Starting CAW - first contactStarting CAW will open you a window with plenty to look at and wonder what is what.
Here I will cover the basic tool mostly used in CAW. More in depth explanations and examples will be shown later.
Under File options you’ll get several simple and usual functions and few unique for CAW. Opening New World will take you to the window to chose the Height Map and specs for starting map. Open world will let you open the height map of Sunset Valley and Riverview without roads and objects, just the shape of the land. Recent files is a simple shortcut to reach your recently opened worlds, and Close Current World is selfexplanatory.
Select World to Export is available even if world is not currently open in CAW, but you need to prepare your world for that. (More about it later).
Edit in Game will load Sims .exe file and in separate window you’ll see the familiar loading screen. Once it's open, you’ll have an idea of how will your world look in game. More about this later.
Save will create a back up copy of your previous world and will continue to do so in 6 folders. You can have even more of them, but it is recommended to have more Save As versions and not overwrite your backups too often – you never know what could go wrong and one of those backed up backups might save you from starting all over.
Exit will leave you out of CAW.
View options are more advanced. You should play with first 9 options to see how it looks – wireframe will give a special look to your world but also show if anything is burried under ground. Most of it will clutter your view and are better off, but this can be usefull to check your world.
Pausing game time will stop the effects – waves and waterfalls will freze which can save your card from overheating when you’re working on a huge worlds.
Time of Day is usefull at the start. It will show you sides of world – where the sunrise and sunset are so you can plan your world accordingly.
Layers are working similar as first 9 options, you can turn off terrain, objects, flora, effects etc. and it is usefull for checking routing data but also to spare your graphic card if there is a lot of trees and effects.
Routing – this deserve a special tutorial, but for start, Show routing data will show you a network of connected dots in your world to show you all the places game consider reachable for your Sims. If you add objects including trees, lots or roads, with saving file routing will rebuild automatically. But this last option is usefull if you find a spot that needs to be adjusted, you remove some of the opsticles and want to check if that solve the issue.
Arrow is a simple marker without any special function. You’ll use it to navigate trough your world and often to select something before moving/rotating it, or deleting. (To delete marked object, road or lot, press delete on your keyboard – that is the most efficient way)
Next 2 functions are CAW wonders. You can move ANY object ANYWHERE. You can have tree high above the ground as well as deep under the ground. But it should be on surface. Some objects like bridges, rocks and effects will often require a lot of moving to get it just right.
Undo and Redo are usual functions, but there is a limited number of undos in CAW while some things can’t be undone (like autopaint) Also, avoid deleting lots then undoing it – it can turn them into ugly blue squares that are visible even when you export world.
Green square is to turn on grid. Similar to what it does in game on lots. It is usefull if you want your roads to be streight so you can add lots in game without the gap. Also, it is usefull for placing lots as they will follow the grid authomatically. Marking unroutable areas is also recommended to be done in with grid on. BUT grid on will limit the moving/rotating objects, roads and lots, so it shouldn’t be on all the time.
Green Plumbob is a shortcut to go in Edit in Game(EiG). It will ask you if you want to proceed, and will save any changes you made in CAW. It is very usable to see how will the changes in your world appear in the game.
First icon is to cluster the trees (and all the plants and flowers) you placed in world. They will be grouped for easier handling in game, but they will no longer be named as they are. Less number of different types of trees will make it easier to group and handle. When you save, it will automatically cluster them. Uncluster option will be used if you realize you want to move/remove some of the already placed plants/trees. Saving world will cluster them again.
Roads deserve a special chapter.
Lots section have 4 options but you really use only the first one – create a lot. More about this later.
One of the first thing you’ll do. First icon will take you to the tool section where you can paint the terrain, sculpt the shapes, mark unroutable areas and export mask. More about this later.
Adjusting sea level is quite simple in CAW. Just select this second icon and click on ground where you want water level to be. You can lower it or make it higher. CAW won’t make any difference so you can sink your whole world including lots, trees and roads.
Exporting Height Map is usefull tool (wish I knew about it earlier). It will copy the terrain shape of your world so you can start fresh new world with already shaped terrain. It will only copy the terrain, no painting or roads. Paint can be copied as well as objects but roads can’t. Still, this can be very very usefull, more details later.
World layer is where everything you place in your world is saved. To place anything you need to Add Layer but that can be done only when you already start the world. Right Click on World Layer and chose Add Layer. You can add as many as you want, even layers under layers. It is good for you and the game to have them organised. I when you have a large world it is good to know where everything is. You can also rename layers with two slower clicks or rightclick-rename layer.
Add/Edit Description is neccessary to export world. More about this later.
Metadata is where everything you want to place in your world is. Under Game Objects/Environment you have all available objects in CAW – trees, rocks, spawners, effects, objects such are streetlights, city walls, distant terrain, bilboards even CAS Room. You can look for trees and plants separately, and for effects.
If you have many EP’s it is a huge list, so once you learn what you have and what you are looking for, there is a filter for a selected list of objects you want.