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Old 26th Dec 2009, 07:05 PM #251
Myrakle
Lab Assistant

Join Date: May 2006
Posts: 59


Quote:
Originally Posted by Nimi
Grizzly Falls looks great, Myrakle! I wouldn't know it was a small world if you hadn't pointed it out, because the village occupies such a small area of the map
But don't all those mountains shield the edges from sight? Can you actually see the edges from lots and when taking scenery pictures from a more Simmish height? Because, you know, a mountain village is the last setting I would think of to have troubles with edge-views


Thanks! You're right, the mountains do block everything while in live mode, but it's when you pan out to map view that you see everything. Maybe it's just me, but it's annoying.
Old 27th Dec 2009, 12:04 AM #252
Srikandi
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Quote:
Originally Posted by Myrakle
I left out most of the rabbit holes to make the world more realistic.


Just want to make sure you're aware that if you leave out rabbit holes, you limit gameplay options. If there's no school, the kids can't go to school; if there's no science building, there's no science career and so on. Also no Science opportunities, so no ghosts, no donating beetles... etc etc. Might not matter to you, but would limit the number of people interested in downloading it, I'd think.
Old 27th Dec 2009, 01:21 AM #253
Gurluas
Test Subject

Join Date: Oct 2009
Posts: 49


Are custom textures possible yet?
I'd like a snowy mountain village
Old 28th Dec 2009, 04:55 PM #254
chellemh
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Join Date: Dec 2008
Posts: 79


Here's what I've gotten done so far. I still have a looooong way to go. It's going to be a New England type island when I finish it....eventually.

http://i491.photobucket.com/albums/...creenshot-6.jpg
http://i491.photobucket.com/albums/...creenshot-8.jpg
http://i491.photobucket.com/albums/.../Screenshot.jpg
Last edited by chellemh : 29th Dec 2009 at 12:37 AM.
Old 28th Dec 2009, 05:54 PM
missroxor
This message has been deleted by missroxor. Reason: Irrelevant
Old 28th Dec 2009, 06:38 PM #255
ingeli
Lab Assistant

Join Date: Nov 2004
Posts: 204


No custom textures for CAW must be in tga or dds format. I would imagine creators could make such versions too. That would be handy
Old 28th Dec 2009, 06:54 PM #256
missroxor
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Hah! Shows how much I know I guess it's only a matter of time before we start seeing these updates or new textures in downloads then. *crosses fingers*

More on topic...I'm at the primary stages of creating a quaint little farming town. Dunno why but I've always wanted a little village of Amish type farmers just living off the land. I'll probably populate it with either Plastic Box's little barnoids or my own builds in a similar style. I'll post pics when I have something worth posting.
Last edited by missroxor : 28th Dec 2009 at 09:49 PM.
Old 30th Dec 2009, 05:05 AM #257
TorynWolfe
Test Subject

Join Date: Oct 2009
Posts: 3


Would anybody be willing to attepmt creating raccoon city, or hogwarts?
Old 30th Dec 2009, 05:10 AM #258
Srikandi
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Quote:
Originally Posted by TorynWolfe
Would anybody be willing to attepmt creating raccoon city, or hogwarts?


No requests here However, you can do it yourself. The tool is time-consuming but not complicated, as it turns out.

Quote:
Originally Posted by missroxor
I guess it's only a matter of time before we start seeing these updates or new textures in downloads then.


They're just terrain paints... which is to say, 1024x1024 dds (or tga) bitmaps. I put a lil tut on how to extract a terrain paint and add it to CAW here: http://www.modthesims.info/showthread.php?t=384197

As for custom CAW terrain paints being hosted on this site, since it's just a raw image file I think it's unlikely, but you can upload em to any image-hosting site for sharing.
Old 31st Dec 2009, 03:16 AM #259
Arisuka
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I've got completely carried away with CAW, and I'm currently making a combination of San Fransisco and Paris.

Basically, on the other side of a big hood is San Fransisco with beaches and hills, and the terrain of course goes very uphill, hiding Paris to the other side!

I'm currently whooping together tons of apartment blocks, and CAW runs noticeably better and faster than if I'd build on lots in normal way in game.
I wonder why.. :S

Very pleasant to be creating this massive hood without any lag (...yet)

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Old 31st Dec 2009, 05:20 PM #260
Claeric
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I was making a larger-scaled semi-remake of the Sims 1 neighborhood.

It was going great and all ready for lots(there are pics in the create section), but CAW has a LITTLE TINY SMIDGEN OF A PROBLEM where something unknown makes the world you've made worthless and unloadable.

So 20+ hours of work on landscape and roads and lot placement all got ruined.
Old 3rd Jan 2010, 05:47 PM #261
McNum
Lab Assistant

Join Date: Aug 2007
Posts: 85


I have a new idea. I tried to make it myself, but my terrain skills are lacking, so I'll toss it up here instead.

I want a desert town placed on a Route 66-ish road.

Once a bustling town, now a mostly abandoned town, with a somewhat depressive feel. If you've seen Pixar's Cars, it's basically Radiator Springs I want. A main street with all the community buildings and a road going straight through the middle of town. The town was built here to be a stop along the way on that road, but now there's an interstate highway just off the map, rendering the town obsolete. I'm thinking centering the town around a bridge over a freshwater river. There should also be a salt lake, possibly with the military and science buildings nearby.

The idea is that it could start with a relatively low amount of Sims, like 50-60, but in reality have housing for nearly 200. A town where you can expand the population without worrying about space, really. Who knows, two-three generations down the road, and the town might be full of life again. Or it might turn into Dullsville and die out. Up to the player.
Old 3rd Jan 2010, 05:55 PM #262
Annique
Field Researcher

Join Date: Dec 2005
Posts: 346


I would love to do something like a huge, expansive wilderness world. Like an Avatar-esque rainforest, or a desolate sandy desert with hills, rocks here and there, maybe a lone cactus, and maybe somewhere not quite in the middle not quite on the edge a small desert town, or something with huts. Very primitive and natural.

Unfortunately I find CAW complicated and confusing, and VERY slow. I have little patience, but I want to give it a try anyway.

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Old 8th Jan 2010, 05:09 AM #263
Revenger
Test Subject

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Posts: 54


Here is what I'm building slowly.

A recreation of Hyrule from Zelda Ocarina of Time.

I'm keeping to same map design with a change of the castle area having 2 houses on it and a river behind flowing downhill to join Gerudo Vally.

I should be only putting lots where they are in the Zelda game instead of just everywhere.

Texturing is really basic currently will be redone.

I am interested if anyone wants to help out with some map editing and fine tuning of what I have done so if you are willing PM me.
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Old 8th Jan 2010, 05:50 AM #264
J. M. Pescado
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WARNINGS: Although it may look really cool at first, do not drag lots "half into the water" to create beachy lots. They don't turn out quite so nicely in-game.

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.
Old 8th Jan 2010, 07:56 AM #265
Jasumi
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Quote:
Originally Posted by J. M. Pescado
WARNINGS: Although it may look really cool at first, do not drag lots "half into the water" to create beachy lots. They don't turn out quite so nicely in-game.


I'd love to see a demonstration lol

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Old 8th Jan 2010, 08:03 AM #266
Claeric
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Quote:
Originally Posted by Jasumi
I'd love to see a demonstration lol



The lot terrain is significantly brighter than the surrounding terrain and there is nothing you can do about it.
Old 8th Jan 2010, 09:23 AM #267
Vattenlilja
Field Researcher

Join Date: Jul 2009
Posts: 406


Gosh, I just want to say that you're all doing such a great job! I want to download all of your worlds when/if they're finally up for grabs!
Old 8th Jan 2010, 09:54 AM #268
Jasumi
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Quote:
Originally Posted by Claeric
The lot terrain is significantly brighter than the surrounding terrain and there is nothing you can do about it.


That sounds like a very annoying glitch to deal with. Well, shouldn't be putting lots underwater anyways lol

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Old 10th Jan 2010, 01:38 PM #269
Revenger
Test Subject

Join Date: Jan 2010
Posts: 54


Quote:
Originally Posted by Jasumi
That sounds like a very annoying glitch to deal with. Well, shouldn't be putting lots underwater anyways lol


I just started playing with that I know your not meant to put them underwater but for my world I'm going to need to do this to create seamless foot bridges over the river in a few areas.

EDIT: Ive seen a few worlds with boats on the river and I guess they only had the last square on the river so its joined.

But I will try to to minimize the damage by only having the needed width for a bridge and using rocks and plants to help.

Also world is progressing with allot of redoing of the general mountains and focus at the moment is on the Kokriri Forrest Village.

Once I get more done to a stable level instead of just being very rough edits I'll create a project thread I think if its allowed on here.
Last edited by Revenger : 11th Jan 2010 at 05:30 AM.
Old 11th Jan 2010, 09:31 AM #270
Vattenlilja
Field Researcher

Join Date: Jul 2009
Posts: 406


I just got this crazy idea stuck in my head that I'm gonna give CAW another try... Just because I want to re-make Gamla Stan/the Old Town in Stockholm.













I love those adorable, narrow little streets. I wish I could live there but it's way too expensive. But at least I could maybe live there in game (talk about escaping from reality xD)!
Old 11th Jan 2010, 01:30 PM #271
Jasumi
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I love streets like that, too! I've meshed worlds like older parts of Europe in 3DS Max before....

Quote:
Originally Posted by Revenger
Ive seen a few worlds with boats on the river and I guess they only had the last square on the river so its joined.



If I'm correct, the boats are an effect that can be placed from CAW, not a lot-constrained resource.

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Old 11th Jan 2010, 03:29 PM #272
Revenger
Test Subject

Join Date: Jan 2010
Posts: 54


Quote:
Originally Posted by Jasumi
I love streets like that, too! I've meshed worlds like older parts of Europe in 3DS Max before....



If I'm correct, the boats are an effect that can be placed from CAW, not a lot-constrained resource.


One place had a boat house seamless to the river and didn't look ut of place by the screenshots and simtopia has a fenced river boardwalk with just a couple tiles on the water.
Old 15th Jan 2010, 02:06 AM #273
Deadxdream
Test Subject

Join Date: Aug 2009
Posts: 1


My ideas are to have plenty of lots in various sizes
but mainly smaller sized lots like 20X20 and 30X30 and then a handful of larger lots :D
Old 15th Jan 2010, 05:36 PM #274
Lunarsea
Field Researcher

Join Date: May 2006
Posts: 299


Quote:
Originally Posted by Vattenlilja
I just got this crazy idea stuck in my head that I'm gonna give CAW another try... Just because I want to re-make Gamla Stan/the Old Town in Stockholm.







I love those adorable, narrow little streets. I wish I could live there but it's way too expensive. But at least I could maybe live there in game (talk about escaping from reality xD)!


I wanted to do something similar but sadly in my experience you can't place lots directly next to each other (you have to have a bit of space between the lots), so you can't really do terraced buildings like that. If someone has found a way, then brilliant but I've had no luck so far.
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