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View Full Version : Transfering a real life map into a CAW hood, and other idiot questions


writerchick
26th Mar 2011, 7:25 AM
Let me begin by saying I'm not a techie person, so any responses should be written in "dummie." :-D

I've tried using CAW a couple of times, only to become frustrated because I can't figure out the frame of reference. It seems like I'm looking so closely at the ground that I have no idea where the edges of the world are, much less where on the world I'm trying to place a road or intersection or whatever. I've found the grid, but that still doesn't help if I don't know how many grid marks wide or high the map is.

Okay, so that's idiot issue number one.

Now for idiot issue number two:

I'm wanting to re-create in Sims version a very specific area, the Columbia Studios backlot (originally called "Columbia Ranch). It's where a lot of classic American TV shows and films were made, and features a lot of familiar homes and other sets.

I've found a blueprint of the ranch online (http://www.columbiaranch.net/map.html), which I could use as a template, but I have no idea HOW to translate the blueprint to the CAW map. So how would a techno-retard go about this?

Except for the berm areas at the top of the map and the mountains to the east and north of the horizon, the area is essentially flat. So how much of an issue would height mapping be?

I'm planning on simplifying the blueprint somewhat, since I don't really want a couple of Western or Colonial streets in the middle of my town, and other areas (like the water tank and such) might get translated into park areas, or more suburban neighborhoods. But, again, I have no idea how to take the blueprint and turn it into a series of roads for a world in CAW.

Idiot issue number 3:

Some of the lots for this hood would need to be odd shaped, given the way the roads wind through the area. When I've worked on a lot to be used for this hood, I've noticed that if you don't place the lot exactly against the road, then the patch of grass between the lot and the road isn't accessible by the player. (Meaning you can't have a sidewalk or stone terrain paint go all the way from the front door to the sidewalk, since there's a barrier where the actual lot ends.) How do you go about solving this problem? I mean, it's fine if you're dealing with a rectangular lot, but what happens if your lot is curved, for instance? Do you make the lot bigger than the actual intended lot, allowing the excess to run into the road? Or do you make it smaller than the area, and just have some of the front yard inaccessible?

Thanks in advance for any replies.

BenC0722
26th Mar 2011, 4:28 PM
I'm actually in the process of creating my third CAW project, and the first couple projects were bad. But I think I can help with some of things you asked about.

Issue 1:

Size is determined once you start creating a new world. When you click new, you have a choice to choose how tall the world can be. I've only tried 200 or 300, since I don't want to restrict myself with 100. As for horizontal size, that's determined by the size of the height map you chose. The options for world size are as follows:

Large: 2,048 x 2,048
Medium: 1,024 x 1,024
Small: 512 x 512
Tiny: 256 x 256

You can also create your own height map, but it must be in Grayscale, 16-bit, and PNG. Lighter colors mean a higher elevation.

Personally I wouldn't recommend any size below Medium, unless you have a very good reason for it. 512 x 512 and smaller is too restrictive for most purposes.

Issue 2:

I looked at the thing you hope to recreate. I've never actually been there, so I have a difficult time picturing how large or small it is. I suppose actual images would help. But I suspect that if you wanted to recreate that in TS3, you will need multiple lots which you will just have to place in just the right places.

Also, the only way to recreate it in CAW is to just place each road one by one, and make sure they line up the way to want them too. Everyone has to do that, regardless of technical proficiency.

Issue 3:

In TS3 anyway, all lots are rectangular. That's a technical limitation. However, there is a way around your problem: Terrain Paints. This will let you paint the terrain that isn't covered by any lot. It also changes the default terrain paint of a lot (when you use the "Erase Terrain Paint" tool in lot building). So here's what you do. In CAW, you use terrain paints to paint the curved area between the road and the lot. Make sure to cover the edge of the lot, and then a little bit more. Later, when you're editing that specific lot, use the matching terrain paint just enough for you to reach the area that you covered in CAW.

I hope that what I said makes sense and is helpful.

bellatrixclovis
26th Mar 2011, 6:57 PM
Hello WriterChick,

I would just add this: do a test project in CAW, especially if you feel it hard to get a good grasp on the dimensions of the world.

You could start with the largest and highest world possible, so 2048x2048, large flat map, with 300 for the height.

Then, based on the map you linked, try to put all those elements in your world. Since it's a 'test' world, you don't have to be very accurate in what you do. You just want to have a rough draft of your world.

If you need to put some mountains or hills, you can shape a first version, then export your world in game and test it with a sim. I know I tend to shape very big slopes, and I always have to scale them down in CAW. Once you have found a shape/height that suits you, you can 'take measures' to help you to shape it again later, in your final version. You can place objects (the obelisk is handy) and check their xyz coordinates in the property tab.

Convert your blueprint in CAW elements: how many lots? what size and type? The smallest lot size is 1x1 units (and not very usefull) and the largest is 64x64 units. The largest world is 2048x2048 units. A sidewalk is 2 units wide, a road is 12 units wide (2+4+4+2). A stretch of wall in game is 1(width)x4(height) unit.

When you feel you have practiced enough in this test world, and have a better idea of what you want to do and how, then you just have to start a new one afresh... and work a lot and be very patient ;)

Good luck with your project, the idea seems very nice.

writerchick
26th Mar 2011, 7:11 PM
BenCo722,

Thanks for the reply. First, the hood would be pretty big. If you click on the street names to the left of the blueprint at the above link, you'll see pictures of each street, along with all the buildings on it. Like I said, it's quite expansive, which would make it a good hood for the Sims. It's also quite varied, even without the Western and Colonial streets... *grin*

I'm not sure I'm following about the grayscale stuff. Do I have to create the heightmap in another program and then transfer it to CAW? Do I create it in CAW? If so, how do I do this?

Also, do I have to map the height of the terrain only, or do I also have to include skyscrapers or tall buildings? If there are tall hills off in the distance (i.e., just on the horizon, not intended to be playable or even viewable at the top of the hill), do these also have to be height-mapped, or are they some kind of horizon wallpaper? (Allow some clarification: the tall hills would be like the Eiffel Tower in the French hood in TS3; not something that's reachable or playable at all. Not even something that's really a part of the hood. Just a background decoration. Would something like that need to be heightmapped? If it's a backdrop, how do you add it to the vista?)

Am I understanding you that there's no way to create some kind of road overlay from my blueprint and then use that as a "tracing paper" to follow for creating roads? I just have to place them by hand and eye (and possibly graph paper)?

For the odd shaped lots/curving street issue, are you saying that I need to use terrain paints to camouflage the fact that the lot doesn't quite reach the road/sidewalk? That basically the house lot is a small box within the larger curved area? So only one small point of the house lot might actually touch the road (the part which curves closest to the house lot), while the rest is outside the bounds of the house lot? If this is the case, then the only way I can decorate that in-between section is in CAW, correct?

Sorry if I still sound like a complete moron, but this is kinda like learning Martian for me... :-D

writerchick
26th Mar 2011, 7:23 PM
Bellatrixclovis:

Your reply is very helpful! Thanks. Especially the parts where you gave me the dimensions of things, like the sidewalks. Though I must admit, if a sidewalk is two units wide, how can the smallest building lot be one unit wide? Is that for doghouses or something? (I'm half-joking, half-serious...) Is there a list somewhere which lists all the various lot sizes for rabbit holes and visitable lots?

So I just make a test world on the biggest map (maybe laying it out on graph paper, with a list of sizes for various lots at my side), and work from there. That seems very smart and manageable. (I was beginning to fear I was not technically-savvy enough to even think about attempting this. You've given me some confidence!)

Are streets always the same width? I ask because on my blueprint, some of the streets are pretty narrow (like alleyways, in some cases) and others are very broad. Is there any way to recreate this in TS3 in CAW, or are we stuck with one width for all streets?

Anyway, thanks again for your input. I'll keep the forum posted as to my progress... and will probably pester you all with even more dumb questions over time.

SharaRose
26th Mar 2011, 8:13 PM
You can paint the blueprint of your town in terrain paint.

Add a terrain paint layer in a distinguishable color, say red. Add a road and paint its exact width so you have a reference point.

Export the alpha to a graphics program. Using the road block as a reference for scale, trace your lots and roads on the alpha using your source blueprint, and then reimport it. You'll have a painted outline of your city on the ground as a guideline. Once all of your lots and roads are placed, delete that terrain layer.

See http://www.modthesims.info/showthread.php?t=430231 for the export/import process.

BenC0722
26th Mar 2011, 8:19 PM
Writerchick,

My reply may be a little long, but please read it all because I expect it will save time in the long run.

BenCo722,

I'm not sure I'm following about the grayscale stuff. Do I have to create the heightmap in another program and then transfer it to CAW? Do I create it in CAW? If so, how do I do this?


In retrospect, I'm not certain if I should have mentioned height maps right away, though it's something you will probably want to become familiar with later if you think you'll get serious about world building. It's something I consider to be intermediate level, and I get the impression that you're really new to CAW (nothing wrong with that...everyone was new once).

It's a PNG image file you would create in a program like GIMP (free) or Photoshop (costs a lot). The grayscale stuff was about what colors you'd use in the image. Black means the minimum elevation supported, white means the maximum elevation, and the shades of gray in between correspond to varying elevations in the world. Each pixel in the image would correspond with a tile.

For example, if you had an image that was all dark gray (so a low elevation but above sea level), you could paint a black line on it. Then after you import it, you would see a river where the black line was. Or if you make a black area along one of the edges, you will have a coast line.

Creating your own height map is NOT required. After you start a new world, CAW does have tools to alter the terrain afterward. So if the height map isn't perfect for your needs, that's fine because it's not set in stone. In fact, chances are you will end up using those tools countless times before you will feel satisfied with the result.

If you want to learn about height maps, you will probably want to try creating some new worlds with the included height maps (but not save them or add any objects). Then look at the actual height map images to see how the two compare. You'll see the lighter areas correspond with higher elevations. Then you can try making some of your own height maps. Trial using them to see the results of those.


Also, do I have to map the height of the terrain only, or do I also have to include skyscrapers or tall buildings? If there are tall hills off in the distance (i.e., just on the horizon, not intended to be playable or even viewable at the top of the hill), do these also have to be height-mapped, or are they some kind of horizon wallpaper?


Just the height of the terrain, or the "ground level." You don't have to worry about the height of buildings.

As far as far away objects, there's two ways. One, there are world objects you can place in CAW that are designed for this purpose. As I've never used them, I can't remember what they're called. But they are there. The other way is to build your town near the center of the map, but to place large objects (such as the Eiffel Tower) far away and near the edge of the map.


Am I understanding you that there's no way to create some kind of road overlay from my blueprint and then use that as a "tracing paper" to follow for creating roads? I just have to place them by hand and eye (and possibly graph paper)?


As far as I know, there's no way. Sorry. I wish there was a tool that could do that too. It would make certain things much easier.

But the fact you even have the map available puts you ahead, because it provides a guideline for a desired end result. With my current CAW project, I'm just running off of my imagination. I really have no idea what it'll look like in the end. Just what I want the world to include.


For the odd shaped lots/curving street issue, are you saying that I need to use terrain paints to camouflage the fact that the lot doesn't quite reach the road/sidewalk? That basically the house lot is a small box within the larger curved area? So only one small point of the house lot might actually touch the road (the part which curves closest to the house lot), while the rest is outside the bounds of the house lot? If this is the case, then the only way I can decorate that in-between section is in CAW, correct?


Yes, exactly.


Sorry if I still sound like a complete moron, but this is kinda like learning Martian for me... :-D

No worries. CAW isn't the most user friendly piece of software out there, but it starts to make sense as you use it more. When I first started using it, it didn't make much sense either. That's probably why my first world is so awful I don't dare make it public. I'm actually on my third CAW project, since the second one was still pretty bad (though much better than the first one).

There are two last things I will leave you with for now with regard to CAW.

First, it's about layers. Every object except roads belongs to a layer. This includes lots and the various decor. Decor includes, but isn't limited to trees, radio towers, and traffic lights/signs. But you should have multiple layers. I'm not sure how, but I know that having multiple layers improves performance. I happen to use layers to categorize different types of objects. Like, I'd have a "Residential" layer for every residential lot, a "Community" layer for community lots, a "Park" layer for parks, and so on. You don't have to categorize that way, it just helps me. But I do know you should have more than one.

The next issue is about routing and route fail. You've seen times when one Sim attempts to use an object in use by another Sim. The result is a route fail, since the route is blocked by another Sim. By default, Sims can walk anywhere in the world that's without water, including up to the very edge of the world. They can also climb hills no matter how steep they are, without any climbing equipment! Not very realistic. You will need to familiarize yourself with two types of non-routing paint.

There's Sims non-routing paint, which covers land where Sims will never walk on. This needs to be placed in areas where you don't want Sims to walk. This can include very steep cliffs, extremely dense woods, or anywhere you don't want them to walk. In CAW it appears bright blue, but don't worry because it won't show up that way in the game.

Then there's Camera non-routing paint. It appears bright yellow in CAW, but doesn't show up in the game that way. Not only are Sims unable to go in such areas, but the camera in game (not the CAW camera) won't be able to navigate beyond those areas. It's useful if you want to give the illusion that the world is part of a much larger landmass. Remember that unlike EIG mode, when playing the game proper, you can only view your world top down from one specific angle and distance. Anyway, you don't have to worry about Camera non routing paint until the world is very close to completion. In fact, the bright yellow can make it hard to work on edge areas.

There's one last thing about routing you need to know. Worlds have a routing map. It tells the game how Sims will travel from one place in the world to another. The good news is that you don't have to worry about compiling it. There's a command that makes it for you. The bad news is that it's not always automatic. But a new one is needed every time you build a lot, add Sims non-routing paint, add objects, etc. There's a command under the View menu that says "Rebuild Routing Data." You should run it before saving it if you are done for CAW for the day. At a minimum, you need to run it before exporting your world so it'll be playable.

Sorry for the long post, but I hope it helped you figure out CAW better.

BenC0722
26th Mar 2011, 8:25 PM
You can paint the blueprint of your town in terrain paint.

Add a terrain paint layer in a distinguishable color, say red. Add a road and paint its exact width so you have a reference point.

Export the alpha to a graphics program. Using the road block as a reference for scale, trace your lots and roads on the alpha using your source blueprint, and then reimport it. You'll have a painted outline of your city on the ground as a guideline. Once all of your lots and roads are placed, delete that terrain layer.

See http://www.modthesims.info/showthread.php?t=430231 for the export/import process.

Interesting idea. I can't believe I didn't think of that.

It may not help with the height map issue though. Maybe a work-around is to compare that to a height map, and make sure the heights match up?

SharaRose
26th Mar 2011, 8:34 PM
Interesting idea. I can't believe I didn't think of that.

It may not help with the height map issue though. Maybe a work-around is to compare that to a height map, and make sure the heights match up?I'd probably add the height map as a layer in the same file and lower the opacity of one layer to work on the other. That should help ensure the height map and terrain outlines fit together well, so long as there is enough "give" in the height map to account for smoothing between heights.

Split them back into two separate files, one a height map and one a terrain alpha, and then import each back into the game. It should be possible to make more elaborate cities with this sort of planning. At least, that's what I intend to try with my next one.

writerchick
26th Mar 2011, 10:24 PM
Oh, SharaRose, what a wonderful idea! Thanks so much. I'll definitely be trying this out!

writerchick
26th Mar 2011, 10:37 PM
My reply may be a little long, but please read it all because I expect it will save time in the long run.


Along with a basic tute I found, this was very helpful. And, yes... I read it all. *grin*

I feel like such a moumental dope, because I'd skimmed the EA .pdf for world creation and found it very unhelpful; it seemed like it was more, "Hey, you might want to keep x in mind while you're working," but it never said anything as specific as "push this button and do y"... so I was pretty lost. I'd even found another online tute a few weeks ago, wich wasn't any more helpful than the EA guide. So I was afraid that most of you doing CAW were just way more computer savvy and I couldn't hope to learn enough to be on your level.

But with everyone's encouragement here, I think this is looking like it's within my abilities, as long as I take my time and think about what I'm doing, and follow the guidance you all have offered. I'm really starting to get excited!

Thanks for being patient and explaining things thoroughly. It really does help and is greatly appreciated. :-)

simsample
30th Mar 2011, 5:35 PM
Some great tips in this thread! :D

The bit I always find hardest is getting a sense of scale, so I find placing a temporary lot with a rabbithole on it can bring it into perspective and allow you to see where you want things, and how big.

bellatrixclovis
30th Mar 2011, 8:08 PM
The bit I always find hardest is getting a sense of scale, so I find placing a temporary lot with a rabbithole on it can bring it into perspective and allow you to see where you want things, and how big.
On the same idea, I once bulldozed the big park in Sunset Valley, and placed the 'Arc de Triomphe' there. Just to have an idea on the scale of this thing in a well-known world. Well, it is just... HUGE. Yet, in CAW, especially in a large world and from a more distant point of view, the Arc can look a bit small.

Now, whenever I have some doubts about the scale of what I'm doing in CAW, I put an Arc. Usually, I have the instant confirmation that my last x-hours long work is too big. Rewind and do it again! :)