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Old 4th Jan 2011, 02:11 AM #101
Baron Obvious
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ah, thanks! Though I think I'll just go with the save file method.

So I'm in the middle of re-texturing the mountains. The grass texture I think is fine, though I may add some different grass for the more heavily forested areas if i find a texture I like. Currently just about all of the map's shale has been replaced with a granite base, with a more detailed granite texture to be layed over it in parts later on.

After that, I think all I need left to do is create the rest of the needed Sims, and create a save file as closely mimicking the starting points of Pleasantview as I can.

Anyone out there REALLY good at recreating sims that may like to assist? I could use some help with... well, just about everybody except the Pleasant Family. I already finished them a while back, and I'm satisfied with them. However, the other sims are rather challenging.
Old 5th Jan 2011, 08:48 AM #102
Baron Obvious
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Updates:

-220 Wright Way (a Sims 2 DLC house) finished. All construction in Pleasantview is complete!
-Re-re-did a lot of terrain painting. Shale replaced with granite. Heavily forested areas have darker grass, and open areas feature a mix of light and dark grass.
-fixed a huge glaring error in my routing paint that I forgot to change back when I re-shaped most of the terrain.

Coming up:
-Detailing the granite
-Character creation (I'd still like some help in this department)

Screens to come when the terrain paint is finished.
Old 7th Jan 2011, 09:45 PM #103
Baron Obvious
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uh oh. I was about to boot up Create-A-World to take some screenshots, but it appears that I can't open Pleasantview. I attempt to open it and I get an error with the following message:

"Unable to load file. 'C:\Users\Jeff\Documents\Electronic Arts\The Sims
3 Create A World Tool\UserToolData\Worlds\Pleasantview.world':
Cannot load a Packed File {0} in The Sims 3 Create A World Tool - Beta"

If I try to open it from Recent items, I get a slightly different error, and CaW closes after hitting OK:

"The Sims 3 Create-A-World Tool - Beta has crashed!
Exception information:
Cannot load a Packed File {0} in The Sims 3 Create A World Tool - Beta"

Yeah, I don't know what to do.
Old 7th Jan 2011, 11:04 PM #104
simsample
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The packed file error indicates a corrupted save- see if you can open the previous backup save.

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Old 8th Jan 2011, 09:37 PM #105
Rileyjcquinn
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I recommended having a look at the Tutoirals for CAW for extra polishing.

Experience a truly beautiful and unigue neighbourhoood http://gatescove.weebly.com
Old 10th Jan 2011, 06:22 AM #106
Rileyjcquinn
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Me again, I found all the sims made for pleasantview without the world and it is found at http://ts3.tscexchange.com/index.php?topic=4976.0

Experience a truly beautiful and unigue neighbourhoood http://gatescove.weebly.com
Old 10th Jan 2011, 06:24 AM #107
Baron Obvious
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Thanks! I'll have to look into that. Sorry if I'm late in replying, I was in and around this weekend at a battle event in this sport I play called Belegarth (medieval combat, with foam swords), so I had no computer access the whole weekend.
Old 10th Jan 2011, 02:10 PM #108
simsample
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Quote:
Originally Posted by Baron Obvious
I was in and around this weekend at a battle event in this sport I play called Belegarth (medieval combat, with foam swords), so I had no computer access the whole weekend.

Sounds fun!

Did you manage to get your file open eventually?

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Old 12th Jan 2011, 11:43 PM #109
Baron Obvious
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Yeah, I just had to open a backup. I just have to redo the detailing on the rock walls. The granite base is still there, I'm adding a detail paint on the rougher areas. Grass underneath thick trees is darker than open grass which is still the basic grass color. Also some grass within the streets of Pleasantview (such as in the small parks) has been given a mowed texture.

As a side thing, I painted all of the ground underneath the water to a dark sand texture, mostly because I felt like it. I noticed in more recent versions of CaW, disabling fog also clears the dark blue in the water, when it didn't before. At first I thought my world was glitched or something. Though now its rather useful for seeing under the surface for painting or flattening terrain that isn't going to be seen.
Old 13th Jan 2011, 12:36 AM #110
Rileyjcquinn
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Baron, The sand texture is actually required now because on low level reflections and shadows show the bottom of the ocean o0n custom world.

Experience a truly beautiful and unigue neighbourhoood http://gatescove.weebly.com
Old 13th Jan 2011, 09:45 PM #111
Baron Obvious
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Last edited by Baron Obvious : 13th Jan 2011 at 09:57 PM.
Old 13th Jan 2011, 11:23 PM #112
simsample
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The world is really looking great! It's very familiar, too.

On this image:
http://img577.imageshack.us/img577/...reenshot3ps.jpg
What are the spawners around the lake? They look like the water type designators, if so then you don't need that many, just one should designate your lake freshwater.

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Old 14th Jan 2011, 12:31 AM #113
Rileyjcquinn
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Looking at the terrain, its good although its need more almost smoothing and merging of terrain paintings. So mainly polish

Experience a truly beautiful and unigue neighbourhoood http://gatescove.weebly.com
Old 14th Jan 2011, 12:46 AM #114
Baron Obvious
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Ah, thanks! I was sitting around thinking the designators only cover what's immediately in that circle around them. So I'm assuming I should only need one salt water designator, too? Because I had several lined around the beach.

And I'm glad it feels familiar, that's what I'm going for! All the returning lots are placed accurately, and even the trees in the valley floor are placed to resemble the original. My goal is to make it familiar, yet new. Of course there's now going to be a lot more to do in Pleasantview than there was in the original, but I'm trying to maintain that Pleasantview feel, rather than let the new content overshadow it.

I'll work on the terrain paint more. But when I try to get the paints to fade into eachother, it usually ends up more like one has to get erased, or something, and it looks terrible. There's probably some technique I'm not using that I should be totally in the know for good terrain painting. I'll be first to admit that I'm not a great terrain painter.
Old 14th Jan 2011, 01:51 AM #115
simsample
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The water defaults to salt water, so you don't need to designate the sea areas.

As far as I know the designators do only affect the area in the circle (at least, judging by how the EA worlds are), but the image I linked appears to have four designators placed on the cliff. You would just need one in the centre of the lake, as the designator covers the lake adequately.

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Old 14th Jan 2011, 04:29 AM #116
Baron Obvious
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Yeah, but for some reason it won't let me place the indicator ON the lot, it stops right at the edge of the lot and won't go in.
Old 14th Jan 2011, 03:35 PM #117
simsample
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Ah, if that is a lot then just delete those neighbourhood water designators and place a lot based one from the buydebug spawners catalog. You can't place neighbourhood/ world objects on a lot because the world sees the lot as essentially being a 'null' area- i.e., it's not there!

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Old 14th Jan 2011, 08:03 PM #118
Baron Obvious
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Ah, okay. Haha, I'm learning a lot from you! Now how do I access that catalog? Nevermind, found out with a little googling.

Edit: How many spawners or designators do I need for a lot?
Do I need one per lot? One per body of water? Or as many as I should need around the edge of a body of water to cover any spot a Sim might start fishing on?
Last edited by Baron Obvious : 14th Jan 2011 at 08:36 PM.
Old 23rd Jan 2011, 03:31 AM #119
Rileyjcquinn
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Home Lots: Pritty Much is they want to fish just add the required spawners if they want to fish,
Sea use the fish spawners along the edge and then a salt water once a while or each fishing spot and use. Do the Same for Lakes

I have my world which could be used a good example world for viewing its called Gates Cove (HPWIP) found in creator objects

Experience a truly beautiful and unigue neighbourhoood http://gatescove.weebly.com
Old 23rd Jan 2011, 02:02 PM #120
simsample
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The water designators have a radius indicated by the white outline, so you should be able to see the area they affect from that.

Quote:
Originally Posted by Rileyjcquinn
use the fish spawners along the edge and then a salt water once a while or each fishing spot and use. Do the Same for Lakes

Don't forget that the water in the world will default to salt water unless a fresh water designator is placed.

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Old 23rd Jan 2011, 09:19 PM #121
Rileyjcquinn
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yes My Mistake,

Experience a truly beautiful and unigue neighbourhoood http://gatescove.weebly.com
Old 13th Mar 2011, 04:43 PM #122
pritzooo
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Hey how is this project going? Can i just say your create a world skills are amazing!!! ive never seen a pleasantview remake look so detailed/polished(terrain paints etc.) Hope your carrying on , cant wait for the release!
Old 14th Mar 2011, 06:27 AM #123
Baron Obvious
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Thanks for the feedback!

There hasn't been any work done on this in a while, actually. I haven't dropped the project, I just haven't had the time to get back to it. I go to school for graphic design, and I help run a local Belegarth (medieval fighting) group. I'll be finishing up school in a few weeks though, so maybe then I'll have time to work on the project, if I don't find a job soon. I can't make any guarantees though. Rest assured, this project WILL eventually be released, even if it takes on a sort of Duke Nukem Forever status.

Hm... Pleasantview Forever.

I think I like that title.
... Don't read into that, I just think its a neat name.
Old 14th Mar 2011, 08:28 AM #124
Weeaboo
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So that is the beta name of the download? :D
Old 14th Mar 2011, 09:07 AM #125
Baron Obvious
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Maaaybe...
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