Create-A-World Tips, Tricks, and Annoyances

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Zazazu:
Yes, I used the Launcher to install mine. I didn't have any problems.

I didn't truly use Edit-in-Game, since I was leaving the lots blank. I was just using it to be able to scan the terrain in ways that the CAW editor doesn't allow. I have another terrain I've been screwing around with at off-moments and will be pre-building it for my established town option (in TS2, I always liked having one town that I built slowly and one that started off heavily populated). So we'll see if Edit-in-Game wants to be a bitch here as well.

ingeli:
The more lots, the longer the saving in EIG takes. I have had errors, because of corrupted lots. In some cases it was just a question of replacing the errored lot with a fresh copy - I always save a copy of all new built lots to library, just to be safe. But in one case that didnt help, and I deleted the lot and rebuilt it. Then the world saved ok.

nanacake:
Quote from: ingeli on 2009 December 30, 18:13:18

The more lots, the longer the saving in EIG takes.

Yes, it had taken a long time for saving EIG when I had finally completed adding buildings to all but two of the around 25+ lots on the map.  I don't understand why in CAW it shows one thing for terrain and in game another, still. When I flattened the top terrain of the mountain (To make a plateau for lots) a side effect occurs with jagged lines forming on the slope edges below. I used decorative rocks (Beach/Landscaping) to cover up some other mountain cliffs to mask the edges I couldn't smooth because the terrain was too steep- also too close to the world map's edge which might have also been why.

A note for anyone who is also making urban areas/small lots-

Sidewalks: They're detrimental to proper routing. Found placing half of a sidewalk on the edge of two lots without using proper grid spacing is a bad idea. I did not place an entire tile of sidewalk space away from the adjacent lot. Sims will run half on the sidewalk, half their body on the lot edge with head bobbing through any lot edge's fencing. It's better to use a pavement terrain paint to give a merged pavement effect for such closely placed lots. A properly spaced sidewalk alleyway works well though Sims will take this route more than road transportation if there is alleyways all the way from start point to destination. If you want sims to drive or bike to work place your residential farthest as possible from the commercial district farther and place no *real* alleyway leading there for a few hundred squares in each direction.

I don't personally mind them walking to the neighboring homes, but no one is using the road at all to get around because they really like sidewalks more.

Zazazu:
I only have sidewalks in the community lot areas, which are three distinctive sections. However, I find that townies generally walk or run around town except when going home in the evening...then they cab it. I'm not following exactly what you did, though, Nanacake. Are you saying you only placed a sidewalk 1 tile wide? I didn't think that was possible. All of mine are the default 2 tile sidewalks with sidewalk intersections wherever they made sense. No weird half-on-half-off issues here.

nanacake:
Quote from: Zazazu on 2009 December 30, 20:28:14

Are you saying you only placed a sidewalk 1 tile wide?




The limit for making lots this close is about half of a square using the CAW grid for a precise guideline. I placed the sidewalks after the lots to fill in the grass gaps. This turned out to be a bad idea. The reason I did this is because I wanted the pavement to continue seamlessly between the lots. I was hoping sims would walk back there but not all the time to get everywhere. They prefer the sidewalk to the road if you add single pathways. If you've made a custom ground paint texture, you'll notice it's enlarged, so I couldn't get the sidewalk texture to match up if it's ground paint.  I will have to use plain asphalt texture from the street.


Ideally, I want the sims to use the properly placed sidewalk at the top of the image to get to the park and walk around the front of the houses. After I remove some of the fence around the playground, hopefully if sims do decide to route through this short open space it won't look so bad.

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