The idea of Anushka, to use dirt road, is a very good one, and an elegant solution to this. As a side note, no road also means that some NPC's won't come to your lot (police officer for burglar, maid, pizza delivery.). And don't forget, before you export, regenerate routing a last time. If your routing is already on when you regenerate it, move a little bit the camera so that the rendering in the main window is regenerated too. Regenerate and check routing often, along your work. Single lines to access a lot = routing bottleneck, and a huge one :-) I don't think it's a good idea. Check the routing again and remove, by painting in blue, all the white lines and dots left in area where there shouldn't be any. To check this properly, you have to hide those objects (top of the screen, second menu from the left, look for 'layers' and toggle off/on the 'objects' and 'flora'). Yet, when you rotate those objects (especially rocks), the red square is often also rotated and results in weird adaptation from the routing white lines around it. Those objects have a red footprint attached to their base, the area within the red mark is automatically non routable. Pay attention to the routing around the objects (rocks, deco items, flora items.) you place in your world too. And you can't leave dots unconnected, in the middle of a blue paint zone, either. The white lines from the routing network always have to be ended by a white dot. But the blue paint, "camera-ok-but-no-sims", is still well needed. In an island, you won't need the yellow "non-camera-no-sims-routing" paint indeed. Even with EA's worlds, there are routing issues (China => near Hot Springs, Bridgeport). This is the cause of a lot of problems with players' created worlds: lagging, freezing. I strongly recommend paying a lot of attention to your routing. Has it changed in the last version (generations) maybe? For what I know, CAW automatically shows steep slopes that should be painted 'non routable'. Whether you’re a seasoned Sim architect or a newbie ready to shape your virtual utopia, this tool is your ticket to creating the neighborhood of your dreams. CAW automatically blocks routing in water (ocean/ponds), but as far as I know, not for high cliffs. Sul Sul Today, we are getting into the world of endless possibilities with the Sims 3 Create a World Tool, and all my Sims 3 fans are in for a treat. Routing questions: Sorry Anushka, but I'm afraid I can't agree, and I'm a bit a routing-maniac, so I have to share my 2 cents here. You may want to put road but create custom road with say dirt pawning, so it looks more fitting in your world. Also, no roads means no cars, bikes or bicicles. Other not so accurate way of checking this is autopaint map, if your lot is surrounded by high rocky cliffs, you may want to smooth terrain around it. If you use mountain map, you can check routing data by clicking view/show routing data (it show white net), if at least one white line is reaching that lot, you're fine. Only thing you have to keep in mind that it is not good to have more then one world with same name. If you're not satisfied with result, uninstall and delete that world from launcher, and from Export folder, go back to CAW do what you want and export it again. But you can export map without doing anything but adding description and thumbnail, and see how it look in game. You can't really put one giant lot, since largest lot possible is 64圆4. CAW will automaticaly block water and high cliffs for Sims, so no problems there. If it's an island, you don't even have to bother with camera and sims routing part.
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