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The Effect Structure link was very helpful for me. There are a couple places that I'm not sure are correct, and a few others where Reader would disagree (output to screen wise). I would have to check the code I wrote to know exactly where. There is also a DWORD described as a rep, but that rep is always zero in SimCity Dat. Don't think I'm going to argue though.
This file contains a list of all the relations of the SC4 Filetypes as currently known. This will exclude the Savegame formats as their parents are the exe, and their children are any number of files that it decides to pull in as it wants to. Building exemplars for the building file and so forth. It shows the parents of each file, IE the file which is responsible for the filetype opening, and the children, which are things it causes to open.Format for FileType Relations:Format -- 0xGID - Groupid 0xAAAABBBB (optional) - For GroupIDs with multiple section types, the format for that group type Children - Things loaded as a result of this file.Relations (name, kind,propertyidifavailable) Parent - Things that caused this file to be loaded Relations (name, kind,propertyidifavailable) Dependant (optional) - Dependant relations. A file contains details that are carried out by another file Relations (name, kind, propertyidifavailable) 0xGID -Group IDs for this format, next group. etc.End of SampleTo show different variations of Instances inside a GID that may have different children and parents, instance format codes like used in the GIID spec may be seen in the usual 0xAAAABBBB type format.Spec FollowsEffect Dir -- ea5118b1 - Effect Resource Tree Children FSH, ResourceKey, In section 1 the effect may call itself a texture by instance S3D, ResourceKeys, In section 1 a list of resource keys may call random S3D files FSH, Resourcekey, In Section 2 terrain dependant FSH file Exemplar, ResourceKey, In section 5 terrain brush exemplar LUA, String, Section 6 string links to a representative string in LUA generators/attractors/repulsors by var. EXE, CID, Section 7 U4 property almost certainly links to the exe by classid TRK, ResourceKey, Section 9 resource Key links to a track def for sounds. EXE, String, Section 10 strings almost certainly link to the EXE for train vars EXE, CID, U4 in section 12 probably links to the exe by classid Parent EXE, CID, the exe may call an effect in 13,14,15 by instance or CID EXE, String, the exe may call a string in the effdir directories 13,14,15 by name Exemplar, property, 0x4a08c700 property calls an effect name for use by exemplars (often disasters) Exemplar, property, 0xc98204b8 property calls an effect name for use in an effect exemplar by string Exemplar, property, 0xc98204b9 property calls an effect name for use in an effect exemplar by string Exemplar, property, in absence of the 0xc98204b8/9 property Exemplar name of gid 0xc977c536 calls an effect by string S3D, name, the effect name in the REGP section of an S3d May spawn an effect by directory name in the Effdir LUA, , fx, the fx command allows to reference an effect inside the effect dir from an LUA[/b]Source: http://www.modthesims.info/wiki.php?title=Relations
I would encourage argument in this case
...and b) the only way I can get it into the game is through Reader (I can't to DBPF compression)...
Pigeons work fine now, have you a weather effect ready for test, I am curious to see this
the only way I can get it into the game is through Reader (I can't to DBPF compression).
HiI have a request. I wanted to use some water effects (foams, wakes, wash..) to givensome additional realism to the animated water mill I am making. Turns out that if I add effects to a lot and set the lotconfigwatercompatibility to 1 ( ie it can be plopped on water) some effects (e.g bridge wakes, heliwake) show up on the water surface, but fountains do not show up when plopped on water, but only when plopped on land ( and vice versa).Is there any way you could reproduce new instances of the land effects so they will show up when plopped on water? i'm particularly interested in the smallfountainC effect....
I've been to that page, and also download some code from the first post here:LINK. It is a little beyond me at this point. But that's just decompression anyway, right? I need to compress...
What language are you using?I have some QFS decompression / compression code written in C# that I could PM you.