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- Create A World - CAW resource packaging routines
#1
14th Jan 2012 at 9:00 PM
Last edited by simsample : 1st Apr 2012 at 9:45 PM.
Reason: Clarification
CAW resource packaging routines
I had some information from atavera (a.k.a atavera (retired)) pertaining to CAW.More information about hidden features in CAW here: http://www.modthesims.info/showthread.php?t=468279
It seems that CAW is set up to automatically package certain resources into the world file on export to Sims3Pack. Those resources are as follows:
Documents \Electronic Arts \The Sims 3 Create A World Tool \UserToolData \Worlds \[worldname]\ Config\
World.ini 0x3EC0CF0CC4A6540F 0x00000000 0x1F886EAD
CameraFlyThroughPath.ini 0x7886A7F59355762F 0x00000000 0x1F886EAD
Sea.ini 0xD89F9D186B7BB372 0x00000000 0x1F886EAD
SkyCommon.ini 0x5E20253AF53E517F 0x00000000 0x1F886EAD
LightingCommon.ini 0x5E4F8E7B226066CA 0x00000000 0x1F886EAD
WorldEnvtIni_Clear.ini 0x967BC6C3B3808C00 0x00000000 0x1F886EAD
WorldEnvtIni_PartlyCloudy.ini 0x560C0FD7012DA7F3 0x00000000 0x1F886EAD
WorldEnvtIni_Overcast.ini 0x8DEA7AE7631A026A 0x00000000 0x1F886EAD
WorldEnvtIni_Stormy.ini 0x2C02B3532B64EB49 0x00000000 0x1F886EAD
WorldEnvtIni_Special.ini 0xFE1F6A95A24A604A 0x00000000 0x1F886EAD
WorldEnvt_Clear.dds 0x7529C26EE8E2A9E6 0x0076A684 0x00B2D882
WorldEnvt_PartlyCloudy.dds 0xECCBBCB773C02131 0x0076A684 0x00B2D882
WorldEnvt_Overcast.dds 0xF0A86F660985BF20 0x0076A684 0x00B2D882
WorldEnvt_Stormy.dds 0xE422CDDE7FE1F25F 0x0076A684 0x00B2D882
WorldEnvt_Special.dds 0x28C841C9462BCDE0 0x0076A684 0x00B2D882
Sky_Sun.dds 0x4261039931560B4F 0x00000000 0x00B2D882
Sky_SunHalo.dds 0x51EAD515780CFC7D 0x00000000 0x00B2D882
CloudNoiseBase.dds 0xDAA22EF57F391561 0x00000000 0x00B2D882
terrain_detail.dds 0xE65DA8A3892F387C 0x00000000 0x00B2D882
Documents \Electronic Arts \The Sims 3 Create A World Tool \UserToolData \Worlds \[worldname]\
CharacterImport.xml 0xE51DF1C5C044A949 0x00000000 0x0333406C
Some of those resources are familiar to us, from this thread, and the CharacterImport file is something we want to know more about. The Sky_Sun.dds, Sky_SunHalo.dds and CloudNoiseBase.dds are present in the FullBuild0.package but not present in the EA worlds, and terrain_detail.dds is an unfamiliar resource to me (anyone have any clues?).
So, if you put any of these resources in the correct folder, they will be included in your exported world.
I've tested it with the sea/ sky parameters, flythrough and colour ramp files (first 15 resources listed) and it seems to work a treat.
To have this work, put the files into the location specified:
Documents \Electronic Arts \The Sims 3 Create A World Tool \UserToolData \Worlds \[worldname]\
For the Character Import file;
Documents \Electronic Arts \The Sims 3 Create A World Tool \UserToolData \Worlds \[worldname]\ Config\
For all of the other resources.
Note: All files must have the proper name of the resource, not the hash. This means naming them WorldEnvtIni_Clear.ini, WorldEnvt_Clear.dds, CharacterImport.xml etc.
We don't really understand the character import file, The Sky_Sun.dds, Sky_SunHalo.dds, CloudNoiseBase.dds and terrain_detail.dds, but the weather parameters are old friends now so you might like to test this with those.
For users of 'SuperCAW': SuperCAW has been modified to import any resource placed in Documents \Electronic Arts \The Sims 3 Create A World Tool \UserToolData \Worlds \[worldname]\ Extra. These files should be in S3PE extracted resource naming convention (for example, S3_1F886EAD_00000000_5E20253AF53E517F%%+_INI.ini).
Please post here any findings and discussion related to this discovery, and thank you to atavera for sharing and developing this.
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#2
25th Jan 2012 at 1:29 AM
Posts: 1,788
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holy moly, I need to try this! Thanks for sharing.
#3
25th Jan 2012 at 2:39 AM
Just to clarify, Margaret Pendragon (because I missed it out originally), name the files WorldEnvtIni_Clear.ini, WorldEnvt_Clear.dds, CharacterImport.xml and so on.
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#4
6th Feb 2012 at 6:01 AM
Posts: 692
Excellent!! So, if I'm reading right, this means we can test things without having to re-import the .ini files EVERY time we reload CAW to make changes.
#5
6th Feb 2012 at 11:32 AM
Yes, that's correct. It explains why CAW will remove INI files upon save (obviously, they aren't meant to be present in the CAW world file in the first place), and why the water planes are not deleted upon save (as they are created using the Pond Tool facility in the developer version of CAW).
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#6
8th Feb 2012 at 8:09 PM
Posts: 40
@ simsample , the fly through and so on...... can that be put into a world I've already created ? and if so, where would I put it ?
#7
8th Feb 2012 at 8:33 PM
cowboy57, if you mean can a fly-through be put into a world you are already playing then yes, you can import it in to the installed world file using S3Pe.
If you mean can this be put into a world that you have already made in CAW then yes, follow the directions in the first post before you export the world.
Prior to this discovery, we had to import the ini files manually to the CAW world file before export, but this will do it automatically.
If you mean can this be put into a world that you have already made in CAW then yes, follow the directions in the first post before you export the world.
Prior to this discovery, we had to import the ini files manually to the CAW world file before export, but this will do it automatically.
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#8
18th Feb 2012 at 3:04 AM
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Thanks: 3750 in 13 Posts
I'm just now getting around to trying this--thanks for clarifying about renaming the resources, Simsample.
I will also add that yes this does work If you don't have the Config folder, you can manually create it, add the renamed resources and it will work; that's what I did.
And these files will show up for testing via EIG, once in place.
I'm uber-excited about the 'new' hidden CAW stuff and I want to try it all RIGHT NOW!! but I will stop here. I'm almost done with my current world I'm working on, and I know I'll just get overwhelmed if I try to take on too much at once.
I will also add that yes this does work If you don't have the Config folder, you can manually create it, add the renamed resources and it will work; that's what I did.
And these files will show up for testing via EIG, once in place.
I'm uber-excited about the 'new' hidden CAW stuff and I want to try it all RIGHT NOW!! but I will stop here. I'm almost done with my current world I'm working on, and I know I'll just get overwhelmed if I try to take on too much at once.
Field Researcher
#9
21st Feb 2012 at 10:11 PM
Posts: 252
Not only do they show in EIG, you see the colors in CAW too.
#10
25th Feb 2012 at 11:33 PM
I have to say, even more than the unlocked features, this has been a helpful discovery. It's so amazingly simple to just tweak and inspect now.
#11
27th Feb 2012 at 2:21 AM
Last edited by Pyronium3 : 27th Feb 2012 at 9:51 AM.
Posts: 55
Thanks: 3011 in 1 Posts
Thanks a lot for this! Editing the ini's is so much easier now. One thing I did notice is that the dds files aren't active within CAW (apart from the color ramps). I'll still have to test if they actually export correctly. I was also thinking about testing whether CAW would export dds files placed in the config map that aren't on this list. I assume that won't work, but is there possible a way to alter that? Do you know in what file CAW is instructed to export those files from that location? I'm thinking it might be possible to edit that to include more stuff.
EDIT (Before I even posted this ;D): It seems there's more items on that list. I had exported some ini files I found within the gamedata, amongst which was one called 'pond'. This ini file is basically the same as the sea.ini but then for ponds. CAW also reads that one! So now I'm excited to test if it exports everything you put in that map (And name properly). Will report back!
EDIT #2: Well, CAW doesn't export additional dds files that aren't on the list. The ones that I had some doubts about because they didn't show in caw (Sky_Sun, Sky_SunHalo, etc) exported fine though. Toooooo bad, but not a big deal to use S3PE for that like we've always done ^^
EDIT (Before I even posted this ;D): It seems there's more items on that list. I had exported some ini files I found within the gamedata, amongst which was one called 'pond'. This ini file is basically the same as the sea.ini but then for ponds. CAW also reads that one! So now I'm excited to test if it exports everything you put in that map (And name properly). Will report back!
EDIT #2: Well, CAW doesn't export additional dds files that aren't on the list. The ones that I had some doubts about because they didn't show in caw (Sky_Sun, Sky_SunHalo, etc) exported fine though. Toooooo bad, but not a big deal to use S3PE for that like we've always done ^^
#12
27th Feb 2012 at 9:49 AM
My goodness! You mean we might be able to separate settings for ponds and ocean? That would be awesome!
#13
27th Feb 2012 at 9:50 AM
I think a major one to try would be the Demographics files. I'll have a go tomorrow (I'm scheduled to watch heaps of Mad Men with hubby right now).
#14
27th Feb 2012 at 10:03 AM
Posts: 55
Thanks: 3011 in 1 Posts
Yes you can! The pond file has less options though. I've included it as an attachment to this post. This file also works in CAW if put in the config folder (But you first need to rename it to 'pond'. Or alternatively use the current name to import with s3pe).
If you want to extract it yourself you need to look in DeltaBuild0 in the basegame packages directory. There's some other interesting .ini files in there as well, but I don't think editing those will be of interest to world builders.
The ponds and big bodies of water do use the same water texture, though (seaWaterSigned.dds). You can only make their texture scaling and movement unique.
If you want to extract it yourself you need to look in DeltaBuild0 in the basegame packages directory. There's some other interesting .ini files in there as well, but I don't think editing those will be of interest to world builders.
The ponds and big bodies of water do use the same water texture, though (seaWaterSigned.dds). You can only make their texture scaling and movement unique.
Attached files:
Pond INI.rar (585 Bytes, 95 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- S3_1F886EAD_00000000_ACCBE67EB1D18C2C_pond%%+_INI.ini 1249 468 37% 27-02-12 10:59 .....A. 5BECC371 m5b 2.9 ------------------------------------------------------------------------------- 1 1249 468 37% |
#15
28th Feb 2012 at 7:26 PM
Today SimGuruSarah asked Twitter if they had any questions for the Store world building team, so I asked about the CharacterImport.xml.
"We use it to organize and import Sim data. This where we set relationships, careers, and other important character info."
Nothing really new, but as far as I see that confirms it's mostly just an organisational file, and probably can't help us import Sims. I don't believe we have the import tools they use internally. We're just using a loophole in Edit-in-Game.
"We use it to organize and import Sim data. This where we set relationships, careers, and other important character info."
Nothing really new, but as far as I see that confirms it's mostly just an organisational file, and probably can't help us import Sims. I don't believe we have the import tools they use internally. We're just using a loophole in Edit-in-Game.
Field Researcher
#16
28th Feb 2012 at 8:15 PM
Posts: 252
I just chatted with Atavera the other night and he thinks it may be possible to mod SuperCAW ("patched CAW") to pack other files as well, when exporting a world. He will look in to it when the expected new EP update of CAW is here.
#17
28th Feb 2012 at 9:51 PM
Hey, does this work for custom moons? What would I need to call the file?
Field Researcher
#18
28th Feb 2012 at 10:59 PM
Posts: 252
Well, I guess we will know after the patch is out and Atavera had a chance to work his magic
#19
28th Feb 2012 at 11:17 PM
I was just wondering if it worked already. I assume it probably does, seeing a Lunar Lakes had a custom moon. I tried Sky_Moon as a file name, but it doesn't seem to have applied on export.
#20
28th Feb 2012 at 11:38 PM
Try just 'moon', as that's what it's called in the basegame files.
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#21
18th Mar 2012 at 2:37 AM
So does this routine require "SuperCAW"?
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#22
18th Mar 2012 at 2:51 AM
No, this is a feature of CAW that has just not been advertised. The latest version of SuperCAW, however, has additional resource importing abilities.
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#23
4th Apr 2012 at 3:52 AM
So I asked SimGuruSarah which ini's CAW is designed to import:
http://www.twitlonger.com/show/gpqu4u
http://www.twitlonger.com/show/gpqu4u
Quote:
@Pasimfic_Wiki Potentially, any or all of these: Sky_Clear1.ini Sky_PartlyCloudy1.ini Sky_Overcast1.ini Sky_Stormy1.ini Sky_Custom1.ini Sky_Clear2.ini Sky_PartlyCloudy2.ini Sky_Overcast2.ini Sky_Stormy2.ini Sky_Custom2.ini Sky_ClearLight.ini Sky_PartlyCloudyLight.ini Sky_OvercastLight.ini Sky_StormyLight.ini Sky_CustomLight.ini Sky_ClearSky.ini Sky_PartlyCloudySky.ini Sky_OvercastSky.ini Sky_StormySky.ini Sky_CustomSky.ini Sky_ClearSea.ini Sky_PartlyCloudySea.ini Sky_OvercastSea.ini Sky_StormySea.ini Sky_CustomSea.ini WorldEnvt_Clear.dds WorldEnvt_PartlyCloudy.dds WorldEnvt_Overcast.dds WorldEnvt_Stormy.dds WorldEnvt_Special.dds WorldEnvtIni_Clear.ini WorldEnvtIni_PartlyCloudy.ini WorldEnvtIni_Overcast.ini WorldEnvtIni_Stormy.ini WorldEnvtIni_Special.ini CameraFlyThroughPath.ini Sea.ini Pond.ini SkyCommon.ini CustomLightRigging.ini TerrainEdit.ini AO.ini CASCameras.ini CASCamerasWS.ini ThumbnailCameras.ini ThumbnailCameras_EP1.ini ThumbnailCameras_EP2.ini ThumbnailSizes.ini CameraFade.ini LotSettings.ini LightingCommon.ini |
#24
4th Apr 2012 at 9:42 PM
Last edited by simsample : 26th Jul 2012 at 12:54 AM.
Thanks for that, kiwi_tea! Now, I wonder what AO.ini is? There are a lot of unfamiliars on that list.
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#25
6th Oct 2012 at 12:07 AM
AO.ini. I was just checking it out. It would override ambient occlusion tunings for a world and it seems worth experimenting with.
Other potentials are found in fullbuild0, but they seem less valuable in terms of worlds. Excepting perhaps the Lots file that tunes for global lot pricing, etc.
Other potentials are found in fullbuild0, but they seem less valuable in terms of worlds. Excepting perhaps the Lots file that tunes for global lot pricing, etc.
Attached files:
AOini.zip (2.1 KB, 90 downloads) - View custom content | ||
4639 10-06-2012 11:59 S3_1F886EAD_00000000_08326707B4EB37B5_AO%%+_INI.ini --------- ------- 4639 1 file |
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