@SimGuruModSquad @SimGuruEugiI'm trying to modify how lots appear on the world map, and have noticed that editing the resources 0x01942E2C and 0xA680EA4B both have effects on it. When I tried replacing a Lot Description resource with a copy of another, it caused the lots to overlap each other, confirming that it works, but that was as far as I could go.
I assume a .bt file wouldn't be too hard, as both are small files.
UPDATE:
Okay, I took a look at figuring out the files myself, and I think I'm sure those files aren't capable of setting lots to a fixed position on the map (only assign them to "slots" which depend on the defined neighbourhood/street), so unless there's information I'm not aware of, or someone else happens to have the same request, this won't be necessary anymore since it probably won't be capable of what I want.
In case anyone happens to be reading this and is interested, here's .bt code containing the information I have found (everything else is marked "unknown"), though the only thing that's all that interesting is the option to edit lot prices:
Lot Description
UINT16 version;
UINT16 unknown;
UINT64 streetInstance;
UINT32 mapData; // this is combined with streetInstance to determine the lot's position on the map
UINT32 price;
ubyte sizeX;
ubyte sizeY;
byte unknown;
UINT64 ambienceEffects; // points to an XML file in ClienFullBuild1/ClientDeltaBuild1
byte unknown;
byte unknown;
UINT64 soundEffects; // points to an XML file in ClienFullBuild1/ClientDeltaBuild1
byte unknown;
byte unknown;
Street Description:
UINT16 version;
UINT16 unknown;
UINT32 unknown;
UINT32 unknown;
UINT32 unknown;
UINT64 regionDescription;
UINT32 worldFileLength;
char worldFile[worldFileLength];
UINT32 unknown;
UINT32 unknown;
UINT32 unknown;
byte unknown;
byte unknown;
byte unknown;
UINT64 hsvTweakerSettingsData; // points to a DATA file
Comments
-SGMS
Thanks! I studied the resource and, unless I'm not understanding properly, it looks like the position of the lots are displayed relatively to the position of the neighbourhoods/areas, so my next question is where are the position of the neighbourhoods defined?
Also, is it possible to move a neighbourhood from one map to another? (That's an essential part of my plan)
The 0x1cc04273 resource defines the positions for all of a Region's Lots. They are defined in 3D space with a camera which is then transformed in 2D screen space. So that resource can fully control where all the lots for a region appear in the map.
I believe you are asking about moving a World to a different Region. The "World's Description Resource" (type 0xa680ea4b) points to the Region a World should appear in, so in a perfect world just changing that resource would do it. However there is a complication, the UI hard codes the World IDs in each map screens such that if Lots for an unexpected World are encountered, it will just ignore them. So to move a World, currently the map screens UI (authored in Flash) would need to be modified.
-SGMS
I don't suppose you know why that cross-check limitation (the hardcoding of the World IDs in Flash) was designed in? At first thought it seems to be an arbitrary frustration that serves little purpose other than to make flexibility difficult all round lol.
The hard-coding of World IDs in the UI is due to the highlight that happens when you hover over a World area. That highlight it is authored by artists in the flash file and the code is connecting the World with its associated highlight, and it does not currently handle the case where a highlight for the World does not exist. We should be able to change the code to allow any World to appear in any Region (although transplanted Worlds would not have a highlight), no guarantees but I'll see what we can do. @Zerbu please let me know if this is something that is still important for what you are trying to do.
-SGMS
-SGMS
I think your original plan of changing the code to allow moving worlds would be the next best thing. If you were to do that, would it also be possible to insert new worlds into existing regions (if not create custom regions)?
Agreed that your best bet is to not try and add a new Region at this point, best to take it step by step. Adding a new world to an existing region should be possible, the caveat being that I have not actually tried this so we could run in to something. But it should be doable.
Screenshot of a moved World:
-SGMS
I don't have an exact eta, but City Living at the soonest.
-SGMS
Is the highlight linked to the name of the .world file? I tested by renaming "SO_CactusBeach_01" to "SO_CactusBeach_02" and updating the 0xA680EA4B resource, as an experiment, and the world disappeared from the map. I assume this is related the above problem (and will be fixed when the code is patched) but I'm just making sure.
I also had a idea on if you didint, why not have things called "Blank worlds" So basicly all these worlds have are lots, and with a special tool you could add backdrops and stuff, and add more lots, you could also add more custom backdrops seprate from the ea lots by like drawing it and then inserting it into the world. Also due to the limitations of this, maybe the tool could come with like maybe 10 worlds, and you could download other peoples verison of this world, but due to the limits of making custom worlds, you could only have 10 custom worlds at any time.
Thanks, and happy simming!
(oh, and follow me on my Tumblr)
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@Harrison, I do feel that this is something modders can get working but it's definitely not a simple thing to do, so we'll see how it goes.
-SGMS
Oh, I meant like ea could add it in a optinal update, but ok.