View Full Version : How do you change the max height of an existing world?
27th Nov 2011, 9:15 PM
I built a 300 max height world and now I see I don't need all that headroom and I'll probably suffer a performance hit when playing the world.
I've already altered the height map using trig and the Photoshop curves adjustment. I have the same exact world(99.80% accuracy) now in a 200 max height world, along with my terrain paint alpha layers(which required no alterations).
Thing is, I lost all my objects when I built a new world at 200 max height...so my question is - can I change the max height setting in my old world from 300 to 200 in S3pe, so that I can keep all my objects and simply import my altered height map? :llama:
I was also wondering about routing. I'm a n00b at it, but I noticed the routing data in my world looked like a bunch of radial rubber bands until I put down a road or sidewalk. Is there anything to be aware of when placing roads/walks that will influence the integrity of the splines and node points? I'm very concerned with routing, because I'm trying to build a world without roads, where equine are the main mode of travel. I'm thinking about placing dirt sidewalks as trails and want to do it in a way that optimizes travel off trail, also. :)
28th Nov 2011, 7:20 PM
I did up a graphic on how to convert height maps for altered maximum height worlds...
While I doubt that there is a great need for this, occasionally I'm sure people end up with a world at a different height than what they initially intended.
You can also do this using adjustment layers, which have the added advantages of being non destructive to your image, and you can use more than one at a time if you want to make additional height tweeks to your world.
Also be aware that when going to a smaller maximum height world i.e. 300>200 or 200>100 your highest mountain tops will be clipped flat if your height map is too tall to fit in a smaller max height...that just means that you already had the correct max height setting for your height map and should not convert it.
Lastly, I still haven't figured out how to change the maximum height setting on an existing world...if I ever find some free time, I'll go back in to S3pe and try to finger it out. So, you'll need to build a new world and lose all of your objects, lots and streets unless you're ambitious enough to transfer the layers from one world to another in S3pe which would probably be a good option if you already have a lot of content. :)
29th Nov 2011, 9:03 PM
I don't know about the first question, but I can at least help out a bit with the routing question, having wrestled with it myself. The routing lines in a brand-new world ARE pretty random-looking, but just about anything you place in your world will lock them down and organize them--roads, trails, trees, and other objects as well. The locking only goes out to a certain distance from any object, though, so be sure to place objects/trails all over, or use the non-routable paint. Make sure also to continue to click the 'rebuild routing data' in your view menu after you've made changes, and always before you test your world. The routing doesn't have to be completely locked down for you to be able to test in game successfully, but your sim may sometimes do odd things if the terrain is too uneven in places where routing is still unorganized. :)
I'm building a world that also has a lot of trails and such. I've found that the trails (with the 'smooth road' feature) make it much easier to alter terrain, even cliffsides, in a way that sims can then access, so have fun with that! As long as you're careful to keep your roads/trails from getting too steep, or from having too-sudden changes in steepness, you should be fine. Incidentally, default dirt roads strike me as super-ugly. :P If it turns out that you don't like them either, paint under them with whatever terrain paint you want to use instead, then set their opacity map to the transparent_streets_sidwalks.dds.
Good luck with your world! It's really quite a learning experience. :)
30th Nov 2011, 5:28 PM
Very useful information with the adjustment layers there, PoisonFrog- will be useful to those editing their heightmaps for a certain height. :)
There must be a way to change the height of the map in S3Pe, I don't think anyone has isolated the resource for that yet though. Some work has been done into changing the world size, so it's probably just a matter of finding the right resources:
For the routing question- the 'rubber band' effect is normal, see this thread for details:
A great idea with transparent roads form SIMplistigal. I've never tried a world with no roads, it would be interesting to see how it works. :)
30th Nov 2011, 7:31 PM
I'll definitely use some walks with black alpha layers...good idea. Think I'll pretty up the texture and rework the normal map for my visible trails, too.
I'm not being coherent enough about routing data. My concern is submerged splines and nodes. simsample, I saw a post by you saying that these can be traversed.
I used a trick I saw mentioned on this forum and took the camera below ground level and then looked upward...I'm thinking that this view is a more accurate representation of the routing data.. what I'm seeing when I put my world into play would seem to bear this out. If so, I can use a much more minimalistic and time saving approach to routing data...although I'm on my third day of throwing buckets of blue routing paint on this bumpy bee..itch of a world ;)
30th Nov 2011, 7:52 PM
Ah, you mean like this:
Where some of the splines are beneath the terrain? That's fine, it's just where the terran is curved but the routes aren't. You might see that the sim's feet sink into the ground slightly, but it's graphical and not a functional error.
If that's not what you mean, perhaps you could show a screenshot? My image here:
Is showing normal routing on blank terrain; those nodes and splines are not necessarily buried (as I took that image with the terrain turned off). There are fewer nodes and splines due to the simplicity of the terrain.
30th Nov 2011, 8:15 PM
Turn off the terrain layer...didn't think of that. Thanks, that will be a big help. :) And I'll keep a watch for disappearing feet...although not entirely avoidable in a world like mine, I can at least nip the worst instances for better immersion.
2nd Dec 2011, 7:48 AM
Let us know how you get on, we're always pleased to see pictures of routing that works, so that it will help others who are doing the same. :)
2nd Dec 2011, 7:10 PM
I have to confess to being a bit conflicted. I like to do things my own way and at my own pace(comatose). On the other hand, I'd like to post this in the Creator Feedback forum and avail myself of the knowledge and feedback there..
I do have a nice slide show of this world posted at the top of my journal. While it doesn't really hit on any of the technical aspects, it's a good window into the feel and geography. Did I mention it has some very cerebral fluff shots of pretty girls?
3rd Dec 2011, 12:14 AM
Hehe, I wasn't asking you to post a CF thread, I just meant you could show us the routing when you have it all working to your satisfaction. :)
3rd Dec 2011, 5:09 AM
Yeah, I know...it was just on my mind. ;)
I spent 4 days painting the routing , that was just the steepness. I still have isolated node points and objects..so it'll be a while. I'm using the blue paint to help me make routing and lot decisions, right now.
The no road thing works great so far...the sims won't even use a garaged car if I tell them to, they just reroute on foot. I wonder about that Mafioso style forced car ride to prom..no idea how that one will turn out...probably a couple of armed EA guys will show up at my door to cap me.
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