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Tutorials on Automata Modding

Started by vester, November 07, 2006, 07:34:31 AM

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vester

Tutorials on AUTOMATA MODDING

Table of Contents.

Programs
Replacing the model and textures
Texture settings
Standard textures
The Vert tab
The Indx tab
The different types of trains and used definitions
Lists of Non-train automata: Parent Cohort, Vehicles and their IIDs.
Problems.


more to come....




Please post any question in this thread: Help with Automata Modding

And until I get the tutorial finish you can check out my google notebook.
Some of it is something I have written, some is by Trolca and by others.

Trolca's posts was what helped me get started.

The notebook is lost.

vester

#1
Programs.

There are two different aspect of automata modding.
1. Changing the skin
2. Changing the model

I started out with the first after reading some post by Trolca, covering parts of on how to do that.
(You find copies of them in my google notebook.)
(Sorry but the Google notebook is lost).


For changing the skin you need one program from each of the following categories:

For modding:
iLive Reader

For FSH Converting:
FiSHMAN
Batch Png to Fsh tool
Multi Fsh tool
FSH for Adobe PhotoShop plug-ins
Other FSH tools/plug-ins by Null45.


Beside those two you need a good graphical program.
You can use programs like:
PhotoShop,
Gimp
Paint Shop Pro

Just to mention a few.


Also I use a program to rip the textures called TextureRipper - v.0.5, which is free
You will need to install Adobe Air, which also is free.


For changing the model you need a program that can open and save (import and export) 3ds files. Here again there are many choices.
I use MilkShape3D myself. I can also mention the free program Blender and the not so free program 3d Studio MAX. I probaly could go on here, but won't.

Last I would mention that you can use an unwrap to place the texture on the model. 3ds max does comes with a unwrap modifer.
I have used LithUnwrap. Donwload link 1, link 2.

EDIT June 26, 2013:

3ds Max Script:
Started to look into different scripts.
Have been looking at TexTool, not become familar to it.
Started to look at another tool that has been inspired by TexTool. Its called PolyUnwrapper.
So far I like what I see.

vester

#2
Replacing the model and textures.

Let's take it step by step:
Start out with an already existing mod like ... the Nottingham Tram (for EL-trains)

Import the model you have done in blender or another program that can read and write 3ds files
    (Click on the S3D file (A), then on the 3DS Functions -> Import 3DS (B) )


(Import3dmodel.jpg)
4 columns minimized in photo-editor between the Entry and Type columns to get the pictures under 800px.

I haven't tried Blender, but if it's the same as with MilkShape you need to go to Anim tab. (1)
Click on the plus (2). Now you will see a series of numbers. The last one, mat block (3) is refering to the Group numbers (5 marked with yellow) under the Mats tab (4).
When a 3ds model is imported all these numbers are changed to zero and the entry in the Name column is going blank. These need to be changed to point to the right Group

number (5) under the Mats tab (4).

(Amin-Mat block.jpg)
If you just want to change the skin:
Click on the S3D file (A) then Mats tab (4).
Then choose Replace texture (6) in the right click mouse menu.

(Replace texture.jpg)
If you want to add an additional skin to the file:
Click in the middle section, were you have the s3d file, FSH file etc. Choose Insert file in the right click mouse menu. Now pick FSH file and after that find your FSH.
Now you have inserted a new skin and need to attach a new Instance ID:
Click on File Info in the toolbar. Click on EDIT. Now you can change the Type, Group and Instance.
The TypeID has to be 5ad0e817 and
GroupID has to be badb57f1 when we talk automata.

Well here it can be a good idea to check the simcity_?.dat (were ? is 1 to 5) if the instance number is in use. Click on [Ctrl]+[G] and then type the instance number you plan on using.
If you just want to replace the standard game mod these numbers have to be the same as the automata you want to replace.

Well, before you can use the skin you need to save the dat file and restart the reader, before the reader can 'see' that the skin is there.

vester

#3
Texture settings:

There are different texture settings.

The three different sets I have used are the following:






For normal textures: For shadows:


For headlights and nightlights 1): For other nightlights 2):

As writen above there are two sets of settings for nightlight.
1) Is used for both headlights and other lights. The texture lights up the texture both ground and model itself.
2) These are overlayed the normal texture.

Standard texture:
A list of standard textures that come with the game, that it's a good idea to use:

IId: Use:
10660002 Shadow normal
109a0000 Trains, wheels and couples
09c6cc22 Vehicles, headlights
0bafa018 Vehicles, undercarriage
49cfcfc7 Vehicles, rearlights

Texture sizes:
All textures need to be of the following dimension:
64, 128, 264, 512

Sizes: 64 x 64, 64 x 128, 128 x 128, 128 x 256, 256 x 256, ect.

Think you can go to 512 and above, but some people will get this result:

vester

#4
The Vert tab



Let's take a look on the Vert tab:

This is the data for the different points/vertices that the models are made up off.

In the first column of the first line is just the group number and the number of points in the group.
In the first column of each following row is the group number followed by the point number.




Numbers are data placed in two different coordinate system. The data for the first coordinate system is placed the three columns (x,y,z).

Well pictures tell a lot, so here is one of the first coordinate system the xyz coordinate, that places the vertices:

(Picture needs to be updated. The Z-axis is turn the wrong way.)
Note that it is rotated, compared to most systems used.

X and Z are split between negative and positive numbers with 0 being center for each. With the front of the model facing you, positive X is on the right, positive Z is the front. Y starts with 0 at ground level.

The last two columns represent the UV coordinate system that determines how the skin is mapped onto the model.
These numbers range from 0 to 1, 0 being the left side for U and the top for V. 1 is the right side for U and the bottom for V.
All the numbers for U and V fall between 0 and 1, with 0.5 being the halfway point.


Well, in fact the numbers for the UV-coordinates can be in any range, but only the numbers between 0 and 1.0 well show up on the UV map tab (like in the picture above).
The program will just subtract an integer (... , -3, -2, -1, 0, 1, 2, 3, ...) from it until it gets into the range 0 to 1.

Let's show you a more complex mapping. These is not from the reader, but taken from the program LithUnwrap:



Just to show you the result from LithUnWrap placed on the model:

vester

#5
The Indx tab

Under the Indx tab the triangles are defined. This is where the points are connected together.


Let's look at the front side of one of the "cars", marked with red.


Here the points are numbered up on the model (the other sides is turned off).
The triangles can only be seen from one side, so the order is important.
Seen from the side you want to show up, the triangles have to be defined in a counter clockwise direction.
(indicated by the red arrows)

vester

#6
Here comes a post on Unwrapping the model or said in another way, placing textures on the model. I will show how to use LithUnwrap.
Sometimes I use it a combination with Excel, to get a more even ratio between U and V.

Remember this one:

U-V can go from (0,0) in the top left corner to (1,1) in the lower right corner.

(more to come)

vester

#7
Problems:

Sides of the models disappear on a newly inserted model when the Apply button.


The problem here is that there is more groups in the models than there is in the dat-file.


Well click the Anim tab
then right click to Add Group



It can be a good idea to add names to the groups:

Again, remember to push Apply. These names will appear under the UV map tab.


Now you can insert the model.


So what is the reason for two different groups, why not just keep it in one group.

This model I am trying to insert here, there is going to be use a different texture on each group.

After inserting the models and a click on the Apply button,
click on the Mats Tab
right click and click Add texture




Now you just have to add the IId number (1) and the texture settings (2)


You find the texture settings in a above post.

vester

#8
Well just to show you one of my favorite programs doing textures, it be for automata or bats.
TexRipper. With this you can rip textures:




As you can see you can get textures of pictures that in programs like Photoshop is hard.
Rip of round surfaces and correct perspectives.
Its saves me a lot of time and make it more fun playing around with textures.


EDIT: 8-3-2015. The functions of The Texrippe has been add to his new program: ShoeBox.

vester

#9
Taken from List of Train mods, V2:


The different types of trains and used definitions :

With the games comes two types rail: Commuter Trains and Freight Trains.

Commuter Trains goes into four types: Passenger rail (PR), EL (elevated), Subway and monorail (MR/HSRP) trains.
Passenger trains shares rails with the freight Trains.

Trains are made of engines and cars. The games comes with one engine and one car for commuter trains .
For freight trains the game comes with one engine and a series of different types of cars, 21 types in totale.

Here is an overview of the different types. Have included the I IDs as information for modders.











 
Commuter Train Type I ID
Passegner Train Engine 10A90000
Passegner Train Car 10b10000
EL Train Engine 112C0000
EL Train Car 112D0000
Subway Train Engine 10BD0000
Subway Train Car 10980000
Monorail Train Engine 11530000
Monorail Train Car 11540000






























 
Freight Train Type I ID
Freight Train Engine 10AA0000
Steam engine (Freight)11790000
BoxCar1 109B0000
BoxCar2 10AB0000
Caboose 10A80000
CoalCar1 109D0000
CoalCar2 10AD0000
ContainerCar1 10A20000
ContainerCar2 10A20000
FlatBedCarA1 109A0000
FlatBedCarA2 10A60000
FlatBedCarB1 109C0000
FlatBedCarB2 10AC0000
FlatBedCarC1 109E0000
FlatBedCarC2 10AF0000
GondolaCar1 109F0000
GondolaCar2 10AE0000
LumberCar1 10A00000
PiggybackCar 10A40000
TankerCar1 10A70000
TankerCar2 10B00000
TimberCar1 10A50000
TimberCar2 10A10000


Besides the mention above there is trackChecker (I ID: 117A0000).

I use the following words below: Replacement and Additional
Replacement: Is mods that replaces the trains, engine or/and car.
Additional: Is mods that adds extra engines or/and cars.
If nothing is stated its a replacement.


Network Addon Mod / NAM:
NAM is a collection of network related mods. In the list are mention to two of these.
GLR is EL / Elevated rail modded by the NAM-team into Grounded Light Rail system.
A GLR train is shorter trains than normal, to fit the smaller radius use in the GLR mod.

HSRP is the Monorail modded into High Speed Rail (Project).
A HSRP-train is a monorail train taht is adapted to the changes made in HSRP-mod.

martinus

First of all, sorry to bump this old thread, but the link to google notebook is not working anymore. Can someone update that, please ?

Also, while at simtropolis, I stumble upon a (newer) tool for FSH editing by rivit.

Paint dot Net could be a free alternative to Photoshop (I'm sure there's other free alternatives there, it just happen that this one is the one I use).

And last, thanks to vester for this tutorial.
The requested signature could not be retrieved. Please try the request again.

vester

#11
The Google Notebook is lost.
It was a bit of a mess anyway.

Not sure if I would use GoFSH.
Noticed this line:
Quote
By design GoFSH will not produce FSH types other than DXT1 and DXT3 - use FSHMan for other types.

Null45 have done a few FSH tools/plugins.
Batch Png to Fsh tool
Multi Fsh tool
Fsh Format Plugin for Adobe Photoshop

I use the last one. There is also some for Gimp and Paint.Net.


About graphic programs I wrote "Just to mention a few."
Its hard to cover ALL what is out there of programs.
You could check out alternativeto.net - Alternative to Adobe Photoshop.

martinus

Thanks for the reply vester.

Quote from: vester on December 29, 2012, 06:08:10 AM
The Google Notebook is lost.
It was a bit of a mess anyway.

If I'm not mistaken, they (Google) moved all the contents to Google Docs. Well, at least that's what they told me when I open that Google Notebook link. I really hope that was the case.

Quote from: vester on December 29, 2012, 06:08:10 AM
Not sure if I would use GoFSH.
Noticed this line:
Quote
By design GoFSH will not produce FSH types other than DXT1 and DXT3 - use FSHMan for other types.

I will give it (GoFSH) a try. Hey, it won't blew my computer apart, would it ? ;D
Btw, thanks for let me know of the other alternatives. I'll give them try too.

Quote from: vester on December 29, 2012, 06:08:10 AM
About graphic programs I wrote "Just to mention a few."
Its hard to cover ALL what is out there of programs.
You could check out alternativeto.net - Alternative to Adobe Photoshop.

I can't (and won't) argue with you on this one. Thanks again for pointing on the available alternatives.  :thumbsup:
The requested signature could not be retrieved. Please try the request again.

jakis

Hello! I would create my own tram, but I would like this instruction in more detail. Can you take video how you create it and put it in youtube? I would be very grateful!

vester

#14
Quote from: martinus on December 29, 2012, 08:48:52 PM
Quote from: vester on December 29, 2012, 06:08:10 AM
The Google Notebook is lost.
It was a bit of a mess anyway.

If I'm not mistaken, they (Google) moved all the contents to Google Docs.

Its moved to Google Drive. So they are not lost, but still not really anything worth making public again.

Quote from: jakis on January 05, 2013, 02:27:53 AM
Hello! I would create my own tram, but I would like this instruction in more detail. Can you take video how you create it and put it in youtube? I would be very grateful!

In short: No I am not going to spend my time doing youtubes.

More details like what ?

Replacing textures:
Start by taking to the first step. Its always the hardest one.
If you don't know how to do one thing and its not explained, you can return with a question in the thread:
Help with Automata Modding.

As a former boss of mine said: How do you eat an elephant ?
One bit at a time.


To give a short how-to:
Find a suitable model.
If its a tram you like, make sure the mod you start out with is for EL/GLR

Start working in your favorite graphic editor.
I work in 1024x1024 px and resize it to 256x256 px.

Use Fishman (or another fsh tool) to convert them to FSH.

Open the Reader.
Open the dat you find.

Click on the s3d subfile/model.
On the right side right click on the texture name and pick replace texture:


All the above is explained in this thread.




TexRipper:
Added a little info on a program I started using called TexRipper.
Its a very nice program to extract texture from pictures for use on automata and in bats.

Girafe

my 1st real automata :) so ugly BTW, let s see what I could do in the future



Thanks for the tuto + 1  :thumbsup:
The Floraler

This is the end, hold your breath and count to ten, feel the earth move, and then...

*   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *    *   *   *   *   *    * 

tigerbuilder

That's how I got started girafe. You learned most of it to get there. Keep going! Eventually, it's very rewarding to see your new automata. I know you are a good modeler. The reader will import a .3ds

vester

#17
In an earlier post was a list of train types and IIDs.
Here is a list of the rest of the automata, sorted by Parent Cohort.
The Exemplar Names are shorten.
Thanks to Excel text functions this didn't takes as long as it would other vice.




















 
List of Parent Cohort
Ambulance
Bus
CheapCar
Default Aircraft
Default Vehicle
Default Watercraft
FarmVechicles
Fire Vehicle
Freight Truck
Gabage Truck
Moving Van
MySim Vehicle
Police Vehicle
RichCar
School Bus
SoccerMom

Beside that there are SemiTrailers with no Parent Cohort.


Ambulance



 
Exemplar NameModel IIDNightlight IID
Vehicle_Ambulance0x10B600000x10B60002

Bus



 
Exemplar NameModel IIDNightlight IID
Vehicle_Bus0x106200000x10622000


CheapCarCohort











































 
Exemplar NameModel IIDNightlight IID
Vehicle_Junker0x10D200000x10D22000
Vehicle_Junker0x10D100000x10D12000
Vehicle_Junker0x10D300000x10D32000
Vehicle_Junker0x10D000000x10D02000
Vehicle_LowriderConvertible0x106e00000x106e0002
Vehicle_Motorcycle10x110A00000x110A0002
Vehicle_Motorcycle20x110B00000x110B0002
Vehicle_Motorcycle30x107500000x10750002
Vehicle_Motorcycle40x113900000x11390002
Vehicle_MotorcycleChopper0x113A00000x113A0002
Vehicle_Moving3Trailer0x110000000x11000001
Vehicle_MuscleCar0x117700000x11772000
Vehicle_MuscleCar0x117400000x11742000
Vehicle_MuscleCar0x117600000x11762000
Vehicle_MuscleCar0x117800000x11782000
Vehicle_MuscleCar0x117500000x11752000
Vehicle_SedanCheap10x10E400000x10E42000
Vehicle_SedanCheap10x106b00000x106B2000
Vehicle_SedanCheap10x10E500000x10E52000
Vehicle_SedanCheap20x10E700000x10E72000
Vehicle_SedanCheap20x10E600000x10E62000
Vehicle_SedanCheap20x106c00000x106C2000
Vehicle_SportsCarCheap10x10E100000x10E12000
Vehicle_SportsCarCheap10x10E300000x10E32000
Vehicle_SportsCarCheap10x10E000000x10E02000
Vehicle_SportsCarCheap10x10E200000x10E22000
Vehicle_SportsCarCheap20x10DE00000x10DE2000
Vehicle_SportsCarCheap20x10DD00000x10DD2000
Vehicle_SportsCarCheap20x10DF00000x10DF2000
Vehicle_SportsCarCheap20x10DC00000x10DC2000
Vehicle_SportsCarCheap20x106a00000x106A2000
Vehicle_StationWagon0x115F00000x115F2000
Vehicle_StationWagon0x115C00000x115C2000
Vehicle_StationWagon0x115E00000x115E2000
Vehicle_StationWagon0x115B00000x115B2000
Vehicle_StationWagon0x115D00000x115D2000
Vehicle_Taxi0x10ED00000x10ED0001
Vehicle_TaxiB0x2C0300000x2C032000
Vehicle_TaxiC0x2C0400000x2C042000
Vehicle_VanBeater0x10EC00000x10EC0002
Vehicles_SportsCarCheap10x107100000x10712000


Default Aircraft






















 
Exemplar NameModel IIDNightlight IID
AIR_AttackCopter0x11610000-
AIR_Blimp0x10C20000-
AIR_buzzard0xca0e264f-
AIR_cropduster0x111200000x11122000
AIR_FighterJetparked0x11720000-
AIR_FirePlane0x113700000x11372000
AIR_HangGlider0x10810000-
AIR_helicopter0x10C100000x10C12000
AIR_HotAirBalloon0x10C00000-
AIR_LrgJet707Plane0x10940000-
AIR_LrgJet767Plane0x10950000-
AIR_MidJetPlane0x10970000-
AIR_MidPropPlane0x10930000-
AIR_newscopter0x112900000x11292000
AIR_police_helicopter0x112800000x11282000
AIR_SkyDiver0x109200000x10922000
AIR_SmlJetPlane0x10960000-
Air_StuntPlane0x115500000x11552000
AIR_urban0x10BE0000-
SPACE_SmallSpaceShip0x11730000-


Default Vehicle


















 
Exemplar NameModel IIDNightlight IID
Vehicle_armyTruck0x10E800000x10E80002
Vehicle_ArmyTruckLeader0x10E800000x10E80002
Vehicle_CC_Dumptruck0x107d00000x107D2000
Vehicle_CC_Grader0x107c00000x107C2000
Vehicle_CementMixer0x2c0500000x2C052000
Vehicle_EarlyModel0x109100000x10910001
Vehicle_GetawayVan0x10EC10000x10EC3000
Vehicle_Hearse0x10BA00000x10BA0002
Vehicle_IceCreamTruck0x107800000x10782000
Vehicle_LimoSedan0x107300000x10730002
Vehicle_MayorLimo0x113800000x11380002
Vehicle_Recycle0x10BB00000x10BB0002
Vehicle_tank1Desert0x113000000x11301000
Vehicle_tank2Camo0x112E00000x112F0000
Vehicle_Toxic0x10BC00000x10BC2000
Vehicle_VanNews0x10EB00000x10EB0002


Default Watercraft

















 
Exemplar NameModel IIDNightlight IID
WATER_Cargo0x108A0000-
WATER_Cruiseship10x113B0000-
Water_FerryLarge0x11270000-
Water_FerrySmall0x115000000x11502000
WATER_Fishingboat0x10870000-
WATER_LuxSailBoat0x10820000-
WATER_motorboat0x10840000-
WATER_offshore0x108900000x10892000
WATER_SailBoat0x10860000-
WATER_SailCat0x11520000-
WATER_SpeedBoat0x114F0000-
WATER_Tanker0x108B0000-
WATER_Tug0x10830000-
WATER_whaleSwimmetal0x8c39177b-
WATER_YachtCat0x11510000-


FarmVechicles












 
Exemplar NameModel IIDNightlight IID
Vehicle_Pickup0x10CC00000x10CC2000
Vehicle_Pickup0x10CE00000x10CE2000
Vehicle_Pickup0x10CB00000x10CB2000
Vehicle_Pickup0x10CD00000x10CD2000
Vehicle_Pickup0x106300000x10632000
Vehicle_puTruckB010x2BFD00000x2BFD2000
Vehicle_puTruckB020x2BFE00000x2BFE2000
Vehicle_puTruckB030x2BFF00000x2BFF2000
Vehicle_puTruckB040x2C0000000x2C002000
Vehicle_puTruckB050x2C0100000x2C012000



Fire Vehicle



 
Exemplar NameModel IIDNightlight IID
Vehicle_FireEngine0x106900000x10692000


Freight Truck










 
Exemplar NameModel IIDNightlight IID
Vehicle_FlatBed0x106600000x10662000
Vehicle_IndustTruck20x107F00000x107F2000
Vehicle_Semi0x10FB00000x10FB0001
Vehicle_Semi20x114A00000x114A2000
Vehicle_Semi30x114B00000x10FB0001
Vehicle_Semi40x114C00000x10FB0001
Vehicle_Semi50x114D00000x10FB0001
Vehicle_Semi60x114E00000x10FB0001


Gabage Truck



 
Exemplar NameModel IIDNightlight IID
Vehicle_GarbageTruck0x10B300000x10B30002


Moving Van








 
Exemplar NameModel IIDNightlight IID
Vehicle_Moving30x10F700000x10F70001
Vehicle_Moving3B0x111300000x11130001
Vehicle_MovingVan0x106800000x10682000
Vehicle_MovingVan20x107E00000x107E2000
Vehicle_MovingVan2B0x111500000x11152000
Vehicle_MovingVanB0x111400000x11142000



MySim Vehicle




 
Exemplar NameModel IIDNightlight IID
Vehicle_MySim0x108F00000x108F2000
Vehicle_MySimLow0x109000000x10900002


Police Vehicle




 
Exemplar NameModel IIDNightlight IID
Vehicle_CopCar0x106400000x10642000
Vehicle_CopVan0x108C00000x108C2000


RichCarCohort



















 
Exemplar NameModel IIDNightlight IID
Vehicle_commuterA10x2C4700000x2C470002
Vehicle_commuterA20x2C4800000x2C480002
Vehicle_ExpensiveCoupe0x10C600000x10C62000
Vehicle_ExpensiveCoupe0x10C300000x10C32000
Vehicle_ExpensiveCoupe0x10C500000x10C52000
Vehicle_ExpensiveCoupe0x10C400000x10C42000
Vehicle_ExpensiveCoupe_normal0x106500000x10652000
Vehicle_ExpensiveSportsCar0x10C900000x10C92000
Vehicle_ExpensiveSportsCar0x10C800000x10C82000
Vehicle_ExpensiveSportsCar0x10CA00000x10CA2000
Vehicle_ExpensiveSportsCar0x10C700000x10C72000
Vehicle_ExpensiveSportsCar0x106100000x10612000
Vehicle_LuxurySedan0x10D500000x10D52000
Vehicle_LuxurySedan0x10D700000x10D72000
Vehicle_LuxurySedan0x10D400000x10D42000
Vehicle_LuxurySedan0x10D600000x10D62000
Vehicle_LuxurySedan0x107600000x10762000


School Bus



 
Exemplar NameModel IIDNightlight IID
Vehicle_SchoolBus0x10B200000x10B20002


SoccerMom(Car)



























 
Exemplar NameModel IIDNightlight IID
Vehicle_Minivan0x10DB00000x10DB2000
Vehicle_Minivan0x10D800000x10D82000
Vehicle_Minivan0x10DA00000x10DA2000
Vehicle_Minivan0x10D900000x10D92000
Vehicle_Minivan_normal0x106f00000x106F2000
Vehicle_QuadPU0x114100000x11412000
Vehicle_QuadPU0x113E00000x113E2000
Vehicle_QuadPU0x114000000x11402000
Vehicle_QuadPU0x113D00000x113D2000
Vehicle_QuadPU0x114200000x11422000
Vehicle_SportUtil0x114700000x11472000
Vehicle_SportUtil0x114400000x11442000
Vehicle_SportUtil0x114600000x11462000
Vehicle_SportUtil0x114300000x11432000
Vehicle_SportUtil0x114800000x11482000
Vehicle_SportUtil0x114500000x11452000
Vehicle_Squareback0x115900000x11592000
Vehicle_Squareback0x115600000x11562000
Vehicle_Squareback0x115800000x11582000
Vehicle_Squareback0x115700000x11572000
Vehicle_SUV0x10CF00000x10CF2000
Vehicle_SUV0x10b700000x10B72000
Vehicle_SUV_Normal0x107000000x10702000
Vehicle_SUVwhite0x10b800000x10B82000
Vehicle_SUVyelo0x10b900000x10B92000


SemiTrailer - No Parent Cohort









 
Exemplar NameModel IIDNightlight IID
Vehicle_SemiTrailer10x10FC0000-
Vehicle_SemiTrailer20x10FD0000-
Vehicle_SemiTrailer30x10FE0000-
Vehicle_SemiTrailer40x10FF0000-
Vehicle_SemiTrailer50x10100000-
Vehicle_SemiTrailer60x2A990000-
Vehicle_SemiTrailer70x11320000-