InstanceFormats

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Revision as of 15:17, 3 August 2012 by sc4e>Whatevermind (→‎E - K: Exemplars and FSH's oh my!)
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This is a list of all SimCity 4 Group IDs (GID) and the formats of their respective Instance IDs (IID) for each Group. To find a specific file type or Group ID, do a find inside this page and it should turn up unless it is a Group ID that is still unknown, or comes from a custom Lot or BAT. The reason custom Lots and BATs will not show up here is that the programs used to create these files generate custom Group ID's that are unique to the computer that generated the file, and uses this GID for these items. Consequently, there are as many Group ID's for Lots and BATs as there are content creators, and it would be impractical to list them here. However, those file types that support custom Group ID's will have an entry on this page indicating which custom GID they use. For information about these custom GID's, see the <GEN> and <mGEN> entries at the end of the page.

Format for GID/IID Entries

<File Type>
--
<GID> - <Group Name>
        <instance in format 0xAABBBfCD>
         AA=blah
         BB=blah
         C=blah
         D=blah
  • Characters in the range of A-H are used to show variables that any IID fills. For example, AA for a given IID may be f3,a3,01,00, or any other 2 characters, and so forth.
  • A Lowercase letter or a number shows something that doesn't change.
  • Some IIDs have a value of 12345678. These predate the use of IID specs by Maxis, and are just placeholders. An Exemplar may have an IID of 00000005. This is a test ID used for automata or Sims. It can also be used for other things however.


Specification

A - D

AB

8a5971c5 - UDI Sounds
           0xABBBBCCC
              A = Even number, 0-E
              B = Sound Group Family
              C = Sound Group ID

AE

8a5971c5 - UDI Data
           0xABBBBCCC
              A = Even number, 0-E
              B = Data Family
              C = Data File ID

ATC

2a2458f9 - Props Animation Collections
           0xAABB0000
              A = The animation type (light, sport, etc.)
              B = Animation for that type
49a593e7 - Non-prop Animation Collections
           0xAAABBB00
              A = What Sim/Animation this is for
              B = Action State of this Sim (same for each Sim/Animation)		
                   For example:
                   013 - Protestor holding up sign
                   018 - Protestor with loud speaker

AVP

2a2458f9 - Props Single Animation 
           0xAAAA000B
              A = Instance data from ATC file
              B = Zoom Cycle (starting from 0 upwards at furthest seen zoom)
49a593e7 - Non-Prop Single Animation
           0xAAAAAA0B
              A = Instance data from ATC file
              B = Zoom Cycle (starting from 0 upwards at furthest seen zoom)

BMP

6a1eed2c - Region tile layout bitmaps
           0xAABBBCCC
              A = Bitmap Family ID
              B = Image Class ID
              C = Incremental Bitmap ID
1d6962cf - SC4 Vanilla Internal Tool Bitmaps
           0xABBBBCDD
              A = Main Bitmap group
              B = Bitmap Type Family
              C = Class. ex. e = Standard button maps.
              D = Incremental ID
<gen> - Computer specific BAT generated overlay picture (small)
           0xAAAA0000
              A = <mGEN>

Cohort

07BDDF1C - Civic and Park Building Parents
           0xABBBBCCC (Automata Layer Cohorts)
              A = Even number, 0-E 
              B = Cohort Family
              C = Cohort ID
           0x0000000A (Main Usage Cohorts)
              A = Cohort ID
096E6739 - Vehicle Type Parents
           0x0000000A (Main Vehicle Cohorts)
              A = Cohort ID
           0xABBBBCCC (Automata Layer Cohorts)
              A = Even number, 0-E 
              B = Cohort Family
              C = Automata ID
096e6817 - Watercraft Parents
           0x0000000A
              A = Cohort ID
296e680f - Aircraft Parents
           0x0000000A
              A = Cohort ID
47bddf12 - Zonable Commercial Building Parents
           0xA00000BB
              A = Cohort Zone (if 0, main cohort)
              B = Cohort ID
67bddf0c - Zonable Residential Building Parents
           0xA00000BB
              A = Cohort Zone (if 0, main cohort)
              B = Cohort ID
690f693f - Data view Parents
           0xABBBBCCC
              A = Even number, 0-E 
              B = Data Family
              C = Cohort ID
6a297266 - MySim Parent
           0x0000000A
              A = MySim Cohort ID
7a4a8458 - Clouds Parent
           0x0000000A
              A = Tuning Cohort ID	
a7bddf17 - Zonable Industrial Building Parents
           0xA00000BB
              A = Cohort Zone (if 0, main cohort)
              B = Cohort ID
a8fbd372 - Building Foundations
           0xABBBBCCC
              A = Even number, 0-E 
              B = Foundation Family
              C = Foundation ID
c96e6806 - Crime Simulator
           0x0000000A (Main Sim Affectors)
              A = Incremental Affector ID
           0xABBBBCCC (Sim Cohorts)
              A = Even number, 0-E 
              B = Sim Family
              C = Sim ID
ca25875d - Ambience Layer
           0xABBBBCCC (Sim Cohorts)
              A = Even number, 0-E 
              B = Ambience Family
              C = Ambience Type ID
ca386e22 - Landmark Parent
           0xABBBBCCC (Sim Cohorts)
              A = Even number, 0-E 
              B = Landmark Cohort Family
              C = Cohort ID

Cursor

00000001 - Black & White Cursors
           0xAAAAABBB
              A = Main Cursor type (same for each bit depth)
                Types are randomly chosen and are hardcoded
              B = Incremental Cursor Identifier (same for each bit depth)
                Identifiers are randomly chosen but usually increment
                  In integers sequentially, for example: 770 = northeast, 771 = east.
00000004 - 4bit Cursors
           0xAAAAABBB
              A = Main Cursor type (same for each bit depth)
                Types are randomly chosen and are hardcoded
              B = Incremental Cursor Identifier (same for each bit depth)
                Identifiers are randomly chosen but usually increment
                  In integers sequentially, for example: 770 = northeast, 771 = east.
00000008 - 8bit Cursors
           0xAAAAABBB
              A = Main Cursor type (same for each bit depth)
                Types are randomly chosen and are hardcoded
              B = Incremental Cursor Identifier (same for each bit depth)
                Identifiers are randomly chosen but usually increment
                  In integers sequentially, for example: 770 = northeast, 771 = east.
00000032 - 32bit Cursors
           0xAAAAABBB
              A = Main Cursor type (same for each bit depth)
                Types are randomly chosen and are hardcoded
              B = Incremental Cursor Identifier (same for each bit depth)
                Identifiers are randomly chosen but usually increment
                  In integers sequentially, for example: 770 = northeast, 771 = east.

DBPF

6a5b7b57 - DBPF Data files
           0xAAAABBBB
              A = Family ID (usually existing) Has no purpose towards function
              B = Unique ID
                These IIDs are hardcoded. The reason for picking an existing
                  Family ID in most cases is probably just for convenience.

DIR

e86b1eef - Compressed File Directory
           0x286b1f03 - Instance code for DBPF Directory.

E - K

Effect Dir

ea5118b1 - Effect Resource Tree
           0xAAAAAAAA
              A = Normally an incremental number from 0 upward, but with the Airforce plugin, Maxis randomly generated one.

Exemplar

07BDDF1C - Exemplar - Civic and Park Buildings
           0xAAAABBBB
              A = Civic, Building Family
              B = Civic, Unused, for S3d Files
           0xABBBBCCC
              A = Even number, 0-E
              B = Park Family
              C = Park ID
084344E0 - Exemplar - Network Placement Tuning Parameters
           0xABBBBCCC
              A = Even number, 0-E
              B = Tuning Family
              C = Exemplar ID
088E1962 - Exemplar - Power Poles
           0xAA000BBB
              A = Network Type
              B = Pole Model ID
096E6739 - Exemplar - Land Vehicle Types
           0xAAAABBBB
              A = Vehicle ID
              B = Unused, for S3D's
           0xABBBBCCC (rarely used backup format)
              A = Even number, 0-E 
              B = Family
              C = Exemplar ID
096E6817 - Exemplar - Water Vehicle Types
           0xAAAABBBB
              A = Vehicle ID
              B = Unused, for S3D's
           0xABBBBCCC (rarely used backup format)
              A = Even number, 0-E 
              B = Family
              C = Exemplar ID
2821ED93 - Exemplar - Bridge Pieces Network Part Assignment
           0xAAAABBBB
              A = Bridge Pieces, Piece ID
                  Light Map, unused
              B = Bridge Pieces, unused, For S3D
                  Light Map, Piece ID
296E680F - Exemplar - Air Vehicle Types
           0xAAAABBBB
              A = Vehicle ID
              B = Unused, for S3D's
           0xAAAAAAAA (test exemplar)
              A = An S3D model.
2989FD57 - Construction Properties
           0xABBBBCCC (rarely used. backup format)
              A = Even number, 0-E 
              B = Family
              C = Exemplar ID
29B6C670 - Exemplar - Disasters
           0x0000000A
              A = Incremental disaster ID
           0xABBBBCCC (Rush Hour Disasters)
              A = Even number, 0-E 
              B = Family
              C = Exemplar ID
2A3858E4 - Exemplar - Menu Items
           0x00000AAA
              A = Menu Item ID
           0xAAAABBBB (Intersections)
              A = Intersection Family
              B = Intersection ID
2B79DFFB - Exemplar - Light Rail Pieces
           0xAAAAAAAA (test exemplar format)
              A = An S3D model.
           0xAABBCCDE - 3d Networks
              A = Network ID
              B = Piece ID
              C = Underlying Piece ID
              D = Sub ID for complex pieces
              E = Zoom of underlying piece
47BDDF12 - Developer: Commercial
           0xAAAABBBB
              A = Building Family ID
              B = Unused, for S3D's
67BDDF0C - Developer: Residential
           0xAAAABBBB
              A = Building Family ID
              B = Unused, for S3D's
67CD5FA1 - Exemplar - Building Behavior Simulators
           0xABBBBCCC (rarely used backup format)
              A = Even number, 0-E 
              B = Zone Family
              C = Developer ID
           0x0000AABB
              A = Zone Type
              B = Wealth Type
690F693F - Exemplar - Dataview and UDrive-It Interfaces
           0xABBBBCCC
              A = Even number, 0-E 
              B = Data View Family
              C = View ID
6A01FC2A - Exemplar - God Mode Terrain Tools
           0xABBBBCCC
              A = Even number, 0-E
              B = Terrain Modification Family
              C = Visual Effect ID
6A297266 - Exemplar - MySims
           0xABBBBCCC
              A = Even number, 0-E
              B = Sim Family
              C = Sim ID
7A4A8458 - Exemplar - Tuning Parameters/Background Loaders
           0xABBBBCCC
              A = Even number, 0-E
              B = Tuning Family
              C = Tuning Table ID
88CD66E9 - Exemplar - Fluid Dynamics Properties
           0x0000000A
              A = Dynamics Type ID
8974F80F - Exemplar - Supports
           0xAABBCCDD
              A = Main Network Type
              B = Piece Family
              C = Support Piece ID
              D = Unused, for Textures
89AC5643 - Exemplar - Transit Pieces (except light rail)
           0xABBBBCCC
              A = Even number, 0-E
              B = Piece Family
              C = Piece ID
89C2A517 - Exemplar - Textures
           0x000000AA
              A = Texture ID
8A3858D8 - Exemplar - Rewards
           0xAAAABBBB
              A = Building ID
              B = Unused, for S3D's		
A7BDDF17 - Developer: Industrial
           0xAAAABBBB
              A = Building ID
              B = Unused, for S3D's		
           0xABBBBCCC
              A = Even number, 0-E
              B = Field Family
              C = Field ID
A82CA30F - Exemplar - Bridge Pieces Main Definition
           0xAA0000BB
              A = Network ID
              B = Bridge ID
A8434037 - Exemplar - Highway Pieces Definitions
           0xAABBCCCC
              A = Network ID
              B = Bridge Piece Family
              C = Bridge Piece ID
A8FBD372 - Exemplar - Building Lots
           0xAAAABBBB
              A = Lot Family
              B = Lot ID
           0xABBBBCCC
              A = Even number, 0-E
              B = Lot Family
              C = Lot ID
A9189CF0 - Lighting Exemplar
           0x0000000A
              A = Exemplar ID
A998D30B - Automata Tuning Exemplar
           0x0000000A
              A = Tuning Exemplar ID
A9C2C209 - Exemplar - Ordinances
           0xABBBBCCC
              A = Even number, 0-E
              B = Ordinance Family
              C = Ordinance ID
C7BB4816 - Exemplar - Demand Simulator
           0x0AAAABCD
              A = Relation Family (R, CO, ID etc. Format: 00##)
              B = Data Class (Census, Workforce, etc)
              C = Wealth
              D = Data Type (EQ1,2,3 etc.)
C8DBCCBA - Exemplar - Utility Buildings
           0xAAAABBBB
              A = Building ID
              B = Unused, for S3D's		
C96E6806 - Exemplar - Crime Props
           0xAABB0000
              A = The animation type (light, sport, etc.)
              B = Animation for that type
           0xAAABBB00
              A = What Sim/Animation this is for
              B = Action State of this Sim (Same for each Sim/Animation)		
                    for example:
                      013 - Protestor holding up sign
                      018 - Protestor with loud speaker
           0xABBBBCCC
              A = Even number, 0-E
              B = Sim Family
              C = Sim ID
C977C536 - Exemplar - Props
           0xAAAABCCC
              A = LODs, Prop ID
                  Effect, Prop ID
              B = LODs, Foundation Flag
                  Effect, Effect number
              C = Unused, for S3D's
           0xABBBBCCC
              A = Even number, 0-E
              B = Prop Family
              C = Prop ID
CA25875D - Exemplar - Ambiance Layer Functionality
           0xABBBBCCC
              A = Even number, 0-E
              B = Layer Family
              C = Ambient ID
CA386E22 - Exemplar - Landmarks
           0xAAAABBBB
              A = Building ID
              B = Unused, for S3D's		
CA4AD545 - Exemplar - Graphs
           0x000000AA
              A = Graph ID
CB730FAC - Exemplar - Avenue Bridge Pieces Resources
           0xAAAABCCC
              A = Piece ID
              B = Section Flag (Support, or Connector)
              C = Unused, for S3D's
CBE084CB - Exemplar - One way Network Intersections & Road Tunnel
           0xAABBCC00
              A = Network ID
              B = Intersection Type
              C = Piece ID
E7E2C2DB - Exemplar - Simulators
           0xABBBBCCC
              A = Even number, 0-E
              B = Simulator Family
              C = Simulator ID
E8347989 - Exemplar - Rail & Highway Bridge Pieces Resources & Rail Tunnel
           0xAAAABCCC
              A = Piece ID
              B = Section Flag (Support, or Connector)
              C = Unused, for S3D's
E83E0437 - Exemplar - Trees
           0xAAAABBCC
              A = Flora Family
              B = Flora Type
              C = Flora ID
EA12F32C - Exemplar - Crimes
           0x000000AA
              A = Crime ID
EBE084C2 - Exemplar - 3D Transportation Pieces - Monorail/Light Rail
           0xAAAABB00
              A = Piece Family
              B = Piece ID
EBE084d1 - Exemplar - 3D Transportation Pieces - Ground Highway
           0xAAAA0000
              A = Piece ID
<gen>  - Computer specific Plugin Manager or PIM-X generated Group ID for custom content.
           0xABBBBCCC
              A = Even number, 0-E
              B = Lot Family
              C = Lot ID

FSH

0986135E - FSH - Base and Overlay Textures
           0xAAAABCDE
              A = OverLay/Base ID
              B = Wealth
              C = Descriptor (Controls State, and things like Zone Tile Part Number's)
              D = Unused, or a 0 on the end of the Descriptor. Your Choice.
              E = Zoom
1ABE787D - FSH - Building Textures/Bridge Textures/Misc Textures/Network Textures
           0xAABBCCDE - Network Textures
              A = Network ID
              B = Piece Family
              C = Piece ID
              D = Border Texture Type
              E = Zoom
           0xAAAABCDE - LODs (Buildings, Props etc.)
              A = LOD ID
              B = Light (8 or sometimes 9) Flag
              C = Zoom
              D = Rotation
              E = Texture Frame
           0xAAAABCD0 - Flora
              A = Flora ID
              B = Light (8) Flag
              C = Zoom
              D = Model Variant
           0xAAAA000B - Graffiti (1dc##### in SimCity_2.dat)
              A = Graffiti ID
              B = Graffiti Flag (Should be set to 1)
           0xABBBBCCC - Sims, Automata, Fauna, Masks, and Clouds
              A = Even number, 0-E
              B = Texture Family (a624/a478 - clouds, c35f explosions)
              C = Texture ID
           0xAAAAB00C - Construction & Materials Textures
              A = Texture Group (Construction and Material)
              B = ID of Texture
              C = Zoom
2A2458F9 - FSH - Animation Sprites for Props
           0xAABB0000
              A = The animation type (light, sport, etc)
              B = Animation for that type
2BC2759A - FSH - Transit Piece Masks
           0xAABBCCCE
              A = Network ID
              B = Piece Family
              C = Piece ID 
              D = Zoom
49A593E7 - FSH - Animation Sprites non Props
           0xAAABBB00
              A = What Sim/Animation this is for
              B = Action State of this Sim (Same for each Sim/Animation)		
                   for example:
                     013 - Protestor holding up sign
                     018 - Protestor with loud speaker
891B0E1A - FSH - Terrain & Foundation Textures/Masks/Effect Textures
           0x0000AAAA - Terrain
              A = Texture ID
           0xABBBBCCC - Masks & Effects
              A = Even number, 0-E
              B = Texture Family
              C = Texture ID
           0xAAAA000B
              A = Foundation ID
              B = Zoom
cb6b7bd9 - Lot Editor Arrow Images
           0xAABBBBCC
              A = Image Group ID
              B = Image Family ID
              C = Image ID
46A006B0 - FSH - User Interface Images
           0xAABBBCCC
              A = Main Group
              B = UI/Menu Family
              C = Image ID
<gen> - Computer specific BAT generated Texture groupid
           0xAAAABCDE
              A = <mGEN>
              B = Normal Map (0) or Lighting Map (8)
              C = Zoom
              D = Rotation
              E = FSH frame number

HIT

ca4d19e3 - HIT Audio Track Data
           0xABBBBCCC
              A = HIT Group
              B = HIT Family
              C = Unique ID
               Linked to TLO by Group ID. No Grouping. Single File.

HLS

9dbdbf74 - Sound Hitlists
           0xABBBBCCC
              A = Even number, 0-E
              B = Hitlist Family
              C = Unique ID

INI

4a87bfe8 - Font INI
           0xABBBBCCC
              A = Even number, 0-E
              B = Family ID (usually existing), has no purpose towards function
              C = Unique ID
               These IIDs are hardcoded. The reason for picking an existing Family ID in most cases is probably just for convenience.
8a5971c5 - Terrain Mapping & Path Remapping, Sound, and Features INI
           0xABBBBCCC
              A = Even number, 0-E
              B = Family ID (usually existing) Has no purpose towards function
              C = Unique ID
               These IIDs are hardcoded. The reason for picking an existing Family ID in most cases is probably just for convenience.

JFIF/JPEG

ca133ecb - JPEG Art
           0xAaBBCCDE
              A = Main Picture Group
              B = Subgroup, for example: 5e = normal, 39 = horizontally squished
              C = Class, for example: 3e = In-game art
              D = Subclass, for example: D = RCI
              E = Picture ID
<gen> - Computer specific BAT generated overlay picture (large)
           0xAAAA0000
              A = <mGEN>

KEYCFG

6a231eaa - Accelerator Tables
           0xAAAAAABB
              A = Key Family ID
              B = Key Map Member ID

L - R

LEV and XA (XAs currently in the LEV area) -- 0a5bcda5 - Construction 0xABBBBCCC A = Family ID of Sound. Sound groupings. Char 0-F May change in an LEV/XA group B = Sound Group for this Family (ie subway, farm) May change for files in an LEV C = Sound ID for this Group (ie loud subway, soft, etc) For LEVs, this is Usually Higher than the last sound for that Group 0a627909 - Residential Bad Night Small/Medium 0xABBBBCCC A = Family ID of Sound. Sound groupings. Char 0-F May change in an LEV/XA group B = Sound Group for this Family (ie subway, farm) May change for files in an LEV C = Sound ID for this Group (ie loud subway, soft, etc) For LEVs, this is Usually Higher than the last sound for that Group 2a398e45 - Nature Night 0xABBBBCCC A = Family ID of Sound. Sound groupings. Char 0-F May change in an LEV/XA group B = Sound Group for this Family (ie subway, farm) May change for files in an LEV C = Sound ID for this Group (ie loud subway, soft, etc) For LEVs, this is Usually Higher than the last sound for that Group 2a6278ee - Residential Bad Day Large SEE BEGINNING OF LEVS. SAME FORMAT 4a392cff - Industrial Clean Bad SEE BEGINNING OF LEVS. SAME FORMAT 4a398e40 - Nature Day SEE BEGINNING OF LEVS. SAME FORMAT 4a42c073 - Traffic Midtown/Medium SEE BEGINNING OF LEVS. SAME FORMAT 4a4d1946 (CONTAINS NO LEV, MOVE TO XA) SEE XA SECTION 4a54e37f - Pipe View SEE BEGINNING OF LEVS. SAME FORMAT 4a54e387 - Subway View SEE BEGINNING OF LEVS. SAME FORMAT 4a5e6ac5 - High Crime SEE BEGINNING OF LEVS. SAME FORMAT 4a5e7be3 - Farm Buildings See Above 4a60ce67 - Farm Fields See Above 4a627900 - Residential Bad Night Large See Above 8a398e3c - Industrial Dirty Good See Above 8a42b774 - Traffic Downtown See Above 8a60ce80 - Traffic Street See Above 8a60cf62 - Zoo See Above 8a627912 - Residential Good Day Small/Medium $$$ See Above aa39ba06 - Garbage See Above aa60ce7d - Traffic Road Light See Above ca398e36 - Industrial Dirty Bad See Above ca398e4a - Wind Zoom 1&2 See Above ca62790f - Residential Good Day Small/Medium See Above ca88cc85 - Abandoned See Above ea39ba3e - Water See Above ea5e6ac2 - Traffic Jam See Above ea60ce77 - Traffic Highway See Above ea6278fd - Residential Bad Day Small/Medium See Above ea62790c - Residential Good Day See Above ea627915 - Residential Good Night Small/Medium See Above ea627918 - Zoom 3 City See Above ea62791b - Wind Zoom 3 See Above ea398e29 - Industrial Clean Good See Above

LogicObject -- ca4d19e3 - Track Logic Object 0xABBBBCCC A = Logic Object Associated Group B = Logic Object Associated Family ID C = TLO Unique ID

Lot Data -- 6be74c60 - Exchange Data for Lot 0x0000000A A = 1. A hardcoded value for each lot file declaring the exchange file

LTEXT LTEXT files in Plugins have Incremental GIDs to signify the different languages to the exe -- 0xEA5524EB - LTEXT - Misc. Item Names/Descriptions 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0xEA231E96 - LTEXT - Misc. Texts 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0xCA554B03 - LTEXT - Popup window HTML texts 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0x8A635D24 - LTEXT - Audio filename to description texts 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0x8A5E03EC - LTEXT - Disaster texts 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0x8A4924F3 - LTEXT - About SC4 window HTML text 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0x6A554AFD - LTEXT - Misc. Item Names/Descriptions 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0x6A3FF01C - LTEXT - Game UI Texts 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0x6A231EAA - LTEXT - Interactivity Feature Texts (MySim, UDriveIt, etc.) 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0x6A231EA4 - LTEXT - News ticker message texts 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0x4A5E093C - LTEXT - Terrain tool texts 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0x4A5CB171 - LTEXT - Funny random city loading message texts 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0x2A592FD1 - LTEXT - Item plop/draw notification texts 0xA00000BB A = Text Type (A = intersection draws, F = Failed draws, and Tips) B = Text ID 0x0A554AF5 - LTEXT - Audio UI Panel texts 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0x0A554AE8 - LTEXT - General UI texts 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0x0A554AE0 - LTEXT - Item visible name and description texts 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 0x0A419226 - LTEXT - In game error texts 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID 6a4eb3f7 - LTEXT - Population Text 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID EAFCB180 - LTEXT - Plugin Install Text 0xABBBBCCC A = Even ID 0-E B = Text Family C = Text ID

De-Localizer (currently in LTEXT) -- 2026960b-6a231eaa-0a6df4df - Text to avoid language localization on 0a6df4df - Instance code for Delocalizer

LUA -- 0x4A5E8EF6 - LUA - Missions, Advisors, Tutorials and Packaging files) 0xAABBBBBB A = ff. The code for LUA script. B = 24 bit Hash for use in Dofiles 0x4A5E8F3F - LUA - Generators,Attractors,Repulsors, and System LUAs 0xAABBBBBB A = ff. The code for LUA script. B = 24 bit Hash for use in Dofiles

MAD -- 00000001 - Movie Files 0xAAAAAAAA Incremental ID. Hardcoded for main dats.

PNG -- 0x00000001 - PNG - Main Button Images 0xAABBBCCC A = Main Group (13 = Bottom UI, 14 = Everything Else) B = UI/Menu Family C = Image ID 0x1ABE787D - PNG - User Interface (Button and Menu States, Query edges, States) 0xAABBBCCC A = Main Group B = UI/Menu Family C = Image ID 0x22DEC92D - PNG - Built-In Tools User Interface 0x0000AAAA A = Image ID (000#, 100#, 200#, and 300# series are used) 0x46A006B0 - PNG - UI Images (UDI, Main Interface, Mysim) 0xAABBBCCC A = Main Group B = UI/Menu Family C = Image ID 0x4C06F888 - PNG - UDrive Icons 0xAAAABB00 A = Main ID (Either the Vehicle or Sim the Icon is Concerned with) B = Transport ID (What vehicle or device is transporting the sim) 0x6A1EED2C - Region View City Tiles 0xAABBBCCC A = Tile Size B = Image Class (231 is Tile Maps) C = Image ID (For Tilemaps: Water, Land, Overlay) 0x6A386D26 - PNG - Menu Building Icons, Bridges, Overlays 0xABBBBCCC - Menu images A = Image Grouping. B = Image Menu Family (Parks, Civic, etc.) C = Image Button ID (The specific ID of this Buildings Image) 0xAA0000BB - Bridge Icons A = Network ID B = Bridge ID 0x0000AAAA - Pinkscreen box overlay A = Arbitrary Image ID. Only used for a 'pinkscreen' image. 8b6b7857 - Lot Editor PNG Images 0xAABBBBCC A = Image Group (Kind of image) B = Image Family (Where Image will be used) C = Image ID 0xA9179251 - PNG - Art picture and their Overlay 0xAABBBCCC A = Main Group (09 for these pics) B = Art Image Family C = Image ID 0xAB7E5421 - PNG - MySim Thought Bubbles and Transit Icons 0xAABBBCCC A = Bubble or Icon Group (B&W, Mood, Bubble Overlay) B = Bubble or Icon Family (For combo groups, Subgroup) C = Bubble or Icon ID 0xebdd10a4 0xABBBBCCC - LOT Pictures A = Image Grouping. B = Image Family C = Image ID (The specific ID of this Buildings Image)

RUL -- aa5bcf57 - Network Rules 0xA000B0CC A = Is the Rule a Bridge Specification (0) B = Is the Rule a complex rule. (0) C = Incremental Hardcoded ID Starting at 1

Complex RUL -- aa5bcf57 - Complex Network Rules 0xA000B0CC A = Is the Rule a Bridge Specification (0) B = Is the Rule a complex rule. (1) C = Incremental Hardcoded ID Starting at 1

S - Z

S3D -- badb57f1 - Simglide 3D Model 0xAAAABCDE - Standard Instance Format A = LODs, LOD Model ID Object, 3D Object ID (Cars, complex 3d objects, etc) Arbitrary Assign, AssignID (All other values unused) B = LODs, Foundation flag (is foundation or not) Object, TypeFlag (0 = vehicle, 1=rear light, 2 =Vehicle

			                    lights, 3 = siren, 5 = General 3d model)

C = LODs, Zoom Object, Unused D = LODs, Rotation Object, Unused E = LODs, Unused Object, Secondary Typeflag (as main type flag) 0xAABBCCDE - 3d Networks A = Network Type (02 highway, 08 LTrail) B = Highway, Piece Class (00 Single or 01 Intersection) El/Light, Piece ID C = Highway, Piece ID El/Light, Underlying Network Piece ID D = Highway, SubID (for things like Clovers, the part of the clover) El/Light, Where used, the SubID as above E = Highway, Zoom of Underlying Network Piece El/Light, Zoom of Piece 0xAAAABBCD - Advisors, Fauna A = Fauna, Fauna Family ID Advisor, Advisor Class ID (2a42) or Mission ADV Classid (ec20) B = Fauna, Model State Advisor, Normal (b5) or Llama (b6) or DrVu (24, for missions) C = Fauna, Use Seperate Alpha? Flag (0,1) Advisor, Advisor Number D = Fauna, Map if Seperation flag is on (2 = alpha, 4 = normal) Advisor, Advisor Mood 0xAAAABBCC - UDI, disaster, model A = Family ID B = UDI, State Disaster, Disaster ID Simple 3d Model, Model Class C = Model ID <gen> - Computer specific BAT Generated S3D model 0xAAAABCD0 A = <mGEN> B = Foundation flag C = Zoom D = Rotation

SC4Path -- 69668828 - Textured Networks Paths 0xAABBCCDD A = Main Network Type B = Path Family (For roads, 01= str to dia intersection,02= odd cross) C = Network Piece ID D = Unused, for Textures a966883f - 3D Networks Paths 0xAABBCCDE A = Main Network Type B = Path Family C = Network Piece ID D = For Construct sections, the part of the construct network section E = Unused. For Textures where applicable. 0xAAAABCCC (for paths on lots) A = Building Family ID B = Foundation Flag (only used once in paths) C = Unused. For s3d LOD files

TRK -- 2a4d1937 - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds 0xABBBBCCC A = Even ID 0-E B = TRK Family C = TRK File ID 2a4d193d - Query Sounds 0xABBBBCCC A = Even ID 0-E B = TRK Family C = TRK File ID aa4d1920 - Activate Sounds & Audio LoopID's & Ambience Decayed & HLS Entries 0xABBBBCCC A = Even ID 0-E B = TRK Family C = TRK File ID aa4d1930 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects 0xABBBBCCC A = Even ID 0-E B = TRK Family C = TRK File ID ca4d1943 - UI Button Click & Plop Sounds & Wire,Fire, and Tools Effects 0xABBBBCCC A = Even ID 0-E B = TRK Family C = TRK File ID ca4d1948 - Occupant Instance Sounds 0xABBBBCCC A = Even ID 0-E B = TRK Family C = TRK File ID ea4d192a - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects 0xABBBBCCC A = Even ID 0-E B = TRK Family C = TRK File ID

Corrupt -- a8fbd372 - Corrupt Building Lot Exemplar Instance as per file.

UI -- 08000600 - Main SC4 Interface 0xABBBBCCC A = Even ID 0-E B = UI Family (9923 = Main Menu Secondary Menu Bitmaps) C = UI ID 96a006b0 - All Game Interfaces Minus the main interface 0xABBBBCCC A = Even ID 0-E B = UI Family (c1d7 = UDI Control Windows) C = UI ID 1d6962cf - SC4 Vanilla Internal Tool Interfaces 0xAAABBBBB A = UI group. 'ace' is standard B = Incremental ID starting from 0 as needed cb6b7601 - Lot Editor UI's 0xABBBBCCC A = Even ID 0-E B = UI Family C = UI ID

String -- 55555555 - String Texts 0xABBBBCCC A = Even ID 0-E B = String Family C = String ID

WAV -- 0a4d1926 - SchoolBell & Fire engine 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (ie subway, farm) C = Sound ID for this Group (ie loud subway, soft, etc) 6a4d193a - Fire and Obliterate Sounds 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (ie subway, farm) C = Sound ID for this Group (ie loud subway, soft, etc)

XA -- 0a4d1926 - Activate Sounds & Audio LoopID 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (ie subway, farm) C = Sound ID for this Group (ie loud subway, soft, etc) 0a4d192d - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (ie subway, farm) C = Sound ID for this Group (ie loud subway, soft, etc) 0a627909 - Residential Bad Night Small/Medium 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (ie subway, farm) C = Sound ID for this Group (ie loud subway, soft, etc) 2a4d1940 - Query Sounds 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (ie subway, farm) C = Sound ID for this Group (ie loud subway, soft, etc) 2a6278ee - Residential Bad Day Large 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (ie subway, farm) C = Sound ID for this Group (ie loud subway, soft, etc) 4a4d1946 - Plop & Button Click & Ambience Decay & Wire,Fire and Tools Effects 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (ie subway, farm) C = Sound ID for this Group (ie loud subway, soft, etc) 6a4d193a - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (ie subway, farm) C = Sound ID for this Group (ie loud subway, soft, etc) 8a627912 - Residential Good Day Small/Medium $$$ 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (ie subway, farm) C = Sound ID for this Group (ie loud subway, soft, etc) aa4d1933 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (ie subway, farm) C = Sound ID for this Group (ie loud subway, soft, etc) aa4d194b - Occupant Instance Sounds 0xABBBBCCC A = Family ID of Sound. Sound groupings. B = Sound Group for this Family (ie subway, farm) C = Sound ID for this Group (ie loud subway, soft, etc)

BSPEC -- aa5bcf57 - Bridge Specification Rules 0xA000B0CC A = Is the Rule a Bridge Specification (1) B = Is the Rule a complex rule. (0) C = Incremental Hardcoded ID Starting at 1

Config -- a9dd6e06-49dd6e08 TG - Simcity Configuration File 0x0000000A A = Config File Number. Only config file 1 currently exists.

XML -- <gen> - Computer specific Lot Description XML file 0xAAAAAAAA A = Same as applicable parent file for each of .SC4model,lot,desc IE model = main s3d. lot = main exemplar, desc = main exemplar

<GEN> and <mGEN>

Generated IDs <GEN>, <mGEN> are specific per computer and designated at the time of the tools install. The two ids generated are the model id, which is the first 2 bytes of the instance of models and textures, and the groupid <GEN> which is the custom GID for the models, textures, exemplars, xml's and pictures. Its purpose is to add yet another random factor to building design so that buildings don't conflict (due to the fact that the instances follow standard naming). It is designated in the following way. A Huge random number over 2^29 DWORD is overlayed with a | bitflag by a DWORD of timestamp starting around 1997 (The time EA bought maxis). The generated model id <mGEN> is an incremental number that represents the Building Family ID. It starts at 0001.

A Note on 1 character Family, "Even" or Group IDs as seen in various instances. These appear to be used sometimes specifically, however they go from 0 to E and often appear randomly chosen as a way to vary the instances more.