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Originally Posted by Rockerduck
Okay, this might sound a little confusing but here's the deal:
I created several road networks for my current projects, then decided I wanted to have different looking streets in a certain part of town that currently uses the base game roads. Now, since I've spent a considerable amount of time to get the angles just right I dread deleting those roads. However, I also don't want to replace the base game road preset itself, I just want to update the streets in a certain part of town.
Possible? *sigh* Why is CAW so stupid? It really should allow you to pick a new preset for existing roads. But I guess that's why it's in beta stage forever .... because no one really improves anything. :P
Originally Posted by simsample
However there are a lot of resources involved in defining the roads in CAW
If you have used the default road in a world, and now wish to have a different road texture, you have two choices.
Either you can replace each road in your world with a custom road, or you can make a default override and import it to the world file.
If you want to do this, first your world. Make a safe copy of it somewhere.
To make the default override, you need to export the following resources:
As you can see these are the road texture, sidewalk texture, sidewalk corner texture, crosswalk texture and road detail texture.
Those are all found in the basegame FullBuild0.package ([Game Install Location] \Electronic Arts \The Sims 3 \GameData \Shared \Packages)
You can then recolour these, and then import those to your CAW World file (to be found in Documents \Electronic Arts \The Sims 3 Create A World Tool \UserToolData \Worlds).
Alternatively, if you already have a set of CAW road textures that you want to use, just make a copy of the textures and rename them to the same names as the basegame textures, as listed above. Then import those files to your world. I chose to do this, I just copied some textures from my CAW source textures folder, and renamed them.
That is enough to replace the textures for your world, and if you are replacing the road for a very similar coloured texture, that may be all you want to do. However, if you are using textures that are very different from the default road texture, you will notice that the low-detail textures (the textures you see when you zoom right out) are incorrect, and still show the basegame road, even though you see the new road when you zoom in. If you want to correct this, you have to delete all of the low LOD road textures from the world file (using S3Pe), and then have the game refresh them.
To delete the textures, look at your world in for any textures labelled _IMG of instance 0x00B2D882. Trouble is, there are a LOT of these, so the easiest thing to do is to scroll through these with DDS preview on, and look for any with the road visible.
In a small world with just a few roads, I had to delete 16 resources. If you have a large world with roads on every chunk, you will need to delete many more than this.
I also deleted the _KEY resource at this stage, to refresh the texture database.
Save the world in S3Pe, then delete your CAW caches. .
Now, you need to make CAW refresh those deleted textures, so open the world in CAW. Change a road- delete one, add one, move one. Then save the world.
Now, when you export your world, the override textures will show up at all levels of detail.
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Originally Posted by Will Galen
I don't bother with the default road. What I do is make my own roads, then if I don't like them I go into edit road and change the textures to what I want.
Originally Posted by acorbe2001
I managed to change the default roads as described but as my custom road is a sand road that needs fading sidewalk I need to change opacity as well. Is it possible to change normal map and opacity? If it is, anybody knows how to do it?