Anyway, anyone else having this problem?
I was hoping to tone down the green, get rid of the roads/buildings and have a nice terrain for my own world. But it just isn't the same without the distance terrain.
How did you go about cloning the DT?
I cloned it using your instructions here: http://www.modthesims.info/showthread.php?t=453818 I did this several times and it never worked.
However, I am not using this in my own world so I wonder if the reason it won't allow me to place it is because the new object is conflicting with the old. I had hoped it would just replace it as the default but I guess not. Is there something else I can change? I did try changing the instance and that did not help.
BTW, after I 'cloned' it, the terrain did show up in the Game Objects list...but didn't work. It is called terrainDistant_dw3, which is the name in the OBJD file. Otherwise, it doesn't show up.
Perhaps if you tell me exactly what you have done do far, I can figure out what is wrong.
When I did my Riverview Distant terrain, I cloned the existing Riverview Distant terrain from the World file and then modded the OBJD.
It still requires Riverview to be installed as it references the DCCache (STBL files).
Appreciate your help!
I hope you get it working, that would make the price of Hidden Springs a little more bearable! :D
Thanks: 1649 in 5 Posts
Originally Posted by rian90
Well, I am not a 'cloning' expert so we will see.
Me neither, but there's a tutorial here which might help:
You just need to point to open the installed HS world file, then follow the steps but do NOT check the renumber/rename internally box. This will ensure that your DT is the SAME object as the HS distant terrain, not a separate object. That way also, you will be able to share the DT- as only people who have purchased hidden springs will be able to use it, due to the STBL files being in the DCCache.
It will have to wait until after my daughter's orthodontist appointment though. I will post my results.
(Good luck with the orthodontist!)
I did it!!!!
It took me all of about 5 minutes and worked the first time. Here is the file: http://www.mediafire.com/file/iyybc...Terrain.package
Here are the coordinates for placing it:
Please test this and let me know if it works okay. You must have Hidden Springs from the store to use this.
Also, is it possible to edit DT's? I wouldn't mind painting over that modern road with something dirt or stone. I want to use this for a period hood. I am thinking that it would require a change of the texture in something like Milkshape, which I can't do but maybe someone can.
I am not sure I can change the texture on the world terrain (not the DT but the world) and share it without sharing the entire world file. However, it is very easy to fix the colors. I found the textures from HS on the Sims 3 forums under CAW resources: http://forum.thesims3.com/jforum/posts/list/428825.page
Yay for Mr. Crumplebottom!! Save these to the UserToolsData/SourceTextures/HSTextures in the CAW directory.
Now, open each of the textures in a simple paint program like Paint.Net, which is free, btw. Go to Adjustments and then Hue/Saturation. Move the Saturation slider to the left to take out some of the glaring color. Save the file using the defaults. You can change the hue as well if you want your grass browner or some other color.
Open CAW and see if the textures are different. If not, then just go to the terrain tab and click on each texture name you see in the box, browse in your HSTextures folder in UserToolsData/SourceTextures within the CAW directory. Choose the correct texture and you should see a change. If the change is too subtle, go back and reduce saturation again or change the hue.
Hope this helps!
Okay, now open that file in S3Pe. Look for the _IMG resource. Right click> Export to file. Then, open that up in GIMP or your photoediting program of choice. You'll see that the road texture is quite easy to find- just recolour that, save it (as a DDS) and then import that back into your file using S3pe. Save it. Now use that in your world, and you've recoloured it! Bear in mind that, if you have that in your game, it will act as a default replacement so your Hidden Springs world will also have the recoloured road. If you want to avoid that you could try making another copy of the DT in S3oc, but this time check the renumber/rename internally box to make a new object. I'm hoping that will work (and still reference the STBLs correctly), but I've never tried that myself.
For the DT you've already made, bear in mind that this will behave like the Riverview DT- you need to have this in your game files too if you want it to show up in the world you are playing. This is the reason I made two copies of the Riverview DT- I didn't want the people who played a world with that DT in to be able to see it in the Edit World bit of the game (as the flag to make things show up in CAW is the same flag to make things show in the world editor). Imagine if you accidentally grabbed it and placed it in Sunset, it might be difficult to re-grab and delete! It wouldn't be useful at all in there. So I made one version set to show in CAW, one version set to not show in any catalog. Then, people who only want to play a world with the DT in can just have the no-catalog version. So you might want to do the same, if you plan to share the DT.
The road I mentioned is painted on the DT, not in the town. I just deleted all those roads. I want a roadless town.
I am not good with paint programs so my road re-color is not perfect but since it is way off in the distance anyway, I am going to leave it for now. I might go back and play with it at another time and make it more realistic. I learned do make textures via Gimp for work and I can do some pretty fancy things but I can't seem to get Paint.Net to allow me to replace a texture and I am too lazy to deal with Gimp at the moment. I am absolutely amazed it works though!
Thank you for all your help!
Thanks: 1649 in 5 Posts
Good luck with your futzing! I think that is really what CAW is all about.
So I read all the subjects around here and I have the same problem with the distant terrain disapearing.
First, is the package rian 90 shared the distant terrain itself ?
Then, if it is, I didn't understand where to put it, and how it will appear on CAW. I am not english so there may be some things I dind't understand... I tried the "Framework" but I don't even know what it exaclty is, and I didn't success in the method...
I hope someone will answer and will be able to help me, it is from 2011 after all..
Thank you ^^
Thanks: 1771 in 11 Posts
When you've done that, drop the HSDistantTerrain.package you downloaded from the earlier post into the Packages folder you just created. When you open up caw, it will load that package with all the other metadata. The easiest way to find it once caw is opened is to use the search in the Metadata window.
I first didn't understand because I did all what you just said and I wouldn't find the Distant Terrain Package in metadata... So I did it again.
But I just found that actually, it was named in French (my CAW is in French) so it was maybe there all along...
Thank you for your answer, it helped me a lot ^^