View Full Version : Neverglade world in the remaking
26th Nov 2010, 05:28 AM
I'm remodeling an awesome custom world called Neverglade made by Pyronium3. Since he said he was not gonna update it for Late Night or any further at all, I decided to get my hands on it since it is such a beautiful world.
But this is my first time using CAW, so i'm a total noobie at this. I have some questions that I couldn't find on the internet an answer to.
1. When I try to place certain houses on other lots, sometimes terrain problems appear. How to solve that?
2. When I export the world to try it in game, some lots from Bridgeport appear with their name screw up. I think this issue was already posted but it was in an attempt to get Bridgeport to work in CAW. This time I evicted the people living on the high-rises in Bridgeport, I put all the stuff in the library and then went to EIG and place them on the lots. I need help on how to solve this.
I added some pictures of the current world state of development. I put my graphics on low for better performance so you may not see many trees and/or detailed stuff. The world i would say is actually 80% done, I just need to fix the terrain issues, refine it, the names thing, and maybe make some extra houses.
Any advice/comment would be very much appreciated. If you have any ideas or critics let me know. I'll upload the world once it's done. :)
26th Nov 2010, 05:37 AM
The problem with lot placing can occur cause of two things:
- The lot in the world is flat but the lot you are placing is not.
- The lot in the world is not flat, but the lot you are placing is.
Also if you are modifying and uploading someone elses work, you need to make sure you have promision to do so.
26th Nov 2010, 04:35 PM
Pyronium3 is working on his own project. I did as I would do for pre-made worlds. I'm not taking credit for his work, I posted very clearly on the first post that the world itself is his work, not mine. I however emailed him but haven't gotten answer, and I doubt I will since in ts3 forum he said he was pretty busy with his new project and was not updating Neverglade anymore.
Thanks for the answers, it seems I'm gonna have to make my own houses since the houses are the ones having different terrain levels. Now I just need to know how to fix the Bridgeport buildings names.
Also one little question, I see a lot of spawners (white cube in a circle) but there's no way to know what they are, they are all the same and they don't display their names. I just move them around to free areas, is that ok?
Edit: Pyronium3 replied and he gave me permission to modify and upload it. Thanks for telling me about asking for permission.
27th Nov 2010, 10:38 AM
For the spawners, if you click on them to select them, then hit the spacebar and click the 'find in layers' (can't remember the exact wording, sorry!) then it will highlight the item in the Layers panel. If the item can still not be identified from that (or if they exist as 'Game object') then I would delete them and replace with the spawners that you want. If these items are on a lot, then the same goes- delete and replace them. On a lot they could also be spawners such as temporary spawners (like, the weeds that appear on some first move-in scenarions) or else spawned gems, metals, etc. Again, delete them.
27th Nov 2010, 05:39 PM
Thanks a lot simsample. I had no idea what each spawner was, so I just moved them around to free land areas because they are so much. I didn't erase any because Pyronium3 made the world with all the basegame spawners so that is a HUGE relief.
I'm currently fixing the EP3 building names issue, testing in game for routing, and checking everything. The world is pretty much at its 95%.
28th Nov 2010, 06:48 AM
The EP3 name bug is solved so you won't see those weird names like in the first post picture.
I regrouped the city area so that there are no scatter high rises around.
I've checked a lot for routing issues and there doesn't seem to be any.
I left a couple of empty lots (around 8) since that's the very first thing people tend to complain about, lack of empty lots.
The world looks like a division of city and suburbs. It's like seeing Bridgeport in one area and twinbrook/sunset valley on the other.
What is left to do is add some touches, environment objects, and I think it is pretty much done after that. I used simsample method to flag the world as a city. Once the world is done I'll upload it and I hope you will enjoy it.
The pictures linked were taken using low graphic options for better performance. Keep in mind there are a lot of trees around :).
(Big thanks to Pyronium3 for making the original version of this world)
This world ain't coming out soon. I've decided that It needs way more editing since the contrast between city and suburbs feels empty and small. I want to add more houses, lots, change a little bit the landscape. I'm planning on releasing two versions, a lite version and a full version. Some people like to have tons of free lots, so for those I'll have the lite version.
Estimated release date is not 100% sure, but I'm hoping it is before December 18th. I'm mainly doing this world to please my own desires of having a huge world that I can update for the following expansion packs but I'm hoping other people will like it too. :up:
Lite version will be released with over 25 empty lots. The only difference between the full and lite version will be that the full version will include a pack containing over 30 downloaded lots and all custom content required. The lite version will have those same lots empty for you to fill in.
***The world has been expanded even more. 35+ lots added.
2nd Dec 2010, 10:03 AM
jcalispupo01 - Not getting an answer to an email isn't permission to use someone else's work.
I suggest you do everything you can to contact the creator and if you don't get an answer, leave it alone. It's not worth the grief. Let's put it like this, I spent 10 months building my world and there is no way I'd give someone permission to open it and mess about with it and reupload it. I can't imagine that anyone else who spent so long to build a world would be happy with that.
If the original creator hasn't given you the world files for CAW, then you have to have cracked this open somehow and that's not cosher
2nd Dec 2010, 10:34 AM
fluttereyes - They edited that post at the bottom and said they got a reply and they do have permission.
2nd Dec 2010, 11:46 AM
I'll comment here too, so that people can see me say it: Yes, I agreed to him editing the world files to his own needs.
I won't be updating the world anymore, and frankly I'm too obsessed over a new project anyway. It's out of my hands, and I'm glad other people want to take the time to improve upon my original work! :D
2nd Dec 2010, 12:10 PM
I understand what you say, but that is only your own opinion/decision of not letting people edit it and upload it. The only thing I was asking permission for is to upload it so others can share it. I was gonna edit it for myself anyways, but since the world is such a piece of art and Pyronium3 stopped working on it to start a new one, I thought It was something people should have available to enjoy. Also keep in mind that I wouldn't even have thought of editing it if Pyronium3 hasn't stopped working on it.
Thanks for clarifying :up:
I'm really glad you let me work on this. I'm putting a huge effort on this and well the fact that you gave me the permission to share it is really nice of you. I'll try my best to keep it as beautiful and well done as you did (it is hard lol) Thanks for your support! :)
2nd Dec 2010, 08:06 PM
ah, sorry about that. I didn't see that you got permission later on.
3rd Dec 2010, 02:24 AM
@fluttereyes, no worries.
New Screenshots added of the Lite Version. Even though it may seem not so packed, it has 130+ lots. Most of them were left empty for you to build on. Added suspension bridge for decoration but it is fully functional.
4th Dec 2010, 07:34 AM
It's looking very good, I love the way you've placed the bridge. :)
4th Dec 2010, 05:12 PM
After trying to customize Bridgeport and failing, I'm so glad to see someone updating one of my favorite worlds! I suppose the only thing I can suggest (without actually playing it) is to make sure that there's no odd invisible/tiny decorative roads or paths in city areas that would get in the way of making spaces useable for lots for those of us who edit or change around lots in game. They're wonderful in residental areas, but with Sims 3 being so picky about anything coming close to a road, they can be a hassle when someone is trying to build a city area.
4th Dec 2010, 05:56 PM
Thanks for the support!
About lot placing, I agree that Sims 3 is really picky in that. I'll try adding lots in game and see how it goes. However, placing lots in game lacks of precision and control, so that's why I made a lite version of the world. The main thing of the world is the city and the suburbs. As I said before, the lite version is going to have tons of empty lots. I myself am using any usable space for lots. Moving lots around is going to be pretty tough unless you bulldoze some.
I'll keep your suggestion in mind and work on it. :)
4th Dec 2010, 09:03 PM
Yeah, the fact that you're keeping it 'lite' is a part I like- I'm the sort that likes to throw my own people in the world and kick out anyone else, but that's me. The city part is okay if it's full- your city, judging from the screenshots, seems to avoid the pitfalls that came with Bridgeport, like the odd texture paints.
4th Dec 2010, 10:02 PM
I tried to put all the stuff I loved from Bridgeport and get rid of those annoying glitches like terrain paintings. Neverglade can be expanded a lot, LOT more, but there is not much content to add since we only have 3 EPs. That's why I planned some areas for expansion when other EPs come out like neighborhoods really high in the mountains, etc. Neverglade has a lot of potential and that was the reason that made me fall in love with it.
I'm doing a little "barrier" that kind of divides the city from the suburbs but I'm trying to do something fancy and pretty, maybe I'll be done by night and I'll upload some pics.
I'll be releasing the lite version of neverglade in a 'beta' state, where I want people to try it out and try to spot any bugs/glitches/weird things that I may have not seen. At this point I have not seen any routing issues.
One issue I've been dealing with is that some lots get deformed when you are looking from the panoramic view. I think it has to do with working in Edit In Game. Once you zoom in the houses look perfect, but when you zoom out they look weird. It is not that much of a problem since I keep all the lots in the library just in case, but maybe it is a known issue or something. If anyone knows about this, please let me know. (Sorry for not having pics, I already fixed the ones that had this issue)
Edit: Added screenshot of the weird looking of houses. Keep in mind that this is the look of the lot when it is zoomed out I just managed to zoom in and take a pic fast enough to not let the house load. When you zoom in the house loads and everything looks fine but from panoramic view it looks like that. I tried putting the original house looking fine in the library, bulldozed the lot in neverglade and replaced it. It looked fine but when I got out of EIG it looked weird again. Any help would be appreciated.
Looks like erasing the lots and putting them again, then placing the house solves the issue.
Release Date ---->>> I will not be giving any specific release date, the more I use CAW and remake Neverglade, the more tricks I learn and of course, mistakes. Since the christmas break is almost here, I wanna take my time to make the world the best I can. I made a couple of mistakes at the beginning, but now I know how to do things and I can be careful. I'll be answering/reading anything you post in this thread but I will not be posting updates/pictures in a while since I'm remaking the world almost from scratch.
6th Dec 2010, 02:49 PM
Sweet- I'm getting rather excited! While there's other projects I'm excited about too, hopefully people will figure out how to have other neighborhoods as 'worlds' that a person can visit. I'm sort of sad that EA didn't put that in in the first place.
Anyway, that sounds like a good plan of attack. Better to get it as close to the way you want it now and then release a beta, so people can peer at things and possibly spot anything you missed.
6th Dec 2010, 10:34 PM
Actually my biggest mistake was being in a hurry. I was so anxious of playing the sims 3 that I wanted to finish as soon as possible. It's been long since I played the sims 3 and I actually never got to play it for one month. Got caught up in real life stuff, you know :P.
Now I'm more focus on making the best i can out of this wonderful world. The main thing I wanna keep is the flexibility of further expansion, so that I can come back when EPs are released and keep modifying it and updating it.
I'm sorry for all of those who got excited about this. I'm leaving this project. I just don't have the inspiration/talent/desire of making worlds. I'm more into learning about coding and that stuff. Maybe in the future I'll make my own world...maybe lol. Also, at this point I'm way too complicated with real life stuff so I don't really have the time it takes to work on this, and I'm planning on getting a better pc because It is really hard and almost impossible to work with CAW in the one I actually have, s. I like to try things that I didn't do myself, there is where I find the magic, as I love to download other people's lots.
Special thanks to Pyronium3 for his support and friendly attitude. Best of lucks with your desert city, I can't wait to try it out.
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