See above for binary templates for use with 010 Editor.
Internally, the game refers to some things using different terminology than its UI does.
| What players see | What the game files call it |
|---|---|
| Lot | Lot |
| Neighborhood | World |
| World | Region |
Example string table resource key:
[Type ] [Group ] [Locale][Remaining Instance]
220557da : 80000000 : 0f 796a70fbc234cd
Notes about the above example:
- all string table resources will have the shown type;
- all non-Maxis string table resources are recommended to have the shown group and should never have group
00000000to avoid conflicts with Maxis; - the key above indicates that this resource is for Polish (
0f); - all other languages supported should have string tables with their locale prefixes, but the exact same remainder, in this case,
796a70fbc234cd(string tables you create can have any remaining instance, it's just that they should have the same remaining instance so that their locales can be properly united).
| Locale | ISO 639-1/ISO 3166-1 | Native Name | English Name |
|---|---|---|---|
00 |
en_US | English (United States) | English (United States) |
02 |
zh_TW | 繁體中文 (台灣) | Traditional Chinese (Taiwan) |
03 |
cs_CZ | Čeština (Česká republika) | Czech (Czech Republic) |
04 |
da_DK | Dansk (Danmark) | Danish (Denmark) |
05 |
nl_NL | Nederlands (Nederland) | Dutch (Netherlands) |
06 |
fi_FI | Suomi (Suomi) | Finnish (Finland) |
07 |
fr_FR | Français (France) | French (France) |
08 |
de_DE | Deutsch (Deutschland) | German (Germany) |
0b |
it_IT | Italiano (Italia) | Italian (Italy) |
0c |
ja_JP | 日本語 (日本) | Japanese (Japan) |
0d |
ko_KR | 한국어 (대한민국) | Korean (South Korea) |
0e |
nb_NO | Norsk Bokmål (Norge) | Norwegian Bokmål (Norway) |
0f |
pl_PL | Polski (Polska) | Polish (Poland) |
11 |
pt_BR | Português (Brasil) | Portuguese (Brazil) |
12 |
ru_RU | Русский (Россия) | Russian (Russia) |
13 |
es_ES | Español (España) | Spanish (Spain) |
15 |
sv_SE | Svenska (Sverige) | Swedish (Sweden) |
The textures in UI.package use the YCoCg color space instead of RBG and each texture has two associated resources in the package, both in ATI2N format.
Texture # 1 (group ID 0x00064dca) is full-sized and contains luminance and alpha.
Texture # 2 (group ID 0x00064dc9) is half-sized and contains the two chroma channels.
