simsample
11th Apr 2012, 07:04 PM
Cleaning the Global Layer- testers needed
:here: This tutorial describes how to splice a clean global layer into an existing CAW project; if you wish to splice a layer from another world into an existing CAW project you should use this tutorial. (http://modthesims.info/showthread.php?t=429946)
:!!: :!!: Do not use this method upon a world which is user-populated using this technique (http://simswiki.info/wiki.php?title=Tutorials:Populating_CAW_Worlds) unless you want the sims removed. This method will delete any sim populations stored on the global layer. Please see this thread (http://modthesims.info/showthread.php?p=3966558#post3966558) for details. :!!: :!!:
:!!: :!!:Please be aware that certain world objects can be affected by this method. Please see this post (http://db.modthesims.info/showpost.php?p=3970978&postcount=29) for details. :!!: :!!:
This is a tutorial to describe how to splice a clean global layer into an existing CAW project. You may want to do this if you have an excessive number of objects showing in the global layer; these seem to be error objects that are not needed for the world to function.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286611-NotClean.jpg
More detail about that in this thread. (http://modthesims.info/showthread.php?t=462209&highlight=global+layer)
Please be sure to backup all files before attempting this.
Please be aware that this is an experimental method. Please test all worlds made using this method thoroughly, and report any problems or successes so that we may learn from them.
1) Open CAW. Create a new world of the same height and size as your existing world. So, for my Large 300 high world, I made a new 300 height world.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286599-01.jpg
2) Save your world- Save as> Test.world.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286600-02.jpg
3) Open Documents\Electronic Arts\The Sims 3 Create A World Tool\UserToolData\Worlds\Test\Layers. This folder contains all of the layers for your new world, although this world will only yet have one.
4) There will be a global layer file there, named something like GlobalLayer_b4ba0049cb118ac0.layer. Copy down that hex number- in this case b4ba0049cb118ac0.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286601-03.jpg
5) Copy that global layer file, in this case Documents\Electronic Arts\The Sims 3 Create A World Tool\UserToolData\Worlds\Test\Layers\ GlobalLayer_b4ba0049cb118ac0.layer.
6) Go to your original world layer files. In my case that world was called Jericho and so I went to Documents\Electronic Arts\The Sims 3 Create A World Tool\UserToolData\Worlds\Jericho\Layers. Find the Global layer file, in this case it is called GlobalLayer_367800357d9626e0.layer. Copy down that hex number- in this case 367800357d9626e0.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286602-04.jpg
7) Delete the existing global layer of your original world (GlobalLayer_367800357d9626e0.layer) and paste the one from your test world in there (GlobalLayer_b4ba0049cb118ac0.layer).
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286603-05.jpg
8) Now your world has a new global layer, but of course we have to now connect that global layer to the world file. So, open your original world file in S3Pe. In this case I opened Documents\Electronic Arts\The Sims 3 Create A World Tool\UserToolData\Worlds\ Jericho.world.
9) Find resource UNKN 0x0498DA7E and right click> open it in your hex editor. I use XVi32 (http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm) , which I have associated with S3Pe (Settings> External Programs> Use an external Hex Editor).
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286604-06.jpg
10) Take a look at the figures in that opened resource. Look familiar? That is because it is the same hex figure that you wrote down in step 6. In this case, 367800357d9626e0. However it looks a little different in the hex editor, it displays as E0 26 96 7D 35 00 78 36.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286605-07.jpg
11) You now need to overwrite that figure with the one you wrote down in step 4. So in this case, b4ba0049cb118ac0. However, remember the endianess- I need to type it thus: C0 8A 11 CB 49 00 BA B4.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286606-08.jpg
12) Click File> Save and close the hex editor.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286607-09.jpg
13) A message will pop up warning you that the resource has been updated and would you like to commit. Click Yes.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286608-10.jpg
14)You will now see that you have two copies of the resource UNKN 0x0498DA7E, one is struck out.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286609-11.jpg
15) Click File> Save and close S3Pe.
You have now completed the tutorial, and if you open your world in S3Pe you will see that the global layer is clean.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286610-Clean.jpg
Be aware that if you add lots in EIG mode or otherwise edit the world, you may incurr objects on the global layer again. For this reason, it may be wise to perform this as a last step in world creation, before export.
Please note that it is not clear that this method is necessary; it is perhaps useful if you wish to have a clean global layer, or have stuck objects on the global layer which are troublesome to remove.
Please post your questions and findings regarding this method here!
:here: This tutorial describes how to splice a clean global layer into an existing CAW project; if you wish to splice a layer from another world into an existing CAW project you should use this tutorial. (http://modthesims.info/showthread.php?t=429946)
:!!: :!!: Do not use this method upon a world which is user-populated using this technique (http://simswiki.info/wiki.php?title=Tutorials:Populating_CAW_Worlds) unless you want the sims removed. This method will delete any sim populations stored on the global layer. Please see this thread (http://modthesims.info/showthread.php?p=3966558#post3966558) for details. :!!: :!!:
:!!: :!!:Please be aware that certain world objects can be affected by this method. Please see this post (http://db.modthesims.info/showpost.php?p=3970978&postcount=29) for details. :!!: :!!:
This is a tutorial to describe how to splice a clean global layer into an existing CAW project. You may want to do this if you have an excessive number of objects showing in the global layer; these seem to be error objects that are not needed for the world to function.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286611-NotClean.jpg
More detail about that in this thread. (http://modthesims.info/showthread.php?t=462209&highlight=global+layer)
Please be sure to backup all files before attempting this.
Please be aware that this is an experimental method. Please test all worlds made using this method thoroughly, and report any problems or successes so that we may learn from them.
1) Open CAW. Create a new world of the same height and size as your existing world. So, for my Large 300 high world, I made a new 300 height world.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286599-01.jpg
2) Save your world- Save as> Test.world.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286600-02.jpg
3) Open Documents\Electronic Arts\The Sims 3 Create A World Tool\UserToolData\Worlds\Test\Layers. This folder contains all of the layers for your new world, although this world will only yet have one.
4) There will be a global layer file there, named something like GlobalLayer_b4ba0049cb118ac0.layer. Copy down that hex number- in this case b4ba0049cb118ac0.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286601-03.jpg
5) Copy that global layer file, in this case Documents\Electronic Arts\The Sims 3 Create A World Tool\UserToolData\Worlds\Test\Layers\ GlobalLayer_b4ba0049cb118ac0.layer.
6) Go to your original world layer files. In my case that world was called Jericho and so I went to Documents\Electronic Arts\The Sims 3 Create A World Tool\UserToolData\Worlds\Jericho\Layers. Find the Global layer file, in this case it is called GlobalLayer_367800357d9626e0.layer. Copy down that hex number- in this case 367800357d9626e0.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286602-04.jpg
7) Delete the existing global layer of your original world (GlobalLayer_367800357d9626e0.layer) and paste the one from your test world in there (GlobalLayer_b4ba0049cb118ac0.layer).
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286603-05.jpg
8) Now your world has a new global layer, but of course we have to now connect that global layer to the world file. So, open your original world file in S3Pe. In this case I opened Documents\Electronic Arts\The Sims 3 Create A World Tool\UserToolData\Worlds\ Jericho.world.
9) Find resource UNKN 0x0498DA7E and right click> open it in your hex editor. I use XVi32 (http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm) , which I have associated with S3Pe (Settings> External Programs> Use an external Hex Editor).
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286604-06.jpg
10) Take a look at the figures in that opened resource. Look familiar? That is because it is the same hex figure that you wrote down in step 6. In this case, 367800357d9626e0. However it looks a little different in the hex editor, it displays as E0 26 96 7D 35 00 78 36.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286605-07.jpg
11) You now need to overwrite that figure with the one you wrote down in step 4. So in this case, b4ba0049cb118ac0. However, remember the endianess- I need to type it thus: C0 8A 11 CB 49 00 BA B4.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286606-08.jpg
12) Click File> Save and close the hex editor.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286607-09.jpg
13) A message will pop up warning you that the resource has been updated and would you like to commit. Click Yes.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286608-10.jpg
14)You will now see that you have two copies of the resource UNKN 0x0498DA7E, one is struck out.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286609-11.jpg
15) Click File> Save and close S3Pe.
You have now completed the tutorial, and if you open your world in S3Pe you will see that the global layer is clean.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1286610-Clean.jpg
Be aware that if you add lots in EIG mode or otherwise edit the world, you may incurr objects on the global layer again. For this reason, it may be wise to perform this as a last step in world creation, before export.
Please note that it is not clear that this method is necessary; it is perhaps useful if you wish to have a clean global layer, or have stuck objects on the global layer which are troublesome to remove.
Please post your questions and findings regarding this method here!