Create-A-World Tips, Tricks, and Annoyances
Elanorea:
Quote from: uknortherner on 2009 December 18, 11:47:21
Quote from: Zazazu on 2009 December 18, 04:00:48
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.
I was going to try it, especially as I'm running the Base game only, but your link's broken.
Think this is the correct link: http://www.4shared.com/file/175740710/6fb22351/Dragon_Cay.html?s=1
Downloading now, will see if I can get it to work...
uknortherner:
Quote from: Elanorea on 2009 December 18, 13:49:59
Think this is the correct link: http://www.4shared.com/file/175740710/6fb22351/Dragon_Cay.html?s=1
Downloading now, will see if I can get it to work...
Cheers! Off to give it a try.
EDIT: Installed without any problems. As expected, WA-specific decorations do not show up in the base game, so the dragon head isn't there. Another issue is with the road running along the beach near the billboard - it's both partially obscured by a lot and partially buried by land.
Lion:
Thanks for the link.
Zaza, you need to paint some areas off limits to sims. They just run up the cliff to visit the gym. :D
Also, none of the community lots have names, but interactions are fine (e.g., visit park). No interaction with the dragon head park.
[Edit] Liking the little fishing pier. Simple and very nice.
[Edit] Some of the roads are not conforming to the terrain. How to fix it? I don't know.
[Edit] If you want to give address to the lots, you can do that in the property browser of the lot.
J. M. Pescado:
Quote from: Lion on 2009 December 18, 14:37:31
Zaza, you need to paint some areas off limits to sims. They just run up the cliff to visit the gym. :D
I don't see anything wrong with that if they can make it that way. The wife does stuff like that all the time. She will run over cars, fences, and even small buildings in her direct-line path to whatever she wants to get to. If an obstacle is shorter than it is wide, she goes over it.
Lion:
Custom Roads
To use roads other than the default base game one, go to "Road Tool", click on "Create Custom Road". You will then select textures for all the components.
If you don't want sidewalks, like mentioned by KawaiiMiyo, you can either use dirt_intersection_crosswalk.dds for the sidewalk opacity map to eliminate the gap, or use grass_medium_base.dds for the Sidewalk Textures - Base Texture to make it disappear. See below (Intersection on top, Road in the middle, and Sidewalk on the bottom):
On the left, it's a dirt road with no sidewalk (or grass_medium sidewalk). It's thinner but does not look good connecting to intersections. It also has a detail texture that makes it lighter in the middle. On the right, it's a dirt road with solid sidewalk. It's wider and connects well with intersections.
Textures for the left one:
Street Textures:
Base Texture dirt_light_base.dds
Detail Texture dirt_street_detail.dds
Sidewalk Textures:
Base Texture grass_medium_base.dds
Normal Map dirt_sidewalk_base_n.tga
Opacity Map dirt_sidewalk_opacity.dds
Intersection Textures:
Corner Texture dirt_intersection_corner.dds
Corner Normal Map dirt_intersection_corner_n.tga
Crosswalk Texture dirt_intersection_crosswalk.dds
Textures for the right one:
Street Textures:
Base Texture dirt_light_base.dds
Detail Texture dirt_intersection_crosswalk
Sidewalk Textures:
Base Texture dirt_light_base.dds
Normal Map dirt_sidewalk_base_n.tga
Opacity Map dirt_intersection_crosswalk.dds
Intersection Textures:
Corner Texture dirt_intersection_corner.dds
Corner Normal Map dirt_intersection_corner_n.tga
Crosswalk Texture dirt_intersection_crosswalk.dds
You can also have a thinner windier sidewalk:
Notice it does not connect well with it's own intersection.
Textures for this one:
Street Textures:
Base Texture dirt_light_base.dds
Detail Texture dirt_street_detail.dds
Sidewalk Textures:
Base Texture dirt_light_base.dds
Normal Map dirt_sidewalk_base_n.tga
Opacity Map dirt_sidewalk_opacity.dds
Intersection Textures:
Corner Texture dirt_intersection_corner.dds
Corner Normal Map dirt_intersection_corner_n.tga
Crosswalk Texture dirt_intersection_crosswalk.dds
You can change the base textures to have different roads. Here are some examples.
Using dirt_street_base.dds
Using mulch_pineNeedles.dds
Using paving_flagstoneGray.dds and sand_dark_base.dds
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