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DarkMatter

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Everything posted by DarkMatter

  1. DMD Public Works Center

    Version 1.5

    9,000 Downloads

    Welcome to the first lot release from DarkMatter Designs: The DMD Public Works Center. Every city has a public works division which manges and maintains city utility and maintenance infrastructure. The DMD Public Works Center will bring improved city works efficiency to your utilities and transit maintenance. This Public Works Center offers many city-enhancing facilities that will improve demand and desirability in your city for a mear $560 a month. This center includes a water purification and aquifer pumping system to provide clean, crystal clear water to your sims. This center also provides 56 CS$ and 12 CS$$ jobs for your sims. Improve your city public works now and give your sims the quality city management they deserve. UPDATE v1.5 (12/28/2003) -------------------------------- This update adds several new props, including garbage trucks, courtesy of Gizmo28's vehicle props package (included in the .zip, just extract to the same folder as the lot). This version also updates one of the warehouses to look a bit better. Update #1 works properly as a water filtration system (doesn't always generate water yet, but it does most of the time....just make sure you connect it to your piping system), and shows up under the gouvernment menu in your budget screen. REMEMBER TO CONNECT IT TO YOUR PIPING SYSTEM!
  2. Road Top Mass Transit, v2.1

    Version 1.0

    107,133 Downloads

    The RoadTop Mass Transit Plugin, v2.1 ===================================== Author ------ DarkMatter Teirusu About ----- Welcome to the roadtop mass transit mod, version 2.0. This mod adds new, functional mass transit stops to your Rush Hour game. The stops include the following: Bus Stop, Road Bus Stop, One-Way Bus Stip, Street Subway Stop, Road Subway Stop, Avenue Bus/Subway Stop, Road Bus/Subway Stop, Avenue These stops plop directly down on your roads and avenues, and don't take up space along the side!! Note that there are a few known issues with these mods, that were working towards a fix for. 1) If plopped in front of a 1xY residential zone, an NRZ (No Road Zot) will appear, and the lot will abandon. 2) You can't plop two stops right next to each other. There may be ways to get around these propblems, and may not be. These mods will be updated regularly as new discoveries are made. Future version should work seamlessly over the top of old ones. Just overwrite the old file. Notes ----- This mod only works with the Rush Hour expansion pack installed. It makes use of new features added with Rush Hour that are not available in the original game. There are several NEW types of mass transit stops in this mod. Road top bus stops, avenue top bus stops, and combination bus/subway stops. Just plop one of these down on top of an existing road, street, one-way, or avenue, and your good to go. The combo bus/sub stop will connect to subway tracks layed underground. Installation and Removal ------------------------ This is a self-contained plugin, so just drop the RoadTopMT.dat file in your SimCity plugins directory, and away you go. To remove the plugin, just remove the .dat. Note that removing the .dat will most likely break any cities that make use of the new bus stop. Special Notations ------- Teirusu, Buggi, QBert, and Pkmnrulz240, for their help, ideas, and information
  3. Lot Information Generator

    Version 1.0

    11,434 Downloads

    I present to you the Lot Information Generator. This is a very small, stand-alone tool that allows you to load up a .sc4lot file, fill in a few fields, and generate a .html file (including a folder of images, if required) that includes the following: Author of lot Team author is a member of Name of lot Version of lot dependencies (required prerequisit .dat files listed in the lots .LTD file) Readme, typeable within the programs enterface Statistical information, gathered from the lot building's exemplar. This program makes use of XML technologies, including XML itself, and XSLT. As such, the output of this program is HIGHLY customizable. The program generates XML internally, and passes that through a .xslt file, which transforms the XML into HTML. You can edit the .xslt file and define your own style of html output. You can use images, and reorganize the layout of the resulting .html file as much as you like, without restrictions (as long as you stay within the HTML standard). The resulting .html file can be included in your lots .zip as a complete readme that is largely automatically generated. Since you can completely customize the output, each lot editor/bat builder can have their own unique style of readme with their own images, etc.
  4. With this upcomming lot editor, it might be best to create a landmark with just one tower, and leave the creation of the plaza to the users. Will make your job easier, and will let people have control over how the lot looks. Not to mention the fact that we won't have to worry about creating the largest lot ever in the game (twin towers and a plaza...I'm thinking something like a 24x24 lot or around there for all three). The model looks great, too. I hope we can figure out how to keep the wires holding the antenna up in the final 3DM. I don't know exactly how to go about it...maybe just a vertical plane, and a separate texture just for that plane that has the wires on it?
  5. Hey modders! I just thought I would make a quick post and let everyone know that I have found all of my old DatGen source code. It took me a while to find it, as it was buried in a huge stack of backup CD's and DVD's that I was going through and cleaning up recently. I don't think I'll have enough time to write a full-blown editor like I did years ago, even though I would like to. However, now that I have all of my old data, I probably CAN create a base library and API that anyone else can use to write utility programs or their own editor. I think the most difficult part of any tool is interfacing with the .dbpf archives and the files it contains. I'll see what I can do to create an API that will allow anyone to access DBPF archives and its files, and maybe that will be useful. Cheers! I
  6. 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. 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
  7. Hello gang. I know its been a while, but I finally have a very basic UI working that is loading DBPF files. I am working on cleaning up the file listing display, rendering each file with a nice type name for each Type ID (like DatGen did), as well as providing file grouping based on user group names, as well as "standard" group names based on the Group ID. User groupings are just configurable groupings that any user of the program will be able to define for themselves (or use the defaults that will come with the program.) The standard group names, however, need to be defined. I do not remember if there was any work done to identify what each Group ID in a TGI meant, or if there was any effort to name each group. If there was, if someone could provide me a link or email me the information, that would be great. If not, then perhaps we could figure out some useful names for each Group ID. I'll provide some default configuration with this simple editor that will group the index entries by either their user group name, or their standard group name. Thanks!
  8. DatGen Source Code Found!

    At the moment, it doesn't mean anything. I am starting to write some core API's, but there aren't any tools yet. I hope that I'll be able to make my API available to everyone, so anyone, not just myself, can write tools. I don't know what the reason for the 4x4 km map size limit is, but it may not be something we can surpass. If it is, then there isn't any reason why, in the future, we couldn't surpass it.
  9. Hello Modders, In my attempts to create a new and improved modding platform for SimCity 4, I've begun creating little visual guides for the file formats I'm working with. The first of these, obviously, is the DBPF format. Between resources I had myself, some from Karybdis, and others on the net, I've created the following two visual guides for the DBPF version 1.x and 2.0 archive formats. I'll post more as I create them.
  10. Visual File Format Guides

    Ah, I think I understand now. The formats I modeled above are just the DBPF. I am not adding any capabilities, just representing what is already there. Tracking when a file, like an exemplar or FSH, changed still won't be possible. It might be possible for me to set a value in the modified date that indicates the last time the DBPF changed, but you really already have that info...the last modified date that is part of the file system in windows. As for free-form editing of 3D models, I'm sure we could make it possible. I'm in the REALLY early phase of any tools right now, so a nice 3D model editor is probably months off, I would say January by the earliest for any kind of alpha tool to edit 3D models. Right now, my focus is kind of getting back into the swing of things, re-learning the formats, and putting together a nice, simple API that myself and others can use to write tools. Once I have the API, I'll be writing a basic DBPF browser that will let you extract files and view them in hex. Beyond that, I have no plans. If you guys have ideas or needs for tools, start a thread to track them all. I'll definitely not be as active as I once was, but I am glad the SC4 community is still around and strong, and I want to provide something that will help you guys keep discovering and creating new things.
  11. Visual File Format Guides

    I'm not really sure what your asking. The timestamps (created/modified) have been there as long as I've known about the format. Its mostly an assumption, as we could never get Maxis to confirm what those values were. They are usually zero for most DBPF files, but I do remember a few files where those values were not zero. I've listed them as a timestamp since that is what they were originally decoded as. As for their effect on actual files within the archive...there should be no effect at all. Exemplars, FSH, etc. are still just files in an archive, like a Zip file. The archive format itself has little bearing on the use of the files it contains.
  12. DatGen Source Code Found!

    Well, I'm abandoning the common modding platform idea. Makes things much too complicated overall, and will draw out my attempts to write a simple SimCity 4 modding framework by a lot. Started writing a SimCity 4 specific framework that will be MUCH easier to use by other programmers, and a hell of a lot easier and faster to write in the first place. Bixel, I'll be glad to help get you started once I have something functioning. Shouldn't be nearly as long since I'm simplifying everything.
  13. DatGen Source Code Found!

    Well, I'm abandoning the common modding platform idea. Makes things much too complicated overall, and will draw out my attempts to write a simple SimCity 4 modding framework by a lot. Started writing a SimCity 4 specific framework that will be MUCH easier to use by other programmers, and a hell of a lot easier and faster to write in the first place. Bixel, I'll be glad to help get you started once I have something functioning. Shouldn't be nearly as long since I'm simplifying everything.
  14. DatGen Source Code Found!

    Well, I'm abandoning the common modding platform idea. Makes things much too complicated overall, and will draw out my attempts to write a simple SimCity 4 modding framework by a lot. Started writing a SimCity 4 specific framework that will be MUCH easier to use by other programmers, and a hell of a lot easier and faster to write in the first place. Bixel, I'll be glad to help get you started once I have something functioning. Shouldn't be nearly as long since I'm simplifying everything.
  15. DatGen Source Code Found!

    Hi Cogeo. While I can't say that I could help fix the S3D library you are using, it shouldn't be terribly hard to write one that does what you need, and works perfectly on all versions of windows. All I would need is a specification for the format. I may actually have one...Karybdis and I decoded dozens of formats over the years, and I think S3D was one of them. As for multi-purpose buildings, I can't say yet. I'm working on a low-level framework at the moment. I/We would still need to create tools to do the things we want to. Last time I got into modding, I did most everything related to DatGen myself. This time around, I want to provide an easy to use framework that anyone in the community with a little programming knowledge can use to create tools that meet any need that may arise. I will probably always be around to help people who choose to write tools, offering them programming help and design tips for their programs. I can't say that I'll ever have the time to dedicate to the modding community like I once did, however. Hopefully, if I can educate enough people, that won't be a problem, and we can build a rich subcommunity of tool builders here on SimTropolis to meet the needs of modders.
  16. DatGen Source Code Found!

    Hi Cogeo. While I can't say that I could help fix the S3D library you are using, it shouldn't be terribly hard to write one that does what you need, and works perfectly on all versions of windows. All I would need is a specification for the format. I may actually have one...Karybdis and I decoded dozens of formats over the years, and I think S3D was one of them. As for multi-purpose buildings, I can't say yet. I'm working on a low-level framework at the moment. I/We would still need to create tools to do the things we want to. Last time I got into modding, I did most everything related to DatGen myself. This time around, I want to provide an easy to use framework that anyone in the community with a little programming knowledge can use to create tools that meet any need that may arise. I will probably always be around to help people who choose to write tools, offering them programming help and design tips for their programs. I can't say that I'll ever have the time to dedicate to the modding community like I once did, however. Hopefully, if I can educate enough people, that won't be a problem, and we can build a rich subcommunity of tool builders here on SimTropolis to meet the needs of modders.
  17. DatGen Source Code Found!

    Hi Cogeo. While I can't say that I could help fix the S3D library you are using, it shouldn't be terribly hard to write one that does what you need, and works perfectly on all versions of windows. All I would need is a specification for the format. I may actually have one...Karybdis and I decoded dozens of formats over the years, and I think S3D was one of them. As for multi-purpose buildings, I can't say yet. I'm working on a low-level framework at the moment. I/We would still need to create tools to do the things we want to. Last time I got into modding, I did most everything related to DatGen myself. This time around, I want to provide an easy to use framework that anyone in the community with a little programming knowledge can use to create tools that meet any need that may arise. I will probably always be around to help people who choose to write tools, offering them programming help and design tips for their programs. I can't say that I'll ever have the time to dedicate to the modding community like I once did, however. Hopefully, if I can educate enough people, that won't be a problem, and we can build a rich subcommunity of tool builders here on SimTropolis to meet the needs of modders.
  18. DatGen Source Code Found!

    Sure. Once I have a framework in place, anyone, including myself, will be able to write tools to do anything that needs to be done. I plan to start writing a simple DBPF exploration tool, just so that I can test the framework and make sure it works properly. I will probably include a hex editor and export capabilities. From there, I can add whatever people need.
  19. DatGen Source Code Found!

    Sure. Once I have a framework in place, anyone, including myself, will be able to write tools to do anything that needs to be done. I plan to start writing a simple DBPF exploration tool, just so that I can test the framework and make sure it works properly. I will probably include a hex editor and export capabilities. From there, I can add whatever people need.
  20. DatGen Source Code Found!

    Sure. Once I have a framework in place, anyone, including myself, will be able to write tools to do anything that needs to be done. I plan to start writing a simple DBPF exploration tool, just so that I can test the framework and make sure it works properly. I will probably include a hex editor and export capabilities. From there, I can add whatever people need.
  21. DatGen Source Code Found!

    Well, sorry for the long absence. I forgot how much code I wrote for DatGen back in the day. I have nearly 120 megs of code, 500,000 lines. I've been trying to put together a game-agnostic modding platform, which could be used to write editors for any game. I had forgotten how complex a lot of the code was for handling SimCity 4 data files. I am still working on it, however, little by little. I have finished the core framework that allows archive and game data files to be created, loaded, and saved in a way that is independent of the game (i.e. anyone could write an SC4 editor, or an Unreal Tournament 3 editor, or an editor for any other game they choose...using a common framework.) I have started working on writing a new DBPF archive file implementation. It took me a while to find the compression and CRC code that I used way back in the day. I finally found it today, and I can finally start writing some useful code. For those of you still interested, I'll post what I end up with here as soon as I can. It may be a few weeks at least, as I am in the process of buying a house, and that is my primary focus aside from work. But, I am still poking around with a new editor framework.
  22. DatGen Source Code Found!

    Well, sorry for the long absence. I forgot how much code I wrote for DatGen back in the day. I have nearly 120 megs of code, 500,000 lines. I've been trying to put together a game-agnostic modding platform, which could be used to write editors for any game. I had forgotten how complex a lot of the code was for handling SimCity 4 data files. I am still working on it, however, little by little. I have finished the core framework that allows archive and game data files to be created, loaded, and saved in a way that is independent of the game (i.e. anyone could write an SC4 editor, or an Unreal Tournament 3 editor, or an editor for any other game they choose...using a common framework.) I have started working on writing a new DBPF archive file implementation. It took me a while to find the compression and CRC code that I used way back in the day. I finally found it today, and I can finally start writing some useful code. For those of you still interested, I'll post what I end up with here as soon as I can. It may be a few weeks at least, as I am in the process of buying a house, and that is my primary focus aside from work. But, I am still poking around with a new editor framework.
  23. DatGen Source Code Found!

    Well, sorry for the long absence. I forgot how much code I wrote for DatGen back in the day. I have nearly 120 megs of code, 500,000 lines. I've been trying to put together a game-agnostic modding platform, which could be used to write editors for any game. I had forgotten how complex a lot of the code was for handling SimCity 4 data files. I am still working on it, however, little by little. I have finished the core framework that allows archive and game data files to be created, loaded, and saved in a way that is independent of the game (i.e. anyone could write an SC4 editor, or an Unreal Tournament 3 editor, or an editor for any other game they choose...using a common framework.) I have started working on writing a new DBPF archive file implementation. It took me a while to find the compression and CRC code that I used way back in the day. I finally found it today, and I can finally start writing some useful code. For those of you still interested, I'll post what I end up with here as soon as I can. It may be a few weeks at least, as I am in the process of buying a house, and that is my primary focus aside from work. But, I am still poking around with a new editor framework.
  24. DatGen Source Code Found!

    Sorry for the long delays between my posts. I've been really busy lately with work, and I've taken up Photography as a new hobby. I am still working on this, however, and I'll keep you guys posted on my progress. At the moment I am still trying to figure out a good, reusable API design that will be easy to understand and work with. I noticed that ST provides user blogs now...I think I might start one and put my progress notes, examples, and the like in there.
  25. Hello everyone! Old friends, and all! It has been a long, long time since I visited this site. I was kind of surprised the modding forums and all the old discovery threads were still around, but it was a pleasant surprise. I don't have much time, trying to wind down for the nite, but I thought I would drop a message and say hi to everyone...particularly anyone who might remember me. Let me know how you are all doing, what you've been up to, and how SimCity modding is these days. Seems the forum is still alive and well.
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