Author Topic: The Diary of World-Builder - Cypress Lakes  (Read 109079 times)

Chuckles_82

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The Diary of World-Builder - Cypress Lakes
« on: June 09, 2012, 08:17:36 AM »
Prologue

Hi everyone! This is where I will tell the story of the creation of my third custom world in CAW - what I've done each week, what I had to do to get here, problems I run into, research I've done, that kind of thing. It might be helpful for anyone embarking on building a world, or maybe just interesting for some. I won't always have time to work on it - I have a baby due in less than a week, but I want to finish by the end of the year.

I've been busy playing challenge files all year sofar, and have not felt incredibly creative. Until playing Union Cove. After several weeks in Union Cove, I've felt inspired to once again build my own world. My first world, Summerset Isle, was incomplete in a few ways - some information didn't export correctly, and most importantly, I didn't populate it. I didn't intend to, actually, because I wasn't ready to start messing with mods again (since sims 2), as it can be a lot of work. 

My main hope is that if my world is good enough, is that it will run for people on low-end computers, and that someone - whoever is in charge when it is finished - will approve it for use in challenges.

My Main Ideas

- be as small as possible
- have minimal decoration whilst still being beautiful
- have at least 10 businesses (available for purchase for dynasties - there are more than enough properties to not need to worry)
- have all the requirements so sims can complete all relevant skill challenges
- contain all different necessary community lots available (there are not many unnecessary ones - though I think 'small park' is one of them)
- contain minimal spawners*
- have the exact number of houses required to house a population of minimal size without the game needing to move in extra sims at the start
- have a similar number of empty houses - both starters and above - compared with EA worlds
- have a similar type of population as Union Cove - sims will have some of the appropriate skills and traits for their LTWs and jobs (very few in EA worlds do)
- have all necessary skilling objects that are already availabe in community lots in EA worlds
- provide moodlets comparable to EA worlds and Union Cove so as to provide no additional advantage to using this world
- have enough different sized empty lots for players to build on
- have no store content (except maybe for the pet store register - I may make that available as an optional extra yet)

Spawners

The research for this project essentially started a while back when I started to create a base-game only world. At that point I had already worked out the minimal number of spawners required from the base game for all the different spawners. There is quite a lot of overlap across the base-game spawners, so rather than having one of every kind, only a few are needed to cover all spawns. *The thing that I am not sure on yet, is whether these will be enough to also spawn all the small animals that come with Pets. Special pet spawners are not available, nor needed, because the pets will spawn where the other spawners are (except for fish I suppose!). So once I get to my preliminary testing stage, that is something I will be checking on, and may need to add more.

Adding sims and using Mods


More recently, before I got to far with the project, I thought I had better find out exactly how to populate the world, and when. I've done my preliminary research, though any useful feedback about this will always be appreciated! It will be an ongoing learning process; one which I won't need to focus on too much now until my world is nearly done. Whilst I was looking into this I've also found a way to test the routing with mods (though I'm not sure exactly which one of two yet).

While I was looking up how to do some things, I found some interesting information from someone who is a world tester, and what testers will be looking for in a world. That was an interesting and useful read - it will help me to add polish to my world.

Rabbit Holes

Shells are a great way to hide 'ugly' rabbit holes in basements, and cram things into smaller lots, but it doesn't make for very smooth game-play. For one, it takes sims longer to go down stairs or an elevator to get to work. For another, sometimes the doors don't all fit on the lot, and sims can get stuck, causing lag - exactly what I am trying to avoid. So I decided that all of my rabbit holes will be above ground this time.

Another important thing with rabbit holes is that some of them are part of photography collections. I wrote down all the different rabbit holes that are available. I highlighted those that are part of a photography collection, and made sure to avoid using ones that don't register on the camera.

Then I marked off all the ones that are Businesses (vs Properties). I figured that for at least the purposes of our forum dynasties, there needed to be at least 10 in total. I then worked out which different rabbit holes could be combined to leave me with a total of 10 businesses for purchase.

I wrote down all the other different types of community lots that I would need.

Initally I was going to make a minimum sized lot to fit each rabbit hole on - with minimum space between lots; after all, it needs to fit in a small world. I calculated what buildings to put where on either side of my main street, and plopped them all down to see how it would go. It was cramped. It would make gameplay difficult with all those buildings looming up directly either side of the street.

So, after recalculation, I allowed a few squares at the road-side of each lot to move the buildings back from the street and open it up more. Then I added a second footpath alongside the road, with cyprus trees placed intermittently - similar to the main street of Appaloosa Plains. That has opened up my main street and made it quite pretty. I also left more room between each lot, and a footpath between them.

Landscape


I have chosen to make it Hidden-Springs-green (I extracted the textures using S3PE), with the Hidden Springs highway road, and Hidden Springs town pavement. For the time-being I have left the world flat and unaltered. I would like the centre of town to be flat anyway, and lots can still be moved around without causing any problems. That way I can get the layout just right. I did the first couple of blocks either side of the main street on paper - but there's only so much of a town that you can sketch out on paper - and lots of room for error on paper. The grid on the map is much easier to organise things. Once the centre of town is in, I can build the landscape up around it.

Lots

Because I'm placing rabbit holes above ground this time, and using the right sized lots, I'll need to create more of my own community lots for those. For some of the others I'll be re-using and improving on lots I've already created for Summerset Isle - thus maintaining my minimalist approach.

Today - 09/06/2012

Today I got my main street set up. I have created 3 lots today:

Wolfson's Hospital and Research Facility
Medical and Science (AP)



I didn't see any need to reinvent the wheel with this one - it is mostly a recolour and trim-down of it's AP counterpart

Appaloosa Plains Civic Centre
Police, Military, Town Hall


Steve's Business Complex and Restaurant (BP)
Business and Bistro


I may yet fill in some of the grass areas on these lots - but I'm thinking of doing that with similar paving to that of the footpath. In order to do that I'm going to try to use the IMG resource somehow in CAP.

And that's it for today. Tomorrow I'll move onto the other side of the street, where I also still need to rearrange my trees (getting them evenly spaced and NOT blocking an entryway was tricky)



Chuckles_82

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #1 on: June 09, 2012, 08:36:00 AM »
Useful Research and Resources

This is just my own personal list of pages that I have found helpful or used while researching my world. (I'll add more as I go)

A note about reducing lag and increasing performance: http://www.twitlonger.com/show/g70enl

Using distant terrain: http://cawtool.wikia.com/wiki/Aligning_Distant_Terrain

Rabbit Hole Sizes (updated for Sunlit Tides): http://customsims3.com/forums/thread-101.html

Extracting in-game terrain textures for use in CAW: http://www.modthesims.info/showthread.php?t=384197&highlight=converting+CAW+terrain+textures+into+in+game+lot+paint

Fixing tears on lot edges and roads http://krrank.blogspot.com.au/2012/08/sculpting-placing-lots-on-uneven-ground.html#more

How to paint a mountain: http://krrank.blogspot.com.au/2012/04/sculpting-mountains.html

How to create underwater lots and dock ports http://forum.thesims3.com/jforum/posts/list/453178.page (I think DeLouche posted this in another thread)

Actually, there is a lot of stuff at Krrank's blogspot. I'd reccommend having a read if you are building a world. It's concise, yet informative, so you won't have to read slabs of information.

House Numbering: http://en.wikipedia.org/wiki/House_numbering

Street Name Ideas: http://forum.thesims3.com/jforum/posts/list/382219.page

Deleting the _KEY resouce to fix the brown yuck (and other uses for S3PE in CAW): http://www.den.simlogical.com/denforum/index.php?topic=1264.msg8573#msg8573
moved to here http://www.den.simlogical.com/denforum/index.php?topic=1264.msg8573#msg8573

Fine tuning your world: http://159.153.106.21/jforum/posts/list/307258.page.

This is the thread for a world over at the official forum. I can see that there has been extensive play-testing done - and find that reading about the errors people have found in other worlds can help you to be aware of problems you might encounter in your own. I'm sure that there are plenty of others to read also, but this is one I found whilst researching the spiral staircase problem. Fingers crossed that we get a fix sometime soon.

Photoshop your land masses! http://customsims3.com/forums/thread-292.html
I was so excited when I read this thread. I'm no guru with photoshop, and no artist exactly, but imagine what you could do! I'm sure that there must be a way to apply this same procedure to terrain painting - it would certainly explain how SSV has very detailed painting that is simply not possible in CAW!

Chunks: http://customsims3.com/forums/thread-474-page-2.html

Why we limit terrain paint: http://customsims3.com/forums/thread-89.html

Creating a custom flyover: http://cawtool.wikia.com/wiki/Creating_an_Initial_Flyover

Find Routing issues quickly: http://sims3newyork.blogspot.com.au/2011/09/twallan-comes-through-yet-again.html

Cleaning up your world before export: http://www.carls-sims-3-guide.com/forum/index.php/topic,10971.msg263501.html#msg263501

How to use seasonal lot markers: http://forum.thesims3.com/jforum/posts/list/604761.page

How to use the piers from Lucky Palms http://forum.thesims3.com/jforum/posts/list/15/555274.page
Third post down - it's not very informative, but it's the most I could find, and it gives you a starting point.

Recolouring Objects for CAW: http://customsims3.com/forums/thread-1745.html
It's not the original post, but it may still help

EA World Textures: http://forum.thesims3.com/jforum/posts/list/181739.page

Problems with invisible water: http://modthesims.info/showthread.php?t=428734

Cleaning up the global layer (experimental): http://www.modthesims.info/showthread.php?t=473791

How to make sure CC doesn't piggy-back onto your world, and why you don't want it to: http://ts3cc.forumotion.ca/t610-tutorial-how-to-make-sure-cc-doesn-t-piggyback-in-on-your-world



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loveSims

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #2 on: June 09, 2012, 09:21:12 AM »
It look awesome Chuckles! I will follow this for sure. :)

Offline Simboy134

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #3 on: June 09, 2012, 10:00:54 AM »
Looks amazing chuckles definitely be reading this for sure
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Offline Gogowars329

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #4 on: June 26, 2012, 04:44:45 AM »
This is looking really good Chuckles!
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Chuckles_82

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #5 on: August 29, 2012, 03:58:54 AM »
Progress 29/08/2012

Well, last night and today I finally got back to working on my world. First I'll share with you one very important lesson: Distant terrain is only available for large maps. There is no distant terrain for tiny, small or medium worlds. Which means the edges of your land-locked small world will probably look silly. This is a real kink in my plans for Cypress Lakes, which was supposed to be surrounded by mountains. For now I'm going with really tall mountains surrounding it, and hoping for the best.

The layout of my town underwent a major layout redesign. I was going to try and rearrange things to fit them more neatly into chunks (the areas CAW divides a map into), but ended up doing something different again. I have also opted to go for standard sized lots where possible so that the world is nearly fully customisable.

Smack in the middle of my map is now where my Civic Centre sits. A few of you may recognise the basic idea that inspired this design:



For anyone interested, there is a tutorial at MTS listed above in which you would be able to extract the in-game terrain texture of 'mowed lawn'. That particular lawn was not green enough for my liking, so I've fashioned my own. By using a square paint brush of size 1 and an opacity of 15, I painted straight lines over the top of my base colour. I used the 'blue green grass' from Hidden Springs over the top of 'base grass' from Hidden Springs.

The Business/Bistro also underwent some minor changes, and is now on a more even sized lot. I removed a lot of the plants because I felt that I had too many plant types and overall objects on this lot. I swapped out the clover plants for clover paint. The parking spaces will go back in shortly - I just needed to save the game's tarmac paint pattern so I've got a better matching colour.



I put in the theatre, and have only added minimal detail at this stage - I may add a few things to spruce it up a little, but overall am trying to keep things simple - sticking with my main goal of 'easy to load'.



I did some sculpting - built up some mountains around the edges of my world, and put in the lakes - both of which will undergo changes until the town is completely built and all lots are placed. In one end of my lake is a nice little surprise :)



There is plently of painting and what not to be done still, but that will wait until my lots are in place. I don't really intend on painting the centre of town much, so that won't be a problem.

Most lots are in place now - I'm just doing some research into what the showtime lots need in order to work. I'm thinking that I will use and possibly customise Flying V's, but the rest of the showtime lots I will build myself. I may have to play through the Showtime careers in order to work out if I actually need all of the lots. I might try and get away with taking out a couple if I can.

EDIT: After scanning the Showtime board, I've discovered that I do indeed need all five lots. Now to check out Starlight Shores and see if the Stadium/Big Show Venue registers on the camera as a Stadium :)

I'll still be trying to keep most lots on the small side, but will be sticking mostly to standard sizes. Currently I'm working on extracting textures from EA worlds for some dirt paths. I can't seem to find that tutorial again, so I'll wing it for now until I find it again.

Offline Ausette

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #6 on: August 29, 2012, 04:22:03 AM »
This is awesome, Chuckles!  ;D I don't know how I missed this thread when you first posted. I love the idea of a small-as-possible world, and it looks great so far - very sweet and simple.

Currently I'm working on extracting textures from EA worlds for some dirt paths. I can't seem to find that tutorial again, so I'll wing it for now until I find it again.

Auntielynds on the the official Sims 3 forum has a page here with links to heaps of extracted and custom textures that you can download. I've found it very useful.  :)



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Offline Gogowars329

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #7 on: August 29, 2012, 04:24:10 AM »
It's looking pretty cool so far Chuckles. Can't wait to see more.
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Offline DeLouche

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #8 on: August 29, 2012, 04:37:15 AM »
This looks great! I thought Summerset Isle was stunning, really looking forward to seeing what you do with this! Love your use of terrain paints, they work really well.

Not important, but, why did you choose to post here instead of the CAW board?

Chuckles_82

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #9 on: August 29, 2012, 05:03:07 AM »
Thanks Ausette :) Ah excellent! This looks like an updated version of a thread I have visited many times. Specifically I was looking for an opacity map, but she's got those too now. Even updated for Sunlit Tides!

DeLouche, I decided to post it here because it was supposed to be more of a diary/blog type thing rather than showcasing my world.


I had some exciting ideas for some sim households today. Hint: they will suit the theme that some of my landmarks are modelled after. I'm going to put a lot of my 'personality' into the different sims, their relationships, traits and skills; so certain famous personalities will appear the way I see them.

Offline DeLouche

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #10 on: August 29, 2012, 07:32:46 AM »
Ooops, I've totally diarised all over the CAW thread  :-[

Thanks v much for the list of links, those are really helpful.

Looking forward to seeing the next updates, I'm intrigued by the sound of your sim-families :) I'm afraid I don't recognise any landmarks in your world, would you mind giving some clues (when the world is completed)?

About the distant terrain - I think what you've done with the mountains is great. Do you think it'd be possible to put in a distant terrain and lower it slightly (using the co-ordinates box), so the the edges of it aren't visible behind the mountains? I always assumed the mountains hid the edges of the distance terrain, no matter what size the map, but obviously I was wrong - I haven't used it much myself... 

Chuckles_82

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #11 on: August 29, 2012, 08:01:41 AM »
It's been on my mind to try that actually. But since I've got a Hidden Springs colour theme, I need to work out how to get the Hidden Springs Distant terrain into CAW, and where to get it from. I figured that I might be able to place one and have at least one corner of the world covered. Or even place two at opposite corners of the world, and have them overlap. I honestly have no idea how/if that will work out yet.

As far as my landmarks, when I said 'a few' I meant very few. I'd really only expect our Aussie forum members to get it. And even then, perhaps not many of them. They're not exactly replicas either - more just a basis for the idea. The Civic Centre is based on the idea of Capitol Hill, and the fountain in the lake is like Lake Burley Griffin.

Offline Simboy134

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #12 on: August 29, 2012, 08:36:19 AM »
This looks amazing Chuckles, I really like Hidden spring's colour themes.
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Offline Schipperke

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #13 on: August 29, 2012, 08:43:51 AM »
I don't know how I missed this before - it's just beautiful!  Looking forward to seeing more.
 
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Frey

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #14 on: August 29, 2012, 08:49:17 AM »
It looks great Chuckles! I love the idea of making it Dynasties-appropriate, and I really admire how much research you have done for this!

What's exactly Distant terrain anyways? I've seen it in CAW but haven't used it yet since I don't really understand what it does and how to use it.

I love the idea of the City Hall being on that hill, it looks so sweet!

 

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