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Version 1.0
47,988 Downloads
The Pacifica Palm Tower is a part of a ritzy resort center called the Silver Plaza - a cluster of high-class hotels, nightclubs, restaurants, and shopping centers. It is a hotel, and in the past it has served as host for the First-Annual Simtropolis Congregation, where the admins and members of Simtropolis reserved the entire hotel for a huge party. (hint, hint?) There is both a growable and a ploppable high-wealth commercial service (CS) -
Version 1.5
16,534 Downloads
The Michigan Avenue Center was conceived as a speculative office tower, in response to a wave of demand for urban, high-density working space. It features many modern technologies, such as high-speed fiber-optic connections, satellite services, and a fully-functional sundry shop in the basement.... Lot Stats Growable Lot Size: 2x3 Jobs: 1975 CO§§ Air Pollution: +9 over 5 tiles Water Pollution: +9 over 3 tiles Power Consumed: 85 kWh/month Water Consumed: 615 gallons/month Ploppable Lot Size: 2x3 Plop Cost: §44,000 Jobs: 1975 CO§§ Air Pollution: +9 over 5 tiles Water Pollution: +9 over 3 tiles Power Consumed: 85 kWh/month Water Consumed: 615 gallons/month Dependencies NDEX Global Essentials BSC Essentials Uses the usual NDEX query. Like every other plugin, you unzip the files into your SimCity 4/Plugins folder. You can choose whether you want to install the ploppable or growable version. You can also install both.- 57 Comments
- 36 Reviews
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Version 1.0
106,338 Downloads
This is an extra-large hospital that can accept ten times as many patients as the default hospital. It has all the latest top-of-the-line medical equipment and the most qualified elite medical staff of the entire region. Its coverage radius is about 2 to 3 times that of the large hospital, but you'll need to manipulate the ambulance funding some to prevent overcrowding in your large skyscrapervilles. LOT DETAILS Menu: Hospitals and Health Facilities Plop Cost: -
Version 1.0
11,137 Downloads
This exotic model takes its inspiration from a volcanic eruption, and the nightlife surrounding this mysterious civic center is just as active at times. Within the stone walls of this earthy club, you are taken in by the power of the core and are transformed into the primal child your body yearns to be. Plopable CS -
Version 1.0
15,192 Downloads
The EkRoe Publishing Corporation controls the printing of all of SimNation's newspapers and periodicals and other important documents printed on a wide scale. It is a very prestigeous company and Sims love seeing it on their way to work. (After all, the execs can stop by and pick up the day's paper dirt-cheap!) This lot is provided as a growable and a ploppable CS- 42 Comments
- 43 Reviews
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Version 1.0
32,862 Downloads
It's tall and it'd got it all. The Riviera is the hottest real estate on your beach front! Pool, restaurants and a gym all in the same building, it even has a small park only for the sims who live there. It's a great addition for any beach front strip! Growable residential. Dependencies NDEX Texture Set Volume 1 BSC Textures Vol 01 BSC MEGA Props SG Vol 01 BSC Essentials NDEX Global Essentials Mod Edit: Added missing dependencies. -
Version 1.0
22,000 Downloads
The IJL Finance Management Group has moved up in the business world and relocated their HQ to your city, with more style and prestige to go along. This building is loosely based on a building of the same name in Charlotte, NC, and is the successor to the original model by Eburress. Lot Details Lot Size: 4x4 tiles Development Type: CO- 42 Comments
- 45 Reviews
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Version 1.0
7,743 Downloads
The Horizon Restaurant is one of the most luxurious restaurant in town. Planning on impressing your date on a rich fancy dinner? Then this is the place. It's romantic, classic and delicious! It's also not a bad place to take your family out for a nice family dinner. The Horizon Restaurant is one of Superstar's new line of restaurants. Lot Details Growable CS -
Version 1.0
29,720 Downloads
Unique urban living is all but at the fingertips of your Sims with the Greywood Lofts. Modern design and generous amenities, coupled with inner-city living, is ideal for young businesspeople who have grown tired of rediculously long commute times. Units with breathtaking panoramic views of downtown are also available. This lot is provided as a growable medium-wealth residential lot. If you would like a ploppable version, feel free to make one yourself. During my tests it was not difficult to get this building family to grow (there are nine different styles included - you can easily remove any models you do not like by simply deleting their associated DAT files). The lot is 4x3 tiles and a part of the Houston tileset (a stage 6, grows in medium- and high-density tracts). It holds 500 R- 51 Comments
- 39 Reviews
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Version 3
202,856 Downloads
update: 06.05.2025 - It has been updated to bring to the same version as the restored (LEX) version on SC4Evermore: NDEX Texture Pack Vol01v3 update: 20.06.2022 - folder structure unifying update to give this upload the same universal set-up as it can be found on SC4D LEX. Installation: copy/extract the NDEX parent folder into your Plugins. If you extracted the _Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. - Tyberius06 ***************************************************************************** Thanks to geoffhaw, I have created a texture set similar to the BSC ones. This set of 63 new base textures will be a dependency for many NDEX lots - and also updated versions of previously-released lots. Any lot designer is free to utilize these creations, but the DAT file is not to be included within the download; instead, please link to this upload (use the link https://www.simtropolis.com/STEX/details.cfm?id=11617). Updated on 2/13/2005: replaced some of the less useful textures with far better and improved ones, changed IDs, added [28] textures extracted from The Sims 2. You will not need to re-download older lots due to this update. (for the most part, I only changed IDs of textures I have not yet used). I also changed the base texture dat's filename, because the comma was making it impossible for some people to extract both files. This texture set is in its final form now; all bugs are removed, and all of the textures are ultra-high-quality and look very good in the game. I apologize for the inconvenience of updating this file so many times, but I'd rather just have one texture dependency on future uploads, rather than 2 separate sets. In order to use this set, all you need to do is drop the two DAT files into your Program Files plugins folder. They're located (most likely) at the bottom of the base texture list in the lot editor.- 51 Comments
- 120 Reviews
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Version 1.0
3,723 Downloads
This is a set of 18 new nightmaps for use on your BAT models. These maps have been used on various NDEX projects in the past (and on things that have not yet been released). They add a significant amount of class - and variety - to your nighttime skyline. Once installed, they can be selected from the Parameters area of the BAT rollout (in the gmax Utilities panel). As always, there is a readme file included, detailing how to install these maps. In short, put the folders in the following directory (presuming default installation): C:\gmax\gamepacks\BAT\Maps\NightWindows These maps were created by DuskTrooper, Equinox, and N74704. -
Version 1.0
76,095 Downloads
The Tiberian Thanefirst Tower stands majestically over the forest of Thanemontshire, clad in its shiny blue glass and stainless steel mullions. This massive executive office tower offers premier ameneties that even the most picky office clients can appreciate. This building will surely make a statement in your skyline. This lot is provided as both a growable and ploppable CO- 110 Comments
- 121 Reviews
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Version 1.0
32,904 Downloads
The EJW Corporate Headquarters building is a work of architecture inspired by the Poole-Diamond Associates' Headquarters, available on the Simtropolis Exchange. This is a postmodern-style skyscraper with a columnal center and a squarish external 'cladding'. You can find the original BAT by searching the STEX for "pda". This lot is provided as a growable and a ploppable CO -
Version 1.0
44,795 Downloads
When they were in need of a headquarters building, the Piedmont Bank Company choose a locale in the lower Piedmont district of Baldwinshire, and the building takes its name from this locale. It is a majestic tower, soaring above other nearby skyscrapers. At night, it is even more beautiful, when the lights inside the scaffolding-like spire illuminate it seemingly from the inside out. Based on the Bank of America Building in Atlanta, Georgia, USA. This lot is provided as a growable and a ploppable CO -
Version 1.0
78,479 Downloads
IntreGen Corporation is a company that does research in the field of generators, including their placement in critical infrastructural elements. Their systems include many specialized components that result in better performance and production of electricity, while generating less heat emissions than their primary compeditors. The corporation also specializes in technologies and procedures that can be best described as shady, as several mysterious looking individuals have been seen doing business with the reclusive yet egotistical founder, Trevisio Genermann. This lot comes with both a ploppable and growable CO- 100 Comments
- 102 Reviews
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Version 1.0
12,106 Downloads
33 Canada Square was built as the European Headquarters for Citigroup, after the building became popular Citigroup requested more, the 45 story 25 Canada Square was the result of this. Because of this the buildings have become known as Oliver 1 and Oliver 2 by Canary Wharf employees in reference to Oliver Twist. Plop Cost: §250,000 Upkeep: §150 Modeled and Lotted by ILL Tonkso, Modded by ILL Tonkso and SC4 Meister, Tested by ILL Tonkso, Uploaded by SC4 Meister. For support please post in the NDEX Board room forum. ATTEANTION!! DO NOT PM Equinox!! If you have support, or other questions regarding this building or NDEX, please send them to SC4 Meister!! Thank you. -
Version 1.0
37,324 Downloads
Riverside College was designed by one of SimNation's greatest architects. The school also being a research center has a very high demand through out the region as its academic skills are very impressive. Riverside College is great place for any sim to study after he graduates high school, you get to learn and enjoy the great structure all at once. Lot Details Dimensions: 7 x 3 tiles School EQ Boost: 25 School Student Capacity: 7875 Dependencies Pegasus CDK3 Collection https://community.simtropolis.com/files/file/35353-pegasus-cdk3-collection/ NDEX Texture Volume 1 https://community.simtropolis.com/files/file/11617-ndex-texture-set-volume-1/ -
Version 1.0
19,957 Downloads
This 10-story parking garage was designed to provide parking for downtown areas of office buildings, as well as suburban office and retail developments. Operated by K. Nave Parking Corp, it guarantees safety for all vehicles stored within, and boasts clean, well-lit, safe parking decks and elevators. The lot comes in two flavors, both of which use the same building; the first is a 6x6 medium-wealth version, the size of a city block, for use in downtown and inner-city areas. This lot was a tad gritty, so it has some trees around it to add to the beauty and green-ness of the city streets. The second is a larger high-wealth version (7x7). The garage doesn't get any larger, but a small tasteful plaza is added to the front with some benches and tables. This draws people to the area and provide an enjoyable pedestrian experience to encourage lots of walking after the car is parked. Lot Stats Size: 6x6/7x7 Power Consumed: 18 kWh/month Revenue Generated Per Car: $4 Monthly Maintenance Fee: $16 Plop Cost: $12,000 -
Version 2
94,816 Downloads
Pathed by Redlotus; modelled by Fosterk, Decius, DuskTrooper, and N74704. A fully-functioning network-enabled plop allows the connection of railroad tracks at the top of the ramp descending down to a connection to the subway network at the bottom is now a possibility! Trains visually descend into the 'pit' thanks to Redlotus' pathing for the lot. (thanks!) I happened to have stumbled upon the fact that referencing non-existant base textures in the game results in a 'see-through' effect, just what was needed for this lot and its LODs to work 100% correctly. Note: Like the Maxis network transition (el-train-to-subway), this lot has a minor 'bug' that is visual only. When plopping items around the lot, sometimes the ground texture of SC4 will 'cut through' the lot. The easiest way to fix it is to go into sub-terranean view then quickly return to surface view. It should look normal now. LOT DETAILS Menu: Subways and Misc. Transit Lot Size: 3x1 Plop Cost: -
Version 1.0
52,551 Downloads
Robert Juneau, under pressure from his parents, was forced into the world of business at a young age. He caught on quickly, however; soon he had founded a small-scale bank that continually expanded and grew until its network crisscrossed the entire SimNation. He also was one of the first investors in the Baldwinshire Land Company - a shareholder. Because of the tremendous success of the land under control by the BLC, he assertained an even higher net worth; thus, his son was able to build this shiny new corporate headquarters building. It stands five miles away from J.P. Morgenn's headquarters, and the two can nearly see eye-to-eye with a pair of binoculars. Two versions of this lot are included, both with the same lot layout: a ploppable and a growable CO- 84 Comments
- 80 Reviews
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Version 1.5
15,093 Downloads
DRK Tower was built in 1934, in the heyday of Art Deco. At the time, the DRK Radio Corporation was the world's largest producer of radios, so they had quite a bit of business. Although the DRK Radio Corp. is long-since gone, absorbed into many other companies, their beautiful tower still remains to soar above the city streets as prime real estate. Like most commercial buildings, DRK has a ploppable and growable version. -
Version 1.0
45,792 Downloads
This beautiful creation is the work of Somy, a modeller from Japan. Functionally similar to the microwave plant of SC3K, this power plant harnesses the power of the sun's ultraviolet rays and concentrates them into a beam of incredible energy, which is then converted to useable electricity in the core of the facility, deep underground. Due to the workings of this giant magnifying glass, there is a quite severe fire danger! Make sure you have a well-funded fire station nearby to prevent it from catching fire (if it does, and it's not extinguished quickly, it will blow up). If you keep it funded well, it has an expected lifespan of approximately 1,400 years (the high plop cost pays for this longevity). LOT STATISTICS (full details are in the readme.) Plop Cost: -
Version 1.2
51,479 Downloads
The consulting company of Frank & Archai realized that the market for their services was growing in SimEurope, so they decided to set up headquarters there. As a result, they chose a site in a major metro area, and placed the new Frank & Archai Tower, which serves its purpose as the central office for the entire continent. Some say the architecture of the new HQ rivals that of the old. Growable CO- 53 Comments
- 68 Reviews
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Tutorial For Creating And Customizing Queries In Sc4
Equinox posted an article in Modding Information
Thanks to Simtropolis member Daeley, who was of invaluable assistance in learning to make my own UI files. This document was intended for a person with minimal to no experience in using the ilive Reader utility. If you have any suggestions as to how I could make it better or easier to understand, you can contact me via email or IM (my email is the same as my MSN address): MSN Messenger: equinox.nls@gmail.com - AIM: Snivets1337 In order to follow this tutorial, you need the following two tools downloaded, setup properly, and configured: This guide will walk you through using them. DatGen4 also works; however, editing the UI files is not quite as easy as the program's current build does not have a UI viewer, nor editor. Part I: Using the UI 'Editor' to Extract the Query Template First off, open up the UI Editor. The only thing we are going to be using this tool for is quick and easy extraction of the UI file we want to use as a template. As an editor goes, it is not nearly complete enough to be used on its own. It is good for first-time coordinate configuration, though (like if you can't get something aligned right and you're not used to the coordinate system the UIs use). Other than that, I'd recommend sticking to the basic Reader for editing and previewing of your queries. That having been said, go to the File menu and choose "Import". Click on the top UI file and scroll through them until you find the one you want. In this tutorial, we will be altering a simple parks and recreation query, adding a goofy stat, text, and an image. Scroll through the Import menu's list of UIs until you find the one shown in the picture below: Press "OK" and you should see your basic Parks and Recreation query in the middle of the window. Go to the File menu and this time choose "Save As". Pick a location (doesn't matter where), and type a filename, and save the file. Exit the UI editor. Now, on to the Reader! Part II: First-Step Editing in the Reader (Generating unique IIDs and linking them to your lots.) Now, open up the Reader and under the File menu, pick "New". First thing we need to do is insert the query we exported previously with the Editor. Right-click somewhere in the left-side white pane and select "Insert File". Locate your UI file and hit "OK". Now you will most likely get a dialogbox asking what type of file you'd like to insert it as. Choose "Not Defined" at the top of the list (the game and the Reader both can figure it out themselves based on the code) and hit OK. A dialogbox most likely will pop up (unless you are working on a DAT file with other files already inserted) asking about you not having selected an entry and prompting whether or not to "append to end?" Choose yes. You should now see "UI file" in the left-hand pane. At this point, go up to the program's Options menu, and choose the "Options" command. Make sure "UI preview" is UNCHECKED. I will explain the reasons for this later, when we add images. This is what the Options dialog in the Reader should look like. (your directories may vary, of course) Before we do any editing, there are two things we need to do. One: assign a unique instance identifier so the game can link lots to your newly-created query and also give it the proper group identifier so the game knows it should index this with the other queries in memory. Two: link the query to a test lot. First off, right-click on your UI file, and select "Generate new Instance". This should give it a unique instance ID (the value in the last column of the left-hand Fileview pane). Now, at the top of the Reader window there is a row of toolbar buttons. Click on the one labelled "File Info". Hit the "Edit" button. You should have the following on-screen: Make sure the "Group" field boxed in red has the same sequence of numbers as in the screenshot. This helps SimCity know that this is a UI file and it should consider it when a building is queried as a potential result. Copy the string of numbers you see in the Instance box, and close the two mini-windows. Save. Now, open up the SC4Lot file correlating to the lot you want to be linked to your custom query window. Find the Building Exemplar. Your screen should look like this (values may be different): As you might have guessed, the only property we need to change to link the query to the lot is the one highlighted in red in the above screenshot. So, double-click on this property and a dialogbox should come up. It should be found in the right-hand pane of the Reader after you click on the correct Exemplar file. In the text field towards the bottom of the dialogbox, type "0x", and then immediately press CTRL + V (the "Paste" command). You should now have the identifier for your query ... for example, if your custom query's Instance ID was 87654321, you'd enter "0x87654321" in the text field. Then press the "Apply" button immediately to the right of the text field, then press the "Apply" below the text field to make your changes to the exemplar. Now save and close the file (File menu > "Close"), then re-open it via the Recently-Loaded Files section of the File menu. Remember, it never hurts to be safe. Part III: Editing the UI File (The basics: text and coordinate layout system) First off, your Reader should be configured so that clicking once on a UI file in the Reader's file list results in a text view of the UI, NOT a preview image. You can attain this preview still; just right-click on the UI file, and select "Preview". Occasionally when you make changes to images within a file, the Reader can crash while previewing the query, so save before previewing, just in case. Bring up the text view of your park-style query. First thing you'll notice is that indeed, there is a LOT of text. Second, the header of the file says something like "# Generated by UIEditor - Reader 0.8.9". I recommend changing this so you know what query you're working on even without previewing. This text is displayed in the image below as the text faded with a gradient. Something like "# Query for (lot name)" works well as a header, or your name, etc. Importantly, you must press "Edit" before making any changes to the query! So, press the "Edit" button at the top of the right pane, make your changes, and do not forget to press "Apply" when you are done! I've lost a lot of work simply by not remembering to press "Apply", so don't make that mistake yourself. A typical UI file looks something like this. Here, various properties are color-coded and will be explained. First thing you should understand is how the coordinate system for a UI file works. On almost every line you'll ever alter or write in a UI file, there is the command area=(#,#,#,#) where # is a number, in pixels. The format is as follows: x-value for top-left corner of the area, y-value for the top-left corner of the area, x-value for the lower-right corner of the area, and y-value of the lower-right corner of the area. So a 200-pixel-wide, 50-pixel-tall image (200x50) placed in the top-middle of a query window 300 pixels wide would be defined as: area=(50,0,250,50) That's quite basic. The image area coordinate system is the same for text areas (IGZWinText). If you are fiddling through a UI file, and wonder what any of the tags mean that are not covered here (either dynamic [changing] or static [constant] properties), you should check out you should check out this link. It details all the various tags, properties, and useable values that have been decoded for use with SimCity 4's UI format, and also goes over the differences between LUA, XML, and the UI format. In addition, there is an LUA decoding thread at Simtropolis in the R&D forum. It's probably best to save looking into these until you finish up this tutorial, though ... it is a bit complex. Moving on, another thing to know about IGZWinText lines is that you can alter the text color by altering the forecolor property. Usually, it is towards the end of a IGZWinText line. There are three values, separated by commas. The format is R, G, B, and - like in most image editing programs - values are from 0 (dark) to 255 (white). The code for black is 0,0,0; the code for solid red is 255,0,0; solid green 0,255,0; solid blue 0,0,255; white 255,255,255. You can open up Microsoft Paint and get these values by going to the "Edit Colors" panel and defining your own and just looking at the numbers in the R, G, and B text areas. Now, if you open up a standard residential, commercial, or industrial query, you'll see IGZWinText lines, some of which have a tag id=0000#### right after the iid tag, where # is a number. Usually the numbers run in the 1000 to 1100 range. The presence of these tags tells you that the text area is a statistic field. It could be anything from the currently-occupied number of jobs in a commercial building, to the number of fire engines in a certain fire station lot. The lines of text without the ID line are simply regular lines of text, that do not change. You may notice that when previewing queries, no caption shows up for the IGZWinText lines with ID tags. You can fix this by going into text view, and adding the tag caption="(stat)", where you put whatever text you want to see in place of (stat). For example, if you wanted to have the text "power?" show up where a text field is, you would add the tag caption="power?". Make sure you keep the quotes there, though; without them, SC4 can really get messed up in places. Generally, you can figure out which lines go with what property by the text immediately proceeding it. In most cases, you'll see something like a line of text labelled "Pollution", and then the line right below it will have an ID ... chances are good that is the text area for the pollution variable. Now, by this point you may have altered some text and tested it out ingame to confirm that indeed, it does not work! This is because almost all text fields in SC4 have a tag called captionres. The format is captionres={#,#}, except with eight-digit numbers in place of the #. This property is merely a group and instance ID of a text file ("LTEXT file" or "Unknown file" in the Reader's file view), which is what shows up in the game. You can have the game display whatever you put in the caption property by deleting the captionres property altogether. However, it is not recommended that you do this, because there are people who may download your lot and its query, and want to translate it into their own language, only to find that the UI files cannot contain accented characters! So, as a general rule, insert a text file just like you inserted the query near the beginning of this tutorial, except in the "Import As" box, specify "XA file". Give it a type ID of "0x2026960B", so the game knows it is a text file, by clicking on the File Info button in the Reader (again, just like you did previously in this tutorial) and pressing Edit. Then right-click on it and generate a new group and instance value (or use your own; it doesn't really matter). You can make any changes you desire to the text file by pressing the "Edit" button in the File View pane (if the file is an "Unknown file"), making your changes, and pressing the "Apply" button; or by simply making your changes and pressing "Apply" (if the file is an "LTEXT file"). Now, go back to your query in the text view, and where the text field you wanted to change is, simply change the captionres property so it is the group and instance ID of your new text file, respectively. Part IV: Basic Image Stuff (Images: inserting, coding, ImageRect ... ) In this section, we're going to insert a simple image with dimensions of 240 (width) by 240 (height) pixels into our parks and recreation query. Open up Photoshop, or IrfanView, or whatever you use for image editing that can export files as PNGs, and find some sort of image ... it does not matter what it is, but for this tutorial I'm going to use an abstract wallpaper I got from deviantArt. Size the image down to 320 wide by 240 tall, and save it as a PNG file. The filename does not matter. Back in the Reader now, preview your query. You can see we need to make it bigger vertically. So, enter Text View and look at the first two lines of code (excluding anything at the top proceeded by "#"). You should find a normal area parameter. The one inside the top IGZWinGen code defines the area of the query in an absolute means. Perhaps the best way to explain this is through an example. On your parks and recreation query, you see "area=(246,202,538,322)". This means the upper-left corner of the query begins at an X value of 246 pixels from the left side of the screen, and at a Y value of 202 pixels from the top of the screen. It extends to 538 pixels from the left side of the screen, and to 322 pixels from the top of the screen. The second IGZWinGen line declares the area of the query from the top-left corner. It always should begin at 0,0 and have dimensions equal to the overall dimensions of your query (or alternatively, the X2 value minus the X1 value from the first line, and the Y2 minus the Y1 also works). Nonetheless, we want to increase the area vertically of our query by about 260 pixels, so our image will fit comfortably. Right now the first area property is set to "(246,202,538,322)". Since we want to make it 260 pixels taller, simply add 260 onto the second Y value. You will get 582, so your new area tag should be "(246,202,538,582)". In the second IGZWinGen line, alter the area command so it reads area=(0,0,292,380). This is the general area of the query window defined starting from 0,0, the top-left corner of the area we already defined as being the query. If you do a preview of your query now, you see that it is the right size, but the "Close" button needs to be moved down. So, in text view again, look at the second-to-bottom line of text, the IGZWinBtn tag. Again, you see an area tag. As you may have guessed, simply add 260 to the second and fourth values, giving you a final area of "(131,339,281,369)". Apply the changes and preview the query. Now, on to adding the bitmap itself ... Insert the image file you generated for this query in the same manner you inserted the UI file originally. This time, in the "File Type" box, specify PNG image. Give it a unique group and instance ID by right-clicking and selecting "Generate new group and instance". Now, we need to find a UI file with a bitmap image code that we can copy, because we don't really want to type it all out ourselves. Open up the UI Editor again, and find any query with a sort of status icon in it ... examples are the power plant icon, the water pump efficiency icon, the fire station efficiency icon, etc. Open them up and save them. Return to the Reader, and insert the UI file you just saved, and go to "Text View". Now, find the line that is the IGZWinBMP and select the whole thing and copy it. Go to the text view of your own query, and paste it right below the IGZWinText lines. First off, delete the ID tag from the line of text, because this bitmap is not going to be a status icon; rather, just a static image. Change the area property to reflect where you want to place the image ... for this example, we will use the values "(26,70,266,310)". Now, plug in your group and instance IDs into the image property. The last thing we need to change is the property towards the end of the line called imagerect. All this property does is define the area of the image from 0,0, much like the second IGZWinGen line does in the query window's definition. So, as you may have guessed, you should enter the value "(0,0,240,240)". Now, save the file, close it, and re-open it. Sometimes the Reader can crash while previewing queries with images you just inserted, so I find it better to be safe and simply re-open the files each time. Once you've done that, preview the query. Here's what you should have so far ... Part V: Adding Some Numbers... (Playing with the "Goofy Stat Responsive Curve" property and your UI) Next thing we are going to do is add some numbers, for statistic purposes. Good examples of this in the game by default include the 'Pidgeons Perched' number for the Mayor Statue, and 'Number of Potatoes Peeled' for the Army Base. To get this property to work, you need to do two things. One is add the exemplar property "Goofy Stat Responsive Curve" to the lot you want to attach it to's Building Exemplar, and two is to add a IGZWinText line into your query with an ID of 0000106b. First, we will go over how to add the exemplar property and what exactly each statistic means. Open up the Reader, and open your SC4Lot file (if it is a ploppable lot), or the SC4Desc file (if it is a growable lot), and find the building exemplar. Recall that this is the one with the non-LotConfigObjectData properties. Right-click in the right-hand pane of the Reader and select "Add Property". Under the dropdown list, scroll down until you find "Goofy Stat Responsive Curve". Press the "Apply" button at the very bottom of that window, and you should see it added to the list of already-present exemplar properties. Now, double-click on that property and the dialog will popup again. This time, press the "Add" button four times. Proceed to edit the values in normal decimal form (10-digit, non-hexidecimal) according to the following constraints: The first value controls the deviation of the value below the median (see note below), the second value controls what the lowest value the statistic can be, the third value controls the deviation of the value above the median (see note below), and the fourth controls the highest it can be. NOTE! Don't worry too much about the first and third values. I believe they have something to do with the deviation of the value from the midpoint of the two numbers you specified ... thus, if you make the first value (the negative one) farther from 0 than the third (the positive one), I would guess the value would be weighted more towards the minimum you specified and making the maximum value less likely to be resultant. If you are confused or this method does not work for you, don't get frustrated; move on with the tutorial. This part is not necessary for basic query-making and is more of just a little extra feature. We are going to make our statistic report the "Visitors Per Month". Of course, this is not reflective of anything occurring in your city, but instead is a randomly-generated number that fits the constraints you set in the "Goofy Stat Responsive Curve" property. For our purposes, the average number of visitors per month will be around 320,000, so we will use a minimum value of about 250,000 and a maximum of 480,000. We want the value to be above the median of the two numbers most of the time, so we will set the first value to "-80000", and the third to "100000". Your values should be, in order, -80000,250000,100000,480000. Now press "Apply" at the bottom of the dialogbox, and save your lot file. Close it, and re-open the query. Back in text view, we know we need to now make the value whose parameters we just set appear in our query. This is quite easy; in fact, it functions exactly the same as the other properties we have dealt with with id tags. Simply take the line of text that correlates to the park's monthly cost, copy it, and paste it right below your code for the PNG image. Change the id tag from "0x00001010" to "0x0000106b". Change the area parameter by moving it down twenty pixels. As you know, this means adding twenty to the second and fourth values. You are also going to want to move your image down 20 pixels so you have room for the text to fit comfortably. The area tag for the IGZWinBMP should now be (26,90,266,330), and the tag for the IGZWinText should be (196,64,278,82). If you add the caption property, you can preview your query to make sure everything looks good so far. Now, all you need to do is copy the IGZWinText line without the id property, and paste it below the one you just edited, and again increase both Y values by 20. Change the caption property to be "Visitors this Month", or whatever you would like. Finally, either set the captionres property to null by using 0,0, or using the group and instance IDs of a text file, inserted as was mentioned earlier in this tutorial. Now, go ingame, and everything should work A-OK. Part VI: Query Backgrounds (Changing between park, R/C/I, utility, etc. appearing query windows) Right now, your query looks like somebody took the default parks and recreation query and altered it, which is exactly what you did. However, if you want to make your query appear to be a different style, you can change the background image. For parks and recreation, it is a nice green tone. For utilities, it is yellow. For residential, it is green again; for commercial, blue; for industrial, yellow, and so on. Changing between these appearances is extremely easy, if you know the right values to plug in. All you need to do is to alter the image property in BOTH IGZWinGen lines to point to a new image. Right now, both of yours should be set to "1ABE787D,14416224". Below is a small table of values you can use for changing background images (and yes, you can make your own, that is the next section of this tutorial ... you can skip ahead if that is what you are interested in doing): Parks and Recreation (1ABE787D,14416224) Landmarks and Rewards (46A006B0,14416225) Utilities (46A006B0,1441622A) Fire Department (46A006B0,14416223) Police Department (46A006B0,14416227) Industrial Building (46A006B0,14416226) Commercial Building (46A006B0,14416222) Mass Transit (46A006B0,14416229) Garbage Disposal (1ABE787D,14416220) (hospital query is the same image as the landmarks') (residential query is the same image as the parks') (education query is the same image as the landmarks') Part VII: Custom Query Backgrounds (Creating your own unique query backgrounds) This is a very easy process if you understand the basic concept of how SimCity 4 takes a 129 by 129 pixel image and turns it into a query window almost 300 pixels wide by a couple hundred tall without obvious distortion. The way it works is remarkably simple ... first, the game divides the image into nine equally-sized pieces, like this: From there, it takes the query and looks at the location of the upper-left corner of the area, and it places the portion of the diagram labelled "1" there. Then, it finds the upper-right corner of the area, places the "3" portion of the diagram there. It does the same for the lower corners, placing the "7" in the lower-left, and "9" in the lower-right. At this point we have something that looks roughly like this: From there, the game fills in the top with section 2, tiled as many times as it takes to fill up the gap. Then it fills the bottom with section 8, again, tiled as many times as it takes to fill in the gap. It does the same for the left and right sides (sections 4 and 6, respectively). Same thing goes for the middle section, except it gets tiled horizontally AND vertically. Based on the way queries work in SC4, you probably have realized you can't make anything really fancy serve as the background image while keeping the image only 129 by 129 pixels. However, whereas it is possible to use images greater than 129 by 129, it is not recommended, even if the size of the image you make matches the size of the query window exactly. Often times, even when the two match, the game will attempt to stretch the image anyway, for reasons I don't know. As a result, you get a nice big stripe running down the middle of your otherwise-perfect query about 80 to 90% of the time. You can always try counteracting this by making either the imagerect property one pixel higher in each direction, or by making the area property one pixel smaller than the actual image ... Here are some examples of query windows that would look pretty good stretched up to size: Thanks to Tragicomicus2004 for the designs. If you want to see some excellent custom queries (and excellent BATs!), check out Cerulean's stuff. Almost all of his stuff (the non-BSC stuff anyways; not sure about those) have custom queries! Also, custom queries can be found in every one of the NDEX series of BATs and lots. (UPDATE: this is no longer true; those queries caused crashes and have mostly been replaced by a standard NDEX query used for all lots of the same type - one for commercial and one for residential.) Part VIII: Current City Statistics (Adding information about the current city's status) This is perhaps the most useful part of being able to make custom queries. Using LUA scripting commands pre-programmed into the game's engine by Maxis, you can call up all sorts of statistics about the city you're playing when you query a lot. For example, look at this screenshot of a modified commercial query (from the RCI query upgrade mod) ... The way to add these items to your queries is remarkably simple. There are two things you must do: one, insert a text file in the XA format (so it shows up as an "Unknown file" in the Reader's file list). Then proceed to edit it and type what you want to see in the query window, with one special change. Where you want the statistic to be, you place one of the many many many values the Maxis programmers allocated to be useable for retreiving statistics ... a few of them are listed below. #game.g_power_plant_count# Total number of power plants in the active city #game.g_power_pole_count# Number of power poles constructed citywide #game.g_unpowered_building_count# Number of unpowered buildings #game.g_water_source_count# Number of water-generating/pumping facilities #game.g_water_pipe_count# Pipe segments constructed #game.g_water_unwatered_building_count# Number of unwatered buildings #game.g_landfill_capacity# Capacity of garbage (in tons) that can be handled #game.g_pothole_count# Low-funding-induced potholes in the road infrastructure #game.g_city_tile_size# Total tiles in the city (4096, 16384, or 65536) #game.g_[value]_tile_count# Number of various types of tiles in the city values: road, rail, subway, highway, street, groundhighway, elevated_rail, monorail, bridge, water, avenue, dirtroad #game.g_city_[V1]_population# Total values reflecting the current city only... #game.g_region_[V2]_population# Total values reflecting the entire region... [V1] - this can be replaced by several values. They are: rci (total residential, commercial, and industrial), r (residential only), c (commercial only), i (industrial only), r1 (R§), r2 (R§§), r3 (R§§§), ir (agricultural), id (dirty industry), im (manufacturing industry), iht (high-tech industry), co2 (CO§§), co3 (CO§§§), cs1 (CS§), cs2 (CS§§), cs3 (CS§§§), workforce (employed citizens) [V2] - this can be replaced by several values. They are: rci (total residential, commercial, and industrial), r (residential only), c (commercial only), i (industrial only), workforce (employed citizens) #game.g_day#, #game.g_month#, #game.g_year# (measured from 2000), #game.g_year_count# (from 0) #game.g_(value)_tile_count# Tiles of the specified type in the current city game.g_current_id_cap game.g_current_im_cap game.g_current_iht_cap game.g_current_co2_cap game.g_current_co3_cap game.g_current_r1_cap game.g_current_r2_cap game.g_current_r3_cap game.g_tax_rate_neutral game.g_num_rzone_ld_tiles game.g_num_rzone_md_tiles game.g_num_rzone_hd_tiles game.g_num_czone_ld_tiles game.g_num_czone_md_tiles game.g_num_czone_hd_tiles game.g_num_izone_r_tiles game.g_num_izone_l_tiles game.g_num_izone_h_tiles Note that values with a "g" after the game. are 'global' values, meaning they are applicable to the whole city. Values with an "a" after the game. are averages. You can also mix these values with a string of regular text. The # symbols signify the beginning (and end) of the variables, so as long as you don't use them outside of the variables, it should work fine. For example, here is a line of code from the NDEX queries depicting the cap status of the current city, for CO§§ and CO§§§, all in one line: CO§§/§§§ Caps: #game.g_current_co2_cap#%/#game.g_current_co3_cap#% Ingame, you get something that looks like this: "CO§§/§§§ Caps: 76%/82%". Pretty simple, eh? It's just a matter of knowing all the various LUA constants! I've listed most of the useful ones here, but in the future I will update this file with more details and more values. This is just intended as a start. If you would like to know some more, and are not intimidated by Maxis' LUA code, then check out the main LUA constant script (51 KB, extracted from SC_1.dat). -
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The Mori Tower is clad with a dramatically shaped, vertically organized painted aluminum curtainwall with a sculpted columnar emphasis. Reflective glass alternates with white ceramic frit pattern spandrels of ten different densities that diminish as they rise. In this manner, the tower is more solid looking towards the base and glassier towards the sky. This tower is indeed inspired by the similarly-named one in Tokyo. There are no dependencies from the STEX for this lot. There is a plopable and a growable CO§§§ Mod edit: Fixed broken description formatting.- 74 Comments
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