Create-A-World Tips, Tricks, and Annoyances
ingeli:
A trick to make Edit-In-Game load fast, is to temporarily move out the DC Cache folder from Documents/EA/Sims3. Mine loads very fast now. Of course without the CC, but that can always be added in a later stage. It is handy to be able to check some stuff out and do some basic building or lot plopping. (Inge found this :D)
Zazazu:
Quote from: dragonarts on 2009 December 20, 19:37:01
I've already gleaned a few helpful ideas, and the list of rabbithole minimum lots will save me a bunch of time.
One thing to remember with the minimum lot size for the EA rabbit holes is that it measures the building, not the entrance-only section. The reason I say that is because you can get creative with "moveobjects on". You don't necessarily need a lot as big as the building, but you do need to be mindful of how you can overlap and how you can't.
Bookstore, movie theater, grocery store, and spa on the same 29x37 lot (still need to smooth pavement), fully useable by sims.
Science building merged into the terrain a bit on a 36x32 lot (I did some more tweaking to make it natural), leaving space on a so that a good portion of the lot could still be used as a park...and evidence that the townies do use it.
Stadium smushed into the mountain a bit off of a 26x26 lot (stadium is 40x50). You can also see the criminal warehouse and hospital are overlapping lot edges but look natural.
Long view of the stadium, hospital, and criminal warehouse, showing how well it can blend.
Lion:
Zaza, that last picture of yours shows that you do not have an intersection at the end of the road. I remember that the world tool manual says you should have an intersection at the end of every road so the cars can turn around. Or not, I'm not sure if it really matters.
ioscream:
Quote from: Zazazu on 2009 December 20, 21:19:32
Quote from: dragonarts on 2009 December 20, 19:37:01
I've already gleaned a few helpful ideas, and the list of rabbithole minimum lots will save me a bunch of time.
One thing to remember with the minimum lot size for the EA rabbit holes is that it measures the building, not the entrance-only section. The reason I say that is because you can get creative with "moveobjects on". You don't necessarily need a lot as big as the building, but you do need to be mindful of how you can overlap and how you can't.
Bookstore, movie theater, grocery store, and spa on the same 29x37 lot (still need to smooth pavement), fully useable by sims.
Science building merged into the terrain a bit on a 36x32 lot (I did some more tweaking to make it natural), leaving space on a so that a good portion of the lot could still be used as a park...and evidence that the townies do use it.
Stadium smushed into the mountain a bit off of a 26x26 lot (stadium is 40x50). You can also see the criminal warehouse and hospital are overlapping lot edges but look natural.
Long view of the stadium, hospital, and criminal warehouse, showing how well it can blend.
Great tips. Thanks.
Lion:
Quote from: nanacake on 2009 December 20, 17:00:09
Well in my test so far, the crosswalk texture (Sidewalk border) does not have an opacity map nor does the center of the intersection. The square center just takes the base texture set for the street. The crosswalk texture will repeat 4 times across, when a road is conjoined to the intersection. I modified a dirt texture to appear faded as the road, but you can see because of the repeating I couldn't get the desired effect.
I can see you have the same problem: edited textures do no look as nice. They have a "shimmering" effect, instead of more natural matte look that Maxis textures do. For example, a paving_riverRock.dds cut out to be the corner looks ok closeup (first pic), but shimmers when you look from far away (second pic). Maybe the image file is too sharp or something.
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