Simcity Guide

You might also like

You are on page 1of 310

nouns verbs.

inputs outputs

if

rule harvestWood
Money in 10
Wood out 2
People in 1
People out 1
end
applyCount 1 10
end

Local
Global
Map
nearby
unitRule mustardFactory
rate 10
global Simoleans in 1
local YellowMustard in 6
local EmptyBottle in 1
local BottleOfMustard out 1
map Pollution out 5
end
successEvent effect smokePuff
successEvent audio chugAndSlurp
end
onFail buyMoreMustard
end

mapRule growGrass
rate 200
map Soil atLeast 20
map Water in 10
map Nutrients in 1
map Grass out 5
end

sinks
goToWork
-sendTo Work -via Car -using Road
or Park
-switchTo Home 10
-repeatAfter 10
-via Car -using Road
People 2
People 2
zoneRule developHouses
timeTrigger Day 0.5
sample random -count 3
test global Builders greater 5
test map Forest is 0
createUnit -id Bungalows
end
packages
.
.
The Gimp
DDS Plugin
Paint.NET

https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
RW4 models



our forums
Unshaded geometry
Residential Density 1 Density 2 Density 3

Wealth 1 (16m, 24m) x 48m (24m, 32m, 40m, 48m) x 96m 96m x 96m

Wealth 2 32m x 48m (80m, 96m) x 96m 96m x 96m

Wealth 3 96m x 48m 96m x 96m 96m x 96m


Commercial Density 1 Density 2 Density 3

Wealth 1 (24m, 32m, 40m) x 48m (32m, 40m, 48m) x 96m (40m, 56m, 64m) x 96m

Wealth 2 (32m, 48m, 64m, 96m) x 48m (64m, 96m) x 96m 64m, 80m) x 96m

Wealth 3 (48m, 64m, 96m) x 48m 96m x 96m 80m x 96m

Industrial Density 1 Density 2 Density 3

Wealth 1 (24m, 48m, 96m) x 48m (24m, 48m, 96m) x 96m

Wealth 2 (24m, 48m, 96m) x 48m (24m, 48m, 96m) x 96m

Wealth 3 (24m, 48m, 96m) x 48m (24m, 48m, 96m) x 96m


Make sure that you know the basics by first following the Basic Modding Tutorial and then the Basic
Retexturing Tutorial. Secondly, I'm assuming a certain level of basic knowledge about 3d modeling. If you're a
complete beginner, I recommend looking up a few tutorials on low-poly 3d modeling and UV mapping for the
3d modeling software of your choice.

If you're looking for a free 3d modeling program, I suggest using Blender in combination with the Wavefront
OBJ Importer/Exporter (download on this page)

Once again, I'm assuming that you already have basic knowledge about low-poly 3d modeling and uv mapping
- the purpose of this tutorial is to import a finished model into the game, not to teach 3d modeling itself, on
which there are enough good tutorials out there. Nevertheless, these are a few guidelines you might want to
use when creating your models:

Measuring Units: the game itself uses meters as its basic measuring unit - although personally I've found that
when I use real-world dimensions I have to multiply them by 1.3 to make them look scaled correctly in-game.

Polygon Count: Naturally, since it's a game, your polygon count should be as low as possible. Since the game
uses LODs, you may be able to get away with a little more detail at the highest zoom level.

Texture Mapping: Watch out for texture seams that stretch across smoothing groups, which will result in
glitches in-game

In SimCityPak, 3D models are imported in the Wavefront .OBJ format. Most 3d applications can export to this
format. Make sure that your exported model contains at least the following elements:

Normals

Texture coordinates

Materials are not needed - textures are imported separately.

In SimCityPak, find the RW4 model that you want to replace. Go to the mesh section and click the 'Import .OBJ'
button. Find your file and import the mesh. Changes in the mesh are not directly updated in the view, so don't
worry if you still see the old model (you can switch between the sections). Click the 'Save' button in the RW4
view. Also note that the texture coordinates in the 3D view are often a little inaccurate compared to what you
exported - it will probably look OK in-game. Save your package and load the game - you should now see your
new 3d model.

Don't forget to also create LODs for your new models - at each zoom level, you need a version of the model
with lower detail.

Property files contain a collection of properties that define variables used in the game. These have a key (uint)
and a value (of a few possible types).

Key - Contains a reference to a TGI index or just an instance ID. Type and group values are mostly zero when
the type is determined by the property id in-game.

Integer

Float

Transform - Transform matrix for positioning of 3d objects

Bounding Box - Bounding box that defines the dimensions of an object

Color - ARGB or RGB color values


Each RW4 (RenderWare 4.0) file consists of a number of sections. These contain different types of data, such as
textures, meshes, animations etc.

Each RW4 file is arranged according to the following structure.

Header - Contains basic information on the file. Has a reference to the start position of the section index.

Non-Blob Section Data - The data of sections of non-variable length

Section Index - The index that stores the start position and length of each section

Blob section data - The data of sections of variable length

A mesh section contains the following values in this order:

Unknown values (always 40 and 4)

Triangles section number

Triangle Count

Unknown values (always 1 and 0)

Triangle vertex count (equal to triangle count * 3)

Unknown value (always 0)

Vertex count

Vertex section number

The vertex format section defines what kind of data is contained in the vertex and in which data format:

The vertex contains the following data in this order (for vehicle models):

X, Y, Z coordinates

normal, tangent, interior tangent vectors

U, V texture coordinates

Interior U,V texture coordinates


The triangle contains the following data in this order:

K, I, J - vertices that make up the triangle

The texture section contains the following data in this order:

Texture Type

Unknown data (always 8)

Unknown data

Width, Height

MipMap info

Unknown data (always 0 and 0)

Texture data section number

The bounding box section contains the following data in the order:

MinX, MinY, MinZ

Unknown

MaxX, MaxY, MaxZ

Unknown
# InstanceID GroupID Group Name Menu Name Pos.
(HighRes) 1280x720 – 1920x1080 and Above
1 0xb514777a 0x86010300 Vanilla Streets Roads 1
2 0xb514777b 0x86010300 Regional Streets Roads 2
3 0xb514777c 0x86010300 UDoN Roads 3
4 0xb514777d 0x86010300 Regional UDoN Roads 4
5 0xb514777e 0x86010300 Custom Roads Roads 5
6 0xb514777f 0x86010300 Waterways Roads 6
7 0xb514778a 0x86010301 R-W1D1 Residential 1
8 0xb514778b 0x86010301 R-W1D2 Residential 2
9 0xb514778c 0x86010301 R-W1D3 Residential 3
10 0xb514778d 0x86010301 R-W2D1 Residential 4
11 0xb514778e 0x86010301 R-W2D2 Residential 5
12 0xb514778f 0x86010301 R-W2D3 Residential 6
13 0xb514779a 0x86010302 C-W1D1 Commercial 1
14 0xb514779b 0x86010302 C-W1D2 Commercial 2
15 0xb514779c 0x86010302 C-W1D3 Commercial 3
16 0xb514779d 0x86010302 C-W2D1 Commercial 4
17 0xb514779e 0x86010302 C-W2D2 Commercial 5
18 0xb514779f 0x86010302 C-W2D3 Commercial 6
19 0xb514780a 0x86010303 I-T1D1 Industrial 1
20 0xb514780b 0x86010303 I-T1D2 Industrial 2
21 0xb514780c 0x86010303 I-T1D3 Industrial 3
22 0xb514780d 0x86010303 I-T2D1 Industrial 4
23 0xb514780e 0x86010303 I-T2D2 Industrial 5
24 0xb514780f 0x86010303 I-T2D3 Industrial 6
25 0xb514781a 0x86010304 H-W1D1 Hotels 1
26 0xb514781b 0x86010304 H-W1D2 Hotels 2
27 0xb514781c 0x86010304 H-W1D3 Hotels 3
28 0xb514781d 0x86010304 H-W2D1 Hotels 4
29 0xb514781e 0x86010304 H-W2D2 Hotels 5
30 0xb514781f 0x86010304 H-W2D3 Hotels 6
31 0xb514782a 0x86010305 Great Works Custom Content 1
32 0xb514782b 0x86010305 H. Landmarks Custom Content 2
33 0xb514782c 0x86010305 Nature Landmark Custom Content 3
34 0xb514782d 0x86010305 Clubs $ Resorts Custom Content 4
35 0xb514782e 0x86010305 Custom RCI Custom Content 5
36 0xb514782f 0x86010305 Misc. Custom Content 6
37 0xb514783a 0x0e17c784 Subway Transit 7
38 0xb514783b 0x0e0e96ac Decorations Parks 6
39 0xb514783c 0x86010301 R-W3D1 Residential 7
40 0xb514783d 0x86010301 R-W3D2 Residential 8
41 0xb514783e 0x86010301 R-W3D3 Residential 9
42 0xb514783f 0x86010302 C-W3D1 Commercial 7
43 0xb514784a 0x86010302 C-W3D2 Commercial 8
44 0xb514784b 0x86010302 C-W3D3 Commercial 9
45 0xb514784c 0x86010303 I-W3D1 Industrial 7
46 0xb514784d 0x86010303 I-W3D2 Industrial 8
47 0xb514784e 0x86010303 I-W3D3 Industrial 9
48 0xb514784f 0x86010304 H-W3D1 Hotels 7
49 0xb514785a 0x86010304 H-W3D2 Hotels 8
50 0xb514785b 0x86010304 H-W3D3 Hotels 9
51 0xb514785c 0x0e0e96ac Plop Anywhere Parks 7
52 0xb514785d 0x86010307 Parklets $ Parklets 1
53 0xb514785e 0x86010307 Parklets $$ Parklets 2
54 0xb514785f 0x86010307 Parklets $$$ Parklets 3
55 0xb514786a - - - -
56 0xb514786b - - - -
57 0xb514786c - - - -
58 0xb514786d - - - -
59 0xb514786e - - - -
60 0xb514786f - - - -
61 0xb514787a 0x86010308 UDoN-Streets UDoN 1
62 0xb514787b 0x86010308 UDoN-R-Streets UDoN 2
63 0xb514787c 0x86010308 UDoN-Ramps UDoN 3
64 0xb514787d 0x86010308 UDoN-R-Ramps UDoN 4
65 0xb514787e 0x86010308 UDoN-Highways UDoN 5
66 0xb514787f 0x86010308 UDoN-R-Highways UDoN 6
67 0xb514791e 0x0e0e96ac Pedestrian Path Parks 8

# InstanceID GroupID Group Name Menu Name Pos.


(LowRes) – 1152x864
68 0xb514788a 0x86010301 R-W1 Residential W1 1
69 0xb514788b 0x86010301 R-W2 Residential W2 2
70 0xb514788c 0x86010301 R-W3 Residential W3 3
71 0xb514788d 0x86010302 C-W1 Commercial W1 1
72 0xb514788e 0x86010302 C-W2 Commercial W2 2
73 0xb514788f 0x86010302 C-W3 Commercial W3 3
74 0xb514789a 0x86010303 I-W1 Industrial W1 1
75 0xb514789b 0x86010303 I-W2 Industrial W2 2
76 0xb514789c 0x86010303 I-W3 Industrial W3 3
77 0xb514789d 0x86010304 H-W1 Hotels W1 1
78 0xb514789e 0x86010304 H-W2 Hotels W2 2
79 0xb514789f 0x86010304 H-W3 Hotels W3 3
0x2a99c945

0x681495d5
,
SimCity
13.

You might also like