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51  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 23, 12:51:40
Did anybody set community lot type such as market, Chinese garden, nectary, or tombs in the main hood? Do sims exhibit the corresponding behaviors on those?
52  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 23, 00:37:02
So no, two bridges can't be joined.


Sims can't go through.

I had to build a road section in between to connect them all. Then sims can go through. But it doesn't look pretty, and the terrain forming is a huge pain:


nanacake, this is "large chinese bridge". Type "bridge" in the filter in "Matadata", and you get all the bridges. For the life of me, I can't get Riverview in the tool/game. It will be nice to have one more bridge.

Quote
I still haven't even been able to get a bridge to connect to a road, let alone connect two bridges together.
Use advice from this thread. Pull the dark blue square close, sometimes touching sometimes not touching, it depends. when they snap together/connect, dark blue squares turn to light blue or green ones.

Medieval town builders out there, have you used the "Ruined Wall"? The "Short" and "Tower" can be used to make castle walls. I have a question. If you have used them, do you need to paint sim-non routable (blue) under them? The same question for other large world objects, such as the mines, Asian city wall,  pyramid stuffs, etc.
53  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 22, 18:59:35
I thought I could do it yesterday. Guess I'm imagining things.

Question: Can you connect/snap two bridges together?
54  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 22, 13:07:50
Just saw that when I went to edit in game, I think it's because of volume maps are wrong size. I will try to fix it.

Edit: No, I think it's picky about format. Trying RGBA8 now, the default for gimp wasn't it. Also, I realized why it did not work on intersection corners -because they rely on .tga maps. I thought I could make an all in one, but the different street elements rely on different texture formats for rendering at a distance. They didn't really plan custom roads to be easy.

2nd Edit: Fixed street/sidewalk transparent texture. Attached. Please let me know how it goes for you, I zoomed far out and close a lot. Cheesy

Transparent sidewalks are great. But intersection corners are still a problem. I tried different combinations. Do you get it to work?
55  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 20, 23:39:56
Does Edit-In-Game randomly crash for any of you? It does for me, at the beginning of loading the neighborhood, but it had loaded the neighborhood ages ago, at least according to ProcMon. Then I look and it's overloading FullBuildep1.package, any reason for this? Also, after it overloads the fullbuild file, it crashes.

No, Edit-In-Game never crashed on me. But the world tool occasionally crashed a few times, not very often.
56  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 20, 22:15:58
nanacake, the transparent_opacity_texture becomes black when the camera is pulled far away:


In the world tool.


In game.

Quote
I think if you make a smaller image like 512x512 it could be less shimmery. I'll try editing the street texture to see if it has difference in size, etc.
I tried to make it 512x512 or 256x256, still the same shimmery effect.
57  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 20, 21:50:53
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.


 





58  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 20, 21:25:31
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.
59  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 20, 15:30:08
Quote from: nanacake link=topic=17598.msg509353#msg509353

date=1261263070
How can we keep sims from using the sidewalk though? The road I placed on the edge of a cliff is very narrow, I don't want them to use it except by car.

Maybe no lots for a long way to the cliff, so sims will only drive there?

Your transparent_opacity_texture is great, but still need to have grass_medium_base for Corner Texture for the intersection to appear right. If choose transparent_opacity_texture, they are black squares.

I like to have dirt_street_detail for the Detail Texture. See pic below. But the intersection is always solid no matter what I put in for the Intersection Textures. Is there a way to make it continue the two-tone pattern?

60  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 19, 14:23:04
Ok, flush to roads. What if my road network consists of mainly sidewalks. Should houses best be placed flush to the sidewalk too? Would sims go nuts routing if they ain't?
No. Sidewalks are a purely cosmetic routing device, though. They don't grant any bonus and often cause a speed penalty as sims preferentially use them in preference to straight-line navigation, while granting no intrinsic movement boost like roads do. Sims don't otherwise care all that much about sidewalks, they are unimportant. You can place lots against them or not, it does not matter.

Sweet!

Edit-in-game DOES work, it just loads for a really long time. I left it on overnight, and this morning it was there. It works, but it has one flaw: it seems to load the caches (like all installed windows for example) really slow, and CAST is superlaggy. All custom content seems to have the same laggy effect. At the moment I have only sims3packs in, and all this is on a Windows7 machine. FPS numbers are high. An FPS limiter for CAW and Edit-In-Game, is that possible?

My Edit-in-game works well. It loaded Sunset Valley Lite with a few roads I added in 1 minute and 34 seconds. The CAST is not laggy at all. But I don't have any CC.
61  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 18, 19:51:37
Zazazu had buoys.

Do you all have white boxes in lots when you edit them in game? Those are mainly at the foot of stairs and can't be deleted. I thought the last patch should have fixed it, but I'm still having them.
62  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 18, 17:07:03
Now a question. I can't find the dds files for the new terrain paints that came with WA in the world tool. Can you?
63  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 18, 15:55:07
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
64  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 18, 14:37:31
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.  Cheesy

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.
65  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 18, 13:43:13
Next to. By "objects", they mean crap like rocks, trees, etc.

Ok, flush to roads. What if my road network consists of mainly sidewalks. Should houses best be placed flush to the sidewalk too? Would sims go nuts routing if they ain't?
66  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 18, 12:14:16
Also thanks Zazazu for that bit of info, thanks to you both. Got it figured out now. Last but not least. When placing a lot, does it have to be right up against the road? Or will it work 1 square off?

With how easily roads and things become crooked, It's hard to have things lined up exactly, and there have been a few times a lot might overlap a road if it was too close. So I started placing them one square away, could this be a bad idea? Is it safe to assume it will snap in place while playing?

From the official world help.pdf:
Quote
Keep world-placed game objects at least one tile away from the outside of the lot.
However, it also says:
Quote
Lots should have one side flush against the road to enable smoother smoother routing when Sims go from their house to the road.
Roads and sidewalks are world-placed game objects, so what's the best position of lots vs. roads/sidewalks? One tile away or next to it?
67  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 18, 03:12:58
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.
68  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 18, 00:33:21
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
69  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 17, 21:24:38
Thanks for the tip.

I have yet to find out how to snap roads together, especially if they come from different angles.
70  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 17, 20:53:31
Do you know how to use the "clone lots"? I can clone alright, but then how do you "paste"?
71  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 17, 18:09:44
[
Now that I exported and installed it, yes, I can play sims in it. I also managed to put down some dirt road. But it does not look very good.



Is it possible to use a different texture for the sidewalk in CAW? If so, maybe a sparse grass would look better than dirt and resemble a banked shoulder. I really wish there was a way to take out the sidewalk for period hoods or country hoods. I rarely see sidewalks out in the country here.

I wonder if its possible to make an entire hood without roads but just using walkways? I read the CAW beta manual and it says that you need roads to have cars, bikes and scooters. But if we don't want those, such as in a medieval hood, a sidewalk/walkway with a new texture might work instead.

Did you re-texture the road in your world within CAW or did you do that in an outside program? The manual is vague on that.

Thanks!

Yes, you can customize your road. I'm experimenting on them right now. You do "Create Custom Road" under "Road Tool". I don't fully understand all those parts, but by switching a few main ones I'm getting some nice results. May show them here soon.

I plan to only put down road very sparsely. And the rest just use sidewalks, so I can see my sims walk/run all day.  Grin
72  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 17, 16:34:37
@Lion: You probably have to use GIMP or photoshop to save your .png file.

@Zazazu: Were you able to successfully use your hood with sims yet?

Finally IrfanView converted it for me.

Now that I exported and installed it, yes, I can play sims in it. I also managed to put down some dirt road. But it does not look very good.


73  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 17, 15:06:22
I exported my world.  Now how do I get it into my game as a hood?

From the help.pdf:
Quote
Share your worlds on The Sims 3 Community Exchange so other players can play them in their games!
To share a world:
First add a world description and an icon by right-clicking the topmost layer of your world and 1. choosing ADD/EDIT DESCRIPTION. Your icon image must be a .png file that is 256x256.
Save your world.2.
Under the File menu, choose SELECT WORLD FOR EXPORT and then browse to the world file that 3. you want to export and choose OPEN.
Finally, upload it to the Exchange (via 4. The Sims 3 Launcher) as you would a lot or family.

From MTS discussion board (I think):
Quote
When i first installed the tool i edited quickly SunSet Valley template and then exported the files...
Then i moved them at C:\Program Files\Electronic Arts\The Sims 3\GameData\Shared\NonPackaged\Worlds and the game loaded it just fine
Quote
Next time, just go to Documents/Electronic Arts/The Sims 3/Exports and double click the world. It'll start installing.

Now I can't give icon image to the world I created. "a .png file that is 256x256"? I created a 256x256 .png in paint, but then the world builder says "Selected file is not a 24-bit color PNG image". I tried to get some from google image, but none of them is 24-bit either. Help!
74  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.8/2.3 Released - CAW Out on: 2009 December 17, 12:01:26
I have a retail copy of the Base game, and the reloaded version of WA. After the patch it now tells me that my base game and expansion are incompatible and to please patch. However the launcher says that my game is up to date.  Here's the game version it shows in launcher: 2.3.33.003002

WTF?

** I did something stupid. I left the cracked exe in instead of putting in the .bk

Same problem. It patched successfully but is still asking me to patch. I didn't replace with cracked exe. How to fix this?

Applying patch Sims3_1.8.25 fixed the problem. Yah!
75  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.8/2.3 Released - CAW Out on: 2009 December 17, 01:26:15
What exactly do you need to type into the resource.cfg for it to accept those files?

The same way to make it recognize .packages?
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