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51  TS3/TSM: The Pudding / Pudding Factory / Re: Fix for photograhy issues in WA. UPDATE 2009-12-22: Dropa stones fix. on: 2010 May 17, 13:48:02
I have been trying to complete the photography skill records and found that for the everyday moments category the game lists 27 items internally but only 25 are listed on the skill page.

The missing two are 1. The Maid and 2. The Repairman. which is impossible to get since trying to capture them they would register as "friends or a sim in the area or maid at work/repairman on the job" just wondering if it possible to request to fix this also?

I also noticed that the Fireman is really hard to get since the fireman will most of time register as "running", "a fight" or "fighting fire". I hope ambitions would be able to correct this with the firefighter career.

Thanks.

Did you finish the 25 listed photos in that collection and it still wouldn't show as completed? Also not sure were you mean they are listed internally. If you are talking about the fact that they are listed as subjects in this xml that's because those entries are used as arguments in other entries.

And as for the fireman, what claeric said.
52  TS3/TSM: The Pudding / Pudding Factory / Re: M&G and AL mansard roof conversion on: 2010 March 15, 16:26:49
It is certainly possible to make roof patterns of them, but it's not a priority for me right now as I'm working on some other stuff. If anyone else would like to adapt them, just go ahead.

I've also noticed a problem with the roof since I posted it. The game doesn't "remember" the roof between play sessions, so when you load the game it will look empty. Once the lot has been loaded in high detail the roof will be visible from the whole neighborhood until you exit and reload. This is kind of strange, I was pretty sure I had tested for that and didn't have that problem. The testing for that took place at least two patches back, so I guess it's possible something has changed in the game since then. Or maybe I was just confused during testing.
It also isn't just these objects, in-game objects that are supposed to be visible from neighborhood disappear between sessions as well, but only if placed above ground level.
53  TS3/TSM: The Pudding / Pudding Factory / Re: M&G and AL mansard roof conversion on: 2010 March 13, 22:33:31
The windows are from the store set Regal Living. Like Tingeling said, the wall behind them can be found in paneling. The only custom pattern is the one on the wall with the to border. It's a masonry pattern from Parsimonious on the bottom of this page.
54  TS3/TSM: The Pudding / Pudding Factory / Re: M&G and AL mansard roof conversion on: 2010 March 12, 04:36:11
I've added the files to Mediafire, see if you have better luck with that. Link in original post.
55  TS3/TSM: The Pudding / Pudding Factory / M&G and AL mansard roof conversion - Window crash fix on: 2010 March 11, 18:50:53
While Anubis over at MTS has already posted a version of the M&G mansard set, I'll still share these since they contain the windows and the AL pieces.

Apart from the windows they can be found under the room sort category "Outside" in either Roof Decorations or Lawn Ornaments. The reason they can't be found if you sort by function is so that they won't be brought in the family inventory when you move. Made as wall objects (except the outer corners) so that they go down with the wall for better viewing.
125§ for the M&G pieces, and 76§ for the others. All pieces come in default wood patterns. Fully CASTable.




The windows each consist of two objects; the actual window and a window cover. They look awful separated:


I also made some patterns adapted from the original textures, and one adapted from the in-game fishscale roof. The three first are metal and the fourth wood.


EDIT: Updated the windows so they won't crash. Redownload M&GMansardRoof.rar.
 
Download links:
M&GMansardRoof
BohemianRoofAddOn (You need the M&G set for this, since they share textures.)
MansardPatternSet

Mediafire folder if links above don't work

UnRAR and place in mods/packages. Made with s3pe and PatternPackager.
56  TS3/TSM: The Pudding / The World Of Pudding / Re: Stuck in Sunset Valley School on: 2010 February 13, 10:33:16
This happened in one of my hoods, with a completely different lot. It turned out that the routing over one of the lot edges had gotten corrupt somehow, and if the sims were closest to this edge they would still try to route that way and then cancel out of the action. Just like on your lot they had to be manually told to go closer to another edge to be able to get out. Very annoying that they don't try another way on their own.

I don't remember what I did about it, but I probably just bulldozed and rebuilt it.

If it is the edge problem on your lot as well, then perhaps you could try to rotate the lot once, click accept, then rotate it back and see if that heals the routing. It could be possible since rotating a lot should conform the edges to the surrounding terrain, so at least it does something to the edges.
57  TS3/TSM: The Pudding / The World Of Pudding / Re: Got High End Loft Stuff two days early . . . for all the good it does me. on: 2010 February 03, 12:36:09
It's the mac updates that are huge, that folder on the disk is 3.45 GB. Windows updates are 771 MB. The actual installed game folder is just 270 MB.
58  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2010 January 14, 15:57:00
I had the same results as Lion. Could only fish from a deck in ponds and not in the world water. Also found that my sim wouldn't fish in the world water inside the lot boundaries even from the ground, the action would just drop. It was fine to stand on the lot ground and fish in the ocean outside it.

ETA: This happened both with spawners placed in the world and in the lot with debugmode.
59  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2010 January 13, 03:33:06
For people with lag in the "edit in game" function:

I noticed it was only lagging while browsing categories with non-store launcher content, so I renamed the DCCache folder before opening world tool to temporarily disable the dbc files. This completely got rid of the lag for me. (I had copies of the dbc files both in mods/packages and DCCache since this was the only way to have both kinds of content available. for god knows whatever stupid reason.)
60  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2010 January 12, 22:57:47
You need to convert your map to 16-bit grayscale, which GIMP currently doesn't support. In this thread Misty_2004 found a program to convert them with.

I'm pretty sure that ImageMagick is also capable of converting them, but it has a command-line interface and may take som getting used to.
61  TS3/TSM: The Pudding / Pudding Factory / Re: Fix for theatre photograhy issue in WA. NEW:All sizes and styles with no skill on: 2009 December 22, 08:03:47
Ok, I'll look into those.

Edit: Dropa stone collection issue is fixed. The "get a room" photo is possible to capture. Make sure the sims on the couch is doing the "makeout" interaction and that it's daytime. "Cuddle on sofa" won't do and at night it seems to be overridden by the "lovers at night" photo. Also, sometimes if a photo contains several subjects you may also have to cycle through them by snapping other subjects first.
62  TS3/TSM: The Pudding / Pudding Factory / Re: Fix for theatre photograhy issue in WA. NEW:All sizes and styles with no skill on: 2009 December 04, 02:30:15
Well, that was easy. Smiley
63  TS3/TSM: The Pudding / Pudding Factory / Re: Xml fix for theatre photograhy issue in WA on: 2009 December 04, 00:49:31
My sim was finally able to get a photo of the theatre, the spa, and the school thanks to this.  Cheesy

Now if only there was some way to manually tell the stupid camera what you were trying to point at, like a way to chose from a list of possible subjets instead of it just randomly flickering from one to the next.  Less pics of one and a half mummies that count as "Two's Company" and pics of a snake charmer that count as "My Spouse".  The arbitrary "this is what you're pointing the camera at" thing is stubborn as hell sometimes and often does not relate to what is actually captured at all (like a picture of some floorboards that says it's a pic of "Fighting the Flab" wtf?).

Yes, some way to switch between the different motives in the pictures would have been great. There are some tuneable values in this xml that gives the "scale" of subjects. Possibly this could change how some things register. There are also two other xml files, one for objects and one for people, that gives values of for example the distance allowed between people to be captured. There would probably have to be a lot of experiments with these values though to get something better.

I just started with the damn camera. N00b shots don't get to zoom out far, so I have one picture of a 'big boulder' that just looks like an amorphous black mass as I could only capture about 20% of the middle of the stupid thing.

I was thinking of changing this, to allow full zoom and all styles and sizes available from start. I think this is possible with just changing this file. Then it would only depend on how expensive your camera is. And your skill level would only decide chance of failure and value of the pictures. This would be way more realistic. 
64  TS3/TSM: The Pudding / Pudding Factory / Re: Xml fix for theatre photograhy issue in WA on: 2009 December 03, 05:36:29
I haven't looked into careers or opportunies at all, so I don't think I can help you there.
65  TS3/TSM: The Pudding / Pudding Factory / Fix for photograhy issues. Patch 1.55 on: 2009 December 02, 00:27:06
This mod fixes the issue with not being able to capture various rabbit holes, collections and other stuff.

Goes in mods\packages.

"fix_photographyXML_allsizes.package" is a variation that besides the fix enables all sizes, styles and zoomlevels for sims with no photography skill. Failure chance, picture cost and values are the same as before. As you level up in skill you will still get the same messages, "Your sim can now take black and white pictures" etc. Just ignore this.
This edits the same xml as before so just chose one file.

EDIT: Fine to use with patch 2.3
2009-12-22: Both files updated with fix for the dropa stones collection.
2010-02-03: While they fixed the theatre issue with Patch 1.9/2.4, the other issues are still broken. It should be fine to still use this fix.
2010-03-08: Forgot to update the thread for the 1.10/2.5/3.1 patch. Fix should be fine to use. With the constant stream of patches I won't update this thread for each one.
2010-05-18: Removed photo subjects that weren't visible in the UI or possible to capture.
2010-06-01: Ambitions/game patch update.
2010-06-07: Fix for said update.
2010-11-19: Updated for Late Night/game patch.
2011-01-29: Fix for Bridgeport theatre.
2011-10-18: Patch 1.26/Pets Update.
2012-08-20: Small fix and tweak.
2012-09-05: Supernatural update. Added the new supernatural collection, fixed Moonlight Falls theatre, tweaked the "fortune teller" photo so that it registers fortune tellers at any career level (was previously only level 6-10).
2012-11-21. Added Seasons collection.
2013-02-22: Updated for patch 1.50


No changes for patch 1.55



66  TS3/TSM: The Pudding / The World Of Pudding / Re: 90% of Sunset Valley lots gone after returning from vacation. on: 2009 November 23, 07:15:22
I suspect these fireplaces with recolored chimneys to also cause blue lots.
67  TS3/TSM: The Pudding / The World Of Pudding / Re: WA outside lighting issue on: 2009 November 23, 07:12:23
Yes, I have this issue with WA. With "dD-Less_Blue_Nights DARKER" in it's particularly bad, but it's not the darker night's problem, it's WA's problem.

Ok, so it's not just me then. At least it's not a critical issue like the blue lots and crashing games. But really, do they have to break everything?

Since I patched, I have noticed that anything in my game that's a lighter color, or next to a lamp 'glows' .... if I took screenshots, and this effect appeared it would look like I photoshopped it in, it's that weird. Also happens near windows.

Never happened before the patch.

Yes, for some reason EA thought that adding a bloom effect was a good thing.

Blindingly bright furniture is so cool, didn't you know? Ugh.
68  TS3/TSM: The Pudding / The World Of Pudding / WA outside lighting issue on: 2009 November 21, 19:12:19
After installing WA, the lights I place outside only light up the bottom floor. If the house is on a foundation only the foundation gets lit. They also seem much brighter.

Example:

Before WA


After


This happens with absolutely no CC in the game, and all graphical settings on the highest level.
I have tried uninstalling WA to make sure I hadn't changed any graphic card setting. The lights were then back to normal.
Reinstalled the whole game + WA from scratch which included deleting and letting the game create a fresh Sims 3 Folder in My Documents.
Didn't help.

My graphics card is a Radeon x1950PRO.
Anyone else have this issue?
69  TS2: Burnination / Peasantry / M&G rug fix on: 2009 February 12, 02:34:20
Fixed the shading and mapping problems of  the M&G rug called "Folksy Weaving by Rugs-n-More"

70  TS2: Burnination / The Podium / Re: M&G carpet failure on: 2009 February 12, 02:20:13
Thank you everyone!  Are you going to put these fixes somewhere other people will find them?  Peasantry would be good.

Yeah, it's probably a good idea. I'll move the M&G fix there.
71  TS2: Burnination / The Podium / Re: M&G carpet failure on: 2009 February 10, 14:59:51
I managed to make a fix by using the texinfo gmdc from another rug that were mapped similar and changing name and instance number. Also did some slight changes to the mapping.

EDIT: Moved here
72  TS2: Burnination / Peasantry / Re: Shiftable signs, paintings and photos (AL) UPDATED 2008-12-11 Now with mirrors. on: 2009 January 07, 17:49:07
Thanks for these updates.

The souveneir shelf ("Shelf of Glory"?) doesn't shift either. I always think it's too low, and hoped this would be fixed with AL. It isn't, in case you'd like to add it to your list.

Added the shelf to first post.
73  TS2: Burnination / Planet K 20X6 / Re: EAxis House of Phail: January 09 on: 2009 January 06, 17:44:09
Wow. Not only are there so many entries already, they are also really impressive. I really wanted to do a bit more commenting this month, I hope I haven't missed anyone. I'll wait with the unfinished ones when the are posted completely.
I have included both positive and negative criticism, but that doesn't mean I don't think the houses are mostly awesome. It's just that I like it myself to get other peoples likes/dislikes.


Nepheris: Nice cozy feel. The outside/inside transition is really nice with the little fountain and the flowerpots in the sunroom and also the aquarium that all sort of mirror the pond area. I would prefer more than one bedroom though.

mistyk: Cute with the gazebo on the pond. I like the idea of mixing the modern and more romantic styles, but it feels a bit disjointed in places.

Minena: I hear you about the cold Cheesy. I would love to be in that place right now. The style is very well carried out through the place. My only objection would be the lone bedroom again.

CaponeSim: Another nice sunroom. The layout of the house looks very practical and playable. I'm not so fond of the tiny ponds in the front yard.

Jorganza: Very well translated to the eastern style. That arch fence is hard to use as it easily looks dull. But with those lights and wall-hangings on the poles it looks great. I like to have a bit more activities on my community lots though.

kattenijin: The stone cottage look is great and not used very often. The landscaping is very nice and that grilling area in the back is super cute. There's a definite need for a hack to take care of the hedges and bushes.
 
Faizah: Those balconies with the lights on the sides look really good. I like the pool-house as well. With common areas on both the roof and the ground there could be a lot of traffic problems with that one staircase.

Silvain: The interior and facade of the house is perfect for a vampire family. The dark stone path fits in well but I've never been fond of the orange-reddish color of those flowers against that particular grass color.

crunk: The green and white exterior gives a very peaceful feel to the place. I have a severe allergy to the floor used in the kitchen Wink.

Emma: Love the exterior of the house. The two-storey window overlooking the pond with balconies on each side looks awesome. As does the fenced in yard. On the top floor I'm not to fond of the splotchy repeating floor pattern in such a large area.

jim: Path or not, it has a nice medieval/fantasy town feel to it. The interior is stunning with lots of nice ideas. Perhaps the timbering on the exterior could be varied slightly more.

Batelle: This would make a lovely seaside home. The details and decorations inside look great. I especially like the master bedroom with the shelving over the couch. Again a bit repetitive floor pattern in a large area.

Faizah #2: Nice unusual combo with the brick and wood siding. Love the pool room. Otherwise the interior might be a bit on the plain side.

Vespinito: That lush garden look great against that warm facade. very creative carpeting. Fun idea to mix the flat and leaning roof, but the proportions look a little bit off to me.

Phew. I still can't quite believe how many great houses there is already. It is already the best month in my opinion and it's only the 6th!
74  TS2: Burnination / Peasantry / Re: Shiftable signs, paintings and photos (AL) UPDATED 2008-12-11 Now with mirrors. on: 2009 January 06, 12:53:10
I haven't tried it, but I doubt the wallmask can move since it's applied to the whole area of the wall. I'll make an attempt anyway as it's not hard and it would be very useful.

EDIT: Like I thought, the wallmask stays in place.
75  TS2: Burnination / Peasantry / Re: Invisible Firejet on: 2008 December 14, 04:00:11
I don't think you need a texture at all if you want it transparent.
Set stdMatAlphaBlendMode to blend and then stdMatUntexturedDiffAlpha to 0. Then you can remove stdMatBaseTextureEnabled and stdMatBaseTextureName. I'm not sure what other stuff you can remove though.

(The stdMatUntexturedDiffAlpha value can be set from zero to one were zero is completely transparent and one is solid. More info in this post by Numenor)

EDIT: Not that it matters much since the invisible textures can be so small and don't take up a lot of space. Could be useful info anyway.
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