Create-A-World Tips, Tricks, and Annoyances

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stylngit:
In response to this comment:

Quote from: DigiGekko on 2009 December 17, 07:14:06

Yes, roads are a bit of a bitch until you figure them out. First of all, you have to use the crosswalk section if you want them to split at all, and you can't just slap it in the middle of an already made road. Most of your road manipulating is going to be done by pressing that move objects button in the upper left; roads count as objects, and you can delete them by selecting them first with the pointer. Also using the object mover, you can manipulate laid roads, making them longer or shorter, curving them, and snapping them into place into crosswalks (the game will snap them in when you get close enough).

Basically, just use the move objects tool to mess with roads, and you'll figure it out pretty fast.


In order to get the roads and sidewalks to work well during play of game with lots and letting your Sims get from place to place, first turn on the "Grid" by clicking on the grid icon at the top of CAW. Make sure you place road or sidewalk intersections along the way (more is better, you can always delete them and connect the roads sections later if the intersection is not needed. Doing the opposite way can take more time later). You will need an intersection at every corner, but not on curves where there is no street coming off of it, the road will curve around.

It is important to place the intersections and roads along the grid lines. This way when you place lots you can put them right against the edge so that Sim players can build sidewalks right up to the edge of the road. Failure to do this makes the neighborhood look unrealistic during game play. (If you have to place a lots away from the grid then make sure you put a sidewalk up to the lot so the player can connect to it when they build)

In routing it is very important to make sure all sections of road and sidewalk are connected. Roads will create a double white line crosswalk when connected to an intersection so these are easy to tell. To check sections of road or sidewalk, click the move tool in CAW (it's the crisscross arrow icon at the top left) Click on a section of road you will see light blue lines and a dark square at the end of each section of road or sidewalk. (Intersections have a square in the middle). The light blue line allow you to maneuver the road to curve into another section or intersection. When the DARK blue squares are light blue then they are connected. FAILURE TO DO THIS WILL NOT ALLOW CARS OR SIMS TO ROUTE THROUGH YOUR WORLD!

Hope this spread some light on the subject. Have fun!

Simsample:
Post #222 here:
http://www.modthesims.info/showthread.php?p=3672727#post3672727

The method we had to use was the second method, this post:
http://www.modthesims.info/showpost.php?p=3572593&postcount=3

Claeric:
Quote from: Simsample on 2011 October 29, 21:06:59

Post #222 here:
http://www.modthesims.info/showthread.php?p=3672727#post3672727

The method we had to use was the second method, this post:
http://www.modthesims.info/showpost.php?p=3572593&postcount=3


This worked! I can successfully open the world in CAW.

But when I try to save it, I get an error saying CAW has crashed because it "attempted to read or write protected memory". :\

J. M. Pescado:
Create-A-Crap does that a lot, yes. Apparently nobody has thought of the brilliant anti-crash measure of simply pretending the write went through and just ignoring the bad attempts, as Create-A-Crap is horribly buggy.

Claeric:
That's the thing, too. It does create a file before it crashes. But the file says that CAW can't open a packed file! It's the same file I just opened, so it's not protected or packed. So there's no reason for it to return a "packed file" error.

If anyone can get it to work I would really appreciate a functioning, loadable, saveable Appaloosa Plains.

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