![]() ![]() Once you’re done sculpting you can start painting and laying roads. Time to Make Some Grass Stains and Do Some Roadwork! If you’re having major trouble, there are Photoshop brushes available that can create mountains which may help you out. Just remember that height maps use shades of black and white to show height. In fact, you could draw your whole world in a rough fashion and fix it completely in CAW later. You can always fix Photoshop mistakes in CAW later too, to smooth things out if you have a big square edge for example. Photoshop can be used to edit these to get the shape and height you want if you’re having trouble with the tools. If you refer back, you will see I based it off my crappy drawing.ĭon’t forget you can export and import height maps. I sculpt the land so that it matches or is close to my “map” idea. There’s no guesswork, and I can build the land up (as opposed to having to do both to get rid of the flatness) which makes things faster. Having the sea level set allows me to sculpt land and see where water will appear at the same time. To do this I raise a small hill very quickly so I can select a spot on it (as it’s hard to do this without a hill). The first thing I do is set the sea level. I always pick the flat maps because this gives me total control over the landscape. To give you a very quick rundown on the sculpting and painting process I use, I’m using a tiny flat map with 200 as max height. Once you’ve picked the perfect size you can begin sculpting. That will allow you to take advantage of expansion packs as they come out, and have room to move and grow. If you want a small world for example, I suggest upgrading to a medium and having more space. Once you’ve seen the size of these things you can make judgements about the size based on your plan. ![]() When they stop resizing, close to the ground, that’s about the same as the in game grid. The squares will keep resizing to match the zoom. Click the show grid button and zoom in.That’s pretty much the size of the two skyscraper lounges. Lay some roads down, don’t be a perfectionist about it, it’s just to check the map out and you can always restart or delete them when you’re done.It’s much better now though, so thanks for asking! I soon found it was too small to do what I wanted, and had to do a lot of technical stuff to make my world work out on a larger map. I was afraid of picking both the huge and small sizes so I picked medium. Don’t forget there’s a grid button there to help!ĭon’t forget the things you can and cannot do from part one, which will also help you if you get stuck. This should help you start to get a feel for the size of things in CAW. Zoom in and level yourself so you see how big it will be from a sims perspective. Sculpt some land and paint it, see what effects you can and can’t achieve (on a personal level especially). For example, see what happens when you change the strength/opacity and falloff. One of the most helpful things I learned on MTS was how to speed up the scrolling speed of CAW (I hold the left mouse button down, use the arrow keys, and move my mouse in the direction I want). It’s also easier to keep track of things there than on The Sims 3’s community. I recommend Mod The Sims because they’re helpful, friendly, and fast to respond. The Sims 3 Create a World section links to the manual which will help you figure out what each tool does. If you can’t use it, you can’t make your vision become a world. Since you’re familiar with the game, now it’s time to get familiar with CAW! Either way, it will happen and you might want to record it – having drawings allows you to edit them directly or put notes on them. It will also help you once you start seeing your world take shape in CAW, because I can guarantee you’re going to start making up new stories and plans as you go! Perhaps because it will get your creative juices flowing, or because you encountered a hurdle. This is important because creating a world isnt always something you can do in a few hours – so drawing and writing your ideas will help you remember through time. These drawings will help you stay on target, steam ahead, and remember all the little things you wanted. We also looked at creating a (hi)story for your world, and perhaps integrating the above steps into drawings. In part one we went over getting inspired and knowing if the inspiration is usable. ![]() If you at least made a start on the steps in part one you’ll see how helpful they are as you start using CAW to bring your world into being. As you’ve probably noticed, creating a world is quite time consuming. ![]()
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