I tried to understand the autogen.html and found it not too complete in its explanations. I understand that with Annotator.exe I can design autogen features for textures which have no autogen or I can modify the existing agn file for a texture; this seems to be useful only if one wants to use localized textures for an addon scenery (which might be useful just because of the possibility to change the autogen). In order to draw most categories of objects one will need a list of the relevant GUID's - and that seems to be not too easy to find (except for library objects). If you want to use the "trial and error" technique you can use the command line utility AgnDump to get an xml file for an existing agn file. This gives you a quite interesting idea about the contents of an agn file, but I did not find an explanation for its contents. I understand that the GUID's used in that file refer to "regionalization" entities, which list a set of GUID's with their relative weights for each region of the world, but after arriving at this point I was stuck, because I did not find out what hides behind those GUID's (type of building, material used, height etc.)
The bottom line is: if you want to use polygonal buildings etc. for making new agn files, you have no choice but to make them and to try out what they look like.
In my opinion the textures for medium and especially for large cities make much to much use of polygonal buildings which seem always to have ridged roofs ( and row houses apparently have them too!) which is absolutely unrealistic for cities in the mediterranean and the MiddleEast world, where flat roofs prevail by far. I wonder if there would be any way to change that behaviour.
After a long study of the Extrusions.xml I think that I understood the system. As a guid for the polygonal buildings you can use all the GUIDS which are in the Extrusions.PolylineBuildingGroups used as an "id" for one of the subgroups which are named "Regionalization". The sim will find the relevant target GUID for the region your scenery is in and will look up that GUID in the list given in Extrusion.PolylineBuildings, and there the sim will find the Extrusion profile and the material set to be used. The GUID of the Extrusion profile you can directly look up in the Extrusion.Extrusions list; for the material set the process is slightly more complicated because the material used will again depend on the region your scenery is in.
The list of the possible GUIDS for Polyline buildings is not too long, but it allows to adapt much better to regional or local architectural style than what apparently has been done in the default .agn files.
GUID Friendly_name
{58406840-8649-4d4f-92cd-42a2338705ca} Mansard Roof 3 Story Building
{2589a851-fcc9-4288-93a2-8acd1556f43a} Mansard Roof 4 Story Building
{58767a2f-2df7-4253-9545-b28ff9d313bf} Mansard Roof 5 Story Building
{ef59eb8d-0bf0-4f09-b1ac-6c7cef198688} Peaked Roof 3 Story Building
{b6460ae5-abe3-4655-9acd-635f80a921d9} Peaked Roof 4 Story Building
{27826f19-666e-465a-9ddd-5c3abd1714d2} Peaked Roof 5 Story Building
{99ee3fe6-544f-41fa-a6ce-88c786ece27f} Flat Roof 3 Story Building
{6ea48079-77a2-468a-8550-629716779de9} Flat Roof 5 Story Building
{5fd82669-63dd-4703-8679-9f6e60c564b2} Flat Roof 4 Story Building
{ed29fabc-999a-42d6-af88-eff8d6761339} 5 Story Varied Roofs
{0e009004-e26d-41e3-99d4-d3f84bf72ce0} 4 Story Varied Roofs
{7db43364-3faa-49b6-ba25-98273a656243} 3 Story Varied Roofs
{51abf55e-2007-4e24-83e5-fe0cb4fc131c} ALL Stories Mixed Roof Types Mixed Colors
{d076224f-2314-4a21-8472-977f2658208c} 3 Story Varied Roofs ALL RED
{1c866796-1b97-4f13-9003-7dbc2d9944fe} 4 Story Varied Roofs ALL RED
{c1c8fb39-8421-4642-9cea-139de63b8268} 5 Story Varied Roofs ALL RED
{0ba341a1-5dc0-463d-aa49-34fecf05579b} ALL Stories Mixed Roof Types ALL RED
The bottom line is: if you want to use polygonal buildings etc. for making new agn files, you have no choice but to make them and to try out what they look like.
In my opinion the textures for medium and especially for large cities make much to much use of polygonal buildings which seem always to have ridged roofs ( and row houses apparently have them too!) which is absolutely unrealistic for cities in the mediterranean and the MiddleEast world, where flat roofs prevail by far. I wonder if there would be any way to change that behaviour.
After a long study of the Extrusions.xml I think that I understood the system. As a guid for the polygonal buildings you can use all the GUIDS which are in the Extrusions.PolylineBuildingGroups used as an "id" for one of the subgroups which are named "Regionalization". The sim will find the relevant target GUID for the region your scenery is in and will look up that GUID in the list given in Extrusion.PolylineBuildings, and there the sim will find the Extrusion profile and the material set to be used. The GUID of the Extrusion profile you can directly look up in the Extrusion.Extrusions list; for the material set the process is slightly more complicated because the material used will again depend on the region your scenery is in.
The list of the possible GUIDS for Polyline buildings is not too long, but it allows to adapt much better to regional or local architectural style than what apparently has been done in the default .agn files.
GUID Friendly_name
{58406840-8649-4d4f-92cd-42a2338705ca} Mansard Roof 3 Story Building
{2589a851-fcc9-4288-93a2-8acd1556f43a} Mansard Roof 4 Story Building
{58767a2f-2df7-4253-9545-b28ff9d313bf} Mansard Roof 5 Story Building
{ef59eb8d-0bf0-4f09-b1ac-6c7cef198688} Peaked Roof 3 Story Building
{b6460ae5-abe3-4655-9acd-635f80a921d9} Peaked Roof 4 Story Building
{27826f19-666e-465a-9ddd-5c3abd1714d2} Peaked Roof 5 Story Building
{99ee3fe6-544f-41fa-a6ce-88c786ece27f} Flat Roof 3 Story Building
{6ea48079-77a2-468a-8550-629716779de9} Flat Roof 5 Story Building
{5fd82669-63dd-4703-8679-9f6e60c564b2} Flat Roof 4 Story Building
{ed29fabc-999a-42d6-af88-eff8d6761339} 5 Story Varied Roofs
{0e009004-e26d-41e3-99d4-d3f84bf72ce0} 4 Story Varied Roofs
{7db43364-3faa-49b6-ba25-98273a656243} 3 Story Varied Roofs
{51abf55e-2007-4e24-83e5-fe0cb4fc131c} ALL Stories Mixed Roof Types Mixed Colors
{d076224f-2314-4a21-8472-977f2658208c} 3 Story Varied Roofs ALL RED
{1c866796-1b97-4f13-9003-7dbc2d9944fe} 4 Story Varied Roofs ALL RED
{c1c8fb39-8421-4642-9cea-139de63b8268} 5 Story Varied Roofs ALL RED
{0ba341a1-5dc0-463d-aa49-34fecf05579b} ALL Stories Mixed Roof Types ALL RED
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