Author Topic: The Diary of World-Builder - Cypress Lakes  (Read 109125 times)

Chuckles_82

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #135 on: November 26, 2012, 05:21:02 PM »
27/11/2012

Thank you Saltpastillen and Gogo - I did decide that I liked it that way better too.


I learnt something very helpful for keeping world size down today, courtessy of Twallan.

Is errortrap useful for play-testing new worlds? What kinds of errors could it help find in a new world?

It can clean up the garbage left in your world during the creation process.

For instance "Union Cove" has several hundred Core Forwarder objects left in it (certain types of objects like to leave those laying around when you move them on a lot).

Those unnecessary object could have been cleared out prior to releasing the world, making the town a smaller load.

However, other than that it is serves little purpose in CAW work. :)

How could I clean those out before export?

The mod runs in the background while you are working in "Edit in Game" mode, once you let the game clock roll over 2 sim-minutes after you loadup.

Depending on the number of objects in your world, and how much debris there is, it may take a while for it to sift through all the information.  You could just let the game sit for 30 real-time minutes or so.

A script log with the objects that were located and removed should be created once the process is complete. :)

Offline PolarBair

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #136 on: November 26, 2012, 05:46:07 PM »
Quote

Quote from: twallan on Today at 02:07:55 PM
The mod runs in the background while you are working in "Edit in Game" mode, once you let the game clock roll over 2 sim-minutes after you loadup.

Depending on the number of objects in your world, and how much debris there is, it may take a while for it to sift through all the information.  You could just let the game sit for 30 real-time minutes or so.

A script log with the objects that were located and removed should be created once the process is complete.


At the risk of pointing out the obvious, You want to make sure that's done before you install the population. Not a good idea to let the clock run at all with the population installed.
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Ambitions
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Chuckles_82

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #137 on: November 27, 2012, 07:09:21 AM »
27/11/2012

Yes, naturally, Polarbair. Good to be reminded, too.

Today's work of art was a house I adapted from a home design website. It is the 'apartment' building for my town - town-house style.




Please forgive some of the windows not showing properly in the screenshot - I don't know why - anyway, they are all the tall ranch windows that came with pets.


The back wall actually has a faint pattern on it, not visible in this screenshot.




As someone suggested somewhere, I also eagerly await the day we get frosted windows for bathrooms! Clear glass is just not decent!









It has been very hard coming up with ideas for a modern style that still fits in with my world, and today I think I captured exactly what I was looking for. The only thing I might still change is that my walls didn't turn out as cream as I wanted. Unless, of course it turns out to be too object heavy. Then I may have to start to cull. As it is an apartment, only the one 'house' is livable. The other one is well and truly only a shell. There's diddly squat inside.


Offline Andy_555224

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #138 on: November 27, 2012, 02:09:21 PM »
I think that it'd look good next to an opposite, like a semi-detatched house. Otherways, it's reallycool.

Offline Gogowars329

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #139 on: November 27, 2012, 03:24:36 PM »
The house looks great Chuckles! I love it.
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Offline Micler

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #140 on: November 27, 2012, 10:11:39 PM »
This world is coming along great! That house is beautiful. It's so realistic! :)

Offline DeLouche

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #141 on: November 28, 2012, 04:46:45 AM »
I love your aesthetic. EA should totally hire you.



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Chuckles_82

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #142 on: November 28, 2012, 05:01:33 AM »
Thank you Andy, Gogo, Micler and DeLouche :D That is indeed high praise!

Today I worked a little bit on a house - I'm going to see what I can do with the Johnson house from Grove Street. It's too big to put it on the cheaper side of town, so I'm going to tidy it up and put it with the middle-class section. Others have already done some similar things, but nothing that I thought had real attention to detail.

I also modified the spawners list again today - I noticed plenty of extra fish on the BP spawners, so I went through my list again to see if I could cull any. Sadly, no.

Chuckles_82

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #143 on: November 28, 2012, 09:28:51 PM »
29/11/2012

I opened CAW today with the intent on only fixing a few minor issues (needed to level terrain under some objects on a lot, some floating bushes), but ended up doing some more work on my blank cliffs.





I've broken them up with rocks, trees and more ledges, rather than one sheer cliff face. While I've been out and about with my family, I've been looking closely at the terrain everywhere, looking where I can add details, and how. Looking at the picture, I think I might move a few bushes around, but overall, it's really taking shape. Such an insanely looong process, but fun while I've got the inspiration. In a bit I'll get back to my real purpose, which was to re-do the festival lot so that it works. I found a tutorial on how to make it work.

Offline fortheloveofcake

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #144 on: November 28, 2012, 10:06:01 PM »
The cliffs are looking really good!


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Chuckles_82

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #145 on: November 29, 2012, 03:55:48 AM »
Thank you, fortheloveofcake.

Well, I finally got around to re-doing the Showground. It's amazing how much more you can fit into a lot when you have four different options! With the seasonal lot marker, you could change all sorts of things - the bistro to have a summer and winter set-up, decorations at houses, sports venues with different sports... I'm only doing the one for this world, however, because as with everything, if you have too many, it will take a performance hit.

Offline norenegonc

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #146 on: November 29, 2012, 04:40:36 PM »
Hello Chuckles, sorry I am so long in commenting here, been following the creation of this world for a while and first I must say, just wow. It looks incredible.

I know I already told you I just began utilising CAW and for the better part of a three days now I have been watching and reading everything I can while freaking out and binge eating unable to bring myself to actually begin the CAW tool... yay. So I was wondering if I could ask you some questions about the beginnings of this thread. For the mountain area around the city hall section, did you create those mountains in CAW or did you create them in photoshop and import the image file. And is the side coloring of them rock shale and sand or was it a custom texture. And while we are on the subject of custom textures, does anyone know which of the ones from http://forum.thesims3.com/jforum/posts/list/181739.page are good. There are so many to choose from and I don't think cluttering the texture list before I even begin is a smart idea, especially because I am already freaking out about... everything in regards to CAW hah. Also, I read how the basement rabbit holes in your first map created several undesirable situations, mainly sims getting stuck or taking a long time to reach the rabbit hole. Did you see this as an extreme issue. I was kind of thinking to make basement rabbit holes in my map otherwise they would utterly clash with the theme of the map. In which case, do you know which rabbit holes might work as basements and which ones are disasters. I am thinking the job ones might be better as a basement since you never need to go underground to click on them, sims automatically go there. And maybe the stores and such can be aboveground.

Also! Sorry I know this is totally question overload here, so if it is too much just let me know and I can bugger off. I was wondering if you might be able to detail some of your research or maybe just describe how you were able to do this research, I am utterly lost where to begin. The research to which I am referring would be - Why a minimum of 10 businesses, what are the "necessary" community lots, what is the minimum number of spawners and what are the minimum spawners, do you mainly use twallan's overwatch to do test routing, and what other mods might you recommend to examine the world and its efficacy. Okay… that is all I think, I know it is a lot to ask of course. Once I am finished with my first world, I intend to make some detailed CAW tutorials for this wonderful website and this research will go a long way to doing so (of course crediting your awesomeness the entire way). Anywho, thanks again and I look forward to seeing this world in its entirety :)

Chuckles_82

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #147 on: November 29, 2012, 05:53:35 PM »
First of all, I am very flattered that you like my world, and very glad that my research has been helpful - as that was part of the reason for this thread.

The businesses - I needed the world to have enough for purchasing for dynasties.

For the hill with the civic centre, I created it using the 'hill' tool in CAW, but I'm seriously considering taking the map into photoshop to fix it up, because I keep getting irregularities around the road.

The dark rock colour I used was from one of the other EA worlds... I can't remember which at the moment, but I'll find it later today when I open it. Most of the textures I have used come from Hidden Springs. All of the textures on that link are from EA worlds, and if used in the right combination, work well. If you find a texture looks to repetitive, like the shale, you can always edit it and replace it with another to see how it looks. It's also possible to extract the terrain paints from in-game for use in CAW, if you have S3PE. Just remember to limit it to 8 textures per chunk in the final version, and, to use S3PE to delete any unused textures before exporting.

The rabbitholes in basements wouldn't be an extreme issue IF you have the lot big enough for the rabbithole. If you let it hang over the edge it becomes a problem, with sims exiting rabbitholes into nothingness. If you're not against custom content, MTS have a set of rabbitholes that use a rug rather than a building. That way you can build the rabbithole how you like, and just place the rug on the floor.

As far as research went, I started thinking about what I wanted - an efficient world that will hopefully meet challenge requirements when it is finished. I've played extensively throughout the year in the challenge tournament, and also made a few attempts at a dynasty (I'm great at starting, and starting over, and over...). For each step of the way I have compared different EA worlds. It helps to have S3PE and CAW to open the EA worlds and see how many spawners and where. In S3PE you can see the _XML files for the spawners and get an idea of which spawners have what. Plus some simple play-testing - having a sim with level 10 fishing skill check the spawners; placing the butterfly spawners in clearly marked grids on a lot to work out which one is what in the code (they are named differently) so I could work out what spawners to place... The list goes on. For each step of the way I google what I want to know, or play-test.

I think a couple of pages ago I wrote down what spawners I would use, but it depends on what you consider 'minimum'. There's a working minimum - I've used that for fish (since there are always fish you don't have to worry about spawn rates), gems and metals and insects. Spacerocks... I may just add another 'small' spawner as it doesn't seem to spawn often enough, but we'll see how we go when I get hold of an alien. And seeds, you could actually get away with just one spawner - the 'special 1' spawner, as it has a 25% chance to spawn each type of seed. However, each of the spawners have different quality seeds. I have included:

1x common 1 (for the chance to get a poor quality apple seed for the 'bad apples' opportunity)
1x common 4
1x uncommon 3
1x rare 3
3x special 3

During play testing it seems that 1 common4 may not be enough, so I may add one more.

For play testing I have been practising some of the challenges, but for routing the only one I used was Overwatch. Errortrap can be use before you export your world (and before you add the population) to clean up certain items the game leaves lying around making the file big. Using mods like that is a new step for me, and I haven't found anything else to use, though I have seen somewhere where they use a mod that speeds up story progression significantly, and pushes story progression much further than the game does, to test for multi-generational glitches that tend to appear much further down the line in a game.

Offline norenegonc

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #148 on: November 29, 2012, 06:34:45 PM »

For the hill with the civic centre, I created it using the 'hill' tool in CAW, but I'm seriously considering taking the map into photoshop to fix it up, because I keep getting irregularities around the road.

The dark rock colour I used was from one of the other EA worlds... I can't remember which at the moment, but I'll find it later today when I open it. Most of the textures I have used come from Hidden Springs. All of the textures on that link are from EA worlds, and if used in the right combination, work well. If you find a texture looks to repetitive, like the shale, you can always edit it and replace it with another to see how it looks. It's also possible to extract the terrain paints from in-game for use in CAW, if you have S3PE. Just remember to limit it to 8 textures per chunk in the final version, and, to use S3PE to delete any unused textures before exporting.

The rabbitholes in basements wouldn't be an extreme issue IF you have the lot big enough for the rabbithole. If you let it hang over the edge it becomes a problem, with sims exiting rabbitholes into nothingness. If you're not against custom content, MTS have a set of rabbitholes that use a rug rather than a building. That way you can build the rabbithole how you like, and just place the rug on the floor.

Chuckles! Thank you so much for taking the time to answer. Quick follow up questions lol :)

For the mountains I was referring to the mountains that surround the area (the sort of tall jagged mountains that form a circle) of the city hall, not the slope under the city hall, sorry I should have clarified. Also if you did create them in photoshop or even if not, when you have some free time, would you be so kind as to write a tutorial on this. I googled it and the links in this thread but I am yet lost. I am however very familiar with photoshop as I use it quite often for photo editing for journalism. I just do not understand how you create something in photoshop that then becomes a mountain in game, although I do understand that darker is lower and lighter is higher.

Second thing, when you say that you need to make certain the rabbit hole is large enough, does that mean there should be 2-3 tiles of basement room beyond the edges of the rabbit hole. So then city hall would be about a minimum of 52ish by 22ish for the basement correct. I actually do know of those rugs, but I would like to maintain a CC free world so I can use it on these forums (although how cool are they right! hah)

In any case, thank you again :)

Chuckles_82

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Re: The Diary of World-Builder - Cypress Lakes
« Reply #149 on: November 29, 2012, 08:54:54 PM »
Oh, sorry for the confusion. I sculpted the mountains in CAW. I followed Krrank's tutorial on creating a mountain, but I changed the textures used. I've added the finishing touches by experimenting. The most important thing I learned from that tutorial is to click and hold to get even coverage. I didn't know that before. I'm just getting used to Photoshop myself, and wouldn't mind finding an online course or something sometime. Graphic design and web design would be cool. Then maybe I could Photoshop my pictures to present my lots and world better.

Yes, you need to make sure that there is 2-3 tiles all around the edges of the rabbithole.

Glad to help :D