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- Sims 3 Creation >
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- CAW Resources >
- Other Resources - Assorted Retaining Walls & small walls for download
Replies: 20 (Who?), Viewed: 47958 times.
#1
6th Aug 2012 at 12:10 PM
Last edited by Simsimillian : 7th Aug 2012 at 7:38 PM.
Posts: 297
Thanks: 559 in 6 Posts
Assorted Retaining Walls & small walls for download
Hey all!I was displeased with the limited possibilities we had with the otherwise beautiful retaining walls that came with NightLife (impossible to make a decent corner, hole on one side so you can't end your wall on the left...) so I made some of my own. They don't match the original *exactly* since I had to remap the whole thing and fiddle with the textures, but they also don't have the slight green hue the original has. I think that's a plus. They're probably high polygone though, so I guess that's a minus.
edit: I just read that "For objects - the rule of thumb is to aim for 800 poly or less per tile that the object takes up." - so I guess they're not that high-poly at all
edit2: I guess I wasn't done mapping after all: I added a collection of small walls for beautifying edges, trimming canals, and whatnot - also: please re-download the retaining walls as I fixed their footprints!
edit3: ... aaaaaaand updated because I added corners for the small walls. Now I'm really, really done
Attached files:
retainingwalls.rar (1.06 MB, 6934 downloads) - View custom content | ||||||||||||||||||||||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- SimsimillianwallRetainingSmall.package 496546 268930 54% 07-08-12 12:50 .....A. 53252496 m3f 2.9 Simsimillian_wallCornerPiece.package 903117 277453 30% 07-08-12 12:58 .....A. 98914AC9 m3f 2.9 Simsimillian_wallRetainingLong.package 1207467 290676 24% 07-08-12 13:02 .....A. DD722BF9 m3f 2.9 Simsimillian_wallRetainingMedium.package 942511 278865 29% 07-08-12 13:28 .....A. 7BC2857A m3f 2.9 ------------------------------------------------------------------------------- 4 3549641 1115924 31% |
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smallwalls.rar (1.54 MB, 6151 downloads) - View custom content | ||||||||||||||||||||||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Simsimillian_SmallWallConcreteFence.package 752437 268694 35% 07-08-12 13:31 .....A. 9E1E8A5B m3e 2.9 Simsimillian_SlantedBrick.package 390814 272608 69% 07-08-12 17:16 .....A. 15768C0E m3e 2.9 Simsimillian_SlantedConcrete.package 675556 265704 39% 07-08-12 14:14 .....A. 464FC29F m3e 2.9 Simsimillian_SlantedWithFence.package 843010 274271 32% 07-08-12 13:34 .....A. 74B298EF m3e 2.9 Simsimillian_SmallWallBrick.package 384678 270468 70% 07-08-12 17:29 .....A. 1CA9A8AE m3e 2.9 Simsimillian_SmallWallConcrete.package 663871 264054 39% 07-08-12 14:13 .....A. AEE6783D m3e 2.9 ------------------------------------------------------------------------------- 6 3710366 1615799 43% |
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corners.rar (785.0 KB, 6036 downloads) - View custom content | ||||||||||||||||||||||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Simsimillian_BrickCornerPiece.package 670816 268578 40% 07-08-12 20:18 .....A. C4BAE186 m3e 2.9 Simsimillian_ConcreteCorner.package 671082 264913 39% 07-08-12 20:20 .....A. 6D510087 m3e 2.9 Simsimillian_FenceCornerPiece.package 757216 270062 35% 07-08-12 20:24 .....A. 9DC0C670 m3e 2.9 ------------------------------------------------------------------------------- 3 2099114 803553 38% |
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#2
6th Aug 2012 at 1:54 PM
These will be very useful- great work!
Can you perhap give a poly count for them, if you consider them high poly?
Can you perhap give a poly count for them, if you consider them high poly?
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#3
6th Aug 2012 at 3:56 PM
Posts: 297
Thanks: 559 in 6 Posts
Well, the long one is 2848 faces (that's the same as polygones right?), The corner piece about half that.
The reason for this is that EA makes the texture repeat multiple times over a very long (low-poly) wall, by effectively mapping waaaaaaay past the edge of the UV map. Which doesn't work (or I haven't been able to do this) with a cloned object. So I had to make a short wall, map it, and then copy that several times.
I apologize if all this sounds like complete nonsense
The reason for this is that EA makes the texture repeat multiple times over a very long (low-poly) wall, by effectively mapping waaaaaaay past the edge of the UV map. Which doesn't work (or I haven't been able to do this) with a cloned object. So I had to make a short wall, map it, and then copy that several times.
I apologize if all this sounds like complete nonsense
#4
6th Aug 2012 at 4:55 PM
Posts: 11,682
Thanks: 9680 in 11 Posts
I have a feeling Bloom found some secret to the extended UVMap problem. And if my memory is not totally failing, he and Peter worked something out so S3PE would support it properly. You could ask if he has any idea what I am talking about, and if so, am I talking about the same thing lol.
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
#5
6th Aug 2012 at 5:49 PM
Posts: 297
Thanks: 559 in 6 Posts
Hmz maybe I will, but I'm sort of fed up with UV mapping for the nonce - back to building worlds!
#6
18th Aug 2012 at 10:45 PM
Posts: 44
This is amazing thank you so much! i have this weird obsession with using retaining walls and making canals and such and while the variety in CAW is good, they don't give you every option per wall type. obviously each type should come with a straight piece and a corner piece. like that very nice "L" shaped brick textured one that kind of slopes out. i want to use that but there's no straight piece to extend it. i don't really want to sculpt my world around using a wall. :/
anyway again thanks very much for your efforts! :D
anyway again thanks very much for your efforts! :D
#7
23rd Aug 2012 at 4:49 AM
Ooooooh! Great job - looks amazing! :D
Damn, now I want to update CAW just to use these :P
Damn, now I want to update CAW just to use these :P
Before you ask... It needs moar bushes!
~My landscaping videotutorials~ | ~CFE tiptorial - a set of CFE videos by me~
~My landscaping videotutorials~ | ~CFE tiptorial - a set of CFE videos by me~
Test Subject
#8
5th Sep 2012 at 2:15 PM
Posts: 12
Wow that's great, also, i've got a little idea to enlarge your set )))
It would be nice if there will be inversed corners (inner-coner i suppose it called), and maybe some 45graded curves, and s-curved walls )
Wouuuld be total perfection )
Oh, using'em right now in a city, did u know it's way to simnplier if to use such walls to create contours of the city? XD
It would be nice if there will be inversed corners (inner-coner i suppose it called), and maybe some 45graded curves, and s-curved walls )
Wouuuld be total perfection )
Oh, using'em right now in a city, did u know it's way to simnplier if to use such walls to create contours of the city? XD
Test Subject
#10
30th Nov 2012 at 2:31 PM
Posts: 1
I so love them!!! Thank you so much ! I tried doing the same thing with some kind of wall. River fence - rail (it comes with WA expansion), but the textures went black and i couldn`t find the problem. Do you have any ideas?
Test Subject
#11
1st Dec 2012 at 6:07 PM
Last edited by TsarIvan : 2nd Dec 2012 at 4:17 AM.
Posts: 8
These look fabulous. I will put them to what I hope will be good use. But... Oh, I feel so ungrateful for saying this...
I can't get them to line up, even when I have "snap to grid" activated. In addition, I've noticed that the brick walls are just the slightest bit longer at the top than at the bottom, meaning I have to either allow a tiny gap at the bottom or make them overlap a bit at the top (which makes them flicker). Is this just a problem on my end?
I can't get them to line up, even when I have "snap to grid" activated. In addition, I've noticed that the brick walls are just the slightest bit longer at the top than at the bottom, meaning I have to either allow a tiny gap at the bottom or make them overlap a bit at the top (which makes them flicker). Is this just a problem on my end?
#12
8th Dec 2012 at 10:32 AM
Posts: 30
Quote: Originally posted by TsarIvan
I've noticed that the brick walls are just the slightest bit longer at the top than at the bottom, meaning I have to either allow a tiny gap at the bottom or make them overlap a bit at the top (which makes them flicker). Is this just a problem on my end? |
For the flickering add or subtract about 0.1~0.2 from XYZ coordinates for one of the objects. They will seem lined up, but won't flicker.
#13
15th Dec 2012 at 11:21 AM
Posts: 297
Thanks: 559 in 6 Posts
Yeah I'm afraid this project was my first attempt at creating an object from beginning to end. Cristinaro: the reason the textures go black when you put the object through all the steps is just something to do with how EA builds these world objects, meaning you can't just edit them; you have to clone a different object (I used a sign post - yeah) and mesh + UV-map everything from scratch, which took me, well, about a week. All that said, I know they are far from perfect, and I apologize for that, but I don't have time to edit anything now (senior year of uni and all). I made them overlap a little in my world and haven't been bothered by flickering, but I know it's there if you look for it. I hope you can enjoy them as they are though Cheers
#14
16th Dec 2012 at 1:14 PM
Posts: 530
Thanks: 4199 in 12 Posts
Oh, I love these!!! Thanks a lot!
Actually it might be easier without snap grid activated and using the x-y-z coordinates.
Quote: Originally posted by TsarIvan
I can't get them to line up, even when I have "snap to grid" activated. |
Actually it might be easier without snap grid activated and using the x-y-z coordinates.
Test Subject
#15
17th Jan 2013 at 5:48 PM
Last edited by sidhe : 17th Jan 2013 at 10:17 PM.
Posts: 10
I'm having problems getting these to show up in game - I did the framework thing and they show in CAW perfectly well. If I try adding the packages to my game/mods folder then EIG crashes. Can anyone tell me what I'm doing wrong?
Edit: NM, it was just this version of CAW being b0rked as usual ¬_¬
Edit: NM, it was just this version of CAW being b0rked as usual ¬_¬
Test Subject
#16
14th Feb 2016 at 8:34 PM
Posts: 6
I am as we speak extracting these into my documents/electronicarts/sims3/mods/packages folder....i really hope that works or should i be installing them elsewhere?
Lab Assistant
#17
16th Oct 2016 at 9:56 AM
Posts: 61
Thanks: 329 in 15 Posts
Only saw the post now but these walls look amazing, I liked the idea they did with the "looking-like-houseboats" lots in the store world Lucky Palms. I always HATED it, I wasn't able to recreate such lots in my world but this might just do the trick.
Thanks!
Thanks!
Lab Assistant
#18
13th Nov 2016 at 9:45 AM
Posts: 61
Thanks: 329 in 15 Posts
nothing shows up added textures however show up but not stuf flike this and I've done everything I had to :/
Lab Assistant
#19
13th Nov 2016 at 1:02 PM
Posts: 61
Thanks: 329 in 15 Posts
okay so I've done everything and I've downloaded this and some French walls by Gelina (wariverside)3. Your walls are NOT showing up, however, Gelina's are...
I guess you have to update your download or something? It's very odd only her CC is showing up...
I guess you have to update your download or something? It's very odd only her CC is showing up...
Lab Assistant
#20
29th Dec 2016 at 2:04 PM
Posts: 61
Thanks: 329 in 15 Posts
it now shows up.
Is it possible for you to create curbed walls as well??
Is it possible for you to create curbed walls as well??
Test Subject
#21
30th Apr 2022 at 6:04 AM
Posts: 5
I wonder that if i use hundreds of them in my town,would it slow down my gameworking? Please forgivie my poor English....
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