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- Modding and Creation >
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- Research - Sea, Sky and Light parameters- let's learn!
Test Subject
#351
31st Aug 2013 at 1:14 PM
Last edited by simishdirectioner : 31st Aug 2013 at 1:27 PM.
Posts: 5
I cant find the ini files?! I went to ProgramFiles(x86)/ElectronicArts/The Sims 3/GameData/Shared/NonPackaged but all thats there is a Collections folder, and thats empty! Please help! Does it matter that my game is downloaded from Origin? I really want to try this, but obviously cant if i dont have the files. Is it unusual that I cant find them? Thanks in advance to anyone who helps!
EDIT: Nva mind, I figured it out. I had to go to Promgram Files(x86)/Origin Games/The Sims 3/GameData/Shared/NonPackaged/Ini
EDIT: Nva mind, I figured it out. I had to go to Promgram Files(x86)/Origin Games/The Sims 3/GameData/Shared/NonPackaged/Ini
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#352
8th Sep 2013 at 8:52 PM
Posts: 14
Thank you so much for this! Thanks to you I now managed to get the Sunlit Tides light and water colours to work with my world project! :lovestruc
Test Subject
#353
29th Oct 2013 at 10:56 PM
Posts: 4
I will try this in my custom world.
Test Subject
#354
1st Nov 2013 at 5:18 PM
Posts: 4
Does anyone have ini files of Utopian Oasis Landing.
That world have perfect sky.
That world have perfect sky.
#355
4th Nov 2013 at 2:02 AM
Posts: 1,788
Thanks: 3750 in 13 Posts
Quote: Originally posted by Sumrak7
Does anyone have ini files of Utopian Oasis Landing. That world have perfect sky. |
Test Subject
#356
6th Nov 2013 at 8:24 PM
Last edited by Caesum : 6th Nov 2013 at 8:43 PM.
Posts: 19
Hello, does anyone know how can I change the interior lighting? I thought I could find it here but it seems there's either nothing about it or I'c blind. I hate how dark the rooms are. My perfectly white wall looks like a dark grey crap even with lights turned on. I'd love to change it.
Also I wonder if there's any possibility to turn off that strange from-the-ground lighting which seem to affect every sim(their chins are brighter than their faces). I thought it'd work if I change LightProbeSaturation and GrayscaleProbeIntensity parameters to 0, but apparently it doesn't fix it. Here's an example of the problem: http://i.imgur.com/6ovctaj.jpg
Also I wonder if there's any possibility to turn off that strange from-the-ground lighting which seem to affect every sim(their chins are brighter than their faces). I thought it'd work if I change LightProbeSaturation and GrayscaleProbeIntensity parameters to 0, but apparently it doesn't fix it. Here's an example of the problem: http://i.imgur.com/6ovctaj.jpg
#357
1st Dec 2013 at 7:39 AM
Posts: 3
Aurora Skies
Quote: Originally posted by Jawusa
Hi simsample, I exported all Ini/dds files from these EA World (Aurora Skies, Sims University, Monte Vista, World Castle) So first, World Castle is a medieval world created by EA for the game Sims Medieval And I also noticed that the ini/dds files from Aurora Skies has special green clouds at night (polar lights) |
I just needed to stop by and say THANK YOU!!! (I'm actually singing it out loud, lol)
The Aurora Skies settings were exactly what I wanted to add to my game! I was terrified by the monumental task of recreating them myself and then you go and post them. Thanks a millon!
#358
11th Dec 2013 at 9:44 PM
Posts: 50
Just a note - I downloaded the newer version of s3pe, from November. When trying to import Sunlit Tides' files into the world I'm working on, I left "compress" ticked, and it threw this error: "cannot load a packed file {0} in the sims 3 create a world tool" when I tried to open it in CAW
I tried again, this time not keeping the "compress" box in the import tool in S3PE clicked, and it worked fine.
I don't know if that's obvious, but it confused me for a moment.
I tried again, this time not keeping the "compress" box in the import tool in S3PE clicked, and it worked fine.
I don't know if that's obvious, but it confused me for a moment.
Test Subject
#359
28th Jan 2014 at 5:56 AM
Last edited by Glassonion : 9th Feb 2014 at 3:58 PM.
Reason: Expanded Content
Posts: 7
The Sims 3 - CAW - Rotate The Water Plane & Weather Config Profiles
This is now a Long (but well organised) post, you have been warned.General Introduction
Hello, the overall title of this post and location of this thread (if I've posted in an inappropriate place I am sorry, please let me know or move/remove it if needed) should save a lot of introduction. I have been a member of MTS for a while now and playing the game for longer, however this was actually my first ever post of anything on a site like this or any other, so you may have bear with me at times, this post has already been edited several times.
Disclaimers
Sympathy Disclaimer
If you spot a mistake or test this and get strange results and you are fairly sure should it work then that needs looking at. This may have an undesired affect on other environment parameters/ aesthetics/ lighting in your world, I haven't noticed any but there is a lot going on so it is possible. I am not aware of any conflicts but it's possible, I wouldn't know how to check really. So things need looking at is what I am saying. I don't want any broken games.
Time Disclaimer
If problems are found I'm happy to help, however, I would rather not have to help with game file or general math enquiries. I'm happy to help if you believe there is an error/misunderstanding on my part or get strange results due to poor explanation. There are plenty of information sources on the internet and elsewhere for the help you require.
If you spot a mistake or test this and get strange results and you are fairly sure should it work then that needs looking at. This may have an undesired affect on other environment parameters/ aesthetics/ lighting in your world, I haven't noticed any but there is a lot going on so it is possible. I am not aware of any conflicts but it's possible, I wouldn't know how to check really. So things need looking at is what I am saying. I don't want any broken games.
Time Disclaimer
If problems are found I'm happy to help, however, I would rather not have to help with game file or general math enquiries. I'm happy to help if you believe there is an error/misunderstanding on my part or get strange results due to poor explanation. There are plenty of information sources on the internet and elsewhere for the help you require.
Before doing anything
Back-up all copies of all original files before doing anything, this includes all game/settings and world/settings saves and files that you may plan to alter. Store them in a safe place on your computer away from your work area or on a separate device or both. I don't want any accidents or tears so please: Back-it-up! Information about how to perform these procedures is already posted on this thread/forum/website found: here and at the start of this thread.
Finding The Ini Files
The information for finding these files is already posted near the start of this thread
Weather Config Profiles
Weather Config Profiles Introduction
Using information obtained from this thread and learning about CAW Resource Packaging Routines, I decide to make a 'Weather Config Profile Tuning Resource' which contains all the weather associated ini files and colour ramps in a single 'Config' folder. I have found that this makes tuning, testing and swapping out weather profiles much faster and easier, as all the information is in one place and you don't have to keep scouting for the resources.
The 'Default Config' has been set to the base game settings but in a weather profile format and is included with various Bridgeport colour ramps used for testing. The 'AlphaTest-Dull Config' contains a profile my edited ini files and also uses a selection of Bridgeport colour ramps, the results are noticeably different. The 'AlphaTest-Vivid Config' also contains edited ini files (the Special weather is Foggy by the way) and this time uses colour ramps from both Bridgeport and The Sims Medieval. The default config is a good place to start your weather tuning from, or you could also use the alphatest ini files, then you can just edit the files and swap out colour ramps as you desire.
The 'Config' folder needs to be placed in: Documents \Electronic Arts \The Sims 3 Create A World Tool \UserToolData \Worlds \[worldname]\ (where the Layers and Lots folders are)
Pictures are available for at the bottom of the post as I couldn't figure out how to put them inline like I planned. (From top left to bottom right: Clear, Partly Cloudy, Overcast and Stormy)
Notes & General Info
Sometimes after editing ini files, CAW doesn't read and apply the changes you have made (the 'cloudiness' slider usually does nothing), if this happens then usually reopening your world will fix the problem. If not try closing CAW and having another go, if the problem persists then something else may be wrong (incorrect file name for example).
Sometimes after swapping out an entire config profile, CAW will experience an app crash due to 'value out of range', aborting the process and trying again seems to solve this problem. I'm not sure of the cause but am aware that CAW is a bit funny with ini files. Pictures of the profiles in use in CAW are shown below as an example.
Information about ini and colour ramps and their associations can be found at the start of this thread
CloudLayer1 = Lower cloud layer with defined, separated clouds.
CloudLayer2 = Upper cloud layer with loose, misty clouds
More info on cloud tuning here
Rotating Water Planes
Rotating Water Planes Introduction
Recently my attention has moved to creating a world of my own, so this site has been no end of help. One thing I noticed fairly early on in the planning of my environment was that in the setup I have, the water is flowing in the wrong direction in my option, rivers flowing away from the sea just feels unnatural. So I did some research and then tested things on my world and couldn't solve the problem without losing my desired sunrise/sunset positions. So I worked at it for a bit and came up with this, hope you enjoy.
Note to Thread Creator
@simsample: I originally thought that there was no information about this particular topic so I put this post together, the next day whilst reading through the thread I spotted your post #284 and it looks like you already had some success in this area. I give my apologies to you now, sorry. However I still feel this post is useful as I never actually did find anywhere that told me how to do it like this.
The Quick Test Method - Not as accurate, but instant result with little or no math.
I have made some custom sea.ini files (available to download at the bottom of this post) that you can use as a quick test to see if things are working properly. I have now finished testing all of these files and they all seem to be working.
The standard water flows towards what I have termed North for a reference point. (not actually where North is, was just easier for me. I think it's actually East). This is the start position for the reference file: (0&360-N.SeaDefault) of the provided Ini files. The files in 'Angle-Compass Sea' are now the 45 degree increments (N,NE,E,etc) and the files in 'Angle-Compass Sea 2' are the 22.5 degree increments (NNE,ENE,ESE,etc). So look at you world and see how many degrees clockwise the water needs to turn and then choose and replace the appropriate file. So to do a 180 degree flip and have water flowing the opposite way, use file: (180-S.Sea) located in the 'Angle-Compass Sea' folder, to replace the original.
Please note that the game will only read the file if it is actually called Sea.ini, so you have to Remove ALL characters before and after the word 'Sea' in the file name and make sure there is only one Sea file present.
That 's all there is to it for this part, you should now be able to use one of those files to make a significant improvement to the water flow direction in yours or any worlds.
Please note that this is a large info button and if you know that you don't like math, you probably don't want to click on it.
The Detailed Version - A lot more accurate but will require some math
A bit about Circles, Angles, Degrees & Radians
I will only touch on this 'briefly' as it is barely relevant to the scope of this thread, but certain things must be mentioned as we need to know them, or at least accept them in order to continue. If you would like to know more about this topic there is plenty of information already available on the internet, just type radians into a search engine
Angle: The 'Space' between two intersecting lines or planes; at or close to the point where they meet.
Circle: A common shape.
Degrees: A common unit of measure for an angle, there are 360 degrees in a circle and half a circle is 180 degrees.
Radian: The standard unit for angular measurements.
pi: Ratio of a circles circumference / diameter, approximately 3.1412 in decimal
2pi: Approximately 6.2831 in decimal
(I still haven't worked out how to post 'pi' or 'approximately equals' signs but I can type them usually, if anyone knows?)
This is where you might need to research if you want to know more, there are 2 pi radians in a circle and half a circle is pi radians; yep.
So writing this information down and looking at the provided source images there is a noticeable pattern:
0 radians = 0 degrees
pi radians = 180 degrees
2 pi radians = 360 degrees
*Converting from Radians to Degrees (and back again)*
Angle in Degrees = Angle in Radians x 180 / pi
Angle in Radians = Angle in Degrees x pi /180
*This is the really useful part as it lets you see the information in a more familiar format*
It might take a bit of patience but just punch the sums into a calculator using the standard setting values and see what comes out.
Standard settings in radians (located in the Sea.ini file)
; Water angles (in radians) for normal map levels 1 and 2
Level1WaterAngle=2.51393
Level2WaterAngle=3.26147
; Angles (in radians) and heights for big waves
BigWave1Angle=3.5
BigWave2Angle=2.5
and we should get:
Standard settings converted into degrees (For Reference Only)
; Water angles (in degrees) for normal map levels 1 and 2
Level1WaterAngle=144.037
Level2WaterAngle=186.878
; Angles (in degrees) and heights for big waves
BigWave1Angle=200.535
BigWave2Angle=143.239
Water Plane Notes
Some of this is useful, some just shows the result of changing particular parameters with limits, ranges and results, or it may all just be theory
As the scale is in radians the effective range is 0 to 2pi (approximately 0 to 6.2831 in decimal), although figures above this range are still accepted as the circle just starts again, best to keep it in the range really as it makes input easier; not sure if there is an upper limit. So using the standard 200 degree big wave as an example for this: 200 + 180 = 380 =360 + 20 = 20 degrees or 200 - 180 = 20
Level1WaterAngle approximately = BigWave2Angle
Level2WaterAngle approximately = BigWave1Angle
BigWave1Angle = Blurry, flat sea water effect
BigWave2Angle = Crisp, rippled sea water effect
The difference between the big wave angles provides a 'cross-current' between the two different wave effects, this is present in the standard settings. They can also be set to flow in the same and exact opposite directions to each other. Level angles would need match accordingly.
For the standard settings, the water flows in a positive direction along the 'X' axis; it flows with the grid but can flow at any given angle.
Adding to the values rotates the water clockwise and subtracting rotates it counter-clockwise.
Changing just the big wave angles appears to do nothing useful.
Changing just the level water angles seems to achieve the desired result although it appears that close-up the lighting moves in a different direction to the waves effect. Only visible from certain angles/views, looks good from far away.
Additional water planes flow the same direction as the sea and cannot be changed independently as far as I know.
A worked example
Objective: Rotate the water 90 degrees clockwise from the standard settings
Plan: Draw an arrow of raised terrain on the landscape indicating the direction of water flow
Sums: Add on the 90 degrees and convert the answer back into radians
Answer to five decimal places:
Level1WaterAngle
144.037 + 90 = 234.037
234.037 x pi / 180 = 4.08471
Level2WaterAngle
186.878 + 90 = 276.878
276.878 x pi /180= 4.83243
Answer to one decimal place:
BigWave1Angle:
200.535 + 90 = 290.535
290.535 x pi /180 = 5.1
BigWave2Angle:
143.239 + 90 = 233.239
233.239 x pi / 180 = 4.1
Preparation: Edit the Sea.ini file so the corresponding values in bold match the answers from the above sums, the new settings show look like this:
New settings in radians (Edit the Sea.ini file)
; Water angles (in radians) for normal map levels 1 and 2
Level1WaterAngle=4.08471
Level2WaterAngle=4.83243
; Angles (in radians) and heights for big waves
BigWave1Angle=5.1
BigWave2Angle=4.1
Test: Put your new Sea.ini file back and load up your world with the arrow shaped elevation and check the water direction, it should now be flowing sideways across your arrow, if so that is a job well done. To get your water to flow in a particular, precise direction just note the standard water flow, work out how many degrees off it is (Use math and a bit of fine tuning (<5 degrees gets hard to notice in game but >5 starts to make a noticeable impact) and repeat the calculations with your new angles. i.e. The 90 degree figure from the example is replaced with your new one.
Summary
Well that's pretty much it, so now we should be able to have the water flowing any-which-way we want and maybe even some ways that you don't want, if that does happen then just remove the new file and replace it with the original back-up that you made and no harm done. To try and correct the problem check your math and that input values are in the correct field, it is very easy to mix them up or use the wrong conversion factor if you are not careful.
I find it preferable to have the lakes and sea flowing away from the land towards the horizon, I believe for my current (first) project, it was +125 degrees from standard, flowing out of the rivers on the Bridgeport Distant Terrain with the sunrise over a low ridge to the East and setting over the ocean in the West.
A bit about Circles, Angles, Degrees & Radians
I will only touch on this 'briefly' as it is barely relevant to the scope of this thread, but certain things must be mentioned as we need to know them, or at least accept them in order to continue. If you would like to know more about this topic there is plenty of information already available on the internet, just type radians into a search engine
Angle: The 'Space' between two intersecting lines or planes; at or close to the point where they meet.
Circle: A common shape.
Degrees: A common unit of measure for an angle, there are 360 degrees in a circle and half a circle is 180 degrees.
Radian: The standard unit for angular measurements.
pi: Ratio of a circles circumference / diameter, approximately 3.1412 in decimal
2pi: Approximately 6.2831 in decimal
(I still haven't worked out how to post 'pi' or 'approximately equals' signs but I can type them usually, if anyone knows?)
This is where you might need to research if you want to know more, there are 2 pi radians in a circle and half a circle is pi radians; yep.
So writing this information down and looking at the provided source images there is a noticeable pattern:
0 radians = 0 degrees
pi radians = 180 degrees
2 pi radians = 360 degrees
*Converting from Radians to Degrees (and back again)*
Angle in Degrees = Angle in Radians x 180 / pi
Angle in Radians = Angle in Degrees x pi /180
*This is the really useful part as it lets you see the information in a more familiar format*
It might take a bit of patience but just punch the sums into a calculator using the standard setting values and see what comes out.
Standard settings in radians (located in the Sea.ini file)
; Water angles (in radians) for normal map levels 1 and 2
Level1WaterAngle=2.51393
Level2WaterAngle=3.26147
; Angles (in radians) and heights for big waves
BigWave1Angle=3.5
BigWave2Angle=2.5
and we should get:
Standard settings converted into degrees (For Reference Only)
; Water angles (in degrees) for normal map levels 1 and 2
Level1WaterAngle=144.037
Level2WaterAngle=186.878
; Angles (in degrees) and heights for big waves
BigWave1Angle=200.535
BigWave2Angle=143.239
Water Plane Notes
Some of this is useful, some just shows the result of changing particular parameters with limits, ranges and results, or it may all just be theory
As the scale is in radians the effective range is 0 to 2pi (approximately 0 to 6.2831 in decimal), although figures above this range are still accepted as the circle just starts again, best to keep it in the range really as it makes input easier; not sure if there is an upper limit. So using the standard 200 degree big wave as an example for this: 200 + 180 = 380 =360 + 20 = 20 degrees or 200 - 180 = 20
Level1WaterAngle approximately = BigWave2Angle
Level2WaterAngle approximately = BigWave1Angle
BigWave1Angle = Blurry, flat sea water effect
BigWave2Angle = Crisp, rippled sea water effect
The difference between the big wave angles provides a 'cross-current' between the two different wave effects, this is present in the standard settings. They can also be set to flow in the same and exact opposite directions to each other. Level angles would need match accordingly.
For the standard settings, the water flows in a positive direction along the 'X' axis; it flows with the grid but can flow at any given angle.
Adding to the values rotates the water clockwise and subtracting rotates it counter-clockwise.
Changing just the big wave angles appears to do nothing useful.
Changing just the level water angles seems to achieve the desired result although it appears that close-up the lighting moves in a different direction to the waves effect. Only visible from certain angles/views, looks good from far away.
Additional water planes flow the same direction as the sea and cannot be changed independently as far as I know.
A worked example
Objective: Rotate the water 90 degrees clockwise from the standard settings
Plan: Draw an arrow of raised terrain on the landscape indicating the direction of water flow
Sums: Add on the 90 degrees and convert the answer back into radians
Answer to five decimal places:
Level1WaterAngle
144.037 + 90 = 234.037
234.037 x pi / 180 = 4.08471
Level2WaterAngle
186.878 + 90 = 276.878
276.878 x pi /180= 4.83243
Answer to one decimal place:
BigWave1Angle:
200.535 + 90 = 290.535
290.535 x pi /180 = 5.1
BigWave2Angle:
143.239 + 90 = 233.239
233.239 x pi / 180 = 4.1
Preparation: Edit the Sea.ini file so the corresponding values in bold match the answers from the above sums, the new settings show look like this:
New settings in radians (Edit the Sea.ini file)
; Water angles (in radians) for normal map levels 1 and 2
Level1WaterAngle=4.08471
Level2WaterAngle=4.83243
; Angles (in radians) and heights for big waves
BigWave1Angle=5.1
BigWave2Angle=4.1
Test: Put your new Sea.ini file back and load up your world with the arrow shaped elevation and check the water direction, it should now be flowing sideways across your arrow, if so that is a job well done. To get your water to flow in a particular, precise direction just note the standard water flow, work out how many degrees off it is (Use math and a bit of fine tuning (<5 degrees gets hard to notice in game but >5 starts to make a noticeable impact) and repeat the calculations with your new angles. i.e. The 90 degree figure from the example is replaced with your new one.
Summary
Well that's pretty much it, so now we should be able to have the water flowing any-which-way we want and maybe even some ways that you don't want, if that does happen then just remove the new file and replace it with the original back-up that you made and no harm done. To try and correct the problem check your math and that input values are in the correct field, it is very easy to mix them up or use the wrong conversion factor if you are not careful.
I find it preferable to have the lakes and sea flowing away from the land towards the horizon, I believe for my current (first) project, it was +125 degrees from standard, flowing out of the rivers on the Bridgeport Distant Terrain with the sunrise over a low ridge to the East and setting over the ocean in the West.
Thanks
Like I Said at the introduction of the post, I am unfamiliar with forum etiquette, I have used this site for many things over a period of time and am still learning a lot from it. If I were to thank all the people who guided me to this point, provided tools, resources, information and a place to view/host it to/from, then I would need to use another button inside this button. So Thank you MTS, its contributors' and supporters (Please let me know if I do need to be more specific and I will compile a list)
Special thanks in no particular order:
simsample: For starting this thread and to all those who have provided information, research, ini files and colour ramps
Atavera & simsample: For CAW Resource Packaging Routines thread and all their information/reserarch
zaide_chris: For starting the 'Creating Custom Water Planes' Thread and for creating/hosting/supporting the water plane generating tool
SimsWiki tutorials retrieved on MTS for the: 'Creating a world that doesn't suck' tutorial, particularly for helping with the distant terrain objects
pljones for S3PE creation and development
Special thanks in no particular order:
simsample: For starting this thread and to all those who have provided information, research, ini files and colour ramps
Atavera & simsample: For CAW Resource Packaging Routines thread and all their information/reserarch
zaide_chris: For starting the 'Creating Custom Water Planes' Thread and for creating/hosting/supporting the water plane generating tool
SimsWiki tutorials retrieved on MTS for the: 'Creating a world that doesn't suck' tutorial, particularly for helping with the distant terrain objects
pljones for S3PE creation and development
Attached files:
GlassonionDefaultConfig.rar (20.3 KB, 13 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- GlassonionDefaultConfig/Config/LightingCommon.ini 430 192 44% 30-01-14 21:42 .....A. 09CED8D5 m3b 2.9 GlassonionDefaultConfig/Config/Sea.ini 3170 1367 43% 08-02-14 18:01 .....A. 572F4073 m3b 2.9 GlassonionDefaultConfig/Config/SkyCommon.ini 4092 1729 42% 08-02-14 18:17 .....A. 03C033B2 m3b 2.9 GlassonionDefaultConfig/Config/WorldEnvtIni_Clear.ini 1329 502 37% 08-02-14 18:09 .....A. BAE5D6E2 m3b 2.9 GlassonionDefaultConfig/Config/WorldEnvtIni_Overcast.ini 1346 503 37% 08-02-14 18:13 .....A. 785578CC m3b 2.9 GlassonionDefaultConfig/Config/WorldEnvtIni_PartlyCloudy.ini 1343 508 37% 08-02-14 18:11 .....A. F3BBF06F m3b 2.9 GlassonionDefaultConfig/Config/WorldEnvtIni_Special.ini 1348 517 38% 08-02-14 18:16 .....A. 23054B77 m3b 2.9 GlassonionDefaultConfig/Config/WorldEnvtIni_Stormy.ini 1337 493 36% 08-02-14 18:15 .....A. 7D78469C m3b 2.9 GlassonionDefaultConfig/Config/WorldEnvt_Clear.dds 32896 3866 11% 01-02-14 15:36 .....A. E39BD170 m3b 2.9 GlassonionDefaultConfig/Config/WorldEnvt_Overcast.dds 32896 2049 6% 01-02-14 15:36 .....A. B0CE28D8 m3b 2.9 GlassonionDefaultConfig/Config/WorldEnvt_PartlyCloudy.dds 32896 3373 10% 01-02-14 15:36 .....A. FD1270DA m3b 2.9 GlassonionDefaultConfig/Config/WorldEnvt_Special.dds 32896 2049 6% 01-02-14 15:36 .....A. B0CE28D8 m3b 2.9 GlassonionDefaultConfig/Config/WorldEnvt_Stormy.dds 32896 2326 7% 01-02-14 15:36 .....A. 650AA470 m3b 2.9 GlassonionDefaultConfig/Config 0 0 0% 08-02-14 18:30 .D..... 00000000 m0 2.0 GlassonionDefaultConfig 0 0 0% 08-02-14 17:13 .D..... 00000000 m0 2.0 ------------------------------------------------------------------------------- 15 178875 19474 10% |
||
GlassonionConfigAlphaTestDull.rar (20.4 KB, 11 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- GlassonionConfigAlphaTestDull/Config/LightingCommon.ini 430 191 44% 08-02-14 21:03 .....A. 196E26E7 m3b 2.9 GlassonionConfigAlphaTestDull/Config/Sea.ini 3247 1387 42% 08-02-14 21:03 .....A. 93AA5751 m3b 2.9 GlassonionConfigAlphaTestDull/Config/SkyCommon.ini 4066 1708 42% 08-02-14 21:02 .....A. 6B215528 m3b 2.9 GlassonionConfigAlphaTestDull/Config/WorldEnvtIni_Clear.ini 1389 532 38% 08-02-14 21:04 .....A. 0F135813 m3b 2.9 GlassonionConfigAlphaTestDull/Config/WorldEnvtIni_Overcast.ini 1394 523 37% 08-02-14 21:03 .....A. 184F85B2 m3b 2.9 GlassonionConfigAlphaTestDull/Config/WorldEnvtIni_PartlyCloudy.ini 1373 522 38% 08-02-14 21:04 .....A. A89AE35F m3b 2.9 GlassonionConfigAlphaTestDull/Config/WorldEnvtIni_Special.ini 1382 509 36% 08-02-14 21:04 .....A. EF618DFB m3b 2.9 GlassonionConfigAlphaTestDull/Config/WorldEnvtIni_Stormy.ini 1382 507 36% 08-02-14 21:04 .....A. D7FF6FAE m3b 2.9 GlassonionConfigAlphaTestDull/Config/WorldEnvt_Clear.dds 32896 3866 11% 01-02-14 15:36 .....A. E39BD170 m3b 2.9 GlassonionConfigAlphaTestDull/Config/WorldEnvt_Overcast.dds 32896 2049 6% 01-02-14 15:36 .....A. B0CE28D8 m3b 2.9 GlassonionConfigAlphaTestDull/Config/WorldEnvt_PartlyCloudy.dds 32896 3373 10% 01-02-14 15:36 .....A. FD1270DA m3b 2.9 GlassonionConfigAlphaTestDull/Config/WorldEnvt_Special.dds 32896 2049 6% 01-02-14 15:36 .....A. B0CE28D8 m3b 2.9 GlassonionConfigAlphaTestDull/Config/WorldEnvt_Stormy.dds 32896 2326 7% 01-02-14 15:36 .....A. 650AA470 m3b 2.9 GlassonionConfigAlphaTestDull/Config 0 0 0% 08-02-14 21:06 .D..... 00000000 m0 2.0 GlassonionConfigAlphaTestDull 0 0 0% 08-02-14 21:06 .D..... 00000000 m0 2.0 ------------------------------------------------------------------------------- 15 179143 19542 10% |
||
GlassonionConfigAlphaTestVivid.rar (22.0 KB, 12 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- GlassonionConfigAlphaTestVivid/Config/LightingCommon.ini 430 191 44% 08-02-14 16:11 .....A. 196E26E7 m3b 2.9 GlassonionConfigAlphaTestVivid/Config/Sea.ini 3247 1392 42% 08-02-14 02:52 .....A. 569A6D4B m3b 2.9 GlassonionConfigAlphaTestVivid/Config/SkyCommon.ini 4068 1703 41% 08-02-14 17:56 .....A. 619629A1 m3b 2.9 GlassonionConfigAlphaTestVivid/Config/WorldEnvtIni_Clear.ini 1389 531 38% 08-02-14 19:29 .....A. 5ED61832 m3b 2.9 GlassonionConfigAlphaTestVivid/Config/WorldEnvtIni_Overcast.ini 1394 523 37% 08-02-14 19:27 .....A. 2C99B29A m3b 2.9 GlassonionConfigAlphaTestVivid/Config/WorldEnvtIni_PartlyCloudy.ini 1373 522 38% 08-02-14 19:28 .....A. A89AE35F m3b 2.9 GlassonionConfigAlphaTestVivid/Config/WorldEnvtIni_Special.ini 1382 509 36% 08-02-14 04:06 .....A. EF618DFB m3b 2.9 GlassonionConfigAlphaTestVivid/Config/WorldEnvtIni_Stormy.ini 1382 507 36% 08-02-14 19:28 .....A. D7FF6FAE m3b 2.9 GlassonionConfigAlphaTestVivid/Config/WorldEnvt_Clear.dds 32896 3428 10% 10-05-11 00:27 .....A. 4DC778B5 m3b 2.9 GlassonionConfigAlphaTestVivid/Config/WorldEnvt_Overcast.dds 32896 3197 9% 10-05-11 00:27 .....A. 8AAAD2E5 m3b 2.9 GlassonionConfigAlphaTestVivid/Config/WorldEnvt_PartlyCloudy.dds 32896 3428 10% 10-05-11 00:27 .....A. 4DC778B5 m3b 2.9 GlassonionConfigAlphaTestVivid/Config/WorldEnvt_Special.dds 32896 3197 9% 10-05-11 00:27 .....A. 8AAAD2E5 m3b 2.9 GlassonionConfigAlphaTestVivid/Config/WorldEnvt_Stormy.dds 32896 1943 5% 10-05-11 00:27 .....A. B1999D35 m3b 2.9 GlassonionConfigAlphaTestVivid/Config 0 0 0% 08-02-14 19:35 .D..... 00000000 m0 2.0 GlassonionConfigAlphaTestVivid 0 0 0% 08-02-14 19:35 .D..... 00000000 m0 2.0 ------------------------------------------------------------------------------- 15 179145 21071 11% |
||
Description: Weather Config Profiles. Read The Weather Introduction for Instructions. | ||
Glassonion(Angle-Compass)Sea.rar (11.2 KB, 19 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Glassonion(Angle-Compass)Sea/(0&360-N)SeaDefault.ini 3093 1335 43% 28-01-14 02:06 .....A. 18493DDE m3b 2.9 Glassonion(Angle-Compass)Sea/(135-SE)Sea.ini 3093 1338 43% 28-01-14 02:15 .....A. 857A7EC1 m3b 2.9 Glassonion(Angle-Compass)Sea/(180-S)Sea.ini 3093 1335 43% 28-01-14 02:18 .....A. 266D3E5B m3b 2.9 Glassonion(Angle-Compass)Sea/(225-SW)Sea.ini 3093 1334 43% 28-01-14 02:21 .....A. C4D5B9CE m3b 2.9 Glassonion(Angle-Compass)Sea/(270-W)Sea.ini 3093 1337 43% 28-01-14 02:23 .....A. 3F278498 m3b 2.9 Glassonion(Angle-Compass)Sea/(315-NW)Sea.ini 3093 1336 43% 28-01-14 02:25 .....A. 429131B3 m3b 2.9 Glassonion(Angle-Compass)Sea/(45-NE)Sea.ini 3090 1334 43% 28-01-14 02:06 .....A. 4F0EE264 m3b 2.9 Glassonion(Angle-Compass)Sea/(90-E)Sea.ini 3093 1335 43% 28-01-14 02:11 .....A. A8C716BF m3b 2.9 Glassonion(Angle-Compass)Sea 0 0 0% 28-01-14 02:40 .D..... 00000000 m0 2.0 ------------------------------------------------------------------------------- 9 24741 10684 43% |
||
Glassonion(Angle-Compass)SeaTwo.rar (12.6 KB, 14 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Glassonion(Angle-Compass)SeaTwo/(0&360-N)SeaDefault.ini 3093 1335 43% 28-01-14 02:06 .....A. 18493DDE m3b 2.9 Glassonion(Angle-Compass)SeaTwo/(112.5-ESE)Sea.ini 3093 1335 43% 08-02-14 16:54 .....A. A9642ED2 m3b 2.9 Glassonion(Angle-Compass)SeaTwo/(157.5-SSE)Sea.ini 3093 1336 43% 08-02-14 16:55 .....A. 6D60CF35 m3b 2.9 Glassonion(Angle-Compass)SeaTwo/(202.5-SSW)Sea.ini 3093 1336 43% 08-02-14 16:55 .....A. 1226BC55 m3b 2.9 Glassonion(Angle-Compass)SeaTwo/(22.5-NNE)Sea.ini 3093 1337 43% 08-02-14 16:53 .....A. 32C52E9D m3b 2.9 Glassonion(Angle-Compass)SeaTwo/(247.5-WSW)Sea.ini 3093 1335 43% 08-02-14 16:56 .....A. 4D4A1DCA m3b 2.9 Glassonion(Angle-Compass)SeaTwo/(292.5-WNW)Sea.ini 3093 1333 43% 08-02-14 16:57 .....A. 2DFAB6E3 m3b 2.9 Glassonion(Angle-Compass)SeaTwo/(337.5-NNW)Sea.ini 3093 1336 43% 08-02-14 16:57 .....A. 14823E52 m3b 2.9 Glassonion(Angle-Compass)SeaTwo/(67.5-ENE)Sea.ini 3093 1339 43% 08-02-14 16:54 .....A. 45202CB8 m3b 2.9 Glassonion(Angle-Compass)SeaTwo 0 0 0% 08-02-14 13:20 .D..... 00000000 m0 2.0 ------------------------------------------------------------------------------- 10 27837 12022 43% |
||
Description: Altered Sea Ini files. Read the Water Planes Quick Test For Instructions. |
#360
9th Feb 2014 at 3:59 PM
Posts: 3,180
Thanks: 10353 in 45 Posts
Why is nobody answering my question?
And what happened to simsample?
Catalogue of Custom Neighborhoods for TS2
All Hood Building Group neighborhoods are available here
Want to get rid of EA's sims in neighborhoods? Check out my Clean and Empty Steatlh Hoods and Clean and Empty Neighborhood Templates
My Simblr
And what happened to simsample?
Catalogue of Custom Neighborhoods for TS2
All Hood Building Group neighborhoods are available here
Want to get rid of EA's sims in neighborhoods? Check out my Clean and Empty Steatlh Hoods and Clean and Empty Neighborhood Templates
My Simblr
Test Subject
#361
9th Feb 2014 at 5:53 PM
Last edited by Glassonion : 9th Feb 2014 at 6:10 PM.
Reason: Typo
Posts: 7
Quote: Originally posted by Jawusa
Why is nobody answering my question? And what happened to simsample? |
Hello, if you mean the question you asked back at Post #90 in this thread then I may be able to help.
Downloaded your ini files to have a look and have made some minor changes which seem to have corrected the problem for me (was causing a CAW App Crash). Some of your values in the fields: 'Threshold, Sharpness and TexCoord' have blank 'spacebar' spaces after the input value (a subtle error but it does seem to make a difference). Also, it doesn't seem to like it when the Clear Probability Weight is set to 0.0, changed it 0.01 and that seemed to do it.
I have attached your corrected ini files in 'Weather Config Profile' format as described in my post above. Hope this helps you.
Glassonion
Attached files:
Jawusa corrected weather profile.rar (14.8 KB, 19 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Jawusa corrected weather profile/Config/WorldEnvtIni_Clear.ini 1339 502 37% 09-02-14 17:34 .....A. B57FA474 m3b 2.9 Jawusa corrected weather profile/Config/WorldEnvtIni_Overcast.ini 1339 491 36% 13-12-11 12:23 .....A. C0F5BEC5 m3b 2.9 Jawusa corrected weather profile/Config/WorldEnvtIni_PartlyCloudy.ini 1340 502 37% 09-02-14 17:28 .....A. 02664BC6 m3b 2.9 Jawusa corrected weather profile/Config/WorldEnvtIni_Special.ini 1346 517 38% 25-10-11 17:41 .....A. 9F26504C m3b 2.9 Jawusa corrected weather profile/Config/WorldEnvtIni_Stormy.ini 1337 493 36% 13-12-11 12:16 .....A. 7D78469C m3b 2.9 Jawusa corrected weather profile/Config/WorldEnvt_Clear.dds 32896 3424 10% 13-12-11 21:24 .....A. 116F94D3 m3b 2.9 Jawusa corrected weather profile/Config/WorldEnvt_Overcast.dds 32896 1864 5% 13-12-11 12:19 .....A. 1C7CBF34 m3b 2.9 Jawusa corrected weather profile/Config/WorldEnvt_PartlyCloudy.dds 32896 2426 7% 25-10-11 17:45 .....A. D19F1AF3 m3b 2.9 Jawusa corrected weather profile/Config/WorldEnvt_Special.dds 32896 1863 5% 25-10-11 17:45 .....A. B4F82132 m3b 2.9 Jawusa corrected weather profile/Config/WorldEnvt_Stormy.dds 32896 1943 5% 25-10-11 17:45 .....A. B1999D35 m3b 2.9 Jawusa corrected weather profile/Config 0 0 0% 09-02-14 17:39 .D..... 00000000 m0 2.0 Jawusa corrected weather profile 0 0 0% 09-02-14 17:40 .D..... 00000000 m0 2.0 ------------------------------------------------------------------------------- 12 171181 14025 8% |
#362
9th Feb 2014 at 9:11 PM
Posts: 3,180
Thanks: 10353 in 45 Posts
Quote: Originally posted by Glassonion
Hello, if you mean the question you asked back at Post #90 in this thread then I may be able to help. Downloaded your ini files to have a look and have made some minor changes which seem to have corrected the problem for me (was causing a CAW App Crash). Some of your values in the fields: 'Threshold, Sharpness and TexCoord' have blank 'spacebar' spaces after the input value (a subtle error but it does seem to make a difference). Also, it doesn't seem to like it when the Clear Probability Weight is set to 0.0, changed it 0.01 and that seemed to do it. I have attached your corrected ini files in 'Weather Config Profile' format as described in my post above. Hope this helps you. Glassonion |
Oh thank you very much.
I waited almost 3 years for someone who can fix it.
...embarrassing, I'm still not finished building my first world but I'm finished soon.
Anyway I also have a question... How can I delete the .dds files from the world?
Now, I want to use the Config folder method.
Always, if I try to delete the .dds files, the world won't load so I had to restore it back (backup)
Catalogue of Custom Neighborhoods for TS2
All Hood Building Group neighborhoods are available here
Want to get rid of EA's sims in neighborhoods? Check out my Clean and Empty Steatlh Hoods and Clean and Empty Neighborhood Templates
My Simblr
Test Subject
#363
9th Feb 2014 at 9:55 PM
Posts: 7
Quote: Originally posted by Jawusa
Oh thank you very much. I waited almost 3 years for someone who can fix it. ...embarrassing, I'm still not finished building my first world but I'm finished soon. Anyway I also have a question... How can I delete the .dds files from the world? Now, I want to use the Config folder method. Always, if I try to delete the .dds files, the world won't load so I had to restore it back (backup) |
That's ok, am glad it helped you out.
As for deleting exiting .dds files in your world, simsample has already covered this in post #3 of this thread. '', or else remove the colour ramps to get rid of the custom weather altogether'', if this is what you mean? If so...
Open your .World backup file in S3PE then locate and delete the following resources:
S3_00B2D882_0076A684_ECCBBCB773C02131
S3_00B2D882_0076A684_7529C26EE8E2A9E6
S3_00B2D882_0076A684_28C841C9462BCDE0
S3_00B2D882_0076A684_E422CDDE7FE1F25F
S3_00B2D882_0076A684_F0A86F660985BF20
Save your world in S3PE and use this new file to replace the exiting one in the CAW user tool data. Also check that you don't have any old or duplicate weather ini files in your backup as this may cause a problem. (All resource information is posted at the start of this thread if you need to track these down). If this isn't what you meant or it doesn't solve the problem then it could be something wrong elsewhere.
Glassonion
#364
10th Feb 2014 at 12:08 PM
Posts: 3,180
Thanks: 10353 in 45 Posts
Quote: Originally posted by Glassonion
That's ok, am glad it helped you out. As for deleting exiting .dds files in your world, simsample has already covered this in post #3 of this thread. '', or else remove the colour ramps to get rid of the custom weather altogether'', if this is what you mean? If so... Open your .World backup file in S3PE then locate and delete the following resources: S3_00B2D882_0076A684_ECCBBCB773C02131 S3_00B2D882_0076A684_7529C26EE8E2A9E6 S3_00B2D882_0076A684_28C841C9462BCDE0 S3_00B2D882_0076A684_E422CDDE7FE1F25F S3_00B2D882_0076A684_F0A86F660985BF20 Save your world in S3PE and use this new file to replace the exiting one in the CAW user tool data. Also check that you don't have any old or duplicate weather ini files in your backup as this may cause a problem. (All resource information is posted at the start of this thread if you need to track these down). If this isn't what you meant or it doesn't solve the problem then it could be something wrong elsewhere. Glassonion |
I deleted those... I hope it works :-)
EDIT: It worked, now I don't have any strange shadows or fog... it's like, I never add those .dds files :-)
Catalogue of Custom Neighborhoods for TS2
All Hood Building Group neighborhoods are available here
Want to get rid of EA's sims in neighborhoods? Check out my Clean and Empty Steatlh Hoods and Clean and Empty Neighborhood Templates
My Simblr
Test Subject
#365
13th Feb 2014 at 4:58 PM
Posts: 5
I'm trying to remake te Isla paradiso world more to my liking. The problem is that the world file that I have doesn't have any of the special water and sky colours. I would like to get those of sunlit tides in the world. The files I found, I believe they were from this topic didn't work. also when I looked at them it didn't really had that much to do with sky and watter and there was nothing at all about colour. So does anybody know where to get the correct files?? Hopfully those wil work for my world since the others didn't.
Test Subject
#366
18th Feb 2014 at 6:47 PM
Posts: 19
Quote: Originally posted by Caesum
Hello, does anyone know how can I change the interior lighting? I thought I could find it here but it seems there's either nothing about it or I'c blind. I hate how dark the rooms are. My perfectly white wall looks like a dark grey crap even with lights turned on. I'd love to change it. Also I wonder if there's any possibility to turn off that strange from-the-ground lighting which seem to affect every sim(their chins are brighter than their faces). I thought it'd work if I change LightProbeSaturation and GrayscaleProbeIntensity parameters to 0, but apparently it doesn't fix it. Here's an example of the problem: http://i.imgur.com/6ovctaj.jpg |
Can somebody help me on this one? It's really important to me, especially the indoor lighting.
Test Subject
#367
22nd Feb 2014 at 7:01 PM
Posts: 7
Quote: Originally posted by TitanChief10
I'm trying to remake te Isla paradiso world more to my liking. The problem is that the world file that I have doesn't have any of the special water and sky colours. I would like to get those of sunlit tides in the world. The files I found, I believe they were from this topic didn't work. also when I looked at them it didn't really had that much to do with sky and watter and there was nothing at all about colour. So does anybody know where to get the correct files?? Hopfully those wil work for my world since the others didn't. |
Hi, these methods do work, although you may actually have to read the provided information to get it to work how you would like it to. The ini files for sunlit tides provided in this thread are correct and are what your looking for but like I said, you may need to do some research of your own.
Here are pictures of the sunlit tides ini files (only has two weather types) from this thread in action in CAW, to show you that it does work. People are happy to try and help with problems but you cant just say 'It Doesn't Work', when there is lot of evidence to the contrary. If you have another read through and are still stuck then post the problem and ill try to help you out some more.
Glassonion
Test Subject
#368
22nd Feb 2014 at 10:10 PM
Posts: 7
Quote: Originally posted by Caesum
Can somebody help me on this one? It's really important to me, especially the indoor lighting. |
Hello, not sure if I will be able to help here but would like to ask a question to try and narrow the cause of this problem:
Do these 'chin lighting' and 'white (looks grey) wall' problems only happen in worlds that you have created, or is this present in all games/worlds that you play in The Sims 3?
Glassonion
Test Subject
#369
27th Feb 2014 at 5:01 AM
Posts: 3
I've read, read, an read some more an I'm just left puzzled. Here is what I need/want to do...
I haven't yet purchased Island Paradise or any of the other expansions that have worlds with that tropical water an beaches. I want those beaches an water (water mostly I can do the beaches with terrain paints).
Step by Step in newbie terms.... how do I change the water to that of Island Paradise or tropical setting? Surely by now someone has a one click an it's done answer for this. I hope....
Help greatly appreciated
Zombie615
Edited - I think what I really need is the ini files for Island Paradise so that I can read through this tutorial again an switch those out however it is done so my world will have Island paradise sky/sea/weather paramaters.
I haven't yet purchased Island Paradise or any of the other expansions that have worlds with that tropical water an beaches. I want those beaches an water (water mostly I can do the beaches with terrain paints).
Step by Step in newbie terms.... how do I change the water to that of Island Paradise or tropical setting? Surely by now someone has a one click an it's done answer for this. I hope....
Help greatly appreciated
Zombie615
Edited - I think what I really need is the ini files for Island Paradise so that I can read through this tutorial again an switch those out however it is done so my world will have Island paradise sky/sea/weather paramaters.
Test Subject
#370
8th Mar 2014 at 6:12 PM
Last edited by Caesum : 9th Mar 2014 at 10:31 AM.
Posts: 19
Glassonion(from the Beatles song?) - it happens everywhere. It's also visible in default lighting. I'd believe it's happening because of that from-the-ground lighting, but I cannot seem to turn it off without destroying whole lighting.
And about indoor lighting, I cannot find a single option for it in the ini files for lighting. Does anyone know where can I find them?
And about indoor lighting, I cannot find a single option for it in the ini files for lighting. Does anyone know where can I find them?
Test Subject
#371
5th Apr 2014 at 3:53 PM
Posts: 7
Quote: Originally posted by Caesum
Glassonion(from the Beatles song?) |
Yes, well spotted. That is an interesting one, if it happens everywhere then it may not even be related to CAW and something else could be the cause. The ambient light looked ok in your picture, didn't see one of the wall issue, the skin was the most noticeable though; looks rather detailed, is this a CC item? Maybe try running without any mods and see if that makes a difference, I know that's what everyone blames but its worth a try if you are having problems. As for tuning interior lighting; I've yet to see any setting files that deal with this yet, although there may well be somewhere. Sorry I couldn't be much help,
Glassonion
Test Subject
#372
21st Apr 2014 at 9:27 AM
Posts: 5
Sory but I have been trying forever to just get a world with the ini files from Sunlit Tides, I have used the files from this topic but when I import them in a flt world I can not open the world any more. Could someone please help me with this, or if someone could just make a working flat world with these files and sent it to me that would be great.
Titan
Titan
Test Subject
#373
16th May 2014 at 1:39 PM
Last edited by Caesum : 24th May 2014 at 11:30 AM.
Reason: I will never ever forgive myself this mistake. They won't either.
Posts: 19
Glassonion - unfortunately it's a fully TS3 'feature' that strange from-the-ground lighting. And no worries about indoor lighting, I guess You Can't Always Get What You Want(if you know what I mean).
How about CAS lighting? I'd love to make it look exactly like in indoors if possible.
How about CAS lighting? I'd love to make it look exactly like in indoors if possible.
Test Subject
#374
24th Nov 2014 at 2:50 AM
Posts: 5
I realize this an old thread. I'm throwing that out there because it seems that almost all Sims3er's have gone to Sims 4.
Not I.
Tried it, Hated it (Toony to the max). So I'm sticking to "3".
Now for the issue: I remember there was a day when I did customize my INI files and I loved the result for the world I was working on. The problem on this day is that I cannot find any of the ini files that should be with the game. I've searched and searched through several directories including Origin's files . I lost my own INI tweakings a couple of re-installations ago along with my world but I never really gave much thought to the INI tweaks because once I understood the concepts, it seemed easy enough to duplicate should the need arise. Now that the need has indeed risen I can't remember if I needed to make the files exist in the first place (Similar to the Mods/packages creation) or if I simply tweaked the existing files. Can anyone shed a little Ankle-Height Light on that?
Not I.
Tried it, Hated it (Toony to the max). So I'm sticking to "3".
Now for the issue: I remember there was a day when I did customize my INI files and I loved the result for the world I was working on. The problem on this day is that I cannot find any of the ini files that should be with the game. I've searched and searched through several directories including Origin's files . I lost my own INI tweakings a couple of re-installations ago along with my world but I never really gave much thought to the INI tweaks because once I understood the concepts, it seemed easy enough to duplicate should the need arise. Now that the need has indeed risen I can't remember if I needed to make the files exist in the first place (Similar to the Mods/packages creation) or if I simply tweaked the existing files. Can anyone shed a little Ankle-Height Light on that?
#375
24th Nov 2014 at 9:10 AM
Quote: Originally posted by Absynaesthesia
I realize this an old thread. I'm throwing that out there because it seems that almost all Sims3er's have gone to Sims 4. Not I. Tried it, Hated it (Toony to the max). So I'm sticking to "3". Now for the issue: I remember there was a day when I did customize my INI files and I loved the result for the world I was working on. The problem on this day is that I cannot find any of the ini files that should be with the game. I've searched and searched through several directories including Origin's files . I lost my own INI tweakings a couple of re-installations ago along with my world but I never really gave much thought to the INI tweaks because once I understood the concepts, it seemed easy enough to duplicate should the need arise. Now that the need has indeed risen I can't remember if I needed to make the files exist in the first place (Similar to the Mods/packages creation) or if I simply tweaked the existing files. Can anyone shed a little Ankle-Height Light on that? |
I haven't been playing with this issue for ages, but I know it's available as a download for the worlds you like to tweak on. You have to read the first few posts in this thread and download the ini and color ramps from there.
My youtube videos: http://www.youtube.com/user/TullaRask?feature=mhum
My blog: www.volvenomtullarask.com
Who Posted
|