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#Post#: 11--------------------------------------------------
SimCityPak Modding Tool by Simtropolis User Oppie
DIR By: CapTon
Date: November 12, 2013, 2:32 pm
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--- Quote ---
> What is SimCityPak?
> Simply put, it's a work-in-progress tool that will hopefully
eventually be the iLive Reader equivalent for SimCity 2013. It
will eventually allow you to view and edit the game assets
contained in .package files.
>
> What does the tool allow us to modify?
> While there are still some file formats that need to be
reverse-engineered, property files and text files (javascript,
json) can already be modified and saved back into the game.
>
> What will we eventually be able to modify?
> Nobody knows - the only way we'll be able to find out is
through experimentation. People have expressed concern that
because the game partially runs on Maxis' servers, we won't be
able to modify anything at all - although experiments have
revealed that the city simulation runs only on local machines
and that Maxis has no systems in place that verify wether a file
is modded or not.
>
> Will I be banned for modding?
> This is a hot topic that I've seen come up in almost every
discussion about modding so far. Despite being asked repeatedly,
Maxis hasn't given any straight answer yet. On the other hand,
they've said in the past that they appreciate the modding
community and (probably the biggest sign that they're tacitly
allowing mods) so far, nobody has been banned for modding yet.
So, the best answer we can give so far is; use mods at your own
risk, even though that risk is very small.
>
> How can I contribute?
> There's still many things to do, so every contribution is more
than welcome. If you think you've got what it takes, take a look
at the Issue Tracker (
HTML http://simcitypak.co...item/list/basic).
>
> Also, experiment! There are already many possibilities for
mods - all it takes is dedication and a lot of digging into
package files. However - remember to make backups often and to
always test in a non-public, disposable region.
>
> ----
>
> First of all, this tool was born when I realized that SimCity
uses the same DBPF version as Spore, and that there were already
a few Spore Modding tools out there that I could base my
research on. I was lucky to come across SporeMaster
(
HTML https://code.google.com/p/sporemaster/),
an open-source .NET
based tool. While this tool was made specifically for Spore (and
there are quite some differences between the .RW4 model files
for example) I managed to reuse a lot of the underlying object
model to build my own tool from the ground up (I've been in
contact with the creator of SporeMaster and have permission to
use his work). From there, I've been trial-and-error'ing my way
through the files to see what I can open and how.
>
> For those of you who want to help building the tool (which is
in C#/.NET/WPF with a dash of Xna thrown in), I've uploaded the
source code over at
HTML https://simcitypak.codeplex.com/
. I'm not
sure if anyone can just download the source code using TFS, but
if you need access, give me your codeplex account and I'll make
it so.
>
> I've also uploaded an executable version of the tool. Let me
know if it doesn't run or if anything goes wrong when opening a
package. There will undoubtedly still be hundreds of bugs but
most of them will be caused by unexpected data in the package
files.
>
> LINK TO THE LATEST VERSION:
HTML https://simcitypak.c...ses/view/107793
>
HTML > BASIC MODDING TUTORIAL: https://simcitypak.c...e=Documentation
>
> Changelog:
>
> 0.003
> Added Hex view to all file types (even the already identified
ones)
> Added Hex view to subsections of a RW4 file to identify the
unknown ones
> Added 3D preview for RW4 Mesh sections (warning, meshes aren't
read correctly yet, so it still looks like crap)
> Fixed most bugs when loading properties. Only 'Transform' type
properties still have some issues
> Added a context menu to Key Properties so that you can open
the file it links to in a new window (right click the value and
select "open in new window..."
> Ability to export textures. From the RW4 Texure view, you can
select a file and save it to the .dds format.
> 0.004
> Added 3D view for RW4 meshes
> 0.005
> Added first attempt as a viewer for RASTER files (which are
surprisingly not building textures... wondering where those are
hidden)
> Added instance regisrty (Add custom names and comments to
specific instances by right-clicking on the instance number in
the main grid to make identification easier)
> Modified properties view to be easier on the eyes
> NOTE: While the properties files are being read a lot better
than in previous versions, it still has a few bugs that I hope
to be able to iron out soon.
> 0.006
> Export to package - export one single TGI index to its own
seperate package file
> Properties files will now be read correctly - all properties
will be read
> Added relevant information to RASTER and PNG file displays
(should be expanded)
> Started refactoring of back-end object model code
> 0.1.0.0
> Added textures in 3D viewer for vehicle models
> Added Loading of Locale files from Settings screen (will load
localized strings for PROP files)
> Added About window
> 0.1.0.1
> Added search for specific values in property files
> Added first attempt at saving modified data to a property file
(warning, still buggy)
> 0.1.0.2
> Ability to edit Text files (JSON, Javascript etc...)
> Ability to edit property files (still preliminary)
> Advanced Search for property files
> Ability to export multiple assets at once
> Ability to save packages to a new file
> 0.1.0.3
> Allows opening multiple package files at once
> Includes editors for most properties
> Improved user interface
> Viewers for 8-bit maps
> Import function for PNG's
> 0.1.0.4
> Added Lighting Editor (first version)
> Added possibility to add/remove properties
> Identified many more properties/instances
> New Viewer for 3d files
> Many general UI tweaks
> Many general bugfixes
> 0.1.0.5
> Lighting editor expanded to simple Lot Editor that allows
editing of lights,props and decals (note; work in progress)
> Fix for searching property files
> Added Copy Key, and Delete to context in main list
> Added fuction to delete indices
> More identified properties/instances
> Many general bugfixes and UI tweaks
> 0.1.0.6
> Export/Import Textures
> Export meshes to .obj format (no import yet, though)
> 0.1.0.7
> Import .OBJ format 3d models. When importing, make sure that
the model file contains normals and texture coordinates.
Materials are not needed. Tangent and binormal for normal maps
are exported.
> Save button in hex editor
> 0.1.0.8
> Import BMP color palettes for vehicles
> Import RASTER file (uncompressed 8.8.8.8 DDS files)
> View different channels of RASTER files or preview of all
layers combined
> Find text in javascripts
> TGA viewer
> Ground textures added to lot editor
> Many additional identified instances and properties
>
--- End Quote ---
Quoted from
HTML http://community.simtropolis.com/topic/53278-simcitypak-modding-tool/
HTML http://community.simtropolis.com/topic/53278-simcitypak-modding-tool/
Discuss this tool below, and ask questions :)
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