-
Content Count
12 -
Joined
-
Last Visited
Community Reputation
4 RecognisedAbout KThomas14
-
Rank
Freshman
-
SimCityPak - Modding Tool
KThomas14 replied to oppie's topic in SimCity (2013) Modding - Open Discussion
I've seen some of the files (json I believe) that contain the list of building names that appear in game. I don't remember what they are at the moment. I'll check after work today and include the appropriate instance names.- 627 Replies
-
- simcity 2013
- sc2013
-
(and 1 more)
Tagged with:
-
[MOD Pack] Plop Outside City Box & All my others
KThomas14 replied to ProcsKalone's topic in SimCity (2013) Modding - Open Discussion
Do we know how to create snap points yet? If we did, it would be quite simple to modify the sea level in an existing region. Right now, changing the sea level would leave the snap points in their original positions, which could be quite bizarre. -
WIP: Snow Day - A snow mod
KThomas14 replied to RDTG's topic in SimCity (2013) Modding - Open Discussion
@RDTG, In SimCity_RegionTerrain0.package, there is an instance for each region with instance id 0xfd3d2ed9. I believe it has some control over the appearance of grass in the region map (perhaps elevation at which grass appears, etc.) I don't know what any of the properties do, but you should probably check it out. -
RegionTerrain Pack file
KThomas14 replied to Teirusu's topic in SimCity (2013) Modding - Open Discussion
If we have access to the city maps, we should be able to. I don't know which maps the city uses, but we should be able to find out with an import/export function. We should at least be able to change out the region maps, though. -
SimCityPak - Modding Tool
KThomas14 replied to oppie's topic in SimCity (2013) Modding - Open Discussion
@oppie. I definitely agree that it is possible to add larger city sizes if we had access to every file/script/ etc. used to control the regions and cities. However, there are several files that I have not been able to find in the package files that are most likely on the servers, and I doubt Maxis/EA will give us access to them anytime soon. (There are some large RW4 files in the SimCity_App.package 0x55af4890and 0x176a607a (used for all regions except Edgewater Bay) and 0xbfc37acc and 0xfbcb184e (used by Edgewater Bay) that have yet to be decoded, so who knows what those hold. As for the maps, I believe the 16 bit maps in SimCity_RegionTerrain0.package contain the terrain height data for the region. The cities might also use these maps as a starting point, although they must save another version of these to the server to account for terraforming from buildings, roads, etc. I have no idea what any of the 32 bit maps are used for. I doubt we have access to resource/water table height maps, though, as those need to be tracked across the server. Also, each of the instances I have identified as a height map (Coal Height Map, for instance) has a link to an instance which I have not found in any of the packages.- 627 Replies
-
- simcity 2013
- sc2013
-
(and 1 more)
Tagged with:
-
RegionTerrain Pack file
KThomas14 replied to Teirusu's topic in SimCity (2013) Modding - Open Discussion
I found a JS file (0x67771f5c-0x0b074e5a-0x7a16a51a) in the SimCity_App.package which appears to control the menu that is shown when you start a new region for the Cliffside Vista region (not currently playable). I really can't make too much out of it, though. One interesting thing I noticed is the line "layoutPath": "Layouts/GameEntry/Play/Create_BreadCrumbs01.js" This occurs several times throughout the script. This seems to suggest that the region maps are pieced together one after the other, rather than with absolute coordinates. The region map and city maps definitely behave quite a bit differently. Once the region map has been established, it is static, basically serving as a backdrop for the active city. The city maps are loaded independently from the region maps. Thus, if you change a city's location, that city will have the original terrain, no matter what the terrain of the region map looks like at that location. The following images illustrate this. I changed the city locations by doing the following: In the SimCity_RegionTerrain0.package, in 0x00b1b104-0xcb1d7b64-0x2b9c480c (Group: DDS, InstanceID: Region Setup) I changed 0xf01de4b1 [0] (City Position?) from X = -5632 Y = 6560 to X = -4632 Y = 6560. This then changed the location of all the cities and at least one of the Great Works locations. (Note: make sure you backup your original SimCity_RegionTerrain0.package before changing the position like this, as the only way I can get the region to return to its original configuration is to use an unmodified version of this file. Perhaps this is related to not being able to save the changes with compression?) This is the Discovery Delta Region. The city I had open was Thatcher Overlook. There are several things we can learn from this image. First, the city appears to be composed of four maps. Second, it appears that there is a texture file for each section of the city, as the texture of the ground glitches between the city's texture and the region's texture. Do note that the height values in the city borders are the correct heights for the city, even if the regions texture is currently visible. Another interesting thing is that the regional highway and train system are positioned with respect to the cities, and not the region. What RDTG said about the lines creating highways I believe is incorrect, unless he has been able to create highways by altering the image. I believe the lines in the images merely create a level surface for the highways and train tracks since regional terraforming does not exist. Below I have the unmodified region for comparison. Note in the first image, I had increased the cropped size of the map. Edit: One other interesting fact I have noticed. The shoreline is somehow hardcoded into the map, and is not dependent upon the water level. The following image is from the Cape Trinity region (Trinity Point City) where I raised the water level. I was still only able to place the dock (top right of the image) along the snap points as you would expect them to exist on the normal map. This city behaves exactly as if the land was at the normal height; thus the water only has an aesthetic effect. If the building plots were modified to have a more appropriate base, someone could make a nice venetian city rather easily. -
SimCityPak - Modding Tool
KThomas14 replied to oppie's topic in SimCity (2013) Modding - Open Discussion
Here are tgis for some of the JSON files:- 627 Replies
-
- simcity 2013
- sc2013
-
(and 1 more)
Tagged with:
-
SimCityPak - Modding Tool
KThomas14 replied to oppie's topic in SimCity (2013) Modding - Open Discussion
I noticed another issue with instance ID's. Specifically, I found two duplicate Instance ID's that refer to different file types. 0x00b1b104-0xc2a9c48f-0x51e7a18d I named this Region Container (from SimCity_RegionTerrain0.package) 0x00b1b104-0x09a4ba03-0x51e7a18d From DebugRepositioning.package of ProcsKalone's mod SimCityPak Version 0.1.0.7 applys the same Display Name to both. Therefore, I think it's necessary to have the Display Name for instances to also depend on the GroupID. The same might also be true for property names.- 627 Replies
-
- simcity 2013
- sc2013
-
(and 1 more)
Tagged with:
-
SimCityPak - Modding Tool
KThomas14 replied to oppie's topic in SimCity (2013) Modding - Open Discussion
I have a request for enhancement, oppie. Can you add a column that displays the line number? That would make it very easy to see how many instances are in a certain group, for example.- 627 Replies
-
- simcity 2013
- sc2013
-
(and 1 more)
Tagged with:
-
RegionTerrain Pack file
KThomas14 replied to Teirusu's topic in SimCity (2013) Modding - Open Discussion
RDTG, I posted tgi information for the region groups in the SimCityPak thread (). If you haven't already, you should add that to SimCityPak's TypeRegistry.xml. I noticed something interesting when trying to find the location of Cape Trinity that corresponds with 0x03e421f0-0xc2a9c48f-0x6d637aa8 (CTR 0x6d637aa8). The images seem to be inverted vertically, at least for this particular case. If it can be proven that all of these maps are inverted, then SimCityPak needs to be able to invert the images by default. I've included an inverted version of this file below, and the corresponding location of the Cape Trinity map ingame. The city is Norwich Hills. Also, in the Region Container Instance, I have identified a few more properties: 0xb0aab5b1 Region Map Size 0x5e3d16df Region Crop Size Region Map Size somehow controls the size of the conglomeration of individual maps. Region Crop Size controls the amount of the region map that is controlled in the game region. Thus, if you change Region Crop Size to 32768, you can see the entire map (most of it's boring). I suspect a lot of those plain white images with a strip of black could be the edges of the map. However, with the camera controls severely locked, it is difficult to verify. -
RegionTerrain Pack file
KThomas14 replied to Teirusu's topic in SimCity (2013) Modding - Open Discussion
I have discovered some of the organization of the RegionTerrain Pack. There are now 10 region groups, with one missing region, that correspond to the group ID's listed by Teirusu in the original post. The 0x2b9c480c file I'm calling "Region Setup." I have determined which files correspond to which regions and have included them in the spoilers below: Each group then contains each of the following Instances under PROP (there is also a large number of MAP instances associated with each group): I've also investigated the Region Container Instance (0x51e7a18d) to determine some of its properties. I don't have a very detailed understanding yet, but here's an example for the Cape Trinity Region: The properties marked Unused in EB are not used in Edgewater Bay; therefore, I doubt they are used. Additionally, properties 0xedb0e3ae and 0x2687c033 are links to undecipherable RW4 instances in SimCity_App.package. I think these could prove to be important to the region definition (possibly the region map?). I think Plornt is on the right track with simcity_ui.min.js, AutomatedRegionTemplates.json needs to be found, though, as that likely contains the names, descriptions, etc. of the regions and cities. Finally, I've noticed that each of the X Height Map Instances contains a property 0x02a907b5 that references another instance, and I cannot find that instance anywhere, even after loading every .package I could find. I fear that these files might be stored on the server-side, which would likely make region editing/creating quite difficult. I also believe the region map is merely a facade, and that the city maps/regional highways, and train tracks behave quite differently. I'll post my thoughts on that in a later post, though. EDIT: for readability EDIT2: Determined more properties -
SimCityPak - Modding Tool
KThomas14 replied to oppie's topic in SimCity (2013) Modding - Open Discussion
Hello everyone. I've uncovered some of the structure of the RegionTerrain Pack. I'll reply to the RegionTerrain Pack thread detailing my findings, but I wanted to post some of the tgis I discovered here so they can be added to SimCityPak. edit: I edited the Region Name Property as I'm not quite sure of that.- 627 Replies
-
- simcity 2013
- sc2013
-
(and 1 more)
Tagged with:
