View Full Version : Terrain issues
20th Aug 2007, 3:56 AM
I have been trying to package a house for the past 2 days but when I reinstall it with clean installer, half of the terrains are always missing. They never got packaged to begin with as they seem to be part of the base default terrain layers that make the lot. i.e. those areas that I did not paint.
I tried adding back all my terrains to the download folder and deleting the terrains not in use, but it appears the missing terrains are among those.
Right now, the only thing that works is my deleting each terrain file from the terrain list in the game - one by freaking one - then exiting to the neighborhood, and then entering the lot again to see how it affected the lot or if there are various graphic artifacts to indicate it's one of the missing. In which case, I have to exit the game and add it back to my download folder, rinse and repeat with 190 files to go through. I will never see the end of it.
Is there any other way of finding out which terrains form the default layers of the lot, via Simpe or any other tool or any other way of identifying the missing terrains?
I have attached an example.
I have all the main expansions
20th Aug 2007, 4:58 AM
Normally, terrain paints from the base game don't cause problems coz they're present anyway.
As for the terrain problem, I think it said it's partially solved in /OFB patch. But this, I'm unsure... I don't use terrain paints or click on the terrain paint section at all until at least a working backup of a given lot has been made . (so, I can always go back.)
May use simpe or other tools to open terrain paint files to scan away those which won't be used in a given lot before any application.
Before clicking to the terrain paint section, may use a dummy lot to check in-game to see those custom ones are wanted.
I'm unsure if there is a way to solve the after-events yet.
But if you link the lot in question, I may use it for experiments.
20th Aug 2007, 9:09 PM
Sorry, I need to clarify. The missing paints are not from maxis. It seems 5-6 random layers of custom paints from my download folder got applied to the lot (without my ever clicking on them) when I was doing terrain elevation and lowering type manipulations. I started the lot from scratch so I don't understand how this is happening or why the game doesn't pick these textures when packaging it. The only thing I can think of is that when I was testing the routing with a Sim, the neighborhood went from Summer to Fall so some colors changed.
As for after events, you're absolutely right, of course. It's only when searching for similar probs in the forum yesterday, I realized I should have cleared my download folder of any custom terrains beforehand...so it's too late for me now.
I can't link the lot because it's built with some custom content included. I figure at this point there is no need to continue with the packaging since I may have to buldoze the whole thing due to that terrain 'glitch'. Oh well. In any case thanks for replying.
21st Aug 2007, 6:28 AM
The linked lot copy I asked for can be just an lot file without any custom content.
For info references from a sticky of this forum,
22nd Aug 2007, 12:36 AM
Thanks for the link, Niol.
Seeing posts 59 and 61, I have exactly the same problems described by Corvidophile2:
- phantom texture and blue flashing behaviour in relation to the first alphanumerical terrain
- terrain spread in square pixels and pixelated when try to delete one of the unused texture
- when I placed the lot 1x, the terrain turned into sand and looked like that for the whole neighborhood from inside the lot.
Don't know if you'll be able to test it like that but I've deleted the CC from the package and attached it as requested. I thought I could solve the problems by painting over the custom terrains with a maxis terrain and then ctrl over all terrain from the lot, but from what I read in the thread, this doesn't do it. So I guess the only *positive* news is that - maybe, just maybe - I can salvage the lot if I can find all the phantom textures applied to the terrain by testing all of them, one by one. At a rate of 5-10 a day I could be done by next Spring...thank you Maxis, for making me re-discovering Religion, for I now believe in Hell
22nd Aug 2007, 5:18 AM
What I'm hitting at for the lot terrain paint thingy is to see if the terrain paint references can be erased or zeroised or replaced by plain lot terrain references to get rid of all the terrain paint references. Surely, even if this approach works, the terrain paint work has to be redone until a way to locate the specific references of irrelevant terrain paints that can be located by the users themselves or helper-modders is found or even a programme to read the terrain paint references in a lot file for viewing, adding, removing, etc.
So, thanks for your instance for my little testings. :)
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