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26  TS3/TSM: The Pudding / Pudding Plots / Re: Old Oak Starter house on: 2009 August 31, 04:40:47
The fish-eye angle makes me dizzy and nauseous. I'm prone to motion sickness and that does it very badly, especially when all the shots are taken that way.

If I want to get into a small space, I take the hammer to the wall that's blocking my view, snap the picture, then hit the undo button. It works a treat. Sometimes I just grab a quick shot of small rooms from an overhead angle, not completely overhead but not straight on, either.

You might also consider resizing your screenshots because they're absolutely huge and taking a while to load. It looks like you uploaded without doing any editing at all because they're about 3/4's of a meg in size each, the default size for screenshots taken in game. It might be hard to believe, but even 50% of normal game size images are still easy to see (and my eyesight isn't great) and end up being less than 100 kb in size. I usually resize, then export them in Paint Shop Pro at 20% (GIMP is free and will do the same thing). The pictures still are sharp and load in a heartbeat.

It's a very cute house, by the way, and too bad I have more starters than I know what to do with. LOL
27  TS3/TSM: The Pudding / Pudding Plots / Re: Two Futuristic Houses for a Space Colony on: 2009 August 30, 02:04:13
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And if there only was a way to get rid of props like water towers and commercial signs and the annoying road signs..
That shouldn't be a problem either, that is for someone who can mesh. All it would take is replacement objects. In order for any object to not over-ride the original, it has to have extra coding added. Without that coding, the new mesh object will just replace the default.  I may learn eventually but right now I've no idea how to mesh. Tongue

You're welcome for the empty town maps! I downloaded TigerM's lot editor the other day and can't wait to try it. I've been working on my own version of Sunset Valley off and on for over a month so was extremely happy to see that!  Sometimes I procrastinate badly and one thing I was really dragging my feet on was starting to build houses on the buffed lots. This time procrastination paid off in a big way--now I won't have to build them all by hand! Grin
28  TS3/TSM: The Pudding / Pudding Factory / Re: TS2 Hair Conversions: Jeanette and Uni male ponytail on: 2009 August 29, 18:51:55
Ambular, you are my hero for today! The Jeanette style was my absolute favorite long-ish style for guys ever! Grin  I currently have a Sim who needs that hair almost more than life itself. lol
29  TS3/TSM: The Pudding / Pudding Plots / Re: Get Your Homeless Bums off the Street in Style! (Over-stuff-able Housing) on: 2009 August 29, 18:28:31
Thanks, Saraswati! I must have got a pretty good do on them because aside from Syera's jewelry they're the hottest downloads of the month. LOL  That's good because it gives me a lot of incentive to get the others started that I want on the other side of downtown. Cheesy
30  TS3/TSM: The Pudding / Pudding Plots / Re: Queen Anne Cottage on: 2009 August 29, 18:25:51
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Also, usually I had a sim visit the lot and peek through the windows, that way there is no unnecessary sims within the house that you have to move out or upload with them.
There is no need to bother with a Sim on the lot, either taking them there or having them move in. Just grab a terrain paint before taking screenshots. Grids gone. Problem solved.

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Also, does anyone have any suggestions on creating stucco with timbering? The closest I made was from paneling that had the wallpaper replaced with mortar.
It depends on the placement. I use some of the cheap wallpapers for things like that with patterns. You may need custom patterns for what you're after. I haven't been able to keep up with all the modding possibilities but I'm sure at some point we should be able to create completely custom wall templates complete with color/pattern channels. As many different ones as are in the game, it's still severely lacking in several areas.
31  TS3/TSM: The Pudding / Pudding Plots / Re: Two Futuristic Houses for a Space Colony on: 2009 August 29, 18:20:30
It would probably be possible to make terrain replacements. In all the default replacements I've done I haven't played with that but I'll bet it could be accomplished in the same way. I may even give it a shot a bit later on but I have too many irons in the fire right now.

Replacement textures could also be made for trees and flowers, and if some of the DDS files were saved in the wrong alpha format, they might possibly look very other-worldly.
32  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 29, 06:07:06
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can we still use ISM with AM ?
Easy way to tell. Go here (it's the awesomemod thread) then click the link for configuration which takes you here. Then read the very top section for Story Mode Drivers.
33  TS3/TSM: The Pudding / Pudding Plots / Re: Two Futuristic Houses for a Space Colony on: 2009 August 29, 06:04:48
This whole thing just reinforces my thought that we need to be able to replace the terrains in-game with something appropriately space-like, like moon dust or some such. I love the thing with the dome on it--looks awesome!

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The dome is pretty cool too, but I'm worried about my precious robot fish.
There are ways to replace the precious robot fish. Wink
34  TS3/TSM: The Pudding / Pudding Plots / Re: Two homes up for use on: 2009 August 29, 06:01:32
I got to see the first one and I think the design is really cute! In fact, I almost downloaded it to convert to an old style before I realized it doesn't have a foundation (that design would work equally as well for old and modern).  Legacy Island has strict building laws and all houses have to be on foundations.  Sadly, IS decided to give me a Service Not Available message when trying to look at the other.

Then I also remembered I have more starter houses than I have lots to put them on! Cheesy
35  TS3/TSM: The Pudding / Pudding Plots / Re: Three Abodes for Pudding Habitation on: 2009 August 28, 21:08:24
I built and downloaded a lot of small homes in which Sims navigate with no problems. I didn't comment on any of Mr. Roo's houses because he doesn't seem too open to suggestions as it appears that he already knows everything about building Sim houses, but I had a few thoughts that could have been helpful. I used to constantly build houses that were absolutely huge. My problem zooming out while I'm building and ending up with the whole house being way too big.  I eventually learned (in TS2) to put down a huge chunk of foundation, where I thought the house should go, then start placing furniture as markers and build the house around that and delete the extra foundation. It worked a treat!  It also got me better trained on size because I could zoom out with everything in place and put things into a better perspective.  I also made four special floor tiles with numbers 1 through 4 that were priced at zero. Once I got to setting furniture about I would start slapping down numbered floor tiles for each room (I preferred those to walls since walls would block out the light and make it too hard for me to see). These were pretty strange ways to train myself to think smaller, but they worked. I am constantly learning new things and trying to upgrade my building skills.  For TS2 I never worried too much about having many more houses than I needed for the Sims I play. TS3 is a whole different matter all together. lol

As for the bed mod, it took me a bit of adjustment to get used to it. At first I thought it was a bit high-powered but after using it for a while I adapted. My Sims can still have to drag their hind ends out of bed in the mornings if I don't keep a close eye on things.
36  TS3/TSM: The Pudding / Pudding Plots / Re: Three Abodes for Pudding Habitation on: 2009 August 28, 17:41:47
I just wanted to say thank you for uploading these! I can definitely use the first one in my remake of Sunset Valley. Grin

What Mr. Pescado was saying about the beds got me to thinking about one of my favorite tuning mods: Same Gain for All Beds by nightie over at MTS. I like being able to decorate in various styles and hate that beds I want to use for a particular style of home have inferior energy increases. This completely solves the problem.
37  TS3/TSM: The Pudding / Pudding Plots / Re: Get Your Homeless Bums off the Street in Style! (Over-stuff-able Housing) on: 2009 August 27, 17:04:56
Alex, I know exactly what you mean about that roof.  I am not good at roofs (and in fact, fail miserably overall when it comes to building, but am trying to learn) and rebuilt that roof a half-dozen times or so. I kept running into one problem consistently, in that placing the roof exactly as I wanted it resulted in odd ends and sections of the roof being in places it shouldn't be. In the end I had to compromise between what I wanted to do and what the game would allow me to do.  The more I build, though, the more I'm learning what I can get away with and what I can't so I'm hoping future projects won't look quite as discombobulated roof-wise.  That house was an experiment from the beginning. Someone requested a house for 15 Sims. Could I do it? I had no idea. I decided to try. They had specs they wanted (like the indoor pool) so I figured out where to put the pool then built the house around it. LOL

Let me tell you all, it makes the hours I spent working on all these much more worth it when other people can use them as well. Wink
38  TS3/TSM: The Pudding / Pudding Plots / Re: Get Your Homeless Bums off the Street in Style! (Over-stuff-able Housing) on: 2009 August 27, 05:34:56
I'm glad you all like them!  Shoot, just a change in wallpaper and knock down some of the pretties and slum lords could be in hog heaven with these! Grin

Yes, Rushmorerunner, they are architecturally accurate. I spent considerable amount of time just searching the vastness of the interwebz for proper pictures for reference. I knew what I wanted, just didn't know exactly how to approach it. I've been crossing my fingers that others would like them as much as I do.

Re: Period vs. modern, I was playing around with these a bit when I first started building them. If it's modern architecture anyone is after, all that takes is a change in roof style, wallpaper, doors, windows, and possibly some of the railings. One thing I will advise, though, is that when it comes to the one on the right-hand corner, because of the basement, the roof needs to be drug over the entire building at once. I tried placing the roof differently on it but kept getting a refusal to place because of something like uneven terrain (I don't remember right now exactly how it was worded). It took me about a half hour to figure out the basement was causing the problem. I have plans of redoing these in a modern style when time allows but I really don't know when that will happen. I'm slowly working through my current to-do queue and trying not to add any more to it at the moment, so I may get there yet. One thing that definitely comes before that is two more of this type of building for the other side of town.
39  TS3/TSM: The Pudding / Pudding Plots / Get Your Homeless Bums off the Street in Style! (Over-stuff-able Housing) on: 2009 August 27, 03:07:57
With all consideration to Mr. Pescado's list of what's acceptable and what's not for playable families, this first group consists of "Display Grade" dwellings.  In fact, that's exactly why I built them.

I started them for looks, nothing more, than I realized that half the population of my town could live in these three lots if I just turned on the Overstuffed Households option in awesomemod. Then I realized that if EA ever releases an expansion pack that has apartments, I'll have a head start.  I decided that instead of waiting until I had the time to completely furnish them, I would upload them as they currently are.  Each one comes with a single family dwelling of a different size. More beds and/or cribs can be added to fit the desired family size for the building. I uploaded MANY screenshots of each building (there are over 80 shots in all).

This is what they look like:


If someone wants a huge house that goes above and beyond the Display Grade criteria, then this could be the house for you! This one is HUGE, 15 Sim-worthy plus guest house with modern-type architecture. It has an indoor pool, backyard with playground and BBQ area, rec rooms, study/office, HUGE playroom for toddlers and children, and a ton more. It is fully furnished and still has room for more stuff! Here's a picture of the exterior.


All of the lots (and both of the street replacement texture sets) can be found here.

Disclaimer: I, the maker of these lots, realize that by posting this here on MATY I am opening myself up to severe chastisement, lip-ripping, and possibly other tortures like having my works be put on display as "DO NOT WANT" content by other members of MATY. It's a risk I'll take.
40  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 09, 20:24:53
I guess having this at the bottom of my post probably made it pretty near invisible:
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and will also add to the requests for your sake that it be made optional.

I enjoy a particular play style that appears to be a hybrid between what a lot of people play. I would never want to enforce my play style on anyone else.
41  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 09, 19:34:09
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Maybe I'm in the minority here, but I actually don't hate the crib/bed requirement in ASM.
Um, no, you're not the ONLY one here and I'm doing an arm pump and a resounding YES! YES! YES! over it!

Okay, now before I offer my head up to the chopping block to everyone who hates this (you can execute me later) I'll explain why it was I suggested this in the IndieStone forum.

I set up a Legacy family on a Sunset Valley map, everything in the default state EXCEPT the former Sims, which I obliterated with AM. At that point, ISM and AM couldn't do their thing together, so I played my Sim with AM running for several Sim days and every couple of days I would check for homeless families and move them in.  It took some tweaking on my part, making sure appropriate housing was available for these families then using the familyfunds cheat to get them the money they needed to move in to their new homes then I switched over to using ISM to keep the town alive (this was before ISM and AM could run together) and turned off immigration. All was going REALLY, REALLY well UNTIL certain of these Sim families started reproducing. I have a habit of moving single Sims into starter houses, married couples into larger houses that will accommodate having children, etc.  The problem came in when the single Sims started getting married and having families.  A lot of these other families are friends with my Legacy family and it also helps for these other families to have children for potential mates within the One Fambly.  Since these families are friends with the Fambly I play in that town, I occasionally have Sims I'm playing visit their friends and of course there's the whole "so and so would like to go over to whats-his-name's house after school" messages.  What I ran into under these circumstances were that my visiting Sims could often not even get into the house because while I had my back turned, these couples living in one-bedroom houses were having three or four kids, and my visiting Sim couldn't even get in the doorway!

To my mind it isn't that big of a deal to put in appropriate housing and make sure there is at least one crib in a house where families are going to live.  As someone mentioned a while ago nearly all of the default houses that come in the towns aren't even suitable for families, so I'm all the time tearing down and building or plopping new houses, and when I do that I add the number of beds and cribs that are suitable for the house size.  At the same time, I can understand why this bothers other people. I am into mostly playing the one Fambly but doing a bit of micro-managing on the side doesn't bother me--in fact, I much prefer it to not.  I want the towns I play to evolve into MY towns and not what EA shipped with the game.  That alone means much building and customization goes on during my play time when I'm not actively playing the Fambly.

Ideally for me single Sims start out in starter houses. They get married and move into a larger house (they do, at least with ISM, combine their funds when they marry so it doesn't make sense they stay in a tiny house when there's a larger one down the street empty, and once in a while a newly married couple will move to a larger house).  With AM no family can move into a house that doesn't have adequate bed space, so it made perfect sense to me for them not to be able to have children if there are no cribs in the house. It gives me a way to fairly simple way to quickly apply birth control on families that I think need it (they already have more kids than they can support, they're close to being elders and will leave orphans when they die, etc.).

I'm just wishing I was in a position to actually play today and try the new AS. I've been too busy with other things this past week and haven't even started my game for at least six days.

I'll now offer my head for the chopping block for all of you who are hating the mandatory crib thing and will also add to the requests for your sake that it be made optional. It's something I need to save some of the little sanity I have left, but it's also something that will no doubt drive a lot of others insane.
42  TS3/TSM: The Pudding / The World Of Pudding / Re: burglar spawning on: 2009 August 09, 17:19:43
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but does the game actually use neighborhood sims in the criminal career track as burglars?
No. EA didn't design anything to make good sense like that. Roll Eyes The burglars are all service NPCs.
43  Awesomeware / AwesomeMod! / Re: 1.4 patch is now out on: 2009 August 09, 17:01:52
Speaking of TS2 bugs, does anyone besides me remember the "lot slow-down bug"?  This usually happened during or after the base game had decided to randomly spawn anywhere from 60 to 100 gardeners in a neighborhood. Time became so unbearably slow in the household you were trying to play that it was impossible to play them. The only solution was to move them out, at which point you lost all of their career and aspiration rewards because Sims had no inventory.

I started picking up Pescado's mods before even Rentech's site, when they were uploaded to MTS.

The patches that were released never fixed all of the bugs and often times the second patch broke fixes in the first patch so a third patch had to be released.  I remember one particular bug (don't remember which it was right now, but it was one I had a mod to fix all that time) that was in the base game being fixed in a patch for a much later expansion pack.  EA's track record for creating problem-free programming is lousy, but at least they're consistent. Cheesy

44  TS3/TSM: The Pudding / The World Of Pudding / Re: Any idea what mods could be screwing up my game after patching it? on: 2009 August 01, 19:54:53
First of all, you shouldn't have any mods in your Downloads folder. They should be in your Mods\Packages folder structure which should be in the game installation in Program Files.

The best advice I can give you for checking compatibility with a patch is to return to the original creator. Unless they have released a mod stating they won't support it, it's up to them to make sure to update their mods for patches/expansion packs.

It also sounds like you need some organization in your mods structure.  Make one. Use it. If you have to, rename files you've downloaded so you know exactly what they are and from where they came.  With a well-organized folder structure, you should also have a separate folder for mods that you have recently downloaded, so you don't end up throwing them in with the others. This way if there's a problem with one, you can pull it out right away.
45  TS3/TSM: The Pudding / The World Of Pudding / Re: Where are all the townies? on: 2009 July 05, 17:56:18
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Is there any way of splitting this group up, or deleting them from the game world?
You can delete just the NPCs from a neighborhood.  With awesomemod installed, run help in the cheat command line and it will show the proper syntax (you may need to enable testing cheats for this--I don't remember for sure), which is something akin to destroyallnpcs but I can't remember it exactly.  Just keep in mind, though, that some of these NPCs could be partners at your Sims' work places that they have developed relationships with and the game will generate replacements.  NPCs are everywhere in TS3.  They aren't just service workers any more, and it really increases their numbers.
46  TS3/TSM: The Pudding / The World Of Pudding / Re: Making a better face skin... on: 2009 July 05, 00:19:40
I used HP's no-shine version and with my old video card could not see one bit of difference in-game.  After I got the newer card I could see a difference and ended up taking them out because of the aforementioned blacked eye look.  I'm not keen on shiny Sims (my Sims, after all, are not from Twilight). When I have some time to devote to it I think I'll see if I can come up with something I like. Shiny sims in TS2 looked like glossy magazine cut-outs pasted onto a cereal box. TS3 Sims are just the opposite. They look like cardboard cut-outs pasted onto a glossy magazine page. It's very weird.
47  TS3/TSM: The Pudding / The World Of Pudding / Re: Where are all the townies? on: 2009 July 04, 20:22:22
I feel stupider than all get-out now.  Since I'm not in the habit of using cheats, I had no idea testingcheats actually have to be enabled for familyfunds to work! Roll Eyes
48  TS3/TSM: The Pudding / The World Of Pudding / Re: Where are all the townies? on: 2009 July 04, 18:26:30
This is utter insanity.  Last night my game recognized familyfunds just fine. This morning it doesn't again.  I'm off to see if I have a mod conflict because I can't figure out what else it could possibly be.

ETA:  This is beyond insanity now.  I took out every mod with the exception of awesomemod and the game is still refusing to acknowledge familyfunds.  When it does this, the game also doesn't acknowledge at least part of awesomemod because it also doesn't recognize editsim. Tongue  I'm thinking perhaps a fresh installation may be in order.
49  TS3/TSM: The Pudding / The World Of Pudding / Re: Making a better face skin... on: 2009 July 04, 17:56:49
Hmmm. I'll have to download those skin images and take a look at them.  The problem with the square in the forehead is easily fixable--it's just too much light.  From people who are working with these skins, though, I've heard that the detail on the originals is nowhere near the quality that is in TS2 but more like TS1 skins.

I totally agree about having shading and any extra make-up-y bits on the skins themselves, because it does end up looking badly in game, and if it's around the eyes the Sim tends to look like they have two black eyes.

I absolutely hate the disparity between CAS and in-game.  Every Sim I've created looks awesome in CAS then ends up looking like crap in game.
50  TS3/TSM: The Pudding / The World Of Pudding / Re: Where are all the townies? on: 2009 July 04, 17:04:09
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The familyFunds command appears to have changed in functionality as it now simply sets the family funds to the amount you specify regardless of existing funds. Using +/- before the amount is now setting the fund total to zero.
That would explain it then.  It makes sense to code it that way, dumbs it down a lot more for sure. Cheesy  Now I need to see if I can successfully turn on debugging and get some of them moved in.
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