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Lab Assistant
#726 Old 19th Apr 2015 at 9:05 AM
Quote:
Originally Posted by jje1000
This one's a bit trickier to fix- I think it's partially due to the fact that the water is really just a flat distant terrain object, and that the haze affects it. I tried darkening the object, but it doesn't really have an effect.

I can think of a few ways to fix it, but none are ideal:

- Change the way the distant terrain object is rendered. I have no working knowledge on how this would be possible.
- Create a custom distant terrain. I have no working knowledge on how this.
- Lighten water to match the surroundings, but it creates a lighter shade of water. I don't really like it, but others do (considering the popularity of sky blue water in weather mods). Another problem is that the distant terrain, being affected by the haze, changes color depending on how close you are to it. A 100% match is impossible.
- Darken skies. Haven't tried it yet, but there are certain limits as to how dark the sky can get and remain looking realistic.

Here is an image below. Your opinions?
The water color comes fairly close, but changes depending on your location. Lighter than original. Doesn't match up when you zoom in.

However, during sunsets and sunrises, the color of the water is dramatically different. I could change the colors to match, but you would essentially get orange water.


Maybe the best way is to find some middle ground and explain away the rest as "lore?"


Haha love the last sentence. "Come to Point Ouerbacker, famous for it's orange water!" But yes, I can see how it's tricky. I know Nilxis uses a lot of custom distant terrain, for instance in his latest version of his Greenland world, so maybe confer with him? But if it's a huge bother, then do what's easiest for you. I had hoped it was just a question of tweaking the ini's
Theorist
#727 Old 19th Apr 2015 at 12:18 PM
I'm realy wondering right now.
jje1000=Ouerbaker? or did you take the project over?

The Calm - The Rage - The Apocalypse
Lighthouse on tha hiiill
"Well I can't speak for you but I know I've never smashed my tits between my legs before." ~BL00
Lab Assistant
#728 Old 19th Apr 2015 at 12:51 PM
Quote:
Originally Posted by Johnny_Bravo
I'm realy wondering right now.
jje1000=Ouerbaker? or did you take the project over?


He was given permission to continue the project
Theorist
#729 Old 19th Apr 2015 at 4:48 PM
Alrighty then.

The Calm - The Rage - The Apocalypse
Lighthouse on tha hiiill
"Well I can't speak for you but I know I've never smashed my tits between my legs before." ~BL00
Scholar
#730 Old 19th Apr 2015 at 10:48 PM
Quote:
Originally Posted by baskerwil
Haha love the last sentence. "Come to Point Ouerbacker, famous for it's orange water!" But yes, I can see how it's tricky. I know Nilxis uses a lot of custom distant terrain, for instance in his latest version of his Greenland world, so maybe confer with him? But if it's a huge bother, then do what's easiest for you. I had hoped it was just a question of tweaking the ini's


Nilxis uses a recolor of an EA distant terrain, same as I did. Unforunately, I had to work backwards, and this meant that the distant terrains went were tilted and going underwater. Normally, I would just paint over the portions with the color of water and be done with it, but unfortunately, the University distant terrain repeated its texture, meaning that it was impossible. Hence the need for a screen to hide all of that junk!

Quote:
Originally Posted by Johnny_Bravo
I'm realy wondering right now.
jje1000=Ouerbaker? or did you take the project over?


I think this earlier post explains it all

Quote:
Originally Posted by jje1000
Yup, the majority of the sculpting and lot building was done by Ouerbacker. I added in a distant terrain and did a whole lot of bugtesting, and also completely redid most of the Community lot interiors + a few new lots here and there. There are some issues like routing (borked by Island Paradise) and the like that are still problematic, and will need to be addressed in the future*.

The way I see it, it was kind of like finding a beautiful old car in a dusty garage, and fixing it up so that it could finally shine

* Which have have fixed now!
Lab Assistant
#731 Old 20th Apr 2015 at 4:24 AM
Hey there. I would like to know the INI configuration you use for the lighting and sky. The environment resembles The Sims 4 and I like it over the original Sims 3 purple-hue. I am also restarting my previous abandoned project, which hopefully I can complete it anytime in the future. :P

Gilang Hamidy
I love Indonesia. Unfortunately Indonesia has a bad governmental culture and corruption.
Scholar
#732 Old 20th Apr 2015 at 5:14 AM
Quote:
Originally Posted by GiLaNg
Hey there. I would like to know the INI configuration you use for the lighting and sky. The environment resembles The Sims 4 and I like it over the original Sims 3 purple-hue. I am also restarting my previous abandoned project, which hopefully I can complete it anytime in the future. :P


It's a custom one based similar to the one I used for São Paten, which in turn was based off of Sunlit Tide's INI.

http://www.mediafire.com/download/i...Weather+INI.rar

Here the INI files if you want them. And please finish up your world! I'm definitely looking forward to more areas of the world being represented!
Alchemist
#733 Old 20th Apr 2015 at 10:24 AM
Quote:
Originally Posted by jje1000
This one's a bit trickier to fix- I think it's partially due to the fact that the water is really just a flat distant terrain object, and that the haze affects it. I tried darkening the object, but it doesn't really have an effect.

I can think of a few ways to fix it, but none are ideal:

- Change the way the distant terrain object is rendered. I have no working knowledge on how this would be possible.
- Create a custom distant terrain. I have no working knowledge on how this.
- Lighten water to match the surroundings, but it creates a lighter shade of water. I don't really like it, but others do (considering the popularity of sky blue water in weather mods). Another problem is that the distant terrain, being affected by the haze, changes color depending on how close you are to it. A 100% match is impossible.
- Darken skies. Haven't tried it yet, but there are certain limits as to how dark the sky can get and remain looking realistic.

Here is an image below. Your opinions?
The water color comes fairly close, but changes depending on your location. Lighter than original. Doesn't match up when you zoom in.

However, during sunsets and sunrises, the color of the water is dramatically different. I could change the colors to match, but you would essentially get orange water.


Maybe the best way is to find some middle ground and explain away the rest as "lore?"


I'm probably just being Mr. Obvious here as usual, but did you test the "see through" effect of the water? Would that be the luminosity perhaps? Another thing I can come up with is the depth of the water could be deeper at the edge?
Scholar
#734 Old 21st Apr 2015 at 10:33 AM
Quote:
Originally Posted by Volvenom
I'm probably just being Mr. Obvious here as usual, but did you test the "see through" effect of the water? Would that be the luminosity perhaps? Another thing I can come up with is the depth of the water could be deeper at the edge?


An interesting idea- some objects are affected by water depth and become hazier the deeper you place them.
Alchemist
#735 Old 21st Apr 2015 at 7:42 PM
Quote:
Originally Posted by jje1000
An interesting idea- some objects are affected by water depth and become hazier the deeper you place them.


wasn't the luminosity something to do with the ini's? some worlds have more of the "see through" than others.
Scholar
#736 Old 23rd Apr 2015 at 7:04 AM
Quote:
Originally Posted by Volvenom
wasn't the luminosity something to do with the ini's? some worlds have more of the "see through" than others.


The thing is, the distant terrain object isn't affected by water depth. Solving this could help fix the issue.

I've posted a thread here:
http://modthesims.info/showthread.php?t=553678
Alchemist
#737 Old 23rd Apr 2015 at 10:12 AM
Quote:
Originally Posted by jje1000
The thing is, the distant terrain object isn't affected by water depth. Solving this could help fix the issue.

I've posted a thread here:
http://modthesims.info/showthread.php?t=553678


I see, the last picture is a bit odd. It's almost like it has two depths, where the second depths just swallows it completely. Interesting to see, but I don't have a clue I'm afraid.

I wonder if it is something that is layered like the sky's colorramps, but in the second one it just shuts completely too early.
Scholar
#738 Old 27th Apr 2015 at 2:30 PM
One idea might be to clone the rock that has the effect, and replace the mesh and texture with that of the distant terrain.

I haven't made objects before, so this will be a bit tricky. If anyone could help, please let me know!
Lab Assistant
#739 Old 29th Apr 2015 at 12:43 PM
On a completely different note, I just wanted to add that I absolutely *love* the picture descriptions on the blog. You have great imagination! Keep it up
Scholar
#740 Old 29th Apr 2015 at 9:57 PM
Quote:
Originally Posted by baskerwil
On a completely different note, I just wanted to add that I absolutely *love* the picture descriptions on the blog. You have great imagination! Keep it up


Thanks! I think they're really useful for bringing a world to life.
Scholar
#741 Old 2nd May 2015 at 5:15 PM
Anyone experiencing any issues with the world? Crashing?
Field Researcher
#742 Old 6th May 2015 at 9:48 PM
Just wanted to say that I'm making my own distant terrain right now and I wouldn't mind taking a look at the Reyes one for you if you need the help. Just clone the rock with the water depth effect you want and post it here along with the distant terrain and I'll see what I can do!

"Hi, I'm Daria. Go to Hell."
Scholar
#743 Old 9th May 2015 at 4:24 AM
Thanks for the offer!

Here is the file: http://www.mediafire.com/download/v...ant+Terrain.rar

-The extracted rock file contains the rock extracted from Pets.
- The distant terrain object contains the current flat distant terrain object.

If the original distant terrain file doesn't work, would it be possible to create a new flat distant terrain mesh?

Definitely hope this works. Best of luck
Scholar
#744 Old 9th May 2015 at 5:57 AM Last edited by jje1000 : 9th May 2015 at 6:39 AM.
Does anyone encounter any problems with the lighthouse beam not appearing from an unloaded Point Ouerbacker lighthouse lot?

Also, please check and see how feasible dive lots are in the world.
Lab Assistant
#745 Old 9th May 2015 at 9:30 AM
Quote:
Originally Posted by jje1000
Does anyone encounter any problems with the lighthouse beam not appearing from an unloaded Point Ouerbacker lighthouse lot?

Also, please check and see how feasible dive lots are in the world.


Sure, I will do that tonight. By unloaded, do you mean from a distance? As in not on the lot?
Scholar
#746 Old 9th May 2015 at 2:01 PM
Quote:
Originally Posted by baskerwil
Sure, I will do that tonight. By unloaded, do you mean from a distance? As in not on the lot?


Yup, the unloaded, low-def lot. If it's not working, I'll replace the lighthouse.
Scholar
#747 Old 10th May 2015 at 5:28 PM
Quote:
Originally Posted by Annique
I would have loved houseboats, or an area near a road where I could easily build some docks into the water myself.


New houseboat lots just for you
The water may look shallow, but they work perfectly fine.

Scholar
#748 Old 22nd May 2015 at 8:52 PM
Quote:
Originally Posted by Qahne
Just wanted to say that I'm making my own distant terrain right now and I wouldn't mind taking a look at the Reyes one for you if you need the help. Just clone the rock with the water depth effect you want and post it here along with the distant terrain and I'll see what I can do!


Any such luck?
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