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Author Topic: Working our way toward Period Towns One Mod At A Time  (Read 10927 times)
Regina
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Working our way toward Period Towns One Mod At A Time
« on: 2009 October 26, 21:40:47 »
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I know we don't have proper vehicles for our period towns yet, but I have high hopes that one day we will. With that (and the fact I think the original parking space is atrocious) in mind, I cloned the parking spot thingy-ma-bob to give it a nice wooden-ish brown tone.

This is my latest update image, which has the parking space at the bottom.

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LauraW
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #1 on: 2009 October 26, 22:25:28 »
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Thanks! Now if we could only stop the carpools or replace them with wagons!
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Regina
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #2 on: 2009 October 26, 22:36:02 »
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You are welcome!

First of all, we need to have someone who could properly mesh and animate the vehicles. THEN they could probably be made to over-ride the original car meshes. I just keep being optimistic that eventually this will all happen. Cheesy
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ingeli
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #3 on: 2009 October 26, 23:56:29 »
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Of course it will happen. Or, there will be a way to choose the carpool as an option.
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J. M. Pescado
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #4 on: 2009 October 27, 00:45:10 »
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You should make those medieval tapestries of lol, like the tapestryshopped one.
Or like this one:
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LauraW
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #5 on: 2009 October 27, 01:38:30 »
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I would be happy if we could turn off the carpools and have people walk to work/school. Most people walked back then anyway.
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Dragon Slave
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #6 on: 2009 October 27, 02:33:14 »
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How about horses as bicycles and the racks as hitching posts?  Probably would look really strange without custom animations.  If anyone is interested, I have a higher poly horse in the works, just in case.
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J. M. Pescado
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #7 on: 2009 October 27, 03:05:26 »
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We could just give them coconuts.
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wes_h
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #8 on: 2009 October 27, 05:06:56 »
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Probably would look really strange without custom animations.

That is no longer a technical impediment... although a lack of animation artists is still a drag.
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J. M. Pescado
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #9 on: 2009 October 27, 05:23:08 »
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What would be useful is the ability to port animations from TS2 to TS3. There is a whole wealth of material in TS2 that could be readily translated to TS3.
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Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
wes_h
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #10 on: 2009 October 27, 05:32:14 »
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The bar goes up. TS2 needs some special attentions to make them work, because of their IK methods.
Now, unlike TS2, we can import animations and they play well in several different programs. Tweak 'em a little and export them for a nefarious, unapproved purpose, like babby carving in the Babby griller.
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Dragon Slave
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #11 on: 2009 October 27, 08:55:05 »
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Quote
That is no longer a technical impediment... although a lack of animation artists is still a drag.

I see.  I assumed it wasn't possible at this point to make custom animations for TS3.  I'm willing to give it a try, I've already made several animations in milkshape but I can't get them to work correctly in TS2.  Once I get that figured out I'll create more.
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ingeli
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #12 on: 2009 October 27, 09:10:50 »
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I was just going to say something about your TS2-work, Dragon Slave - excellent that you are on the Sims3-wagon (also literally Tongue). These ugly and environmentally dangerous vehicles of modern days must be destroyed. Tongue
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Tever
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #13 on: 2009 October 27, 11:16:23 »
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Thanks! Now if we could only stop the carpools or replace them with wagons!

http://linna.modthesims.info/download.php?t=351420

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ingeli
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #14 on: 2009 October 27, 12:15:12 »
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That is not exactly a solution. It is not about stopping them from GOING, its about stopping (hiding? blowing up?) all cars AND make the sims walk instead, but still GO to work.
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Tever
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #15 on: 2009 October 27, 20:11:50 »
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Yeah, having to do it manually would be a pain, but it's a start. Maybe someone who knows code can figure out how to fix it.
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Dragon Slave
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #16 on: 2009 October 28, 18:06:29 »
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ingeli:   Yes, I'm on the wagon; though reluctantly.  I haven't let go of TS2 yet.  Tongue   That being said, I'm hesitant to start making horses or horse drawn vehicles until I hear word of what they'll give us in a pets ep.  Maybe we'll get a whole farming expansion with wagons, cows, and llamas ftw.
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Phthon
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #17 on: 2009 October 29, 14:40:52 »
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We could just give them coconuts.

now that I've cleaned the coffee off of my monitors...I'm all for the coconuts!!

I needed that!

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Moryrie
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #18 on: 2009 October 29, 17:57:44 »
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It shouldn't be too difficult to turn the moped in the expansion pack into something vintage, without needing to mess with animations.
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LauraW
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #19 on: 2009 October 31, 15:50:54 »
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The bicycle would be better than the cars..but you still can't turn off the carpool. It comes even if you have your own vehicle. I was going to do a steampunky sort of game but I still get those modern looking cars. If could replace them with metal riveted mini vans, it wouldn't be so bad. In Sims 2, at least owning a car stopped the carpool but it doesn't seem to work in Sims 3.
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Regina
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #20 on: 2009 November 01, 19:21:22 »
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You should make those medieval tapestries of lol, like the tapestryshopped one.
Or like this one:


Definitely! Those should go on my to-do list, like immediately even!

I do have ideas for better looking parking spots for period towns. I just have to learn how to actually make meshes first. Undecided And before I can do that I have to get a couple of other things out of my way.

A while back, Amjoie put together some lions and unicorns and maidens and some other Medieval style tapestries.

Hm, speaking of walking to work and such, will Twallan's work pusher mod force them to go to work without having a car pool? He's got some stuff going with his story progression mod as well, that stops the car pool from coming for Sims that already own vehicles. I haven't had time to get into the details yet, though.
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Dragon Slave
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #21 on: 2009 November 04, 23:08:13 »
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Just an update for those interested in horse and buggy vehicles.  The issue of custom animations is slowly becoming less of an obstacle.

http://www.youtube.com/watch?v=M9Zw8En9pxE

Now, to have this imported in to TS3...

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ingeli
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #22 on: 2009 November 04, 23:42:56 »
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Looks great, Dragon Slave! Cheesy
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Rayea
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #23 on: 2009 November 05, 00:26:05 »
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I have managed to make some passable roman and eygyptian looking clothing so far, but it is mostly just cotton and sack cloth patern versions of the current game clothing.

I have a roman mansion, with seperate quaters for guests and slaves that I have played with just the starting eygyptian slaves (to get the veg plot and food prep slaves up to speed befor the Romans move in)
Again, pretty much just recolors of items. Now, if I could just work out how I can make the mansion export to desk top ot package folder without using the sucky manager....
(I realy need to format my hdd to remove SukROM and the manager, and replace all my custom content that works.)
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Kuroineko
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Re: Working our way toward Period Towns One Mod At A Time
« Reply #24 on: 2009 November 05, 00:46:22 »
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Dragon Slave, one of the issues I had with most custom animations was how robotic they look, but not yours, it looks smooth and natural, almost like a real horse. Grin
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