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Top Secret Researcher
#26 Old 10th Jun 2018 at 7:58 AM
Seems you missed my post. The CAW files looked good, you were very thorough. The routing grid can be improved though in order to minimize causes for lag.

Quote: Originally posted by Norn
Here are my results for looking at your world in CAW. Let me know if you have any questions!

And I agree with attuned, maybe work on some of the houses, especially those you want to showcase? Also could you please pm me the link to the cc. If I find the time I will look at your world again.
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Lab Assistant
Original Poster
#27 Old 10th Jun 2018 at 7:57 PM
Quote: Originally posted by Norn
Seems you missed my post. The CAW files looked good, you were very thorough. The routing grid can be improved though in order to minimize causes for lag.


Ok so I have fixed the issues I could find that you brought to my attention. I'm gonna send you the updated caw files and update the world download again since I fixed this stuff. Thanks!
Top Secret Researcher
#28 Old 11th Jun 2018 at 9:59 AM
Thank you for the updated CAW files, I will have a look at them in the next days. To explain about the routing grid I made a short tutorial a while ago: https://nornities.tumblr.com/post/164409402711/sims-3-caw-how-to-improve-routing-this-is-a . Maybe this helps a bit. Generally, you can imagine that sims can spawn and stand on the dots and walk along the lines. So if you have a row of dots that are connected by only one line it means that sims have to goose walk along it. There is no way to sidestep which means, that they easily get stuck if something blocks their path.
The red squares show the area that is blocked by an object or a plant (it's non-routable). I cannot stress too much what difference a good routing grid makes for the performance/playability of a world. This is something a world creator should spend a lot of time on even if it's a tedious task.

As for terrain painting: as an example in this picture, grassy areas tend to have lighter and darker patches, or sand or dirt patches. People and animals walk through it and leave paths, rain may have washed a small hollow etc. There is also usually some dirt under streets. Also, terrain is rarely entirely flat. In areas where you don't want to place lots you can have small bumps which could have a lighter grass texture on them. Same with your beaches, they would have darker areas (especially where the sand is wet, i.e. at the shoreline). Photoshop surely helps but if you use a very soft brush it can be done without, too.

Thank you for the cc. It really is a lot. Personally I think not all of it is required to give the world a "New Orleans" feel, but that is just my opinion (I always try to use as little cc as possible). If you want to I could make some suggestions what to remove? Just an offer. I understand if you don't want to open that box again.
Lab Assistant
Original Poster
#29 Old 11th Jun 2018 at 3:21 PM
Quote: Originally posted by Norn
Thank you for the updated CAW files, I will have a look at them in the next days. To explain about the routing grid I made a short tutorial a while ago: https://nornities.tumblr.com/post/164409402711/sims-3-caw-how-to-improve-routing-this-is-a . Maybe this helps a bit. Generally, you can imagine that sims can spawn and stand on the dots and walk along the lines. So if you have a row of dots that are connected by only one line it means that sims have to goose walk along it. There is no way to sidestep which means, that they easily get stuck if something blocks their path.
The red squares show the area that is blocked by an object or a plant (it's non-routable). I cannot stress too much what difference a good routing grid makes for the performance/playability of a world. This is something a world creator should spend a lot of time on even if it's a tedious task.

As for terrain painting: as an example in this picture, grassy areas tend to have lighter and darker patches, or sand or dirt patches. People and animals walk through it and leave paths, rain may have washed a small hollow etc. There is also usually some dirt under streets. Also, terrain is rarely entirely flat. In areas where you don't want to place lots you can have small bumps which could have a lighter grass texture on them. Same with your beaches, they would have darker areas (especially where the sand is wet, i.e. at the shoreline). Photoshop surely helps but if you use a very soft brush it can be done without, too.

Thank you for the cc. It really is a lot. Personally I think not all of it is required to give the world a "New Orleans" feel, but that is just my opinion (I always try to use as little cc as possible). If you want to I could make some suggestions what to remove? Just an offer. I understand if you don't want to open that box again.


That tutorial helps a lot! I will work on this more over the next few days. I have edited the terrain painting some already, but no in such small detailed ways...I'm a bit terrified that I'm gonna screw things up. I'll try though and see what I get. I'll post some pics when I get somewhere with it so you guys can tell me if I'm totally screwing it up. I'd definitely like to know your opinion on the CC at least. It's all mostly build objects that I've used in houses and some community lots. I may not change it, but I am totally open to getting rid of some if it makes sense. Thanks!!
Lab Assistant
Original Poster
#30 Old 11th Jun 2018 at 4:31 PM
Ok, been trying to work on some terrain painting and adding some small shrubbery to areas...still feel a bit overwhelmed trying to get this tiny detail, but I'm just trying to focus on one area at a time. Here's what I've got thus far....let me know if this seems to be going in a better direction. It's just a screen shot of CAW.
Screenshots
Instructor
#31 Old 11th Jun 2018 at 5:00 PM
The new terrain painting is really impressive!

Visit my Tumblr for more creations http://crowkeeperthesimmer.tumblr.com :)
Top Secret Researcher
#32 Old 11th Jun 2018 at 5:21 PM Last edited by Norn : 11th Jun 2018 at 6:34 PM.
Well done! It looks great

[ETA] I went through your CC list: Don't get me wrong, most of the items you picked are awesome. But they add a lot of clutter which many players don't want - or they prefer to clutter up their gameplay with their own favourite cc. So, again, the following is just for consideration.

None of ATS' food stuff is relevant to give the world a specific New Orleans flavour (no pun intended ). If you want to include it you should at least mention next to the link that some of the food items are edible and require a mod to work as intended.

Same with interiour decor stuff for shops, bakeries etc. So everything from the ATS bakery sets, the downtown #33, Get Together Café Set, Breakfast Department is optional. I understand why you want the church items. I would think you can make beautiful churches without cc, but at least the items are special.

Adonispluto's Tieback Curtains - obsolete. There are similar ones in one of the EPs (Supernatural, I believe), and there is a mod to make them shiftable in height. The players won't need the mod to see the effect. Or you can move them with NRAAS Debug Enabler or Virtual Artisan's Decorator's best friend.

Shutter Sets - ok

MarcusSims91's Roman Wrought Iron Fences - why? There is a small iron fence and two large ones in game. They work perfectly. Same with Manuke's Electronic Security Gate. What is New Orleans-ish about it?

I can relate to the different fences by Matomibotaki and Missyzim. While they don't scream "New Orleans" they add a lot to the overall look.

mutske's and HL's Windows Add-ons - ok

ShinoKCR's Room sets: The French Quarter ones have a lovely touch to them. But you don't really need them. Maybe you could offer the houses you used those items in as separate downloads but re-decorate the lots in the world without them? Or just recommend them for players.

Sparky's White Deck Fence - ok

Wimmie's Set of 4 floral paintings - no

Lisen's Cast Iron Stair and matching Fence and Southern Charme Sets - definitely a keeper. But why A Collector's Dream? I understand they are awesome items. But are they really required to give the world a New Orleans feeling?

The store stuff: Not sure what most of the sets add to a specific New Orleans style. Old Town Starter kit is obvious, but the gambling stuff? The Fairy stuff? Also for consideration - what does a player see who doesn't own these sets? And I would think for the Old Town kit you have enough cc to replace the items.

By the way, the link to the Buena Vista Resort And Spa still doesn't work. Neither does the link to the Business as Usual Bistro.
Lab Assistant
Original Poster
#33 Old 11th Jun 2018 at 7:23 PM
Quote: Originally posted by Norn
Well done! It looks great

[ETA] I went through your CC list: Don't get me wrong, most of the items you picked are awesome. But they add a lot of clutter which many players don't want - or they prefer to clutter up their gameplay with their own favourite cc. So, again, the following is just for consideration.

None of ATS' food stuff is relevant to give the world a specific New Orleans flavour (no pun intended ). If you want to include it you should at least mention next to the link that some of the food items are edible and require a mod to work as intended.

Same with interiour decor stuff for shops, bakeries etc. So everything from the ATS bakery sets, the downtown #33, Get Together Café Set, Breakfast Department is optional. I understand why you want the church items. I would think you can make beautiful churches without cc, but at least the items are special.

Adonispluto's Tieback Curtains - obsolete. There are similar ones in one of the EPs (Supernatural, I believe), and there is a mod to make them shiftable in height. The players won't need the mod to see the effect. Or you can move them with NRAAS Debug Enabler or Virtual Artisan's Decorator's best friend.

Shutter Sets - ok

MarcusSims91's Roman Wrought Iron Fences - why? There is a small iron fence and two large ones in game. They work perfectly. Same with Manuke's Electronic Security Gate. What is New Orleans-ish about it?

I can relate to the different fences by Matomibotaki and Missyzim. While they don't scream "New Orleans" they add a lot to the overall look.

mutske's and HL's Windows Add-ons - ok

ShinoKCR's Room sets: The French Quarter ones have a lovely touch to them. But you don't really need them. Maybe you could offer the houses you used those items in as separate downloads but re-decorate the lots in the world without them? Or just recommend them for players.

Sparky's White Deck Fence - ok

Wimmie's Set of 4 floral paintings - no

Lisen's Cast Iron Stair and matching Fence and Southern Charme Sets - definitely a keeper. But why A Collector's Dream? I understand they are awesome items. But are they really required to give the world a New Orleans feeling?

The store stuff: Not sure what most of the sets add to a specific New Orleans style. Old Town Starter kit is obvious, but the gambling stuff? The Fairy stuff? Also for consideration - what does a player see who doesn't own these sets? And I would think for the Old Town kit you have enough cc to replace the items.

By the way, the link to the Buena Vista Resort And Spa still doesn't work. Neither does the link to the Business as Usual Bistro.


Ok, I can see your point...I think I just enjoy making really detailed specific lots and I liked putting on the food on display to make the coffee shops look more real....that's a personal thing. Although I don't want to...I think you are right on that and I will get rid of it. The frustrating part is just going through all the lots and fixing stuff that gets automatically replaced when taking out CC....I've done it like so many times already. Ugh! I think I'll keep the coffee stuff...that's only like 4 items and I feel it brings more reality to the coffee shops. The church stuff is definitely staying...I'm very proud of the St. Louis Cathedral and I think that stuff really makes it look like the real place.

I'm definitely gonna get rid of some of the things you suggested. I can see your point so I'll go through it again. Thanks for looking through all of it. Oh the gambling stuff is because of the Casino in the world. I can get rid of some store stuff too, most of it for decoration like I said...I don't like plain decor in my houses and sometimes I can't find the right item for what I'm trying to do. I'm neurotic...it's true. lol. I'll go through it again though. Thanks!!! Still working on the terrain painting/sculpting at the moment...doing my best. When I get done with that and the CC I'll update everything again for you guys. I'm definitely gonna have to retake all my screenshots now. Making a world is a pain in butt!
Lab Assistant
Original Poster
#34 Old 13th Jun 2018 at 7:53 PM
Hey guys, so I have an issue I'm hoping you can help with! When I updated the world and reuploaded it I gave it a clean global layer...no idea if that could have caused this. I started editing more and deleted some CC and when I went to fix the lots floors and walls are different...some of them are showing up very strange...here's a pic


When I use CAS it has the various texture/colors in the tool but the image for the floor design is just blank and it shows up as that flat red. Another lot was like this and I was able to fix it...but I don't remember exactly what I had before...the walls are totally different now too. Not this weird flat color but definitely not what I had before....does anyone know what caused this or how to fix it other than having to go through everything manually?
Screenshots
Alchemist
#35 Old 13th Jun 2018 at 9:58 PM
Have you used any wallpapers, floors and/or patterns that were CC? Because what I understand from this is that you used some and then went on deleting some. When you remove CC that has been used and you delete it, it usually gets replaced by an EA object. Could be that this thing happens when you delete a pattern or texture.

If you remember me, I'm awesome!
__________
Need help building? We'll help.
Lab Assistant
Original Poster
#36 Old 13th Jun 2018 at 10:54 PM
Quote: Originally posted by Johnny_Bravo
Have you used any wallpapers, floors and/or patterns that were CC? Because what I understand from this is that you used some and then went on deleting some. When you remove CC that has been used and you delete it, it usually gets replaced by an EA object. Could be that this thing happens when you delete a pattern or texture.


No none of these replaced patterns or textures were CC. I have only 1 CC pattern I used and that's still in the game, I never downloaded any others. It was all just regular stuff in the game. I can still find them but for some reason textures are replaced even though they are definitely still in the game. I never uninstalled any packs or anything either so that's not it. I'm really confused by this...and it's gonna take a lot of time to fix...it sucks because I really had things how I wanted and I don't even remember everything I had.
Lab Assistant
Original Poster
#37 Old 14th Jun 2018 at 4:31 PM
So I fixed the issue with the textures...no idea how, but it's working now. The launcher was all of a sudden missing all my EPS and SPS and origin said they were installed...I restarted my PC and that was fixed and so was the texture issue. Weird lol. anyway...yay!
Alchemist
#38 Old 14th Jun 2018 at 11:36 PM
Ahh the good ol' launcher spasms. I run into the same problem occasionally, but only with SN missing because it's the only one I bought via origin. That doesn't cause as much problems because I'll just simply restart the launcher.

If you remember me, I'm awesome!
__________
Need help building? We'll help.
Top Secret Researcher
#39 Old 15th Jun 2018 at 7:13 AM
Glad you could sort it out! Yes, I hear that origin does that a lot...
Lab Assistant
Original Poster
#40 Old 30th Jun 2018 at 4:12 PM
Hey everyone, just letting you know that I updated the original post with all the new screen shots and world. Please give me some feedback, I've done a lot of terrain sculpting and routing and taken new screenshots of the world. I'm hoping I'm done terrain sculpting, I feel happy with it, it's more detailed like you guys suggested.
Top Secret Researcher
#41 Old 1st Jul 2018 at 4:56 PM
Wow, that looks so much better already! I hope I will find time this week to have a look at it. Is the cc still the same?
Lab Assistant
Original Poster
#42 Old 1st Jul 2018 at 6:30 PM
Quote: Originally posted by Norn
Wow, that looks so much better already! I hope I will find time this week to have a look at it. Is the cc still the same?


I made new links for that, since I did delete a bunch of stuff as you suggested. I'll pm you.
Top Secret Researcher
#43 Old 6th Jul 2018 at 7:30 PM Last edited by Norn : 7th Jul 2018 at 9:14 AM.
Ok, here is my feedback Unfortunately I don't have the time at the moment to do a full test of the neighbourhood. But I looked at some lots and had my sim spend a few days. Your terrain looks so much better now, well done!

Findings (see attached screenshots):
- some bad cases of floating swamp grass in the swamp area
- as Daisylee already said in the other thread, that dock doesn't make much sense. Did you find a solution for this? I know you made some changes to the world since your last upload.

The Williamson: Chimney is showing through, unpainted walls in the spare room
Herman Grima House: Unpainted walls in the attic
The Colonial: floorless mansard rooftop, dining chair in front of the arch to kitchen cannot be used
The Garden Estate: floorless mansard rooftop
House at 3216 Lakeshore Drive: lots of unpainted walls on top floor
Windmill Apartment: stuck sim in hidden part. It usually is advised not to make doors to hidden apartments NPC doors but keep them as regular doors.

Did you try to fix the Dumpster diving (as reported by orose)? I still didn't have the interaction.

Visiting the cathedral: my sim entered the lot at the shop. Maybe better set the front doors?

About the stadion issue: I think this one works like a rabbithole for most of the time. Only if there are Showtime events it opens up and becomes a playable lot.


As for your screenshots:
10, 13, 14, 17: nice one, maybe go a bit lower with the camera?
20: close in a bit more, to have less road and more bridge and high rises
21-23: love them!
24: go higher with the camera to have less street and more building in the pic
27: go a bit higher with the camera so that your view of the town in the background is not cut off
28: is there a way to not cut off the top of the building? Maybe go a bit lower with the camera?
25: hm... that path is not exciting. Maybe turn the camera slightly so that you have an angle where you have more flower and less sidewalk in the picture?
43: for the screenshot, remove the tree in front of the house
44: still a street light in front of the house, also picture taken in build mode
45: street light in front of the house

Don't forget to take new screenshots of the area with the tracks. Also I think you could try to add more pictures of the town - the canal area, or street impressions.


More (potential) to-dos:
- What I also noticed it that many lots don't have any description. Of course that's not really necessary to play but it adds a nice touch.
- You should note in the lot lists where the lots come from. I.e. note if it's an EA lot (modified by you), is it your own creation etc.

A general tip: it improves routabilty if you leave one tile free at the edge of the lot. Sims tend to walk there, especially stray anmimals.
Screenshots
Scholar
#44 Old 6th Jul 2018 at 11:42 PM
Just lovely and a wonderful effort! I can see the time and love put into this. My only addition - and it may have already been addressed - would be to add a lot with a building / shed / train house/roundhouse where the tracks end and then re-lay the tracks to disappear into the building. The lot could be made No Visitors Allowed so Sims wouldn't go there of their own accord. Usually it's not recommended to have CAW objects overlapping into a lot, but I've done this before and, as far as I know, it hasn't created any problems. Best of luck with your gorgeous upload!
Lab Assistant
Original Poster
#45 Old 7th Jul 2018 at 7:58 PM
What port are you talking about exactly? I thought it was the one that is just a world object. If that's right then yes, it's already edited. There's still no road because it's an object and you can't interact with it anyway, but I made it look like it meets the landing on the river.

Screenshots
Scholar
#46 Old 8th Jul 2018 at 4:10 AM
Sorry to not be more clear. I meant where the train tracks end, not the port. The tracks appear to just stop in a graveled area. Some sort of building that supposedly houses the train cars would be more realistic. Also, you can lay the tracks over a road and cars/etc. go right over them without any problem. I've done it in at least two worlds/neighborhoods I've built. I don't know which expansion pack it came with, but there is a railroad crossing guard/bar in CAW that looks nice where the tracks cross the road. It's red/orange and white striped, I think, and - in real life - it comes down to block/stop vehicles while a train is crossing the road. Not sure exactly what it's called. Perhaps someone else has an idea. The port looks really good!
Lab Assistant
Original Poster
#47 Old 9th Jul 2018 at 2:56 AM
Quote: Originally posted by SimmyRN
Sorry to not be more clear. I meant where the train tracks end, not the port. The tracks appear to just stop in a graveled area. Some sort of building that supposedly houses the train cars would be more realistic. Also, you can lay the tracks over a road and cars/etc. go right over them without any problem. I've done it in at least two worlds/neighborhoods I've built. I don't know which expansion pack it came with, but there is a railroad crossing guard/bar in CAW that looks nice where the tracks cross the road. It's red/orange and white striped, I think, and - in real life - it comes down to block/stop vehicles while a train is crossing the road. Not sure exactly what it's called. Perhaps someone else has an idea. The port looks really good!


Thanks for that info. I was actually referring to @norn. I have already updated the tracks. I'll post picks later, can't atm. I'm gonna look up that crossroad thing. Thanks!
Top Secret Researcher
#48 Old 9th Jul 2018 at 12:33 PM
Yes, I was talking about that port.
Lab Assistant
Original Poster
#49 Old 9th Jul 2018 at 4:24 PM
Quote: Originally posted by Norn
Ok, here is my feedback Unfortunately I don't have the time at the moment to do a full test of the neighbourhood. But I looked at some lots and had my sim spend a few days. Your terrain looks so much better now, well done!

Findings (see attached screenshots):
- some bad cases of floating swamp grass in the swamp area
- as Daisylee already said in the other thread, that dock doesn't make much sense. Did you find a solution for this? I know you made some changes to the world since your last upload.

The Williamson: Chimney is showing through, unpainted walls in the spare room
Herman Grima House: Unpainted walls in the attic
The Colonial: floorless mansard rooftop, dining chair in front of the arch to kitchen cannot be used
The Garden Estate: floorless mansard rooftop
House at 3216 Lakeshore Drive: lots of unpainted walls on top floor
Windmill Apartment: stuck sim in hidden part. It usually is advised not to make doors to hidden apartments NPC doors but keep them as regular doors.

Did you try to fix the Dumpster diving (as reported by orose)? I still didn't have the interaction.

Visiting the cathedral: my sim entered the lot at the shop. Maybe better set the front doors?

About the stadion issue: I think this one works like a rabbithole for most of the time. Only if there are Showtime events it opens up and becomes a playable lot.


As for your screenshots:
10, 13, 14, 17: nice one, maybe go a bit lower with the camera?
20: close in a bit more, to have less road and more bridge and high rises
21-23: love them!
24: go higher with the camera to have less street and more building in the pic
27: go a bit higher with the camera so that your view of the town in the background is not cut off
28: is there a way to not cut off the top of the building? Maybe go a bit lower with the camera?
25: hm... that path is not exciting. Maybe turn the camera slightly so that you have an angle where you have more flower and less sidewalk in the picture?
43: for the screenshot, remove the tree in front of the house
44: still a street light in front of the house, also picture taken in build mode
45: street light in front of the house

Don't forget to take new screenshots of the area with the tracks. Also I think you could try to add more pictures of the town - the canal area, or street impressions.


More (potential) to-dos:
- What I also noticed it that many lots don't have any description. Of course that's not really necessary to play but it adds a nice touch.
- You should note in the lot lists where the lots come from. I.e. note if it's an EA lot (modified by you), is it your own creation etc.

A general tip: it improves routabilty if you leave one tile free at the edge of the lot. Sims tend to walk there, especially stray anmimals.


So I've tried to fix all the grass I could find...dumb on my part for not seeing that.
The port is changed...hope that it's good enough.

Fixed all lots you mentioned, except the chimney at The Williamson...I didn't understand what the issue was...you see the chimney from the outside of lots of houses, that's a personal choice and I prefer it that way as it looks like the houses I based the lots on. Unless I'm misunderstanding what you meant.
So, do you know what the issue is with having the NPC doors? All the tutorials I've seen for making apartments said to do that. I unmade them, but I'm concerned what affect that will have or if there will be neighbors for the playable sim.

I actually replaced all dumpsters after she said that, but apparently it did not fix the issue. No idea what else I can do for that. It may just have to be a known issue.

Set front doors on Cathedral lot.

That is how the stadium should work...I chose the one that operates as both stadium and big show venue.

The lot descriptions...some of them do, but I just got tired of trying to come up with them.
I edited the description on the OP to show which are EA lots.

I think I'm confused what you mean about leaving a tile free...I'm definitely not going to go back and edit every lot to do that...a lot of the plant decor is at the front of the lot as is true in New Orleans to create privacy in the yards for people.

Otherwise I think I fixed as much as I could. It's a never ending process of fixing things that I missed. Thanks for catching all this stuff. I'm gonna keep going through and seeing if I can find more of the grass and other plants floating. Thanks!! I'm trying to wait til most of the stuff is fixed before retaking screenshots. I'm tired of taking them over and over again just to immediately go in and change something else that affects them.
Top Secret Researcher
#50 Old 9th Jul 2018 at 6:59 PM
I guess I should have attached a screenshot for the Williamson. I don't mean the chimneys that are attached to a house, I meant it shows through the floor in front of the laundry room (attached a screenshot this time).

LN apartments are generally buggy. Sims tend to get stuck in those hidden rooms, not sure if there is a definitive "how to build stuck-free apartments" guide. Some say that it happens if you place them on the ground floor, others say it's the doors. It happens in Bridgeport too, it's not that you did something wrong with your apartments. Maybe make it a known issue, too.

Quote:
That is how the stadium should work...I chose the one that operates as both stadium and big show venue.

Exactly, so the issue orose had with the stadium doesn't seem to be an issue.

Quote:
I think I'm confused what you mean about leaving a tile free...I'm definitely not going to go back and edit every lot to do that...a lot of the plant decor is at the front of the lot as is true in New Orleans to create privacy in the yards for people.

I said this as a general tip for next building projects. Of course you can't rebuild everyting now. Sims tend to walk along the edges of the lots. If there are fences (or objects) they get stuck easily. See the attached screenshot of how I mean it. You see a 10x10 lot, I marked the outer tiles with red X. Leave those tiles free. No fences, no dense plant decor, no big rocks. The green area (the remaining 8x8) is the area you can build on.
Screenshots
 
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