Create-A-World Tips, Tricks, and Annoyances
Rhumba:
Quote from: Lion on 2009 December 18, 03:12:58
Quote from: simovitch on 2009 December 18, 00:57:02
Quote from: Lion on 2009 December 18, 00:33:21
Quote from: simovitch on 2009 December 17, 23:45:23
Which program did you end up using to create the 24 bit color png image? My photoshop doesnt seem to carry the 24 bit option, just 8, 16 or 32.
IrfanView
Thank you. Seems like I am having a hard time with this program as well, could you possible inform me of the steps you took? Thank you again in advance!
File -> Batch conversion/rename -> Output format: png -> advanced -> change color depth: 16.7 million color
Then pick your output directory, add your files.
I'd like to add that the standard, comes-with-Windows-7, version of Microsoft Paint saved .PNG in 24 bit by default. That's what I used to make a thumbnail anyway. I don't know if this is true in XP or Vista though.
Well, after fussing with my starter world, I finally exported it just to see what I'd be dealing with in-game with the camera masking and so on.
You can totally blow off doing an Edit in Game in CAW of many things, and complete them after export. I left all the community lots blank and was able to fill them in in Edit Town mode. The catch is, of course, that you aren't then exporting a completed world to share... just a fixer upper.
The Edit in Game feature is a resource hog - My system gnashed it's teeth over the whole process, though running just CAW by itself was not a problem.
Zazazu:
After doing an uninstall and reinstall of the base and WA, I still was having crashing on edit-in-game (or loading the exported map) with my map only. I then tried cleaning up my road bits and making sure that I had no dark blue connections. Saved and tried to edit in game again. Golden. Now I can move on to placing trees and such with the knowledge that all my work will not be in vain.
EDIT: Done.
You can download here. It is called Dragon Cay. There is a dragon, and the cay looks like its tail.
Remember, lots are basically blank and none of the functional rabbitholes have been placed. Should work in just basegame, but I'd be interested in knowing if some of the objects (mainly the dragon head) show without WA. Also remember, I like tiny lots. Most of the lots are at least 14x14, but I do have a 10x10 and a few 11x25s. There are very few "large" residentials over 20x20, but a few of the designated community lots should hold multiple rabbithole buildings. Loads if you use the compact ones found in the Pudding Factory.
EDIT: Fixed file with lot addresses, sim routing boundaries, and less funky road syndrome.
ingeli:
Ah, thats very useful info Zazazu. The hood looks amazing.
I also found out how to get more options for terrain paint: "add layer" in the window for paint options means that you can pick more options from the textures for roads ect. They are dds-files. You can also browse to any location on your computer to get other textures - saved in the right format (obviously .tga ord .dds) and they must be max 1024x1024 pixels.
Inge:
I stll haven't got the "feel" for snapping roads to intersections and bridges. What do I do - pull the road nearly to the bridge and then let go and see what happens? Pull the road to the centre of the bridge? And what signal do you get that a snap has occurred? Last time I thought I had snapped the road to the bridge it was actually running underneath it into the river.
ingeli:
The squares must NOT be dark blue. Yeah, it was tricky, but I finally got it to work,
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