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- Sims 2 - I need dirt roads and paved roads
#26
15th Jul 2008 at 8:56 PM
Last edited by Winterhart : 15th Jul 2008 at 9:00 PM.
Reason: add text
[QUOTE=Mootilda]The pseudo-road looks more fuzzy than when you were using the "over the road" technique?
Oops, it's fuzzy either way.
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When you put a pseudo-road on the floor above the real road, can you see the pseudo-road in the neighborhood view in EPs from Seasons on? If not, there's no use in trying to adjust the elevation of the road. If so, I'll try to find that tutorial on getting a 1-click difference between two levels.
I'm not sure I understood how to put a road a floor above. Could you double check the steps that I did in my last post?
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One more thing. In a previous post you said, If removing the road (with lot adjuster?) works, it might lead us to a new solution for your problem - one which might work with later EPs.
How exactly do you remove a road with LotAdjuster? The only way I know to remove a road is with moveobjects deleting the tiles. Is there another way. If so, that might be the solution.
Thank you for your time
Sometimes the Dragon wins and I AM the Dragon!
Oops, it's fuzzy either way.
--------------------------------------------------------------------------
When you put a pseudo-road on the floor above the real road, can you see the pseudo-road in the neighborhood view in EPs from Seasons on? If not, there's no use in trying to adjust the elevation of the road. If so, I'll try to find that tutorial on getting a 1-click difference between two levels.
I'm not sure I understood how to put a road a floor above. Could you double check the steps that I did in my last post?
-----------------------------------------------------------------------------
One more thing. In a previous post you said, If removing the road (with lot adjuster?) works, it might lead us to a new solution for your problem - one which might work with later EPs.
How exactly do you remove a road with LotAdjuster? The only way I know to remove a road is with moveobjects deleting the tiles. Is there another way. If so, that might be the solution.
Thank you for your time
Sometimes the Dragon wins and I AM the Dragon!
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#27
15th Jul 2008 at 9:44 PM
Last edited by Mootilda : 15th Jul 2008 at 9:52 PM.
Quote: Originally posted by Winterhart
Oops, it's fuzzy either way. |
Quote: Originally posted by Winterhart
I'm not sure I understood how to put a road a floor above. Could you double check the steps that I did in my last post? |
Quote: Originally posted by Winterhart
How exactly do you remove a road with LotAdjuster? The only way I know to remove a road is with moveobjects deleting the tiles. Is there another way. If so, that might be the solution. |
I believe that this technique should work for all EPs. Good luck and let me know if you need any further help.
#28
16th Jul 2008 at 2:48 AM
Quote: Originally posted by Mootilda
Then, it sounds like this is the technique to use. Yes, it sounds like you followed the correct steps. After placing the floor tiles, you can remove the (unnecessary) walls. However, this is no longer relevant, since I've confirmed that the technique doesn't produce a working pseudo-road... sims can't overcome the "cliff", even when the two levels are at the same elevation. |
But it does make a pseudo road visible in neighborhood view? If so is it fuzzy or nice and clear? I don't it to be a working road. I use "walk to lot" in Bon Voyage. I know this may sound really picky but I only need one dirt road visible in the neighborhood.
Thank you for your time
Sometimes the Dragon wins and I AM the Dragon!
#29
16th Jul 2008 at 6:20 AM
Yes, the pseudo-road is visible in the neighborhood view, when running all EPs. Sorry, I don't have a picture and I changed the lot back when I realized that the 1-click up pseudo-road caused problems with vehicle traffic. I was able to see a tiny bit of the regular road at the edges of the pseudo-road, which might make the road seem less "fussy"... try it yourself and see what you think.
Check out my previous post for a link to the tutorial on how to make a 1-click wall.
Check out my previous post for a link to the tutorial on how to make a 1-click wall.
#30
16th Jul 2008 at 7:03 AM
Thank you
Sometimes the Dragon wins and I AM the Dragon!
Sometimes the Dragon wins and I AM the Dragon!
#31
16th Jul 2008 at 9:08 AM
Last edited by niol : 16th Jul 2008 at 12:37 PM.
Posts: 4,403
Thanks: 10657 in 115 Posts
strcmp results by wiki about differences between the EP4 and EP5 versions of the neighbourhood and lotskirt shaders, I found no differences related to "layer" values. The latter shader has only an additional function with same layer value as its counterpart, so it doesn't matter at all.
Neighborhoodswvs shader had no change at all between these 2 EPs.
but anyway, the quotes are to hold the extracted layer infos
Even if the concerned layer values are not stored in these shaders, it never means they cannot be stored in yet other shaders.
I'm gonna check the floor and related shaders later... since road tiles can be layered by them too.
added:
It seems only the value of the floor layer has been changed significantly and relevantly to our quest. However, the change started from EP2.
It's not saying the others are irrelevant, but they're background infos to show how these materials for lots and neighbourhood and some of their components show up for what we see eventually.
It's not automatically saying that the change in floor tile layer must be the answer, and it takes probably some tests to confirm. I need at least 2-3 volunteers with game copies of at least up to EP2, 3, 4, 5 separately to try a testing mod I'll post later. One can use Numenor's AGS or BGS
http://www.modthesims2.com/showthread.php?t=250555
http://www.modthesims2.com/showthread.php?t=107015
refs:
http://www.sims2wiki.info/wiki.php?...alk:ShaderFloor
http://www.sims2wiki.info/wiki.php?...k:ShaderFloorPS
http://www.sims2wiki.info/wiki.php?...ShaderImposters
http://www.sims2wiki.info/wiki.php?...:ShaderLotskirt
http://www.sims2wiki.info/wiki.php?...derNeighborhood
http://www.sims2wiki.info/wiki.php?...ighborhoodroads
http://www.sims2wiki.info/wiki.php?...k:ShaderTerrain
Neighborhoodswvs shader had no change at all between these 2 EPs.
but anyway, the quotes are to hold the extracted layer infos
Quote: Originally posted by Floor shader
seti gridLayer 3 # since EP0 seti gridLayer 5 # since EP2 seti gridLayer 13 # since EP4 seti floorLayer 0 # since EP0 seti floorLayer -4 # since EP2 seti previewLayer 0 # -28 FloorShaders() shader -layer $floorLayer FixedFunctionFloorShader() shader -layer $floorLayer # gridMaterial -- composites the alpha grid texture over the normal floor texture # NOTE: In order to guarantee this is drawn on top of the normal floor tile textures, the layer has to be higher than that for the normal floor textures. TileGridMaterial() shader -layer $gridLayer # inverseGridMaterial -- composites the inverse of the alpha grid texture over the normal floor texture # NOTE: In order to guarantee this is drawn on top of the normal floor tile textures, the layer has to be higher than that for the normal floor textures. define InverseTileGridMaterial() #trace "$currentMaterialName inverse tile grid material" shader -layer $gridLayer TileLocalGridMaterial() # 7/26/04 This material should only be reinstated if the cursor moves a part that causes visible damage to be updated with respect to where it is moved. Marking all the terrain tiles with this modifiedEachFrameHint is too slow. For now this material is disabled. shader -layer $gridLayer ffDepthOffset 2 # above the shadow/overlay layer. tileShaderMayLevel_0 addParam scLayer $previewLayer tileShaderMayNotLevel_0 addParam scLayer $previewLayer materialDefinition tileShaderMayLevel_0 setDefinition SolidColorMaterial addParam scLayer $previewLayer addParam color (0,1,0) end materialDefinition tileShaderMayNotLevel_0 setDefinition SolidColorMaterial addParam scLayer $previewLayer addParam color (1,0,0) end materialDefinition tileShaderMayLevel_0_ setDefinition SolidColorMaterial addParam scLayer $previewLayer addParam depthOffset 2 addParam color (0,1,0) end materialDefinition tileShaderMayNotLevel_0_ setDefinition SolidColorMaterial addParam scLayer $previewLayer addParam depthOffset 2 addParam color (1,0,0) end materialDefinition floor_oak_seethrough setDefinition FloorReflective addParam stdMatLayer 2 addParam stdMatBaseTextureName floor-oak addParam reflectStrength .3 end materialDefinition floor_mountainFogTile setDefinition FloorReflective addParam stdMatLayer 2 addParam stdMatBaseTextureName floor-mountainFogTile addParam reflectStrength .1 end |
Quote: Originally posted by FloorPS shader
PixelShaderFloorsWithShadowMapping() shader -layer $floorLayer DX9GaussianFilterShadowMap() # render this at the end shader -layer +999 PixelShaderFloors(normalMapping) shader -layer $floorLayer |
Quote: Originally posted by Imposter shader
# NOTE: because imposters are generated by # rendering the lot to textures, all imposter # textures effectively have pre-multiplied alpha. #layer ID of neighborhood terrain canvas seti nhoodCanvasLayer -8 ImposterDualPackedSliceMaterial() shader -layer (($stdMatLayer * 8)) ImposterTerrainMaterial() shader -layer (($nhoodCanvasLayer + 5)* 8) ImposterWallMaterial() shader -layer ($stdMatLayer * 8) ImposterRoofMaterial() shader -layer ($stdMatLayer * 8) |
Quote: Originally posted by Lotskirt shader
seti lotSkirtLayer -6 LotSkirtMaterialDefinitionFF() shader -layer ($lotSkirtLayer * 8) LotSkirtMaterialDefinitionVSPS1() shader -layer ($lotSkirtLayer * 8) ### the added def from EP4 to EP5 LotSkirtRoadMaterialDefinition() shader -layer ($lotSkirtLayer * 8) LotSkirtBoundaryClipMaterial() shader -layer (($lotSkirtLayer - 1) * 8) |
Quote: Originally posted by Neighbourhood shader
# layers # normal shadows are layer 2 (after opaques), tree shadows are moved to -2 to make them # render to the first buffer. Tree shadows (-2) do not show up on fields (7). seti nhoodWaterLayer 1 seti nhoodCanvasLayer -8 seti nhoodTreeShadowLayer -2 NeighborhoodCanvas() shader -layer (($nhoodCanvasLayer) * 8) NeighborhoodCanvasStraddle() # Used for those triangles in the canvas which are partially under water. # material for reflection camera shader -layer (($nhoodCanvasLayer) * 8) #material for standard camera #shader -layer (-128) shader -layer (-128) NeighborhoodWaterTerrain() shader -layer (($nhoodCanvasLayer + 2) * 8) NeighborhoodTerrainPaintShader() shader -layer (($nhoodCanvasLayer + 1) * 8) NeighborhoodWater() shader -layer $nhoodWaterLayer shader -layer $nhoodWaterLayer shader -layer $nhoodWaterLayer shader -layer ($nhoodWaterLayer) #<shader -layer ($nhoodWaterLayer) # The layer ID for this should be lower than "nhoodWaterLayer" Id because we want the farther side of the water box should be # drawn as well. # the layer ID of any under-water objects (so NeighborhoodWaterEdge() shader -layer (($nhoodWaterLayer - 1) * 8) NeighborhoodTerrainEdge() shader -layer (($nhoodCanvasLayer + 13) * 8) NHoodTerrainLighting() shader -layer (($nhoodCanvasLayer + 3) * 8) NHoodTerrainHighlightMaterial() shader -layer (($nhoodCanvasLayer + 9) * 8) NHoodTerrainOutlineHighlightMaterial() shader -layer (($nhoodCanvasLayer + 10) * 8) PartiallyUnderWaterMaterial() UnderWaterShadingMaterial() shader -layer (($nhoodCanvasLayer + 4) * 8) ImposterArrowMaterial() shader -layer (($nhoodCanvasLayer + 11) * 8) NeighborhoodTreeGUOBMaterial() shader -layer $nhoodTreeShadowLayer NeighborhoodBuildingMaterial() shader -layer 0 # make tree shadows render to an opaque (but blended layer) so they drop into the static layer # this overrides the texture name and alpha blend level. # rectangular shadows are used by the car shadows, until can pass the existing texture name onto the material, # leave those shadows as transparent layer 7 that will get alpha sorted, etc. materialDefinition plesiosaur_skin_material materialDefinition neighborhood_bouyside_material # setDefinition StandardMaterial setDefinition PartiallyUnderWaterMaterial # these are mvoing objects, need to be at or above layer 0 addParam nhoodCanvasLayer -4 LotSkirtWater() shader -layer $nhoodWaterLayer LotSkirtWaterNoReflection() shader -layer ($nhoodWaterLayer) |
Quote: Originally posted by Neighborhoodroads shader
seti nhoodRoadLayer -1 NHoodRoadMaterialDef() shader -layer ($nhoodRoadLayer * 8) |
Quote: Originally posted by Terrain shader
seti terrainMatLayer -2 TerrainCanvasShader() shader -layer (($terrainMatLayer - 3) * 8) TerrainPaintShaderVS_PS() shader -layer (($terrainMatLayer - 2) * 8) TerrainPaintShader(addDetail) shader -layer (($terrainMatLayer - 2) * 8) TerrainLighting() shader -layer (($terrainMatLayer - 1) * 8) TerrainToolThumbnail() shader -layer ($terrainMatLayer * 8) TerrainWaterShader(withBumpMap) shader -layer 1 TerrainWaterFrozen() shader -layer 1 TerrainSnowShader() TerrainSnowFF() shader -layer 0 TerrainSnow() shader -layer 1 XRayCursorMaterial() shader -layer (0) LightSnow() shader -layer (-1) LightSnow() shader -layer (-1) #if the above shader fails for some reason shader -layer (-1) GeneralSnowMaterialFF() shader -layer ($stdMatLayer) puddle_liquid_rain setDefinition GeneralReflectiveMaterial addParam stdMatLayer 0 addParam stdMatAddLayer -10 puddle_liquid_blue setDefinition GeneralReflectiveMaterial addParam stdMatLayer 0 addParam stdMatAddLayer -10 |
Even if the concerned layer values are not stored in these shaders, it never means they cannot be stored in yet other shaders.
I'm gonna check the floor and related shaders later... since road tiles can be layered by them too.
added:
It seems only the value of the floor layer has been changed significantly and relevantly to our quest. However, the change started from EP2.
It's not saying the others are irrelevant, but they're background infos to show how these materials for lots and neighbourhood and some of their components show up for what we see eventually.
It's not automatically saying that the change in floor tile layer must be the answer, and it takes probably some tests to confirm. I need at least 2-3 volunteers with game copies of at least up to EP2, 3, 4, 5 separately to try a testing mod I'll post later. One can use Numenor's AGS or BGS
http://www.modthesims2.com/showthread.php?t=250555
http://www.modthesims2.com/showthread.php?t=107015
refs:
http://www.sims2wiki.info/wiki.php?...alk:ShaderFloor
http://www.sims2wiki.info/wiki.php?...k:ShaderFloorPS
http://www.sims2wiki.info/wiki.php?...ShaderImposters
http://www.sims2wiki.info/wiki.php?...:ShaderLotskirt
http://www.sims2wiki.info/wiki.php?...derNeighborhood
http://www.sims2wiki.info/wiki.php?...ighborhoodroads
http://www.sims2wiki.info/wiki.php?...k:ShaderTerrain
#32
16th Jul 2008 at 11:15 AM
Last edited by niol : 16th Jul 2008 at 12:24 PM.
Posts: 4,403
Thanks: 10657 in 115 Posts
Winterhart,
can you tell me which game versions exactly you used to draw the conclusion that the change happened between EP4 and EP5? or actually you meant " with EP5, differences on the presentation were noticed"?
can you tell me which game versions exactly you used to draw the conclusion that the change happened between EP4 and EP5? or actually you meant " with EP5, differences on the presentation were noticed"?
#33
16th Jul 2008 at 3:10 PM
Last edited by niol : 16th Jul 2008 at 8:26 PM.
Posts: 4,403
Thanks: 10657 in 115 Posts
testings on floorlayer=0 for EP2 and above
I need at least 2-3 volunteers with game copies of at least up to EP2 or any higher separately to try to follow Winterhart's approach to make lot road appear in the neighbourhood view. One can use Numenor's AGS or BGShttp://www.modthesims2.com/showthread.php?t=250555
http://www.modthesims2.com/showthread.php?t=107015
I'm unsure from which game version the change started, but based on the rationale relying on the floorlayer value in floor shader.
Thus, I've made 2 versions. one is for EPs 2 and 3 while the another one is for all the upper. Appropriately use either version each time.
download here in this post
There's no difference between EP1 and the base game for this shader, so there's no test on EP1 or further test on the base game coz it has no problem for this purpose.
#34
17th Jul 2008 at 12:29 AM
Quote: Originally posted by niol
I need at least 2-3 volunteers with game copies of at least up to EP2 or any higher separately to try to follow Winterhart's approach to make lot road appear in the neighbourhood view. |
#35
17th Jul 2008 at 3:12 AM
Quote: Originally posted by niol
I'm unsure from which game version the change started, but based on the rationale relying on the floorlayer value in floor shader. |
The change started in Seasons.
Thank you for your continued work on this. I really appreciate it. :P
Sometimes the Dragon wins and I AM the Dragon!
#36
17th Jul 2008 at 9:13 AM
Posts: 4,403
Thanks: 10657 in 115 Posts
Since the "pseudo-road on lot" works well, I can save further effort on this.
#37
17th Jul 2008 at 4:50 PM
Actually, it sounds like Winterhart would prefer a change to the textures in the neighborhood view, since my technique appears somewhat "fuzzy" in the neighborhood view.
If you feel like you're on to something good, then it may be worth working on. However, if you feel like you've hit a brick wall, then it's probably because the change occurs inside the game EXE and there's really nothing else that can be done.
Besides, aren't real dirt roads sort of "fuzzy"?
If you feel like you're on to something good, then it may be worth working on. However, if you feel like you've hit a brick wall, then it's probably because the change occurs inside the game EXE and there's really nothing else that can be done.
Besides, aren't real dirt roads sort of "fuzzy"?
#38
17th Jul 2008 at 7:23 PM
Posts: 4,403
Thanks: 10657 in 115 Posts
Quote: Originally posted by Mootilda
Actually, it sounds like Winterhart would prefer a change to the textures in the neighborhood view, since my technique appears somewhat "fuzzy" in the neighborhood view. If you feel like you're on to something good, then it may be worth working on. However, if you feel like you've hit a brick wall, then it's probably because the change occurs inside the game EXE and there's really nothing else that can be done. Besides, aren't real dirt roads sort of "fuzzy"? |
if Winterhart is eager enough, one can try default replacements on all the neighbourhood roads.
true, if the mod I made doesn't work, the definition may be in other more primitive shaders or other files and the worst the exe file which we can't help legally. so, chances are, one has to wait for or find someone else to help see if it's accomplishable.
Dirt roads are normally fuzzy, yet that kind of fuzziness may not be Winterhart's cup of tea unfortunately.
#39
17th Jul 2008 at 9:03 PM
Last edited by Winterhart : 18th Jul 2008 at 3:38 AM.
Reason: update
very eager
Quote: Originally posted by niol
if Winterhart is eager enough, one can try default replacements on all the neighbourhood roads. |
Winterhart (she by the way) is very eager but lacks the knowledge or ability. Stev84's country roads mod is great but only it changes it all to dirt and then I have the same problem getting paved roads where I want them.
Dirt roads are normally fuzzy, yet that kind of fuzziness may not be Winterhart's cup of tea unfortunately.
I don't care much for tea either but I can learn to live with it.
Quote: Originally posted by niol
can you tell me which game versions exactly you used to draw the conclusion that the change happened between EP4 and EP5? or actually you meant " with EP5, differences on the presentation were noticed"? |
I have Base Game, Night Life, OFB, Seasons and Bon Voyage. I tested them in the following combinations.
1. All of them together.
2. each one separately.
3. Base Game + Nightlife + OFB
4. Base Game + Seasons only
5. Base Game + Bon Voyage only
Quote: Originally posted by niol
I need at least 2-3 volunteers with game copies of at least up to EP2, 3, 4, 5 separately to try a testing mod I'll post later. One can use Numenor's AGS or BGS |
I just downloaded your your testing mods. I assume they just go in my downloads folder. I'll try them out and let you know what happens.
I put each of them in the correct download folders. Neither one seemed to have any effect in the game.
Do you want me to package the test lots and post them for you?
Change of topic sort of here. I found V1nd1care's tutorial on how to make 0,1,2, or 3 click walls. My problem is I don't know how to use CFE and his tutorial assumes that you do.
Is there a step by step with pictures tutorial for CFE?
I really appreciate all the time and effort everyone is putting into this for me. :lovestruc
Sometimes the Dragon wins and I AM the Dragon!
#40
17th Jul 2008 at 9:27 PM
Quote: Originally posted by Winterhart
I have Base Game, Night Life, OFB, Seasons and Bon Voyage. |
Quote: Originally posted by Winterhart
Is there a step by step with pictures tutorial for CFE? |
http://mikeinside.modthesims2.com/
Might want to start with "Simple half-walls" in the "Advanced Building" area.
#41
17th Jul 2008 at 10:20 PM
Pets vs Seasons
Quote: Originally posted by Mootilda
So, it's possible that the change occurred in Pets, rather than in Seasons. |
This sounds like an excuse for me to go buy Pets just to see. If it is in Pets could the solution be in the carryforward files in from Pets to Seasons? I don't know if that's the right name for the file and I couldn't find it again just now in SimPE.
Sometimes the Dragon wins and I AM the Dragon!
#42
17th Jul 2008 at 10:46 PM
Quote: Originally posted by Winterhart
This sounds like an excuse for me to go buy Pets just to see. |
However, I believe that niol can do the same kind of diff that he did before, and determine whether anything useful changed between Pets and Seasons.
I honestly don't know enough about textures and shaders to be helpful in interpreting the diffs, or in suggesting a fix in this area. My specialty is really lot files.
Note: niol will be unavailable for a little while. Why don't you fool around with CFE while you're waiting for a response?
#43
18th Jul 2008 at 5:10 AM
Posts: 4,403
Thanks: 10657 in 115 Posts
Quote: Originally posted by Winterhart
Winterhart (she by the way) is very eager but lacks the knowledge or ability. Stev84's country roads mod is great but only it changes it all to dirt and then I have the same problem getting paved roads where I want them. ... I don't care much for tea either but I can learn to live with it. |
Now, if you're a mature adult, may I ask you out for a tea-time? :lovestruc
Quote: Originally posted by Winterhart
I have Base Game, Night Life, OFB, Seasons and Bon Voyage. I tested them in the following combinations. 1. All of them together. 2. each one separately. 3. Base Game + Nightlife + OFB 4. Base Game + Seasons only 5. Base Game + Bon Voyage only |
Quote: Originally posted by Mootilda
So, it's possible that the change occurred in Pets, rather than in Seasons. Does that help, niol? |
Quote: Originally posted by Winterhart
This sounds like an excuse for me to go buy Pets just to see. If it is in Pets could the solution be in the carryforward files in from Pets to Seasons? I don't know if that's the right name for the file and I couldn't find it again just now in SimPE. |
Maybe, it's just that I got confused with what I found and what I read.
At least, this can really narrow down the scope with higher certainty.
And as Mootilda said, this can reduce the amount of tests.
In this case, I can only pinpont at the graphical layer concept coz it seems it makes the most sense to me. I'm aware that the setting can be at somewhere else.
1. An opaque higher layer will be drawn on the screen completely blocking any lower layers.
2. However with alph-transparency, the values of the pixels from higher and lower layers will be "blended"/"averaged"/"mixed".
3. There can be >1 way to "blend"/"avaerage"/"mix".
4. may just do simple addition maths to know which layer get drawn (solely or more or first) in the the area(s) defined by the 2D lines of 3D meshes (the visual illusion of a sense of 3D by means of dynamic 2D lining)
5. in TS2. normally, a horizontal storey layer (as seen in build tool mode, the storey button at the most lefty side of a normally presented game on the screen) will be a larger/outter layer nest than the groups of vertical plain (parallel-able to the screen) layers based on the distance from the main camera (the view point of the simulated observer, presumably the users, us). This has something to do with basic physic optical, simple psychology for the human eyes, some geometry maths, etc.
Quote: Originally posted by Winterhart
I just downloaded your your testing mods. I assume they just go in my downloads folder. I'll try them out and let you know what happens. |
Quote: Originally posted by niol @ post 33 here
Thus, I've made 2 versions. one is for EPs 2 and 3 while the another one is for all the upper. Appropriately use either version each time. download here in this post There's no difference between EP1 and the base game for this shader, so there's no test on EP1 or further test on the base game coz it has no problem for this purpose. |
Quote: Originally posted by Winterhart
Do you want me to package the test lots and post them for you? |
Maybe also with the neighbourhood file with a game version label.
Quote: Originally posted by Winterhart
Change of topic sort of here. I found V1nd1care's tutorial on how to make 0,1,2, or 3 click walls. My problem is I don't know how to use CFE and his tutorial assumes that you do. Is there a step by step with pictures tutorial for CFE? |
For additional delights,
http://thesims2.ea.com/exchange/sto...&user_id=197655
http://thesims2.ea.com/exchange/sto...&user_id=197655
#44
19th Jul 2008 at 1:40 AM
Last edited by Winterhart : 19th Jul 2008 at 1:45 AM.
Reason: Add files
Neighborhoods and mods and shaders oh my
Quote: Originally posted by niol
Now, if you're a mature adult, may I ask you out for a tea-time? :lovestruc |
Are you flirting with me dear?
You might be surprise at just how "mature" I am. I might have children older than you.
Quote: Originally posted by niol
Maybe also with the neighbourhood file with a game version label. |
Shader Test Steps
Created 2 Mini Games using Numenor's AGS. one for NL+OFB and one for SSN+BV. Used the same following steps for each version.
1.Created 2x2 lot
2.Entered lot and place a tree on it.
3.Saved lot and exited game.
4.Ran LA Version 1.1.1 and expanded the lot over the road by 1
5.Re-entered lot and removed tree.
6.Activated moveobjects on cheat
7.Put down Composite Ground Cover $4 over road tiles.
8.Exited lot to view result.
9.Packaged lot for niol
Used the same process to test Terrain Paint by changing step # 7 to remove road tiles and using Park Bark $1.
I further tested commercial lots in the same way.
There were no unexpected results for NL+OFB. The roads show up in the neighborhood view with no problem other than being fuzzy.But as I said I'll learn to live with that.
Sorry to say there were no unexpected results for SSN+BV. The roads did not show up in neighborhood view.
I have packaged the lots and copied the neighborhood files into the rar file. I hope they help.
I am probably only going to be posting once a day for awhile. My husband is feeling neglected.
Attached files:
Shader Test.rar (4.96 MB, 5 downloads) - View custom content | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Packaged file type: Lot Game Version: Original, Seasons, Bon Voyage
Packaged file type: Lot Game Version: Original, Nightlife, Open for Business
Packaged file type: Lot Game Version: Original, Nightlife, Open for Business
Packaged file type: Lot Game Version: Original, Nightlife, Open for Business
Packaged file type: Lot Game Version: Original, Nightlife, Open for Business
Packaged file type: Lot Game Version: Original, Seasons, Bon Voyage
Packaged file type: Lot Game Version: Original, Seasons, Bon Voyage
Packaged file type: Lot Game Version: Original, Seasons, Bon Voyage
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- SSN-BV Shader TP Residential.Sims2Pack 276251 85306 30% 18-07-08 16:33 .....A. 969AC09C m3d 2.9 NL+OFB Shader Tile Community.Sims2Pack 270716 80404 29% 18-07-08 15:33 .....A. E6FCD5DF m3d 2.9 NL+OFB Shader TP Community.Sims2Pack 282277 87302 30% 18-07-08 15:34 .....A. FC887611 m3d 2.9 NL-OFB Shader Tile Residential.Sims2Pack 270846 81804 30% 18-07-08 15:01 .....A. 16A56F35 m3d 2.9 NL-OFB Shader TP Residential.Sims2Pack 281243 87296 31% 18-07-08 15:01 .....A. 5879CE20 m3d 2.9 SSN-BV Shader Tile Community.Sims2Pack 271564 81512 30% 18-07-08 16:33 .....A. D89F9EA1 m3d 2.9 SSN-BV Shader Tile Residential.Sims2Pack 274516 82950 30% 18-07-08 16:33 .....A. B52FD434 m3d 2.9 SSN-BV Shader TP Community.Sims2Pack 278378 86878 31% 18-07-08 16:33 .....A. 05F067C6 m3d 2.9 N009 NL+OFB/Characters/N009_User00000.package 257547 142116 55% 08-07-08 18:41 .....A. C7CF9F7E m3e 2.9 N009 NL+OFB/Characters/N009_User00001.package 213039 126034 59% 27-03-07 00:22 .....A. 7431F026 m3e 2.9 N009 NL+OFB/Lots/N009_Lot10.bak 241942 81302 33% 18-07-08 13:25 .....A. 8B4A54D9 m3e 2.9 N009 NL+OFB/Lots/N009_Lot10.package 253164 86682 34% 18-07-08 14:59 .....A. EC72F910 m3e 2.9 N009 NL+OFB/Lots/N009_Lot11.bak 237966 79106 33% 18-07-08 15:04 .....A. C80AE266 m3e 2.9 N009 NL+OFB/Lots/N009_Lot11.package 243237 79862 32% 18-07-08 15:33 .....A. 052D1A5C m3e 2.9 N009 NL+OFB/Lots/N009_Lot12.bak 244969 81647 33% 18-07-08 15:05 .....A. 598E4AAB m3e 2.9 N009 NL+OFB/Lots/N009_Lot12.package 254750 86684 34% 18-07-08 15:28 .....A. 8BFAAD5B m3e 2.9 N009 NL+OFB/Lots/N009_Lot13.bak 243978 81271 33% 18-07-08 15:14 .....A. 1955B073 m3e 2.9 N009 NL+OFB/Lots/N009_Lot14.bak 242924 80915 33% 18-07-08 15:20 .....A. 80C81723 m3e 2.9 N009 NL+OFB/Lots/N009_Lot16.bak 614688 323441 52% 11-07-08 09:27 .....A. 839E524F m3e 2.9 N009 NL+OFB/Lots/N009_Lot18.bak 567636 228718 40% 11-07-08 09:17 .....A. 036F4683 m3e 2.9 N009 NL+OFB/Lots/N009_Lot6.package 600352 250089 41% 27-03-07 01:17 .....A. 87DDCAF7 m3e 2.9 N009 NL+OFB/Lots/N009_Lot7.bak 243061 81114 33% 17-07-08 13:59 .....A. CE78A74D m3e 2.9 N009 NL+OFB/Lots/N009_Lot8.bak 243368 80481 33% 18-07-08 13:09 .....A. B7F3156D m3e 2.9 N009 NL+OFB/Lots/N009_Lot9.bak 241405 80045 33% 18-07-08 13:17 .....A. 370A3B2B m3e 2.9 N009 NL+OFB/Lots/N009_Lot9.package 244979 81136 33% 18-07-08 15:17 .....A. 57C6A12A m3e 2.9 N009 NL+OFB/N009_Neighborhood.bak 421063 210566 50% 18-07-08 15:22 .....A. 470A5161 m3e 2.9 N009 NL+OFB/N009_Neighborhood.package 478313 215103 44% 18-07-08 15:39 .....A. D9FF0B9B m3e 2.9 N009 NL+OFB/N009_Neighborhood.png 144002 144002 100% 09-11-06 17:52 .....A. C33D5F48 m0e 2.9 N009 NL+OFB/Storytelling/snapshot_00000009_74f945b7.jpg 37189 35928 96% 28-03-08 18:25 .....A. 370E8586 m3e 2.9 N009 NL+OFB/Storytelling/thumbnail_00000009_74f945b7.jpg 4403 4276 97% 28-03-08 17:37 .....A. 67E9A10D m3e 2.9 N009 NL+OFB/Storytelling/webentry_00000009.xml 1233 551 44% 28-03-08 18:31 .....A. 7E37D5CE m3e 2.9 N009 NL+OFB/Thumbnails/N009_FamilyThumbnails.package 96 37 38% 08-07-08 00:15 .....A. 429392ED m3e 2.9 N009 NL+OFB/Characters 0 0 0% 18-07-08 17:12 .D..... 00000000 m0 2.0 N009 NL+OFB/Lots 0 0 0% 18-07-08 17:12 .D..... 00000000 m0 2.0 N009 NL+OFB/Storytelling 0 0 0% 18-07-08 17:12 .D..... 00000000 m0 2.0 N009 NL+OFB/Thumbnails 0 0 0% 18-07-08 17:12 .D..... 00000000 m0 2.0 N009 NL+OFB 0 0 0% 18-07-08 17:12 .D..... 00000000 m0 2.0 N009 SSN+BV/Characters/N009_User00000.package 257547 142116 55% 17-07-08 13:37 .....A. C7CF9F7E m3e 2.9 N009 SSN+BV/Characters/N009_User00001.package 213039 126034 59% 27-03-07 00:22 .....A. 7431F026 m3e 2.9 N009 SSN+BV/Lots/N009_Lot10.bak 239956 80090 33% 18-07-08 16:16 .....A. DFEB2972 m3e 2.9 N009 SSN+BV/Lots/N009_Lot10.package 245594 80954 32% 18-07-08 16:31 .....A. 1F16AE63 m3e 2.9 N009 SSN+BV/Lots/N009_Lot11.bak 241264 80704 33% 18-07-08 16:18 .....A. CFC87CF6 m3e 2.9 N009 SSN+BV/Lots/N009_Lot11.package 252505 86261 34% 18-07-08 16:32 .....A. A0ADD926 m3e 2.9 N009 SSN+BV/Lots/N009_Lot6.package 600352 250089 41% 27-03-07 01:17 .....A. 87DDCAF7 m3e 2.9 N009 SSN+BV/Lots/N009_Lot7.bak 240239 79747 33% 17-07-08 13:40 .....A. F23FA313 m3e 2.9 N009 SSN+BV/Lots/N009_Lot8.bak 242396 80682 33% 18-07-08 15:46 .....A. 25E7FFFD m3e 2.9 N009 SSN+BV/Lots/N009_Lot8.package 248432 82062 33% 18-07-08 16:26 .....A. 4EA88F74 m3e 2.9 N009 SSN+BV/Lots/N009_Lot9.bak 240211 80004 33% 18-07-08 16:14 .....A. 09FA112C m3e 2.9 N009 SSN+BV/Lots/N009_Lot9.package 250096 84814 33% 18-07-08 16:28 .....A. 097073ED m3e 2.9 N009 SSN+BV/N009_Neighborhood.bak 432982 210548 48% 18-07-08 16:20 .....A. BE64376B m3e 2.9 N009 SSN+BV/N009_Neighborhood.package 502567 214858 42% 18-07-08 16:34 .....A. 06DDBE50 m3e 2.9 N009 SSN+BV/N009_Neighborhood.png 144002 144002 100% 09-11-06 17:52 .....A. C33D5F48 m0e 2.9 N009 SSN+BV/Storytelling/snapshot_00000009_74f945b7.jpg 37189 35928 96% 28-03-08 18:25 .....A. 370E8586 m3e 2.9 N009 SSN+BV/Storytelling/thumbnail_00000009_74f945b7.jpg 4403 4276 97% 28-03-08 17:37 .....A. 67E9A10D m3e 2.9 N009 SSN+BV/Storytelling/webentry_00000009.xml 1233 551 44% 28-03-08 18:31 .....A. 7E37D5CE m3e 2.9 N009 SSN+BV/Thumbnails/N009_FamilyThumbnails.package 96 32 33% 17-07-08 13:35 .....A. 86BCA9CE m3e 2.9 N009 SSN+BV/Characters 0 0 0% 18-07-08 17:13 .D..... 00000000 m0 2.0 N009 SSN+BV/Lots 0 0 0% 18-07-08 17:13 .D..... 00000000 m0 2.0 N009 SSN+BV/Storytelling 0 0 0% 18-07-08 17:13 .D..... 00000000 m0 2.0 N009 SSN+BV/Thumbnails 0 0 0% 18-07-08 17:13 .D..... 00000000 m0 2.0 N009 SSN+BV 0 0 0% 18-07-08 17:13 .D..... 00000000 m0 2.0 ------------------------------------------------------------------------------- 61 12875198 5198310 40% |
Sometimes the Dragon wins and I AM the Dragon!
#45
19th Jul 2008 at 5:58 AM
Posts: 4,403
Thanks: 10657 in 115 Posts
Quote: Originally posted by Winterhart
Are you flirting with me dear? You might be surprise at just how "mature" I am. I might have children older than you. ... I am probably only going to be posting once a day for awhile. My husband is feeling neglected. |
lol, you apparently don't know I'm perverted for ladies more mature ...
surely, why not having a 3-some tea-time ?
this way your husband won't feel neglected at the same time...
Quote: Originally posted by Winterhart
Shader Test Steps Created 2 Mini Games using Numenor's AGS. one for NL+OFB and one for SSN+BV. Used the same following steps for each version. 1.Created 2x2 lot 2.Entered lot and place a tree on it. 3.Saved lot and exited game. 4.Ran LA Version 1.1.1 and expanded the lot over the road by 1 5.Re-entered lot and removed tree. 6.Activated moveobjects on cheat 7.Put down Composite Ground Cover $4 over road tiles. 8.Exited lot to view result. 9.Packaged lot for niol Used the same process to test Terrain Paint by changing step # 7 to remove road tiles and using Park Bark $1. I further tested commercial lots in the same way. There were no unexpected results for NL+OFB. The roads show up in the neighborhood view with no problem other than being fuzzy.But as I said I'll learn to live with that. Sorry to say there were no unexpected results for SSN+BV. The roads did not show up in neighborhood view. I have packaged the lots and copied the neighborhood files into the rar file. I hope they help. |
gonna have to dig some other shaders and re-analyse more on the listed shaders to eliminate their sufficient relevancy.
#46
24th Jul 2008 at 3:11 PM
Last edited by Mootilda : 24th Jul 2008 at 3:25 PM.
Has anyone made any more progress on this issue?
Winterhart, it would be nice if you could create a tutorial for your technique "How to create a very-large lot by breaking it into smaller sections". I am often asked about how to create lots which are larger than the 6x6 limit and I'd love to be able to point them to a detailed tutorial with pictures. For example, here is someone who may be interested in your technique:
http://www.modthesims2.com/showthre...041#post1988041
It seems that your technique might solve both of her problems:
- very large lots
- oddly shaped lots
Winterhart, it would be nice if you could create a tutorial for your technique "How to create a very-large lot by breaking it into smaller sections". I am often asked about how to create lots which are larger than the 6x6 limit and I'd love to be able to point them to a detailed tutorial with pictures. For example, here is someone who may be interested in your technique:
http://www.modthesims2.com/showthre...041#post1988041
It seems that your technique might solve both of her problems:
- very large lots
- oddly shaped lots
#47
24th Jul 2008 at 8:22 PM
Tutorials
[QUOTE=Mootilda]Winterhart, it would be nice if you could create a tutorial for your technique "How to create a very-large lot by breaking it into smaller sections".
[\quote]
Oh dear, that means I'll have to get ........ORGANIZED and really do something Thank you. Maybe I will build my house and use it for the tutorial.
I have already started on the lot roads do you think I should combine the lot roads and large lots? I get back to work on it.
Sometimes the Dragon wins and I AM the Dragon!
#48
24th Jul 2008 at 9:21 PM
Quote: Originally posted by Winterhart
I have already started on the lot roads do you think I should combine the lot roads and large lots? |
I can easily see people who want single lots with different roads, or multiple lots with standard roads. If you decide to combine the two tutorials, perhaps you could point out which steps are required for the two different techniques?
#49
24th Jul 2008 at 10:05 PM
Tutorials
2 it is.
Sometimes the Dragon wins and I AM the Dragon!
#50
26th Jul 2008 at 4:10 AM
Posts: 4,403
Thanks: 10657 in 115 Posts
not much from my end, a search with "layer" thru other shaders got me nowhere close to the ones already listed here.
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