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This article is imported from the old MTS2 wiki. You can help Sims2Wiki by cleaning it up. It's original page with comments can be found at http://old_wiki.modthesims2.com/LotConfigPropertyLotObject
This Specification Concerns the LotConfigPropertyLotObjectData Lines.

Spec is Complete As Of September 5th, 2004.

0x0: Building line. Defines position, and IID reference of building exemplar.
0x1: Prop line. Defines position, and IID reference of a prop exemplar.
0x2: Texture line. Defines position and IID reference of a base or overlay texture.
0x3: Fence Line. Not implemented currently.
0x4: Flora line. Defines position, and IID reference of a flora/growable tree exemplar.
0x5: Water Constraint tile
0x6: Land Constraint tile.
0x7: Network Node Line. Defines transit connections and automata paths

---Global values 1-12

Value #  | Value      | Description
1        | 0x0-0x7    | Line type descriptor. See above.
2        | 0x0-0x20   | Level of detail modifier (0x0 all, 0x10 med only, 0x20 high only)
3        | 0x0-0x3    | Orientation. 0=South, 1=West, 2=North, 3=East
4        | *          | X Location Position. 0x00000000-0xFFFFFFFF
5        | *          | Z Location Position. 0x00000000-0xFFFFFFFF
6        | *          | Y Location Position. 0x00000000-0xFFFFFFFF
7        | '''         | X1 Size Position. bounding box
8        | '''         | Y1 Size Position. bounding box
9        | '''         | X2 Size Position. bounding box
10       | '''         | Y2 Size Position. bounding box
11       | 0x00000000 | Usage (optional/mandatory) Flag. Unused.
12       | 0xABBBBCCC | ObjectID (See Table2)
  • These values define position. VERY large numbers.

These values define bounding box size. VERY large numbers. The scale of each tile is 0x00100000 For each location tile, the first three digits are the tile to place on, and the last 5 are the location on the tile

---Individual Values 13-16

---0x0 Lines---
13       | IID/ID     | For Ploppable buildings, this is the IID of an exemplar/s3d pair
		      | For Special Buildings (tollbooth etc) IID of exemplar for data
		      | For Growables, the ID of the lots compatible building family 
''/ Props may be used to control function. EX. 0x2c520000 through 0x2c54 control Ferry function.
''/ Applicable GIDs and Formats for Instance for props may be found in the Groups and Instances Format File.

---0x1 Lines---
13+      | IID(s)     | Each rep Defines sets of one exemplar and one s3d for random props

---0x2 Lines---
13       | IID        | Defines an IID of a Texture for a Base or Overlay

---0x3 Lines---
NO CUSTOM REPS (Assuming the LineType worked, this would be an exemplar/s3d pair most probably)

---0x4 Lines---
13       | IID        | Defines a set of one exemplar and s3d for lot Flora (trees etc)

---0x5 Lines---

---0x6 Lines---

---0x7 Lines---
13       | Type       | Network Connection type (see table1)
14       | RUL	      | Neighbour Tile Rules (optional and can be left as 00's)
15       | RUL        | RUL Flags for this tiles connection and which path to use
16       | IID        | Custom Sc4path for this tile (optional)


0x00000008=Elevated Rail
0x0000000A=One-way roads
0x0000000B=ANT (Dirt Roads)
0x0000000C=Ground Highway

Table2 - ObjectID:

0xA0000000= 0,2,4,6,8,a,c,e - Random one of these chars incase the other ID's are the same
0x0BBBB000= Object Family
0x00000CCC=	Unique Object ID for this family. Incremental for similar objects.
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