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Simcity isometric, brown boxes and lotconfiguration properties...

Started by Yild, January 20, 2013, 11:19:42 AM

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Yild

Hello... for my project I'm looking for some info...

1:
Anyone know what is an height angle in the SimCity isometric view (between ground level plane and camera (user eyes))?

2:
How SimCity shows those fancy "little" brown boxes? I'm looking for a model/and or FSH textures TGI info.

3:
How to correctly identify prop exemplar from the LotConfiguration exemplar (growable) when there is no LD entry available?
When I was looking at props, I found only instance identifier of the assigned prop (my guess), no group info (probably I missed something). Do LotConfiguration exemplars always store texture info if so, how to connect them to model, or "model" info is "hidden" in properties (there are some x,y coords in some of the properties).
In short I want to show model used by LotConfiguration exemplar.

Thanks...
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NCGAIO



You refers to build something like this?





If that's right, so could take advantage of what already exists. Maybe Cogeo can give suggestions on this.

Swordmaster

On 3, you may need to explain that a little differently. The LotConfigs define what is shown on a lot. Properties starting with 0x00000000 are the buildings, 0x000000001 are props and 0x00000002 are textures. The last rep in those properties usually is the IID of whatever it contains (prop exemplar, building exemplar etc). That may of course also be a family ID. But I'm not sure what you mean.


Cheers
Willy

Yild

Thanks guys at least something is clear, NCGAIO thanks for this picture that remained me that I can reverse engineer this from the iLive source code ;)

I was referring to my new project Prop/model db, atm I can visualize props/buildings/flora exemplars, I was thinking to implement lotconfiguration's but I'm afraid that this will be huge time sink...
DAMN Manager download: at LEX at STEX
DAMN Manager support thread: at SC4Dev

wouanagaine

1 . The angle change based on the zoomLevel
    here is what I use in PimX:

        if ((self.zoom == 4) or (self.zoom == 3)):
            angle = 45
        elif (self.zoom == 2):
            angle = 40
        elif (self.zoom == 1):
            angle = 35
        elif (self.zoom == 0):
            angle = 30


2. Maybe check Pegasus BrownBox replacement mod to see what he changed to get the TGIs of Brown Boxes

3. Willy is correct on it, there are also transit value (don't remember the id ). I'm also remember that you have to findout if the texture is a base or an overlay as it use the same value :(

IIRC PIMX create images in the InstallationFolder\ImageDB folder with the G-I.jpg format
It doesn't do the lot either as you said it is a huge task, and you'll have to parse all files to make sure you have everything loaded
I started a PIMX² just after the release of PIMX with that goal, but it took too much time and resource



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Yild

DAMN Manager download: at LEX at STEX
DAMN Manager support thread: at SC4Dev

NCGAIO

Quote from: Yild on January 20, 2013, 12:18:26 PM
... NCGAIO thanks for this picture that remained me that I can reverse engineer this from the iLive source code ;)


Well .. "Ilive R" code is open source and available, then ...

I see clearly that this is a new project, just i have suggested to take advantage of what already exists rather than an arduous task to make it.

Even because in "Propviewer" lacks precisely one database although have the text option but it is very useful to see the static props as well the animations of texture or reals.

Regarding "Prop db / model", I remembered that I was posting a suggestion in the thread but stopped, then better  continue there.

A link to the Brown Boxes if want to see the TGIs-
http://www.4shared.com/file/c0I49hBo/brown_boxes.html