ②① Batman Light etc :

    Well the testing is in process, I recalled this newbie thought i discussed with @Terring.

     

    153858387-083b9849-c411-4709-b92a-130654

    it started after i learnt how to make True3d Light from @rivit. Those lights of vanilla lighthouse is one of most appealing thing to me, then after the Ironman i wanted a Batman Light which casts into the sky in SC4, then i realized it maybe impossible without the cloud.*:D but Terring thought it would be more better if put the light to a building, and also he told me that i may could learn to make an effect as xannepan's.

    Months past, i have learned a bit of Effects and made a simple Batman car and light rig, I don't know if i could make a Batman someday, Opps, that man on the roof should be Jim Gordon! Haha.*:D

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    1 hour ago, Wiimeiser said:

    Regarding arcologies, I'd like to see landmark replicas in SC4...

    I'm sorry @Wiimeiser, I thought your words a while, Are you referring to some stuffs in this CJ by @mitsos ?

    About Landmark, I'm not pretty sure if Kremlin wall which is already in my list could be counted, Or you could show me a picture of it, i may could give it a try.*:blush:

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    17 minutes ago, Whte_rbt said:

    I think @Wiimeiser may have meant ingame landmarks made to resemble the arcologies from SC2000.

    Thank you @Whte_rbt, i guess so, i have got some info from web:

    uS6nBb8.gif

    t4UZcFS.jpg

    myiE8Pt.jpg

    SimCity 2000 features 4 arcologies. They are available once the player reach a population of 120,000 Sims and once the player are in the year when they are invented.

    Plymouth Arco: available at around the year 2000. Holds 55,000 residents. Price $100,000. The only arcology to emit mild pollution into atmosphere.

    Forest Arco: available at around the year 2050. Holds 30,000 residents. Price $120,000.

    Darco: available at around the year 2100. Holds 45,000 residents. Price $150,000.

    Launch Arco: available at around the year 2150. Holds 65,000 residents. Price $200,000.

    -----

    i thought these are what @thecitiescenter @Wiimeiser said, well, it's a big challenge to me. @Terring must be interested in it too, such a big building as a mini city, i don't know, according to my progress by now, i may take this job one year later, and maybe other great BATters would be interested in it if we post them to the thread :

    Dear @Wiimeiser, Thank you for this good idea, I just don't want to waste your time, whereas if you don't mind it and no body take this challenge then, Definitely i will be very glad to make them,*:blush: Thank you!

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    Note about the limitation of LOD's size:

    Here is what i found out from Wiki:

    FSH

    0xAAAABCDE - LODs (Buildings, Props etc.)

                  A = LOD ID

                  B = Light (8 or sometimes 9) Flag

                  C = Zoom

                  D = Rotation

                  E = Texture Frame

    In terms of my big model which has been just rendered, B = 0 = Day, B = 8 = Night, If so, the limitation will be 16/4X16 = 64, Am i right here? Anyway, i should investigate more, since i could only see value of D from 1 to 4. Furthermore, i want to know the size of "Texture Frame", it would be counted easily if i could get the definition of SD's resolution in BAT4MAX.:}

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    Your first guess at 256 was right - 64 per view,  Note how Digit 7 is used in a kludgy sort of way to get more fsh.

    BATs are numbered in a specific way and can have up to 64 textures associated per view. Hexadecimal Digits.
    A = The first 4 digits of the IID represent iteration 3,4,5…
    B = Digit 5 - 0 = DAY texture, 8 = Night Texture
    C = Digit 6 – 0,1,2,3,4 = Zooms 
    D = Digit 7 – 0,4,8,C = View 0; 1,5,9,D = View 1;  2,6,A,E = View 2;  3,7,B,F= View 3
    E = Digit 8 – 0 to F a sequence number

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    Thank you Rivit, @rivit, You are right!*:thumb:

    I made a test today:

    0BNdKlL.jpg

    it's a square with sides of a length 224m, however i rotate it 22.5°.

    7GFO3xn.jpg

    the dimension of one side would be 292.7m ≈19 tiles

    bjG8dol.jpg

    render view.

    EsFl4yt.jpg

    PIMX

    qcEuk7L.jpg

    LE

    ADnyfk5.jpg

    in game.

    HybM1AY.jpg

    All the FSHs of day =252

    0ck3p11.jpg

    The south orientation of day = 63, i almost hit the limitation.*:D

    70jNPF9.jpg

    Put them together with your GoFSH and PS.

    Next, I want to know the theory of 1792x2304, i mean what the relationship between it and the dimension of the model.

    Besides, Want to have a test on the aligning method in Reader, I have tried to divide and aligned pieces of this airport model once, have to investigate the reason of a bit offset after set 4~10 reps of LotConfigPropertyObjectData identically.*:blush: @Jasoncw

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    16 hours ago, Raymond7cn said:

    Next, I want to know the theory of 1792x2304,

    These dimensions are the extent (edge to edge, across and down, rounded into 256 multiples) of the projection plane from the viewpoint (your eye) through the model at the angles of the view to the ground. 

    This article may help

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    Spoiler

    Just how big is the 3D object contained in one pixel of texture?

    The following table is my calculation of smallest representable object. Note that for flat tiles (eg. Rail, Road etc the implied scale = 128pixels = 16m or 1 pixel=1/8m= 125mm) (or slightly larger than two Rubik’s cubes!!!)

    [Please feel free to verify this table – I’m putting forward my best guess]

    Level Zoom x Rel Range Equiv Range m Pixel in m

    Z1 8 18.25 444.00 1.734

    Z2 16 9.125 229.00 0.895

    Z3 32 4.5625 117.30 0.458

    Z4 73 2 52.20 0.204

    Z5 146 1 26.10 0.102

    Z6* 292 0.5 13.05 0.102

    Thank you very much @rivit, I haven't thought of a way to test or verify it, but i thought this is just what i want to make clear, how big is the 3D object contained in one pixel of texture? Frankly, Your article is too difficult to me even if it is chinese, *:blush: But this table explains my question.*:thumb:

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    Note about Big size model rendering:

    Gmax (or to say the SC4) has limitations on how big the LOD can be and that going over the limit caused the Error 6, it just got stuck in the first view rendering by gmax and then popped up a message of Export Failed, error 6. The reason has been explained by @rivit above, The limit of Hex code which decides you couldn't have more than 64 pieces of one side of your model (LOD). I have succeed in rendering one big model with the way @Jasoncw taught me (Please correct me if it's wrong somewhere*:blush:). 

    1, Make a LOD for the model or use one of the automatic generated LOD(delete the others). Put your model and LOD to a appropriate location (center is the best).

    tRLVR02.jpg

    2, Split the LOD into pieces, there are many ways to do this, i just use QuickSlice of Editable Poly and then Detach each of them, You needn't to tinker the pivot of each pieces, You don't have to cap the hole.

    S1rU7YP.jpg

    xFVytdM.jpg

    3, Hide the others (don't name them with LOD345, just give name of xxx yyy etc) but just leave one of them, Rename it to LOD3 and copy it to LOD4 and LOD5, before that, you could save as a copy of your max file, Then export your model (this part) as the normal process, after that, delete these three LODs (345) and do the same way with the others one by one.

    M9GpVBR.jpg

    88gUizq.jpg

    4, Make each pieces of model to Prop in PIMX.

    ZX74Vhx.jpg

    5, Make a dummy building Lot, I have had one, you could make one just delete the building with Reader. Or a tiny building within, The size of the Lot is the dimension of your whole model not each piece.

    6, Open this Lot with LE, put these pieces as Prop into it, one of them would be better in the center of the Lot and remember the IID of this one, it doesn't matter of the others, Just put them in.

    1Z8qQu0.jpg

    7, Open the Lot file with Reader, Locate to the Exemplar file which contains the LotConfigPropertyObjectData, find out the pieces Props (first rep is 0x0000000001 and the last rep is id) and edit the Reps 4 to 10 (they are the location coordinates from wiki) same as the one you have centered in the Lot. After that, don't forget to Reindex the LotConfig, save and exit.

    CldDsrf.jpg

    GatJAEy.jpg

    8, Take a look in the game.

    (Feel like even better than the whole one*:D)

    WROshkl.jpg

    Bravo!:bunny:

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    Not too bad, But i want more city lights at night, and Just aware that it may have to be a time prop so that we can see the entire earth. 

    Hiya CB, I can see you country! *:D @Cyclone Boom

    bMSLCqe.jpg

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    Hiya, Raymond.

    So, now that we've finished our NKO tutorial, I've started looking at the Lua Scripting for Reader 1.5.4 you explained to me. *:)

    Try this code:

    -- List all Exemplars and Their Properties
    function reader.main (this)   
        local file = io.open("E:/Lua for Reader 1.5.4/writetest.txt", "w")
        pos = reader:entries_GetHeadPosition()     
        while pos~=0 do
            entry,pos = reader:entries_GetNext(pos)
            flag = reader:entry_GetFlag(entry)  
            if (flag == 7) then
                exemplar = reader:ex_Decode(entry) 
                proppos = reader:exprop_GetHeadPosition(exemplar)  
                file:write("Name Value   Name                                                         Value\n")
                file:write("----------   ----------------------------------------------------------   ---------------------------------------------\n")
                while proppos~=0 do
                    exprop, proppos = reader:exprop_GetNext(exemplar,proppos)
                    desc, descname = reader:exprop_GetDesc(exprop)  
                    valuestr = reader:exprop_GetValueStr(exprop)
                    local cmDescNameStrLen = string.len(descname)
                    local cmPrintDescName = descname .. string.rep(" ", 58 - cmDescNameStrLen)
                    file:write("0x",Dec2Hex(desc)," - ",cmPrintDescName," = ",valuestr)  
                    file:write("\n")
                end
                file:write("\n")
            end
        end
        reader:refresh()
        file:close()
    end
    
    function Dec2Hex(IN)
        OUT = string.rep("0", (8 - (string.len(string.format("%x", IN))))) .. string.format("%x", IN)
        return OUT
    end

    ^ Be sure to change the file path in the third line to match where you want the writetest.txt file to go.


    Sample output for one exemplar:

    Name Value   Name                                                         Value
    ----------   ----------------------------------------------------------   ---------------------------------------------
    0x00000010 - Exemplar Type                                              = Terrain
    0x00000020 - Exemplar Name                                              = Terrain Properties
    0x097f4c4e - Unwatered Terrain Color                                    = 0xB6, 0x77, 0x74, 0x66
    0x295961f2 - kSC4RetainingWallPropertyWallTextures                      = 0x695C00C6, 0x695C00C7, 0x695C00C8, 0x695C00C9, 0x695C00CA
    0x295961f3 - kSC4RetainingWallPropertyWallTextureSize                   = 16
    0x297f42b7 - Draw Unwatered Terrain Cell Color                          = True
    0x29ab15c0 - WaterDepthForMaxAlpha                                      = 30
    0x29ab15c1 - WaterMinAlpha                                              = 0x00
    0x29ab15c2 - WaterDepthToColorGradientFactor                            = 0.75
    0x29ab15c3 - DisplayWaterSurface                                        = True
    0x29ab15c4 - DisplayTerrainSurface                                      = True
    0x29ab15c5 - WaterNightColorAdjustment                                  = 0.1, 0.2, 0.80000001
    0x29ab15c6 - CityEdgeLayerHeights                                       = 55, 65
    0x29ab15c7 - CityEdgeBrightnessKludgeFactor                             = 0.89999998
    0x48cd7b20 - MaxNormalTerrainHeight                                     = 308, 308, 308
    0x48cd7b21 - SeaLevel                                                   = 250
    0x48cd7b22 - MinRegularHtFactor                                         = 0.25, 0.25, 0.25
    0x48cd7b23 - MaxRegularHtFactor                                         = 0.30000001, 0.30000001, 0.30000001
    0x48cd7b24 - MinMountainHtFactor                                        = 0.40000001, 0.40000001, 0.40000001
    0x48cd7b25 - MaxMountainHtFactor                                        = 1, 1, 1
    0x48cd7b26 - MaxTerrainHeight                                           = 2500
    0x48cd7b27 - MinTerrainHeight                                           = 20
    0x48cd7b28 - ImageImportScaleFactor                                     = 3
    0x48cd7b2a - DefaultTerrainHeight                                       = 300
    0x48cd7b30 - TemperatureRangeFactor                                     = 0.30000001
    0x48cd7b31 - WaterProximityRangeFactor                                  = 1.10000002
    0x48cd7b40 - NumInitialErosionPasses                                    = 0x00000004
    0x48cd7b41 - NumHydraulicIterationsPerInitialErosionPass                = 0x00000001
    0x48cd7b42 - NumWindIterationsPerInitialErosionPass                     = 0x00000004
    0x48cd7b43 - SeaLevelChangeDueToWaterSlider                             = 10, 10, 10
    0x48cd7b50 - MinCellsInUsefulFlatArea                                   = 0x000003E8
    0x48cd7b51 - MaxHtChangeToFlattenFactor                                 = 0.003
    0x48cd7b52 - MaxTerraceAltitudeFactor                                   = 0.89999998
    0x48cd7b53 - MinTerraceAltitudeFactor                                   = 0.1
    0x48cd7b54 - AutoFlatAreaEdgeSmootheningRadius                          = 0x00000006
    0x48cd7b60 - MinShoreCliffSize                                          = 0x0000000F
    0x48cd7b61 - MinShoreCliffCandidateHt                                   = 3
    0x48cd7b62 - MinShoreCliffHt                                            = 60
    0x48cd7b63 - MaxShoreCliffHt                                            = 100
    0x48cd7b64 - MaxShoreCliffSize                                          = 0x0000003C
    0x48cd7b65 - MaxNormalYForCliff                                         = 0.5
    0x48cd7b70 - MinSeaLevel                                                = -10
    0x48cd7b71 - MaxSeaLevel                                                = 200
    0x48cd7b72 - SeaRaiseLowerAmount                                        = 5
    0x48cd7b73 - TerrainRaiseLowerAmount                                    = 40
    0x48cd7b80 - AutoFlattenUponCreation                                    = 0x00
    0x48cd7b81 - ShoreCliffsUponCreation                                    = 0x00
    0x48cd7ba0 - TypicalBrushAngleIncrement                                 = 0.5, 0.5, 0.5, 0.5, 0.5
    0x48cd7bf1 - NumFlowStepsPerWaterErosionBrushApplication                = 0x00000001, 0x00000001, 0x00000001, 0x00000001, 0x00000001
    0x48cd7bf2 - NumWaterErosionIterationsPerInvocation                     = 0x00000014
    0x48cd7bf3 - NumSmoothingIterationsAfterWaterErosion                    = 0x00000002
    0x48cd7c00 - EdgeReconcilliationSmoothingRadiusVsHeightDiff             = 0, 6, 300, 40
    0x48cd7c01 - EdgeReconcilliationSmoothingIterations                     = 0x000000C8
    0x48cd7c02 - EdgeReconcilliationHtDifferenceThreshold                   = 15
    0x497f42a4 - Unwatered Building Color                                   = 0xB6, 0x2F, 0x00, 0x66
    0x69ac5640 - MinWaterDepthForDeepSeaBedTexture                          = 50
    0x69ac5641 - MaxWaterDepthForDeepSeaBedTexture                          = 500
    0x69db8d00 - TextureUpdateIntervalForTerrainBrushes                     = 0x000003E8
    0x69db8d01 - ModKey1StrengthMultiplier                                  = 0.25
    0x69db8d02 - ModKey1WidthMultiplier                                     = 0.80000001
    0x69db8d03 - ModKey2StrengthMultiplier                                  = 2
    0x69db8d04 - ModKey2WidthMultiplier                                     = 2
    0x69db8d05 - ApplicationTimeIntervalForFullBrushStrength                = 0.1
    0x89861864 - VolcanicAshLifeTime                                        = 0x11E1A300
    0x89a312c0 - TerrainTexTilingFactor                                     = 0.2
    0x89a312c2 - TextureRandomizationGridSize                               = 0x00000020, 0x00000010, 0x00000008, 0x00000004, 0x00000002
    0xa97f42ce - Watered Terrain Color                                      = 0x7D, 0x83, 0xFF, 0x66
    0xa9c283d0 - MaxBeachWidth                                              = 0x02
    0xa9c283d1 - MaxBeachAltitude                                           = 4
    0xe97f42b0 - Watered Building Color                                     = 0x00, 0x12, 0xFF, 0x66

    ^ That's from SimCity_1.dat and just one example. I believe I need an updated properties.xml cause several Names that Reader 0.9.3 understands, 1.5.4 doesn't.


    Edit: See my next post for updated code and the text output attached as a .zip file. *;)

     

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    16 minutes ago, CorinaMarie said:

    Very nice work there! *:8)

    That's really neatly formatted for the exemplars, and I can imagine when searching with a text editor like Notepad++ and it'll be immensely useful having it in searchable form. The standard ability is lacking to locate individual properties in the game data files too, so this is simply splendid.

     

    17 minutes ago, Raymond7cn said:

    I have no idea about how to say this kind of railway in English, and do we have this in SC4? Thank you for any tips.:}

    I think this could be described as a "Wild West" style of railway, or they're called railroads in America. I found this page which has a few pictures and info. This theme reminds me of the Big Thunder Mountain mine train roller coaster at Disney which is one of my favourites. It was fun, and I remember riding it with my dad over and over again. *;)

    It so happens that the location of the ride in "Frontierland" is what inspired my map.

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    Woww! My poor head, I just have finished reading your NKO… it's a joke,*:D Thanks a million Cori, Do you have a notebook with a work list? Frankly, I almost forget it., whereas you seem to remember everything, will learn it soon.*:thumb:

    38 minutes ago, CorinaMarie said:

    need an updated properties.xml cause several Names that Reader 0.9.3 understands, 1.5.4 doesn't.

    Yes, it's very important, Thanks for reminding.

    23 minutes ago, Cyclone Boom said:

    That's really neatly formatted for the exemplars, and I can imagine when searching with a text editor like Notepad++ and it'll be immensely useful having it in searchable form. The standard ability is lacking to locate individual properties in the game data files too, so this is simply splendid.

    Yes, CB, That's what i always desire for before, A database would be quite convenient for a newbie learning.*:blush:

    Once again, you show me your treasure, why i missed it before, Thank you!

    And CB, Sorry that I may didn't clarify my question, i mean it's not an ordinary railway, there are woods behind, and also shelf, i don't know if there is a professional English word to describe this kind of railway, Maybe wooden railway or hanging railway? Or it's just called Wild West Railway? I just thought UK would has it as well.*:D

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