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Lab Assistant
#26 Old 16th May 2013 at 10:31 PM
Default Distant Terrain
Two questions:

Can you embed a custom distant terrain package in such a way that it comes with your world export?

If so how?

If the answer is no, you can't embed/include any custom packages during export then is there a post someone could link that outlines the proper steps for exporting a world that should include custom content such as the distant terrain? Do you simply just link it along with the user created world when sharing/publishing?


Steps tried:
I created a Distant Terrain (DT) using Blender and the many addons and tools found from this site.
I place the DT package in my CAW custom content framework.
When I edit the world the Distant Terrain shows.

To have this show in an actual game, I need to place that Distant Terrain in my Sims 3 Package Framework.

I've used the paths shown for CAW .ini file embed/includes in this discussion post when exporting but those don't seem to allow inclusion for packages.
Field Researcher
#27 Old 4th Jun 2014 at 6:03 AM
Quote:
Originally Posted by simsample
I had some information from atavera (a.k.a atavera (retired)) pertaining to CAW.

More information about hidden features in CAW here: http://www.modthesims.info/showthread.php?t=468279

It seems that CAW is set up to automatically package certain resources into the world file on export to Sims3Pack. Those resources are as follows:


Documents \Electronic Arts \The Sims 3 Create A World Tool \UserToolData \Worlds \[worldname]\ Config\
World.ini 0x3EC0CF0CC4A6540F 0x00000000 0x1F886EAD
CameraFlyThroughPath.ini 0x7886A7F59355762F 0x00000000 0x1F886EAD
Sea.ini 0xD89F9D186B7BB372 0x00000000 0x1F886EAD
SkyCommon.ini 0x5E20253AF53E517F 0x00000000 0x1F886EAD
LightingCommon.ini 0x5E4F8E7B226066CA 0x00000000 0x1F886EAD

WorldEnvtIni_Clear.ini 0x967BC6C3B3808C00 0x00000000 0x1F886EAD
WorldEnvtIni_PartlyCloudy.ini 0x560C0FD7012DA7F3 0x00000000 0x1F886EAD
WorldEnvtIni_Overcast.ini 0x8DEA7AE7631A026A 0x00000000 0x1F886EAD
WorldEnvtIni_Stormy.ini 0x2C02B3532B64EB49 0x00000000 0x1F886EAD
WorldEnvtIni_Special.ini 0xFE1F6A95A24A604A 0x00000000 0x1F886EAD

WorldEnvt_Clear.dds 0x7529C26EE8E2A9E6 0x0076A684 0x00B2D882
WorldEnvt_PartlyCloudy.dds 0xECCBBCB773C02131 0x0076A684 0x00B2D882
WorldEnvt_Overcast.dds 0xF0A86F660985BF20 0x0076A684 0x00B2D882
WorldEnvt_Stormy.dds 0xE422CDDE7FE1F25F 0x0076A684 0x00B2D882
WorldEnvt_Special.dds 0x28C841C9462BCDE0 0x0076A684 0x00B2D882

Sky_Sun.dds 0x4261039931560B4F 0x00000000 0x00B2D882
Sky_SunHalo.dds 0x51EAD515780CFC7D 0x00000000 0x00B2D882
CloudNoiseBase.dds 0xDAA22EF57F391561 0x00000000 0x00B2D882
terrain_detail.dds 0xE65DA8A3892F387C 0x00000000 0x00B2D882

Documents \Electronic Arts \The Sims 3 Create A World Tool \UserToolData \Worlds \[worldname]\
CharacterImport.xml 0xE51DF1C5C044A949 0x00000000 0x0333406C

Some of those resources are familiar to us, from this thread, and the CharacterImport file is something we want to know more about. The Sky_Sun.dds, Sky_SunHalo.dds and CloudNoiseBase.dds are present in the FullBuild0.package but not present in the EA worlds, and terrain_detail.dds is an unfamiliar resource to me (anyone have any clues?).



So, if you put any of these resources in the correct folder, they will be included in your exported world.
I've tested it with the sea/ sky parameters, flythrough and colour ramp files (first 15 resources listed) and it seems to work a treat.


To have this work, put the files into the location specified:

Documents \Electronic Arts \The Sims 3 Create A World Tool \UserToolData \Worlds \[worldname]\
For the Character Import file;

Documents \Electronic Arts \The Sims 3 Create A World Tool \UserToolData \Worlds \[worldname]\ Config\
For all of the other resources.


Note: All files must have the proper name of the resource, not the hash. This means naming them WorldEnvtIni_Clear.ini, WorldEnvt_Clear.dds, CharacterImport.xml etc.

We don't really understand the character import file, The Sky_Sun.dds, Sky_SunHalo.dds, CloudNoiseBase.dds and terrain_detail.dds, but the weather parameters are old friends now so you might like to test this with those.

For users of 'SuperCAW': SuperCAW has been modified to import any resource placed in Documents \Electronic Arts \The Sims 3 Create A World Tool \UserToolData \Worlds \[worldname]\ Extra. These files should be in S3PE extracted resource naming convention (for example, S3_1F886EAD_00000000_5E20253AF53E517F%%+_INI.ini).

Please post here any findings and discussion related to this discovery, and thank you to atavera for sharing and developing this.


I know this is an old post/thread, but I am new to all this and really interested in having the Sunlit Tides .ini files in the world I'm currently working on - and for them to stay there!!! So, I've used the S3PE way discussed in the other thread, but I'm REALLY confused how to get them into my CAW world files! I don't have a 'config' folder...so I created one, but what files do I need to place in this folder? I'm really at a loss! (And computer-illiterate!!!) So, specific direction would be a BIG help! Thanks!!!

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Top Secret Researcher
#28 Old 7th Jun 2014 at 4:01 AM
Quote:
Originally Posted by jbeach34
I know this is an old post/thread, but I am new to all this and really interested in having the Sunlit Tides .ini files in the world I'm currently working on - and for them to stay there!!! So, I've used the S3PE way discussed in the other thread, but I'm REALLY confused how to get them into my CAW world files! I don't have a 'config' folder...so I created one, but what files do I need to place in this folder? I'm really at a loss! (And computer-illiterate!!!) So, specific direction would be a BIG help! Thanks!!!

I got your email, but I'll answer this part here right now in case someone else may benefit from it.

Yes, you just create the Config folder yourself.

Now, you have your ST files in a folder somewhere, right? In the folder, the first file is named S3_00B2D882_0076A684_7529C26EE8E2A9E6%%+_IMG which we know is the color ramp for clear weather.

Unfortunately, we can't just put these in the Config folder, they have to be renamed for CAW to recognize them. So find this file reference in Simsample's list at the top of this thread. It's at the top of the third grouping in that list, and it's preceded by what the file needs to be named in the Config folder: WorldEnvt_Clear

So just rename the file that ends in 9E6 to WorldEnvt_Clear and put it in your config folder in CAW, and follow the same procedure to find what the rest of the ST files need to be named as well. When renamed and placed in the Config folder in your world folder, the colors will now display in CAW, and will also automatically export with your world.
Screenshots
Field Researcher
#29 Old 7th Jun 2014 at 7:04 PM
Quote:
Originally Posted by Margaret Pendragon
I got your email, but I'll answer this part here right now in case someone else may benefit from it.

Yes, you just create the Config folder yourself.

Now, you have your ST files in a folder somewhere, right? In the folder, the first file is named S3_00B2D882_0076A684_7529C26EE8E2A9E6%%+_IMG which we know is the color ramp for clear weather.

Unfortunately, we can't just put these in the Config folder, they have to be renamed for CAW to recognize them. So find this file reference in Simsample's list at the top of this thread. It's at the top of the third grouping in that list, and it's preceded by what the file needs to be named in the Config folder: WorldEnvt_Clear

So just rename the file that ends in 9E6 to WorldEnvt_Clear and put it in your config folder in CAW, and follow the same procedure to find what the rest of the ST files need to be named as well. When renamed and placed in the Config folder in your world folder, the colors will now display in CAW, and will also automatically export with your world.


And the fog lifts!
Thanks Misty!!! Very clear and concise!

Whatever you do, do it ALL for the glory of God. 1 Corinthians 10:31
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Field Researcher
#30 Old 20th Dec 2015 at 10:36 AM
I have been experimenting with color ramps and I thought this would be so handy. I have been trying to get this to work for a while now but the changes never show up on caw. Here is what I have been doing:

I got super caw version made for 1.19, so I made a folder called Extras in Documents/Electronic Arts/Create a world/user tool data/worlds/my world.

I downloaded Bridgeport files from here, modified all the images and corresponding ini files, and put them in the extras folder. I started caw and opened my world but caw didn't read them.

I closed caw, added the images and inis to the world file itself with s3pe, restarted caw, and now they showed up. I made new changes to the color ramps, put the files to Extras folder, restarted caw but the changes didn't show up.

What am I missing?
Mean, mean stride
retired moderator
Original Poster
#31 Old 20th Dec 2015 at 12:54 PM
@gelis Can you please show a screenshot of the contents of Documents/Electronic Arts/Create a world/user tool data/worlds/my world?

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Field Researcher
#32 Old 20th Dec 2015 at 5:42 PM Last edited by gelis : 20th Dec 2015 at 6:18 PM.
@simsample

Certainly! http://i1129.photobucket.com/albums...zpsuiugkwmf.jpg

Thanks simsample!

Edit:

I tried again, I put with three color ramps in the Extras : http://i1129.photobucket.com/albums...zpsieeoyeaa.jpg

Now caw wants to crash every time I go to Time of the day Tool in Caw. It gives me this http://i1129.photobucket.com/albums...zpsqe9ykjkl.jpg

Sometimes the value seems to keep changing, sometimes it is 6 in that error.
Mean, mean stride
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Original Poster
#33 Old 20th Dec 2015 at 6:37 PM
Just to check, it works okay without anything in the extras folder? What file format are those IMG files in the extras folder? Does it work if you download some of the ini files and colour ramps from this post and put them in to the extras folder unmodified?

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Field Researcher
#34 Old 21st Dec 2015 at 1:48 AM Last edited by gelis : 21st Dec 2015 at 3:08 AM.
IMG are dds, exported with s3pe.

The time of the day tool seem to work properly on world files that haven't been modified in s3pe. I noticed if I open SunsetValleyLite and play with the tool there first, and then open my world, Time of the day tool is less likely to crash, with stuff in the Extras folder or not.

I just put your Jericho files (all of them at once) in the extras folder and they worked! So can I now just start editing them without having to close Caw or my world at all?

Edit:

I haven't been able to get the caw show modified files that were added to the Extra folder since I copied your Jericho files.

Also, the time of the day tool is really moody. It doesn't crash in the sunset valley file but sometimes it won't change the weather when the slider is moved. Reopening the world often helps. However, the tool loves to crash in my own world files especially if I have added inis or imgs previously with s3pe.
Mean, mean stride
retired moderator
Original Poster
#35 Old 21st Dec 2015 at 11:37 AM
Have you tried clearing the CAW Caches? Clear game caches too.
http://www.modthesims.info/showthread.php?t=441595

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Field Researcher
#36 Old 22nd Dec 2015 at 4:32 AM
I tried and it made no difference. Time of the day tool still likes to crash if the files have been changed in the Extra folder. I can retry it without exiting caw. I wonder is it because I installled super caw from .exe. My game version is 1.67, caw 1.19 and super caw was 1.63 and up
Mean, mean stride
retired moderator
Original Poster
#37 Old 22nd Dec 2015 at 8:31 AM
Could be; I don't know of a later SuperCAW than that one. I wonder if anyone else is experiencing this issue?

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staff: administrator
#38 Old 24th Dec 2015 at 5:08 PM
It's been awhile since I tried it (I usually only open superCAW to place effects/objects not otherwise available and then switch back) but time of day has always been buggy for me in superCAW. Crashes the tool whereas it works fine in regular CAW. And that's without a config/extras folder.

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Field Researcher
#39 Old 25th Dec 2015 at 1:32 AM Last edited by gelis : 25th Dec 2015 at 11:21 AM.
You can switch between super caw and regular without having to uninstall super caw first?

Edit:

I have now been using the regular caw for creating climate and the time of the day tool is still as buggy.
Mean, mean stride
retired moderator
Original Poster
#40 Old 27th Dec 2015 at 6:39 PM
Quote:
Originally Posted by gelis
You can switch between super caw and regular without having to uninstall super caw first?

Yes, it's just the executable that is changed, so switch between using the compiled SuperCAW executable and your original CAW executable.

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