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		<id>http://simswiki.info/index.php?action=history&amp;feed=atom&amp;title=InstanceFormats</id>
		<title>InstanceFormats - Revision history</title>
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		<updated>2026-09-26T20:51:53Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://simswiki.info/index.php?title=InstanceFormats&amp;diff=59741&amp;oldid=prev</id>
		<title>Kiwi tea at 17:23, 17 September 2012</title>
		<link rel="alternate" type="text/html" href="http://simswiki.info/index.php?title=InstanceFormats&amp;diff=59741&amp;oldid=prev"/>
				<updated>2012-09-17T17:23:08Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
			&lt;tr style='vertical-align: top;'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:23, 17 September 2012&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1,126:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1,126:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A Note on 1 character Family, &amp;quot;Even&amp;quot; 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.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A Note on 1 character Family, &amp;quot;Even&amp;quot; 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.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;[[Category:Modding]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Sims 2 &lt;/ins&gt;Modding]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Kiwi tea</name></author>	</entry>

	<entry>
		<id>http://simswiki.info/index.php?title=InstanceFormats&amp;diff=4045&amp;oldid=prev</id>
		<title>Delphy: Auto-inserted from WakkaWikki</title>
		<link rel="alternate" type="text/html" href="http://simswiki.info/index.php?title=InstanceFormats&amp;diff=4045&amp;oldid=prev"/>
				<updated>2005-12-29T16:53:20Z</updated>
		
		<summary type="html">&lt;p&gt;Auto-inserted from WakkaWikki&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{OldWikiEntry}} This file contains a list of all simcity GroupIDs and the Formats of their respective instances for each group. (where known) To find a specific filetype or groupid, do a find inside this file and it should turn up unless it's a GID from LE, or BAT dat files.&lt;br /&gt;
See the bottom of the file for &amp;lt;GEN&amp;gt; and &amp;lt;mGEN&amp;gt; entries. &lt;br /&gt;
Format for GID/IID:&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;Entry&amp;gt;&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;GID&amp;gt; - &amp;lt;Group Name&amp;gt;&lt;br /&gt;
	&amp;lt;instance in format 0xAABBBfCD&amp;gt;&lt;br /&gt;
	       AA=blah&lt;br /&gt;
	       BB=blah&lt;br /&gt;
	       C=blah&lt;br /&gt;
	                     D=blah&lt;br /&gt;
	Characters in the range of A-H are used to show Variables that any IID fills.&lt;br /&gt;
	IE. AA for a given IID may be f3,a3,01,00, or any other 2 characters, and so forth.&lt;br /&gt;
	A Lowercase letter or a number shows something that doesnt change&lt;br /&gt;
	Some IIDs have a value of 12345678. These predate the &lt;br /&gt;
	using of IID specs by Maxis, and are just placeholders. An Exemplar&lt;br /&gt;
	may have an IID of 00000005. This is a test id used for automata or sims.&lt;br /&gt;
	It can be used for other things however too.&lt;br /&gt;
----&lt;br /&gt;
End of Sample&lt;br /&gt;
&lt;br /&gt;
Spec Follows&lt;br /&gt;
---------------------&lt;br /&gt;
&lt;br /&gt;
AB&lt;br /&gt;
--&lt;br /&gt;
8a5971c5 - UDI Sounds&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Sound Group Family&lt;br /&gt;
		C = Sound Group ID&lt;br /&gt;
&lt;br /&gt;
AE&lt;br /&gt;
--&lt;br /&gt;
8a5971c5 - UDI Data&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Data Family&lt;br /&gt;
		C = Data File ID&lt;br /&gt;
&lt;br /&gt;
ATC&lt;br /&gt;
--&lt;br /&gt;
2a2458f9 - Props Animation Collections&lt;br /&gt;
	0xAABB0000&lt;br /&gt;
		A = The animation type (light, sport, etc)&lt;br /&gt;
		B = Animation for that Type&lt;br /&gt;
49a593e7 - Non-prop Animation Collections&lt;br /&gt;
	0xAAABBB00&lt;br /&gt;
		A = What Sim/Animation this is for&lt;br /&gt;
		B = Action State of this Sim (Same for each Sim/Animation)		&lt;br /&gt;
			ex.&lt;br /&gt;
			   013 - Protestor holding up sign&lt;br /&gt;
			   018 - Protestor with loud speaker&lt;br /&gt;
&lt;br /&gt;
AVP&lt;br /&gt;
--&lt;br /&gt;
2a2458f9 - Props Single Animation &lt;br /&gt;
	0xAAAA000B&lt;br /&gt;
		A = Instance data from ATC file&lt;br /&gt;
		B = Zoom Cycle (starting from 0 upwards at furthest seen zoom)&lt;br /&gt;
49a593e7 - Non-Prop Single Animation&lt;br /&gt;
	0xAAAAAA0B&lt;br /&gt;
		A = Instance data from ATC file&lt;br /&gt;
		B = Zoom Cycle (starting from 0 upwards at furthest seen zoom)&lt;br /&gt;
		&lt;br /&gt;
BMP&lt;br /&gt;
--&lt;br /&gt;
0x6A1EED2C - Region tile layout bitmaps&lt;br /&gt;
	0xAABBBCCC&lt;br /&gt;
		A = Bitmap Family ID&lt;br /&gt;
		B = Image Class ID&lt;br /&gt;
		C = Incremental Bitmap ID&lt;br /&gt;
0x1d6962cf - SC4 Vanilla Internal Tool Bitmaps&lt;br /&gt;
	0xABBBBCDD&lt;br /&gt;
		A = Main Bitmap group&lt;br /&gt;
		B = Bitmap Type Family&lt;br /&gt;
		C = Class. ex. e = Standard button maps.&lt;br /&gt;
		D = Incremental ID&lt;br /&gt;
&amp;lt;gen&amp;gt; - Computer specific BAT generated overlay picture (small)&lt;br /&gt;
	0xAAAA0000&lt;br /&gt;
		A = &amp;lt;mGEN&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cohort&lt;br /&gt;
--&lt;br /&gt;
0x07BDDF1C - Civic and Park Building Parents&lt;br /&gt;
	0xABBBBCCC (Automata Layer Cohorts)&lt;br /&gt;
		A = Even ID 0-E &lt;br /&gt;
		B = Cohort Family&lt;br /&gt;
		C = Cohort ID&lt;br /&gt;
	0x0000000A (Main Usage Cohorts)&lt;br /&gt;
		A = Cohort ID&lt;br /&gt;
0x096E6739 - Vehicle Type Parents&lt;br /&gt;
	0x0000000A (Main Vehicle Cohorts)&lt;br /&gt;
		A = Cohort ID&lt;br /&gt;
	0xABBBBCCC (Automata Layer Cohorts)&lt;br /&gt;
		A = Even ID 0-E &lt;br /&gt;
		B = Cohort Family&lt;br /&gt;
		C = Automata ID&lt;br /&gt;
096e6817 - Watercraft Parents&lt;br /&gt;
	0x0000000A&lt;br /&gt;
		A = Cohort ID&lt;br /&gt;
296e680f - Aircraft Parents&lt;br /&gt;
	0x0000000A&lt;br /&gt;
		A = Cohort ID&lt;br /&gt;
47bddf12 - Zonable Commercial Building Parents&lt;br /&gt;
	0xA00000BB&lt;br /&gt;
		A = Cohort Zone (if 0, main cohort)&lt;br /&gt;
		B = Cohort ID&lt;br /&gt;
67bddf0c - Zonable Residential Building Parents&lt;br /&gt;
	0xA00000BB&lt;br /&gt;
		A = Cohort Zone (if 0, main cohort)&lt;br /&gt;
		B = Cohort ID&lt;br /&gt;
690f693f - Dataview Parents&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E &lt;br /&gt;
		B = Data Family&lt;br /&gt;
		C = Cohort ID&lt;br /&gt;
6a297266 - MySim Parent&lt;br /&gt;
	0x0000000A&lt;br /&gt;
		A = Mysim Cohort ID&lt;br /&gt;
7a4a8458 - Clouds Parent&lt;br /&gt;
	0x0000000A&lt;br /&gt;
		A = Tuning Cohort ID	&lt;br /&gt;
a7bddf17 - Zonable Industrial Building Parents&lt;br /&gt;
	0xA00000BB&lt;br /&gt;
		A = Cohort Zone (if 0, main cohort)&lt;br /&gt;
		B = Cohort ID&lt;br /&gt;
a8fbd372 - Building Foundations&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E &lt;br /&gt;
		B = Foundation Family&lt;br /&gt;
		C = Foundation ID&lt;br /&gt;
c96e6806 - Crime Simulator&lt;br /&gt;
	0x0000000A (Main Sim Affectors)&lt;br /&gt;
		A = Incremental Affector ID&lt;br /&gt;
	0xABBBBCCC (Sim Cohorts)&lt;br /&gt;
		A = Even ID 0-E &lt;br /&gt;
		B = Sim Family&lt;br /&gt;
		C = Sim ID&lt;br /&gt;
ca25875d - Ambience Layer&lt;br /&gt;
	0xABBBBCCC (Sim Cohorts)&lt;br /&gt;
		A = Even ID 0-E &lt;br /&gt;
		B = Ambience Family&lt;br /&gt;
		C = Ambience Type ID&lt;br /&gt;
ca386e22 - Landmark Parent&lt;br /&gt;
	0xABBBBCCC (Sim Cohorts)&lt;br /&gt;
		A = Even ID 0-E &lt;br /&gt;
		B = Landmark Cohort Family&lt;br /&gt;
		C = Cohort ID&lt;br /&gt;
&lt;br /&gt;
Cursor&lt;br /&gt;
--&lt;br /&gt;
0x00000001 - Black &amp;amp; White Cursors&lt;br /&gt;
	0xAAAAABBB&lt;br /&gt;
		A = Main Cursor type (same for each bit depth)&lt;br /&gt;
		'' Types are randomly chosen and are hardcoded&lt;br /&gt;
		B = Incremental Cursor Identifier (same for each bit depth)&lt;br /&gt;
		'' Indentifiers are randomly chosen but usually increment&lt;br /&gt;
		   In integers sequentially, IE. 770 = northeast, 771 = east.&lt;br /&gt;
0x00000004 - 4bit Cursors&lt;br /&gt;
	0xAAAAABBB&lt;br /&gt;
		A = Main Cursor type (same for each bit depth)&lt;br /&gt;
		'' Types are randomly chosen and are hardcoded&lt;br /&gt;
		B = Incremental Cursor Identifier (same for each bit depth)&lt;br /&gt;
		'' Indentifiers are randomly chosen but usually increment&lt;br /&gt;
		   In integers sequentially, IE. 770 = northeast, 771 = east.&lt;br /&gt;
0x00000008 - 8bit Cursors&lt;br /&gt;
	0xAAAAABBB&lt;br /&gt;
		A = Main Cursor type (same for each bit depth)&lt;br /&gt;
		'' Types are randomly chosen and are hardcoded&lt;br /&gt;
		B = Incremental Cursor Identifier (same for each bit depth)&lt;br /&gt;
		'' Indentifiers are randomly chosen but usually increment&lt;br /&gt;
		   In integers sequentially, IE. 770 = northeast, 771 = east.&lt;br /&gt;
0x00000032 - 32bit Cursors&lt;br /&gt;
	0xAAAAABBB&lt;br /&gt;
		A = Main Cursor type (same for each bit depth)&lt;br /&gt;
		'' Types are randomly chosen and are hardcoded&lt;br /&gt;
		B = Incremental Cursor Identifier (same for each bit depth)&lt;br /&gt;
		'' Indentifiers are randomly chosen but usually increment&lt;br /&gt;
		   In integers sequentially, IE. 770 = northeast, 771 = east.&lt;br /&gt;
&lt;br /&gt;
DBPF&lt;br /&gt;
--&lt;br /&gt;
6a5b7b57 - DBPF Data files&lt;br /&gt;
	0xAAAABBBB&lt;br /&gt;
		A = Family ID (usually existing) Has no purpose towards function&lt;br /&gt;
		B = Unique ID&lt;br /&gt;
		    ''These IIDs are hardcoded. The reason for picking an existing&lt;br /&gt;
		      Family ID in most cases is probably just for convenience.&lt;br /&gt;
&lt;br /&gt;
DIR&lt;br /&gt;
--&lt;br /&gt;
e86b1eef - Compressed File Directory&lt;br /&gt;
	0x286b1f03 - Instance code for DBPF Directory.&lt;br /&gt;
&lt;br /&gt;
Effect Dir&lt;br /&gt;
--&lt;br /&gt;
ea5118b1 - Effect Resource Tree&lt;br /&gt;
	0xAAAAAAAA&lt;br /&gt;
		A = Normally an incremental number from 0 upward, but with the&lt;br /&gt;
		       Airforce plugin, Maxis randomly generated one.&lt;br /&gt;
&lt;br /&gt;
Exemplar&lt;br /&gt;
--&lt;br /&gt;
0x07BDDF1C - Exemplar - Civic and Park Buildings&lt;br /&gt;
	0xAAAABBBB&lt;br /&gt;
		A = Civic, Building Family&lt;br /&gt;
		B = Civic, Unused, for S3d Files&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Park Family&lt;br /&gt;
		C = Park ID&lt;br /&gt;
0x084344E0 - Exemplar - Network Placement Tuning Parameters&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Tuning Family&lt;br /&gt;
		C = Exemplar ID&lt;br /&gt;
0x088E1962 - Exemplar - Power Poles&lt;br /&gt;
	0xAA000BBB&lt;br /&gt;
		A = Network Type&lt;br /&gt;
		B = Pole Model ID&lt;br /&gt;
0x096E6739 - Exemplar - Land Vehicle Types&lt;br /&gt;
	0xAAAABBBB&lt;br /&gt;
		A = Vehicle ID&lt;br /&gt;
		B = Unused, for S3d's&lt;br /&gt;
	0xABBBBCCC (rarely used. backup format)&lt;br /&gt;
		A = Even ID 0-E &lt;br /&gt;
		B = Family&lt;br /&gt;
		C = Exemplar ID&lt;br /&gt;
0x096E6817 - Exemplar - Water Vehicle Types&lt;br /&gt;
	0xAAAABBBB&lt;br /&gt;
		A = Vehicle ID&lt;br /&gt;
		B = Unused, for S3d's&lt;br /&gt;
	0xABBBBCCC (rarely used. backup format)&lt;br /&gt;
		A = Even ID 0-E &lt;br /&gt;
		B = Family&lt;br /&gt;
		C = Exemplar ID&lt;br /&gt;
0x2821ED93 - Exemplar - Bridge Pieces Network Part Assignment&lt;br /&gt;
	0xAAAABBBB&lt;br /&gt;
		A = Bridge Pieces, Piece ID&lt;br /&gt;
		       Light Map, Unused&lt;br /&gt;
		B = Bridge Pieces, Unused, For S3D&lt;br /&gt;
		       Light Map, Piece ID&lt;br /&gt;
0x296E680F - Exemplar - Air Vehicle Types&lt;br /&gt;
	0xAAAABBBB&lt;br /&gt;
		A = Vehicle ID&lt;br /&gt;
		B = Unused, for S3d's&lt;br /&gt;
	0xAAAAAAAA (test exemplar)&lt;br /&gt;
		A = As S3D model.&lt;br /&gt;
0x2989FD57 - Construction Properties&lt;br /&gt;
	0xABBBBCCC (rarely used. backup format)&lt;br /&gt;
		A = Even ID 0-E &lt;br /&gt;
		B = Family&lt;br /&gt;
		C = Exemplar ID&lt;br /&gt;
0x29B6C670 - Exemplar - Disasters&lt;br /&gt;
	0x0000000A&lt;br /&gt;
		A = Incremental disaster ID&lt;br /&gt;
	0xABBBBCCC (RH Disasters)&lt;br /&gt;
		A = Even ID 0-E &lt;br /&gt;
		B = Family&lt;br /&gt;
		C = Exemplar ID&lt;br /&gt;
0x2A3858E4 - Exemplar - Menu Items&lt;br /&gt;
	0x00000AAA&lt;br /&gt;
		A = Menu Item ID&lt;br /&gt;
	0xAAAABBBB (Intersections)&lt;br /&gt;
		A = Intersection Family&lt;br /&gt;
		B = Intersection ID&lt;br /&gt;
0x2B79DFFB - Exemplar - Light Rail Pieces&lt;br /&gt;
	0xAAAAAAAA (test exemplar format)&lt;br /&gt;
		A = As S3D model.&lt;br /&gt;
	0xAABBCCDE - 3d Networks&lt;br /&gt;
		A = Network ID&lt;br /&gt;
		B = Piece ID&lt;br /&gt;
		C = Underlying Piece ID&lt;br /&gt;
		D = Sub ID for complex pieces&lt;br /&gt;
		E = Zoom of underlying piece&lt;br /&gt;
0x47BDDF12 - Developer: Commercial&lt;br /&gt;
	0xAAAABBBB&lt;br /&gt;
		A = Building Family ID&lt;br /&gt;
		B = Unused, For S3D's&lt;br /&gt;
0x67BDDF0C - Developer: Residential&lt;br /&gt;
	0xAAAABBBB&lt;br /&gt;
		A = Building Family ID&lt;br /&gt;
		B = Unused, For S3D's&lt;br /&gt;
0x67CD5FA1 - Exemplar - Building Behavior Simulators&lt;br /&gt;
	0xABBBBCCC (rarely used. backup format)&lt;br /&gt;
		A = Even ID 0-E &lt;br /&gt;
		B = Zone Family&lt;br /&gt;
		C = Developer ID&lt;br /&gt;
	0x0000AABB&lt;br /&gt;
		A = Zone Type&lt;br /&gt;
		B = Wealth Type&lt;br /&gt;
0x690F693F - Exemplar - Dataview and UDrive-It Interfaces&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E &lt;br /&gt;
		B = Data View Family&lt;br /&gt;
		C = View ID&lt;br /&gt;
0x6A01FC2A - Exemplar - God Mode Terrain Tools&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Terrain Modification Family&lt;br /&gt;
		C = Visual Effect ID&lt;br /&gt;
0x6A297266 - Exemplar - MySims&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Sim Family&lt;br /&gt;
		C = Sim ID&lt;br /&gt;
0x7A4A8458 - Exemplar - Tuning Parameters/Background Loaders&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Tuning Family&lt;br /&gt;
		C = Tuning Table ID&lt;br /&gt;
0x88CD66E9 - Exemplar - Fluid Dynamics Properties&lt;br /&gt;
	0x0000000A&lt;br /&gt;
		A = Dynamics Type ID&lt;br /&gt;
0x8974F80F - Exemplar - Supports&lt;br /&gt;
	0xAABBCCDD&lt;br /&gt;
		A = Main Network Type&lt;br /&gt;
		B = Piece Family&lt;br /&gt;
		C = Support Piece ID&lt;br /&gt;
		D = Unused, for Textures&lt;br /&gt;
0x89AC5643 - Exemplar - Transit Pieces (minus light rail)&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Piece Family&lt;br /&gt;
		C = Piece ID&lt;br /&gt;
0x89C2A517 - Exemplar - Textures&lt;br /&gt;
	0x000000AA&lt;br /&gt;
		A = Texture ID&lt;br /&gt;
0x8A3858D8 - Exemplar - Rewards&lt;br /&gt;
	0xAAAABBBB&lt;br /&gt;
		A = Building ID&lt;br /&gt;
		B = Unused. For S3D's		&lt;br /&gt;
0xA7BDDF17 - Developer: Industrial&lt;br /&gt;
	0xAAAABBBB&lt;br /&gt;
		A = Building ID&lt;br /&gt;
		B = Unused. For S3D's		&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Field Family&lt;br /&gt;
		C = Field ID&lt;br /&gt;
0xA82CA30F - Exemplar - Bridge Pieces Main Definition&lt;br /&gt;
	0xAA0000BB&lt;br /&gt;
		A = Network ID&lt;br /&gt;
		B = Bridge ID&lt;br /&gt;
0xA8434037 - Exemplar - Highway Pieces Definitions&lt;br /&gt;
	0xAABBCCCC&lt;br /&gt;
		A = Network ID&lt;br /&gt;
		B = Bridge Piece Family&lt;br /&gt;
		C = Bridge Piece ID&lt;br /&gt;
0xA8FBD372 - Exemplar - Building Lots&lt;br /&gt;
	0xAAAABBBB&lt;br /&gt;
		A = Lot Family&lt;br /&gt;
		B = Lot ID&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Lot Family&lt;br /&gt;
		C = Lot ID&lt;br /&gt;
0xA9189CF0 - Lighting Exemplar&lt;br /&gt;
	0x0000000A&lt;br /&gt;
		A = Exemplar ID&lt;br /&gt;
0xA998D30B - Automata Tuning Exemplar&lt;br /&gt;
	0x0000000A&lt;br /&gt;
		A = Tuning Exemplar ID&lt;br /&gt;
0xA9C2C209 - Exemplar - Ordinances&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Ordinance Family&lt;br /&gt;
		C = Ordinance ID&lt;br /&gt;
0xC7BB4816 - Exemplar - Demand Simulator&lt;br /&gt;
	0x0AAAABCD&lt;br /&gt;
		A = Relation Family (R, CO, ID etc. Format: 00##)&lt;br /&gt;
		B = Data Class (Census, Workforce, etc)&lt;br /&gt;
		C = Wealth&lt;br /&gt;
		D = Data Type (EQ1,2,3 etc)&lt;br /&gt;
0xC8DBCCBA - Exemplar - Utility Buildings&lt;br /&gt;
	0xAAAABBBB&lt;br /&gt;
		A = Building ID&lt;br /&gt;
		B = Unused. For S3D's		&lt;br /&gt;
0xC96E6806 - Exemplar - Crime Props&lt;br /&gt;
	0xAABB0000&lt;br /&gt;
		A = The animation type (light, sport, etc)&lt;br /&gt;
		B = Animation for that Type&lt;br /&gt;
	0xAAABBB00&lt;br /&gt;
		A = What Sim/Animation this is for&lt;br /&gt;
		B = Action State of this Sim (Same for each Sim/Animation)		&lt;br /&gt;
			ex.&lt;br /&gt;
			   013 - Protestor holding up sign&lt;br /&gt;
			   018 - Protestor with loud speaker&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Sim Family&lt;br /&gt;
		C = Sim ID&lt;br /&gt;
0xC977C536 - Exemplar - Props&lt;br /&gt;
	0xAAAABCCC&lt;br /&gt;
		A = LODs, Prop ID&lt;br /&gt;
		       Effect, Prop ID&lt;br /&gt;
		B = LODs, Foundation Flag&lt;br /&gt;
		       Effect, Effect #&lt;br /&gt;
		C = Unused, For S3D's&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Prop Family&lt;br /&gt;
		C = Prop ID&lt;br /&gt;
0xCA25875D - Exemplar - Ambience Layer Functionality&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Layer Family&lt;br /&gt;
		C = Ambient ID&lt;br /&gt;
0xCA386E22 - Exemplar - Landmarks&lt;br /&gt;
	0xAAAABBBB&lt;br /&gt;
		A = Building ID&lt;br /&gt;
		B = Unused. For S3D's		&lt;br /&gt;
0xCA4AD545 - Exemplar - Graphs&lt;br /&gt;
	0x000000AA&lt;br /&gt;
		A = Graph ID&lt;br /&gt;
0xCB730FAC - Exemplar - Avenue Bridge Pieces Resources&lt;br /&gt;
	0xAAAABCCC&lt;br /&gt;
		A = Piece ID&lt;br /&gt;
		B = Section Flag (Support, or Connector)&lt;br /&gt;
		C = Unused. For S3D's&lt;br /&gt;
0xCBE084CB - Exemplar - One way Network Intersections &amp;amp; Road Tunnel&lt;br /&gt;
	0xAABBCC00&lt;br /&gt;
		A = Network ID&lt;br /&gt;
		B = Intersection Type&lt;br /&gt;
		C = Piece ID&lt;br /&gt;
0xE7E2C2DB - Exemplar - Simulators&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Simulator Family&lt;br /&gt;
		C = Simulator ID&lt;br /&gt;
0xE8347989 - Exemplar - Rail &amp;amp; Highway Bridge Pieces Resources &amp;amp; Rail Tunnel&lt;br /&gt;
	0xAAAABCCC&lt;br /&gt;
		A = Piece ID&lt;br /&gt;
		B = Section Flag (Support, or Connector)&lt;br /&gt;
		C = Unused. For S3D's&lt;br /&gt;
0xE83E0437 - Exemplar - Trees&lt;br /&gt;
	0xAAAABBCC&lt;br /&gt;
		A = Flora Family&lt;br /&gt;
		B = Flora Type&lt;br /&gt;
		C = Flora ID&lt;br /&gt;
0xEA12F32C - Exemplar - Crimes&lt;br /&gt;
	0x000000AA&lt;br /&gt;
		A = Crime ID&lt;br /&gt;
0xEBE084C2 - Exemplar - 3D Transportation Pieces - Monorail/LightRail&lt;br /&gt;
	0xAAAABB00&lt;br /&gt;
		A = Piece Family&lt;br /&gt;
		B = Piece ID&lt;br /&gt;
0xEBE084d1 - Exemplar - 3D Transportation Pieces - Ground Highway&lt;br /&gt;
	0xAAAA0000&lt;br /&gt;
		A = Piece ID&lt;br /&gt;
&amp;lt;gen&amp;gt;  - Computer specific Plugin Manager generated groupid (same as lots)&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Lot Family&lt;br /&gt;
		C = Lot ID&lt;br /&gt;
&lt;br /&gt;
FSH&lt;br /&gt;
--&lt;br /&gt;
0x0986135E - FSH - Base and Overlay Textures&lt;br /&gt;
	0xAAAABCDE&lt;br /&gt;
		A = OverLay/Base ID&lt;br /&gt;
		B = Wealth&lt;br /&gt;
		C = Descriptor (Controls State, and things like Zone Tile Part#'s)&lt;br /&gt;
		D = Unused, or a 0 on the end of the Descriptor. Your Choice.&lt;br /&gt;
		E = Zoom&lt;br /&gt;
0x1ABE787D - FSH - Building Textures/Bridge Textures/Misc Textures/Network Textures&lt;br /&gt;
	0xAABBCCDE - Network Textures&lt;br /&gt;
		A = Network ID&lt;br /&gt;
		B = Piece Family&lt;br /&gt;
		C = Piece ID&lt;br /&gt;
		D = Border Texture Type&lt;br /&gt;
		E = Zoom&lt;br /&gt;
	0xAAAABCDE - LODs (Buildings, Props etc.)&lt;br /&gt;
		A = LOD ID&lt;br /&gt;
		B = Light (8 or sometimes 9) Flag&lt;br /&gt;
		C = Zoom&lt;br /&gt;
		D = Rotation&lt;br /&gt;
		E = Texture Frame&lt;br /&gt;
	0xAAAABCD0 - Flora&lt;br /&gt;
		A = Flora ID&lt;br /&gt;
		B = Light (8) Flag&lt;br /&gt;
		C = Zoom&lt;br /&gt;
		D = Model Variant&lt;br /&gt;
	0xAAAA000B - Grafitti (1dc##### in sc2.dat)&lt;br /&gt;
		A = Grafitti ID&lt;br /&gt;
		B = Grafitti Flag (Should be set to 1)&lt;br /&gt;
	0xABBBBCCC - Sim &amp;amp; Automata &amp;amp; Fauna &amp;amp; Masks &amp;amp; Clouds&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Texture Family (a624/a478 - clouds, c35f explosions)&lt;br /&gt;
		C = Texture ID&lt;br /&gt;
	0xAAAAB00C - Construction &amp;amp; Materials Textures&lt;br /&gt;
		A = Texture Group (construction and material)&lt;br /&gt;
		B = ID of Texture&lt;br /&gt;
		C = Zoom&lt;br /&gt;
0x2A2458F9 - FSH - Animation Sprites for Props&lt;br /&gt;
	0xAABB0000&lt;br /&gt;
		A = The animation type (light, sport, etc)&lt;br /&gt;
		B = Animation for that Type&lt;br /&gt;
0x2BC2759A - FSH - Transit Piece Masks&lt;br /&gt;
	0xAABBCCCE&lt;br /&gt;
		A = Network ID&lt;br /&gt;
		B = Piece Family&lt;br /&gt;
		C = Piece ID &lt;br /&gt;
		D = Zoom&lt;br /&gt;
0x49A593E7 - FSH - Animation Sprites non Props&lt;br /&gt;
	0xAAABBB00&lt;br /&gt;
		A = What Sim/Animation this is for&lt;br /&gt;
		B = Action State of this Sim (Same for each Sim/Animation)		&lt;br /&gt;
			ex.&lt;br /&gt;
			   013 - Protestor holding up sign&lt;br /&gt;
			   018 - Protestor with loud speaker&lt;br /&gt;
0x891B0E1A - FSH - Terrain &amp;amp; Foundation Textures/Masks/Effect Textures&lt;br /&gt;
	0x0000AAAA - Terrain&lt;br /&gt;
		A = Texture ID&lt;br /&gt;
	0xABBBBCCC - Masks &amp;amp; Effects&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Texture Family&lt;br /&gt;
		C = Texture ID&lt;br /&gt;
	0xAAAA000B&lt;br /&gt;
		A = Foundation ID&lt;br /&gt;
		B = Zoom&lt;br /&gt;
cb6b7bd9 - LE Arrow Images&lt;br /&gt;
	0xAABBBBCC&lt;br /&gt;
		A = Image Group ID&lt;br /&gt;
		B = Image Family ID&lt;br /&gt;
		C = Image ID&lt;br /&gt;
0x46A006B0 - FSH - User Interface Images&lt;br /&gt;
	0xAABBBCCC&lt;br /&gt;
		A = Main Group&lt;br /&gt;
		B = UI/Menu Family&lt;br /&gt;
		C = Image ID&lt;br /&gt;
&amp;lt;gen&amp;gt; - Computer specific BAT generated Texture groupid&lt;br /&gt;
	0xAAAABCDE&lt;br /&gt;
		A = &amp;lt;mGEN&amp;gt;&lt;br /&gt;
		B = Normal Map (0) or Lighting Map (8)&lt;br /&gt;
		C = Zoom&lt;br /&gt;
		D = Rotation&lt;br /&gt;
		E = FSH Frame#&lt;br /&gt;
&lt;br /&gt;
HIT&lt;br /&gt;
--&lt;br /&gt;
ca4d19e3 - HIT Audio Track Data&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = HIT Group&lt;br /&gt;
		B = HIT Family&lt;br /&gt;
		C = Unique ID&lt;br /&gt;
		    ''Linked to TLO by Groupid. No Grouping. Single File.&lt;br /&gt;
&lt;br /&gt;
HLS&lt;br /&gt;
--&lt;br /&gt;
9dbdbf74 - Sound Hitlists&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Hitlist Family&lt;br /&gt;
		C = Unique ID&lt;br /&gt;
&lt;br /&gt;
INI&lt;br /&gt;
--&lt;br /&gt;
4a87bfe8 - Font INI&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Family ID (usually existing) Has no purpose towards function&lt;br /&gt;
		C = Unique ID&lt;br /&gt;
		    ''These IIDs are hardcoded. The reason for picking an existing&lt;br /&gt;
		      Family ID in most cases is probably just for convenience.&lt;br /&gt;
8a5971c5 - Terrain Mapping &amp;amp; Path Remapping, Sound, and Features INI&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Family ID (usually existing) Has no purpose towards function&lt;br /&gt;
		C = Unique ID&lt;br /&gt;
		    ''These IIDs are hardcoded. The reason for picking an existing&lt;br /&gt;
		      Family ID in most cases is probably just for convenience.&lt;br /&gt;
&lt;br /&gt;
JFIF/JPEG&lt;br /&gt;
--&lt;br /&gt;
ca133ecb - Jpeg Art&lt;br /&gt;
	0xAaBBCCDE&lt;br /&gt;
		A = Main Picture Group&lt;br /&gt;
		B = Subgroup. ex. 5e = normal, 39 = horizontally squished&lt;br /&gt;
		C = Class. ex. 3e = Ingame art&lt;br /&gt;
		D = Subclass. ex. D = RCI&lt;br /&gt;
		E = Picture ID&lt;br /&gt;
&amp;lt;gen&amp;gt; - Computer specific BAT generated overlay picture (large)&lt;br /&gt;
	0xAAAA0000&lt;br /&gt;
		A = &amp;lt;mGEN&amp;gt;&lt;br /&gt;
&lt;br /&gt;
KEYCFG&lt;br /&gt;
--&lt;br /&gt;
6a231eaa - Accellerator Tables&lt;br /&gt;
	0xAAAAAABB&lt;br /&gt;
		A = Key Family ID&lt;br /&gt;
		B = Key Map Member ID&lt;br /&gt;
&lt;br /&gt;
LEV and XA (XAs currently in the LEV area)&lt;br /&gt;
--&lt;br /&gt;
0a5bcda5 - Construction&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings. Char 0-F&lt;br /&gt;
		       ''May change in an LEV/XA group&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		       ''May change for files in an LEV&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
		     ''For LEVs, this is Usually Higher than the last sound for that Group&lt;br /&gt;
0a627909 - Residential Bad Night Small/Medium&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings. Char 0-F&lt;br /&gt;
		       ''May change in an LEV/XA group&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		       ''May change for files in an LEV&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
		     ''For LEVs, this is Usually Higher than the last sound for that Group&lt;br /&gt;
2a398e45 - Nature Night&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings. Char 0-F&lt;br /&gt;
		       ''May change in an LEV/XA group&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		       ''May change for files in an LEV&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
		     ''For LEVs, this is Usually Higher than the last sound for that Group &lt;br /&gt;
2a6278ee - Residential Bad Day Large&lt;br /&gt;
	SEE BEGINNING OF LEVS. SAME FORMAT&lt;br /&gt;
4a392cff - Industrial Clean Bad&lt;br /&gt;
	SEE BEGINNING OF LEVS. SAME FORMAT&lt;br /&gt;
4a398e40 - Nature Day&lt;br /&gt;
	SEE BEGINNING OF LEVS. SAME FORMAT&lt;br /&gt;
4a42c073 - Traffic Midtown/Medium&lt;br /&gt;
	SEE BEGINNING OF LEVS. SAME FORMAT&lt;br /&gt;
4a4d1946 (CONTAINS NO LEV, MOVE TO XA)&lt;br /&gt;
	SEE XA SECTION&lt;br /&gt;
4a54e37f - Pipe View&lt;br /&gt;
	SEE BEGINNING OF LEVS. SAME FORMAT&lt;br /&gt;
4a54e387 - Subway View&lt;br /&gt;
	SEE BEGINNING OF LEVS. SAME FORMAT&lt;br /&gt;
4a5e6ac5 - High Crime&lt;br /&gt;
	SEE BEGINNING OF LEVS. SAME FORMAT&lt;br /&gt;
4a5e7be3 - Farm Buildings&lt;br /&gt;
	See Above&lt;br /&gt;
4a60ce67 - Farm Fields&lt;br /&gt;
	See Above&lt;br /&gt;
4a627900 - Residential Bad Night Large&lt;br /&gt;
	See Above&lt;br /&gt;
8a398e3c - Industrial Dirty Good&lt;br /&gt;
	See Above&lt;br /&gt;
8a42b774 - Traffic Downtown&lt;br /&gt;
	See Above&lt;br /&gt;
8a60ce80 - Traffic Street&lt;br /&gt;
	See Above&lt;br /&gt;
8a60cf62 - Zoo&lt;br /&gt;
	See Above&lt;br /&gt;
8a627912 - Residential Good Day Small/Medium $$$&lt;br /&gt;
	See Above&lt;br /&gt;
aa39ba06 - Garbage&lt;br /&gt;
	See Above&lt;br /&gt;
aa60ce7d - Traffic Road Light&lt;br /&gt;
	See Above&lt;br /&gt;
ca398e36 - Industrial Dirty Bad&lt;br /&gt;
	See Above&lt;br /&gt;
ca398e4a - Wind Zoom 1&amp;amp;2&lt;br /&gt;
	See Above&lt;br /&gt;
ca62790f - Residential Good Day Small/Medium&lt;br /&gt;
	See Above&lt;br /&gt;
ca88cc85 - Abandoned&lt;br /&gt;
	See Above&lt;br /&gt;
ea39ba3e - Water&lt;br /&gt;
	See Above&lt;br /&gt;
ea5e6ac2 - Traffic Jam&lt;br /&gt;
	See Above&lt;br /&gt;
ea60ce77 - Traffic Highway&lt;br /&gt;
	See Above&lt;br /&gt;
ea6278fd - Residential Bad Day Small/Medium&lt;br /&gt;
	See Above&lt;br /&gt;
ea62790c - Residential Good Day&lt;br /&gt;
	See Above&lt;br /&gt;
ea627915 - Residential Good Night Small/Medium&lt;br /&gt;
	See Above&lt;br /&gt;
ea627918 - Zoom 3 City&lt;br /&gt;
	See Above&lt;br /&gt;
ea62791b - Wind Zoom 3&lt;br /&gt;
	See Above&lt;br /&gt;
ea398e29 - Industrial Clean Good&lt;br /&gt;
	See Above&lt;br /&gt;
&lt;br /&gt;
LogicObject&lt;br /&gt;
--&lt;br /&gt;
ca4d19e3 - Track Logic Object&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Logic Object Associated Group&lt;br /&gt;
		B = Logic Object Associated Family ID&lt;br /&gt;
		C = TLO Unique ID&lt;br /&gt;
&lt;br /&gt;
Lot Data&lt;br /&gt;
--&lt;br /&gt;
6be74c60 - Exchange Data for Lot&lt;br /&gt;
	0x0000000A&lt;br /&gt;
		A = 1. A hardcoded value for each lot file declaring the exchange file&lt;br /&gt;
&lt;br /&gt;
LTEXT&lt;br /&gt;
'' LTEXT files in Plugins have Incremental GIDs to signify the different languages to the exe&lt;br /&gt;
--&lt;br /&gt;
0xEA5524EB - LTEXT - Misc. Item Names/Descriptions&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0xEA231E96 - LTEXT - Misc. Texts&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0xCA554B03 - LTEXT - Popup window HTML texts&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0x8A635D24 - LTEXT - Audio filename to description texts&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0x8A5E03EC - LTEXT - Disaster texts&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0x8A4924F3 - LTEXT - About SC4 window HTML text&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0x6A554AFD - LTEXT - Misc. Item Names/Descriptions&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0x6A3FF01C - LTEXT - Game UI Texts&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0x6A231EAA - LTEXT - Interactivity Feature Texts (MySim, UDriveIt, etc.)&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0x6A231EA4 - LTEXT - News ticker message texts&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0x4A5E093C - LTEXT - Terrain tool texts&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0x4A5CB171 - LTEXT - Funny random city loading message texts&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0x2A592FD1 - LTEXT - Item plop/draw notification texts&lt;br /&gt;
	0xA00000BB&lt;br /&gt;
		A = Text Type (A = intersection draws, F = Failed draws, and Tips)&lt;br /&gt;
		B = Text ID&lt;br /&gt;
0x0A554AF5 - LTEXT - Audio UI Panel texts&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0x0A554AE8 - LTEXT - General UI texts&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0x0A554AE0 - LTEXT - Item visible name and description texts&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
0x0A419226 - LTEXT - In game error texts&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
6a4eb3f7 - LTEXT - Population Text&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
EAFCB180 - LTEXT - Plugin Install Text&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = Text Family&lt;br /&gt;
		C = Text ID&lt;br /&gt;
&lt;br /&gt;
De-Localizer (currently in LTEXT)&lt;br /&gt;
--&lt;br /&gt;
2026960b-6a231eaa-0a6df4df - Text to avoid language localization on&lt;br /&gt;
	0a6df4df - Instance code for Delocalizer&lt;br /&gt;
&lt;br /&gt;
LUA&lt;br /&gt;
--&lt;br /&gt;
0x4A5E8EF6 - LUA - Missions, Advisors, Tutorials and Packaging files)&lt;br /&gt;
	0xAABBBBBB&lt;br /&gt;
		A = ff. The code for LUA script.&lt;br /&gt;
		B = 24 bit Hash for use in Dofiles&lt;br /&gt;
0x4A5E8F3F - LUA - Generators,Attractors,Repulsors, and System LUAs&lt;br /&gt;
	0xAABBBBBB&lt;br /&gt;
		A = ff. The code for LUA script.&lt;br /&gt;
		B = 24 bit Hash for use in Dofiles&lt;br /&gt;
&lt;br /&gt;
MAD&lt;br /&gt;
--&lt;br /&gt;
00000001 - Movie Files&lt;br /&gt;
	0xAAAAAAAA&lt;br /&gt;
		Incremental ID. Hardcoded for main dats.&lt;br /&gt;
&lt;br /&gt;
PNG&lt;br /&gt;
--&lt;br /&gt;
0x00000001 - PNG - Main Button Images&lt;br /&gt;
	0xAABBBCCC&lt;br /&gt;
		A = Main Group (13 = Bottom UI, 14 = Everything Else)&lt;br /&gt;
		B = UI/Menu Family&lt;br /&gt;
		C = Image ID&lt;br /&gt;
0x1ABE787D - PNG - User Interface (Button and Menu States, Query edges, States)&lt;br /&gt;
	0xAABBBCCC&lt;br /&gt;
		A = Main Group&lt;br /&gt;
		B = UI/Menu Family&lt;br /&gt;
		C = Image ID&lt;br /&gt;
0x22DEC92D - PNG - Built-In Tools User Interface&lt;br /&gt;
	0x0000AAAA&lt;br /&gt;
		A = Image ID (000#, 100#, 200#, and 300# series are used)&lt;br /&gt;
0x46A006B0 - PNG - UI Images (UDI, Main Interface, Mysim)&lt;br /&gt;
	0xAABBBCCC&lt;br /&gt;
		A = Main Group&lt;br /&gt;
		B = UI/Menu Family&lt;br /&gt;
		C = Image ID&lt;br /&gt;
0x4C06F888 - PNG - UDrive Icons&lt;br /&gt;
	0xAAAABB00&lt;br /&gt;
		A = Main ID (Either the Vehicle or Sim the Icon is Concerned with)&lt;br /&gt;
		B = Transport ID (What vehicle or device is transporting the sim)&lt;br /&gt;
0x6A1EED2C - Region View City Tiles&lt;br /&gt;
	0xAABBBCCC&lt;br /&gt;
		A = Tile Size&lt;br /&gt;
		B = Image Class (231 is Tile Maps)&lt;br /&gt;
		C = Image ID (For Tilemaps: Water, Land, Overlay)&lt;br /&gt;
0x6A386D26 - PNG - Menu Building Icons, Bridges, Overlays&lt;br /&gt;
	0xABBBBCCC - Menu images&lt;br /&gt;
		A = Image Grouping.&lt;br /&gt;
		B = Image Menu Family (Parks, Civic, etc.)&lt;br /&gt;
		C = Image Button ID (The specific ID of this Buildings Image)&lt;br /&gt;
	0xAA0000BB - Bridge Icons&lt;br /&gt;
		A = Network ID&lt;br /&gt;
		B = Bridge ID&lt;br /&gt;
	0x0000AAAA - Pinkscreen box overlay&lt;br /&gt;
		A = Arbitrary Image ID. Only used for a 'pinkscreen' image.&lt;br /&gt;
8b6b7857 - Lot Editor PNG Images&lt;br /&gt;
	0xAABBBBCC&lt;br /&gt;
		A = Image Group (Kind of image)&lt;br /&gt;
		B = Image Family (Where Image will be used)&lt;br /&gt;
		C = Image ID&lt;br /&gt;
0xA9179251 - PNG - Art picture and their Overlay&lt;br /&gt;
	0xAABBBCCC&lt;br /&gt;
		A = Main Group (09 for these pics)&lt;br /&gt;
		B = Art Image Family&lt;br /&gt;
		C = Image ID&lt;br /&gt;
0xAB7E5421 - PNG - MySim Thought Bubbles and Transit Icons&lt;br /&gt;
	0xAABBBCCC&lt;br /&gt;
		A = Bubble or Icon Group (B&amp;amp;W, Mood, Bubble Overlay)&lt;br /&gt;
		B = Bubble or Icon Family (For combo groups, Subgroup)&lt;br /&gt;
		C = Bubble or Icon ID&lt;br /&gt;
0xebdd10a4&lt;br /&gt;
	0xABBBBCCC - LOT Pictures&lt;br /&gt;
		A = Image Grouping.&lt;br /&gt;
		B = Image Family&lt;br /&gt;
		C = Image ID (The specific ID of this Buildings Image)&lt;br /&gt;
&lt;br /&gt;
RUL&lt;br /&gt;
--&lt;br /&gt;
aa5bcf57 - Network Rules&lt;br /&gt;
	0xA000B0CC&lt;br /&gt;
		A = Is the Rule a Bridge Specification (0)&lt;br /&gt;
		B = Is the Rule a complex rule. (0)&lt;br /&gt;
		C = Incremental Hardcoded ID Starting at 1&lt;br /&gt;
&lt;br /&gt;
Complex RUL&lt;br /&gt;
--&lt;br /&gt;
aa5bcf57 - Complex Network Rules&lt;br /&gt;
	0xA000B0CC&lt;br /&gt;
		A = Is the Rule a Bridge Specification (0)&lt;br /&gt;
		B = Is the Rule a complex rule. (1)&lt;br /&gt;
		C = Incremental Hardcoded ID Starting at 1&lt;br /&gt;
&lt;br /&gt;
S3D&lt;br /&gt;
--&lt;br /&gt;
badb57f1 - Simglide 3D Model&lt;br /&gt;
	0xAAAABCDE - Standard Instance Format&lt;br /&gt;
		A = LODs, LOD Model ID&lt;br /&gt;
		       Object, 3D Object ID (Cars, complex 3d objects, etc)&lt;br /&gt;
		       Arbitrary Assign, AssignID (All other values unused)&lt;br /&gt;
		B = LODs, Foundation flag (is foundation or not)&lt;br /&gt;
		       Object, TypeFlag (0 = vehicle, 1=rear light, 2 =Vehicle &lt;br /&gt;
 			                    lights, 3 = siren, 5 = General 3d model)&lt;br /&gt;
		C = LODs, Zoom&lt;br /&gt;
		       Object, Unused&lt;br /&gt;
		D = LODs, Rotation&lt;br /&gt;
		       Object, Unused&lt;br /&gt;
		E = LODs, Unused&lt;br /&gt;
		       Object, Secondary Typeflag (as main type flag)&lt;br /&gt;
	0xAABBCCDE - 3d Networks&lt;br /&gt;
		A = Network Type (02 highway, 08 LTrail)&lt;br /&gt;
		B = Highway, Piece Class (00 Single or 01 Intersection)&lt;br /&gt;
		       El/Light, Piece ID&lt;br /&gt;
		C = Highway, Piece ID&lt;br /&gt;
		       El/Light, Underlying Network Piece ID&lt;br /&gt;
		D = Highway, SubID (for things like Clovers, the part of the clover)&lt;br /&gt;
		       El/Light, Where used, the SubID as above&lt;br /&gt;
		E = Highway, Zoom of Underlying Network Piece&lt;br /&gt;
		       El/Light, Zoom of Piece&lt;br /&gt;
	0xAAAABBCD - Advisors, Fauna&lt;br /&gt;
		A = Fauna, Fauna Family ID&lt;br /&gt;
		       Advisor, Advisor Class ID (2a42) or Mission ADV Classid (ec20)&lt;br /&gt;
		B = Fauna, Model State&lt;br /&gt;
		       Advisor, Normal (b5) or Llama (b6) or DrVu (24, for missions)&lt;br /&gt;
		C = Fauna, Use Seperate Alpha? Flag (0,1)&lt;br /&gt;
		       Advisor, Advisor Number&lt;br /&gt;
		D = Fauna, Map if Seperation flag is on (2 = alpha, 4 = normal)&lt;br /&gt;
		       Advisor, Advisor Mood&lt;br /&gt;
	0xAAAABBCC - UDI, disaster, model&lt;br /&gt;
		A = Family ID&lt;br /&gt;
		B = UDI, State&lt;br /&gt;
		       Disaster, Disaster ID&lt;br /&gt;
		       Simple 3d Model, Model Class&lt;br /&gt;
		C = Model ID&lt;br /&gt;
&amp;lt;gen&amp;gt; - Computer specific BAT Generated S3D model&lt;br /&gt;
	0xAAAABCD0&lt;br /&gt;
		A = &amp;lt;mGEN&amp;gt;&lt;br /&gt;
		B = Foundation flag&lt;br /&gt;
		C = Zoom&lt;br /&gt;
		D = Rotation&lt;br /&gt;
&lt;br /&gt;
SC4Path&lt;br /&gt;
--&lt;br /&gt;
69668828 - Textured Networks Paths&lt;br /&gt;
	0xAABBCCDD&lt;br /&gt;
		A = Main Network Type&lt;br /&gt;
		B = Path Family (For roads, 01= str to dia intersection,02= odd cross)&lt;br /&gt;
		C = Network Piece ID&lt;br /&gt;
		D = Unused, for Textures&lt;br /&gt;
a966883f - 3D Networks Paths&lt;br /&gt;
	0xAABBCCDE&lt;br /&gt;
		A = Main Network Type&lt;br /&gt;
		B = Path Family&lt;br /&gt;
		C = Network Piece ID&lt;br /&gt;
		D = For Construct sections, the part of the construct network section&lt;br /&gt;
		E = Unused. For Textures where applicable.&lt;br /&gt;
	0xAAAABCCC (for paths on lots)&lt;br /&gt;
		A = Building Family ID&lt;br /&gt;
		B = Foundation Flag (only used once in paths)&lt;br /&gt;
		C = Unused. For s3d LOD files &lt;br /&gt;
&lt;br /&gt;
TRK&lt;br /&gt;
--&lt;br /&gt;
2a4d1937 - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = TRK Family &lt;br /&gt;
		C = TRK File ID&lt;br /&gt;
2a4d193d - Query Sounds&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = TRK Family &lt;br /&gt;
		C = TRK File ID&lt;br /&gt;
aa4d1920 - Activate Sounds &amp;amp; Audio LoopID's &amp;amp; Ambience Decayed &amp;amp; HLS Entries&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = TRK Family &lt;br /&gt;
		C = TRK File ID&lt;br /&gt;
aa4d1930 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = TRK Family &lt;br /&gt;
		C = TRK File ID&lt;br /&gt;
ca4d1943 - UI Button Click &amp;amp; Plop Sounds &amp;amp; Wire,Fire, and Tools Effects&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = TRK Family &lt;br /&gt;
		C = TRK File ID&lt;br /&gt;
ca4d1948 - Occupant Instance Sounds&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = TRK Family &lt;br /&gt;
		C = TRK File ID&lt;br /&gt;
ea4d192a - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = TRK Family &lt;br /&gt;
		C = TRK File ID&lt;br /&gt;
&lt;br /&gt;
Corrupt&lt;br /&gt;
--&lt;br /&gt;
a8fbd372 - Corrupt Building Lot Exemplar&lt;br /&gt;
	Instance as per file.&lt;br /&gt;
&lt;br /&gt;
UI&lt;br /&gt;
--&lt;br /&gt;
08000600 - Main SC4 Interface&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E	&lt;br /&gt;
		B = UI Family (9923 = Main Menu Secondary Menu Bitmaps)&lt;br /&gt;
		C = UI ID&lt;br /&gt;
96a006b0 - All Game Interfaces Minus the main interface&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E&lt;br /&gt;
		B = UI Family (c1d7 = UDI Control Windows)&lt;br /&gt;
		C = UI ID&lt;br /&gt;
1d6962cf - SC4 Vanilla Internal Tool Interfaces&lt;br /&gt;
	0xAAABBBBB&lt;br /&gt;
		A = UI group. 'ace' is standard&lt;br /&gt;
		B = Incremental ID starting from 0 as needed&lt;br /&gt;
cb6b7601 - Lot Editor UI's&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E	&lt;br /&gt;
		B = UI Family &lt;br /&gt;
		C = UI ID&lt;br /&gt;
&lt;br /&gt;
String&lt;br /&gt;
--&lt;br /&gt;
55555555 - String Texts&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Even ID 0-E	&lt;br /&gt;
		B = String Family &lt;br /&gt;
		C = String ID	&lt;br /&gt;
&lt;br /&gt;
WAV&lt;br /&gt;
--&lt;br /&gt;
0a4d1926 - SchoolBell &amp;amp; Fire engine&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings.&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
6a4d193a - Fire and Obliterate Sounds&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings.&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
&lt;br /&gt;
XA&lt;br /&gt;
--&lt;br /&gt;
0a4d1926 - Activate Sounds &amp;amp; Audio LoopID&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings.&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
0a4d192d - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings.&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
0a627909 - Residential Bad Night Small/Medium&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings.&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
2a4d1940 - Query Sounds&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings.&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
2a6278ee - Residential Bad Day Large&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings.&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
4a4d1946 - Plop &amp;amp; Button Click &amp;amp; Ambience Decay &amp;amp; Wire,Fire and Tools Effects&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings.&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
6a4d193a - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings.&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
8a627912 - Residential Good Day Small/Medium $$$&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings.&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
aa4d1933 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings.&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
aa4d194b - Occupant Instance Sounds&lt;br /&gt;
	0xABBBBCCC&lt;br /&gt;
		A = Family ID of Sound. Sound groupings.&lt;br /&gt;
		B = Sound Group for this Family (ie subway, farm)&lt;br /&gt;
		C = Sound ID for this Group (ie loud subway, soft, etc)&lt;br /&gt;
&lt;br /&gt;
BSPEC&lt;br /&gt;
--&lt;br /&gt;
aa5bcf57 - Bridge Specification Rules&lt;br /&gt;
	0xA000B0CC&lt;br /&gt;
		A = Is the Rule a Bridge Specification (1)&lt;br /&gt;
		B = Is the Rule a complex rule. (0)&lt;br /&gt;
		C = Incremental Hardcoded ID Starting at 1&lt;br /&gt;
&lt;br /&gt;
Config&lt;br /&gt;
--&lt;br /&gt;
a9dd6e06-49dd6e08 TG - Simcity Configuration File&lt;br /&gt;
	0x0000000A&lt;br /&gt;
		A = Config File Number. Only config file 1 currently exists.&lt;br /&gt;
&lt;br /&gt;
XML&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;gen&amp;gt; - Computer specific Lot Description XML file&lt;br /&gt;
	0xAAAAAAAA &lt;br /&gt;
		A = Same as applicable parent file for each of .SC4model,lot,desc&lt;br /&gt;
		       IE model = main s3d. lot = main exemplar, desc = main exemplar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;GEN&amp;gt; and &amp;lt;mGEN&amp;gt;&lt;br /&gt;
Generated IDs &amp;lt;GEN&amp;gt;, &amp;lt;mGEN&amp;gt; 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 &amp;lt;GEN&amp;gt; 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 &amp;lt;mGEN&amp;gt; is an incremental number that represents the Building Family ID. It starts at 0001.&lt;br /&gt;
&lt;br /&gt;
A Note on 1 character Family, &amp;quot;Even&amp;quot; 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.&lt;br /&gt;
 [[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Delphy</name></author>	</entry>

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