In the Arena
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#1 Old 4th Aug 2011 at 5:19 PM
Default Something is overriding the roads resource? Help?
This is making me doubt myself. I know I did it once for France with that little road, but maybe it is a fluke.

I'm trying to edit the roads and intersections in the worlds, Bridgeport especially have a few disconnected roads (red dots). And I thought this would be a good visual litmus test to confirm fixes are applied and the world is fixed.


I added a new piece of road in Sunset Valley. But, as you can see, the changes appear in CAW when I reimport into a separate Roadtest.world (with just selected Road and World Texture resources imported - see blue arrow), but not in-game. I even verified that there are no DeltaBuild*.package that has this Resource (0x9063660E).
I tested in both save games and new games, with caches removed.

So, what is overriding this change? Halp, please!
Am I overlooking something?


And related to the intersections - is it mandatory for all roads to have intersections at road junctions? The WA worlds with their custom textures don't have intersections on most roads (if not all). Is this why Sims alight from scooters/bikes/vehicles and run a bit before getting in to continuing their journey? If they're not running everywhere, that is.
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#2 Old 4th Aug 2011 at 5:34 PM
AFAIK, intersections are mandatory. I put intersections -everywhere-. Drives me nuts when sims break their routing - I think they just missed doing so for the vacation worlds because it's not real obvious that they're disconnected unless you click on them - with the ones in the actual towns, you can tell as you get a crosswalk there.

Is it possible the resource is not overriding because it's present in the original world file (in this case, Sunset Valley's .world file)? Have you gone ahead and done all the thingies required to get it recognized as a different world?
In the Arena
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Original Poster
#3 Old 4th Aug 2011 at 5:47 PM
I didn't bother to change it to be recognized as a different world, actually.

Perhaps my steps are wrong? I did them all like this:
  1. create new world in CAW, following the "Editing premade" thread, ie largemap300 and height 300, lush. Then Save (call it say SVFixing.world).
  2. open SVFixing.world in s3pe, import Sunset Valley.world from GameData
  3. remove wpid, export the resources named as a backup
  4. save in S3PE under same name, close and exit S3PE
  5. open it back in caw, give the name, desc, and png and Save As SVFixed.world
  6. do all the things I want to change, save and close
  7. open SVFixed.world back in s3pe, export the named resources, close world
  8. open the original Sunset Valley.world in Gamedata path and import the named resources.
  9. save world and test
  10. but no profit?

The resources I exported and imported are:
  • 0x05CD4BB3 World Routing
  • 0x05DA8AF6 World boundaries
  • 0x9063660E World - Roads & Walkways
The Babel fish is a dead giveaway
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#4 Old 5th Aug 2011 at 9:46 PM
I did wonder whether this is cached in the static caches, but looking at them it doesn't appear so. I'm a bit baffled as to why this wouldn't work!

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In the Arena
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Original Poster
#5 Old 6th Aug 2011 at 12:02 AM
I think it is controlled by some resource - exporting to Sims3Pack and using EIG does make the new/edited roads appear. I just have to run down the list of changed resources that have their file size increase and identify the correct one. Hopefully that would do it. Just that there are many more than I expected. And I only changed 2 things!
The Babel fish is a dead giveaway
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#6 Old 6th Aug 2011 at 12:25 AM
Try QADPE- it can compare packages to tell you what's changed.
http://www.modthesims.info/showthread.php?t=358694
The option is in File> Compare.

If it won't read .world files, just rename them to .package.

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In the Arena
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Original Poster
#7 Old 6th Aug 2011 at 12:35 AM
I should've known Delphy would have a tool! And I forgot about this...thanks!
I did it the manual way - extract all resources and use a file sync/compare tool to tell me of file size/file content differences.

Now, I can have another tool confirm my findings.
In the Arena
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Original Poster
#8 Old 6th Aug 2011 at 2:05 PM
EUREKA!
It's in the DDS, and probably the road mesh model somewhere. I'm only about a quarter through the resources list, and so far the low detail DDS show the map view but the road disappears once you're at Sim level.

I'll have to repeat my steps and ensure I get 100% success rate, before this procedure can be confirmed.
Screenshots
The Babel fish is a dead giveaway
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#9 Old 10th Aug 2011 at 6:50 AM
Hooray! :D

So which resources did you have to export, exactly?

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In the Arena
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Original Poster
#10 Old 10th Aug 2011 at 7:05 AM
These 2 are the ones for the edited Roads - their textures and meshes.
  • 0x00B2D882 0x00000001 _IMG DDS Image
  • 0x01661233 0x00000002 MODL scene Object Model (aka Object Geometry)

I'm still trying to narrow down to a set that match the changes I made. But, I doubt this is possible as I don't relish hunting and pecking through @600 items to find the exacts spots where the changes were made. Not to mention I might miss out on some. So I just included the whole shebang. Which means, getting the Type and Group and ALL Instances of these 2 Resource Types have bloated the Resource files to @10MB.
The Babel fish is a dead giveaway
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#11 Old 12th Aug 2011 at 4:50 AM
Thanks for the info, we are getting to understand more about each of the resources in a world file (very slowly)!

It might be possible to use a 50% method ro narrow it down, just to reduce your fix filesize. Even if you could eliminate some resources, it might be worth a try. Time consuming, though!

Thinks- it would be possible to do elevation edits as well as road edits/routing edits, so it might be possible to completely edit, say, Sunset Valley, flatten some areas and make some inacessible bits routable, without having to start the 500-sim-week old legacy again!

I will choose a path that's clear- I will choose free will
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Please send me a message if you would like a SimsFileShare account, I can send you an invite!
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