View Full Version : Objects missing from lots in EIG
23rd Sep 2011, 02:22 AM
hope I'm not posting about a known issue. To save on resources I've been building lots on a little build island in my game and then saving them to the bin to import into the world I'm building. Recently when I have tried to import lots from the bin to my world through edit-in-game mode I've noticed things missing, mainly windows and doors. It seems the missing items are sims3packs I have installed for my game (I have no package files and just a limited amount of sims3packs). Are the objects installed through the launcher not available to CAW? This wasn't an issue for some of the first few lots I imported, so I'm not entirely sure what's happening.
23rd Sep 2011, 10:16 PM
Quick update: I did some more looking at lots in game vs. edit-in-game and realized some things that aren't showing up are also base game items such as the garage door, the white (or not) picket fence, trees, etc. Now I really am confused!
24th Sep 2011, 08:39 AM
I hadn't responded to this because I haven't had any experience with this particular issue. I don't remember reading anyone else having the issue either, and I can't think of why this would occur.
Wait a few days, someone is bound to have some suggestions.
24th Sep 2011, 09:18 PM
Just to check, after you have imported the lots into the world via EIG, then exported that world, the objects are not present in the lot when you play that world in game?
25th Sep 2011, 03:27 AM
Not quite that far. I have a world installed for my game that's a build island, a flat tiny piece of land. I have built a few lots there and then saved them to the game bin. After that I loaded the world I am working on in CAW, open EIG, place my lot from the bin and see that there are windows or trees missing.
25th Sep 2011, 12:21 PM
What I would advise then is to install it to game, as often what you are seeing in EIG and CAW are the low level of detail textures (depending upon your system and settings), so it may appear as though the lot is broken. Test it in game and actually verify whether the objects are there by entering the lot in build mode, and then we'll know where to go.
25th Sep 2011, 03:19 PM
When I've gone into build mode in EIG to check those lots the objects are not there, but I will try it in game and let you know!
28th Sep 2011, 03:04 PM
So this has become a different issue I guess. I finally had time to take a look at this. I placed the lot in EIG that has been missing things. This time even the paint textures were not showing up on walls. I don't know if I just have too much stuff in my world at this point or what. Anyway I saved it and tried to export the world to test in game and I keep getting a fail error. I rebuilt the routing data, gave it a name, description, picture, all that. I thought maybe it was just the lot I added but none of my backups will export either. If I try to export a totally different world I made a long time ago it works fine, so it's something specific to this world. Not sure what since I hadn't made too many changed since the last export that did work. I did try to do save-as and rename everything but still wouldn't export. I know all I did was save whatever the corruption was under a new name, but it was worth a shot.
28th Sep 2011, 11:37 PM
Why don't you upload a copy of your Caw files, and we can take a looksie. Then we can see if it's a problem with your world, or your PC. Include an older backup copy also. In case you need to know which files you need to upload, go here;
You can PM me the files if you don't want others downloading, but a few extra eye's are a good thing. :)
1st Oct 2011, 01:35 AM
Have you made any progress on this, auntielynds and Shanna86?
1st Oct 2011, 01:56 AM
Yeah, I was able to put together the files. The main world file/folder plus 1 backup are at this link:
1st Oct 2011, 02:01 AM
Downloading right now. I'll check it out this evening. :)
I'm looking right now. Opened it up to find lots of blue lots. A save in EIG fixed that. plunked sown a lot in EIG, savd fine. Tried to export at that point, failed. I deleted all the lots, saved exported, failed again. Found a sim in the global layer, so I went back into EIG reset the twn with master controller, checked demographics, only one sim. saved in EIG, exported, failed. So I tried importing the .world file onto a fresh caw world, but got this error. I don't know what this means, Simsample?
1st Oct 2011, 05:44 PM
Thanks auntielynds for looking this over! The sim was me trying to figure out how to name stuff, not realizing you should do that at the end, but I thought I had deleted him though. And this is going to sound really dumb I'm sure, but I'm still learning how to work with CAW, what's the deal with the blue lots? Once I built on them or placed a lot from the bin, it would be fine, so I tended to ignore them.
2nd Oct 2011, 11:36 PM
auntielynds, it looks like S3Pe had a problem reading a resource- and perhaps compressing it?
I would guess from looking at these lots that the low LOD textures are messed up, for some reason. That could mean that S3Pe isn't able to parse the files that contain that information, causing that error. Why this has happened though, I'm not sure- it could be that a save went wrong, causing some corruption, or perhaps another program (S3Pe or perhaps a virus scanner) had a lock on certain files when a save was in progress.
I did notice that when I deleted a lot and then clicked the undo button, that lot was displayed correctly then (as the textures would be recalculated). Shanna86, if you delete the lot and then undo the action, does it make a difference for you? In the lots that appear to be correct, are all of the textures and doors showing when you enter in buy mode?
4th Oct 2011, 12:12 AM
So when I deleted a lot in CAW and then hit undo, the lot came back but it was then a blank lot. The house that was on it was gone. The lots that appear correct do have all the textures and objects appearing correctly. There are a few more I noticed that are not correct though, including the Town Life prebuilt lots for the gym and cafe. I'll keep playing around with it and to see if there's anything I can sort out.
(by the way, I've made some little worlds before but this is probably my most detailed and it's far from done, any general comments/blatant mistakes?)
7th Oct 2011, 07:06 AM
Here are the new caw files. I got it to export, YAY! :rofl:
This is what I did. I opened up your .world file in s3pe, and first tried to export all the files simultaneously to a working folder. I kept getting an error, and only 38,out of 314 files exported. I then went by 10's so I could Identify the bad file. It turned out to be two texture files, Martine's Spring Grass, and Trees_Grass. I exported everything else. Then I started a new world in Caw, and saved. Opened the new world in s3pe, and imported all your files. I replaced the Lots and Layers folders in the new world with the ones from your world. Hope this isn't too confusing, I'm starting to confuse myself while I explain it, LOL.
I opened up the world in caw, there were still blue lots, so I went to EIG, saved, and they all reset themselves. Then I exported, and it was successful, and I just about fell off my chair. I have no idea if this solved the original issue you had with the objects not showing up in EIG, but at least it exports. I included the exported.sims3pack with the Caw files. Report back and let us know how it stands with the missing objects.
The world looks good. I like your road layout, and general division of the space. There are a few red chunk boundaries which mean you have more than 8 textures in that chunk, which causes the area to take longer to load. No biggy if it's just a few extra.
7th Oct 2011, 04:59 PM
Oh my goodness! Thank you so much for going through all that! I'm not even sure I'd have that much patience and it's my own world! It's finally the weekend so I should have some time to starting poking around CAW and see what happens. I will let you know how it turns out on my end. And thank you again!!!
13th Oct 2011, 07:43 PM
Ok, so back to the original issue. Simsample, if I export the world, open it in game, and go to build mode for the problem lot, the objects are still missing. It seems to just be a couple lots and at this point I could probably just rebuild them or something. I guess the bigger question is what happened and can how I prevent it in the future?
Separate question to Auntielynds, your export of the world was about 50Mb but when I tried my own export it was 100Mb, even though nothing had changed. I don't suppose you did anything special that cut down the size? It does seem a little bizarre to me that a medium size world that's only half finished has already gotten that large.
14th Oct 2011, 01:29 AM
Well, that's strange. Did you add any lots with a lot of CC? That could pop it up there pretty quickly, or adding new textures. Even if you delete the textures, they sometimes stay in the .world file, chunking up your mb's.
15th Oct 2011, 10:42 AM
It does sound as though the lots themselves are corrupted, I would suggest to rebuild them at this stage. Not sure why it happened but most errors and glitches I've come across seem to be as a result of CAW running out of memory, so I would guess at save file corruption.
Further to what auntielynds mentioned, the _KEY file will hold a record of all textures you've used in your world- even those you only tried out and aren't using any more! Deleting that can cut down file size, and also clearing your CAW caches and Local Work files.
Also, any Sims3Pack content that you have used in your world will be packaged with the world, as long as your DCBackup files are intact. So, you could check the Sims3Pack file with CUSTARD to check that.
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