For weeks or months or something there was something about Martine's texture pack that was bugging me. I had added files she exported to those I exported last summer. The thing was, it didn't feel like I had a whole set of the files. I remembered seeing texture names in there that never made it out in her pack.
Sooo, I went through both base game and WA textures as carefully as I possibly could, and I discovered that for once my brain wasn't faulty. I decided since I was at it I would export and upload the entire mess to BogSims so I could quit digging up a link to a very remote spot on MTS for people to get the files.
I found something like 15 additional terrain textures, and exported all of the road set files I could find as well.
I also rotated all of the crop images because I've found that invariably I try to apply crops to an area but the file I want to use is headed in the wrong direction. I also would like to do some diagonals but will get to those later.
I've put the entire mess on BogSims (link in my sig) for anyone who might be interested in using them.
Okay, old paragraph is getting edited plum out. Unless we did something seriously wrong with resizing images originally made at 1024x1024 and resized to 512x512 aren't working out real great. They look fine in C-A-W, no problem there, but when we get them into the game they aren't matching the in-game terrain paints as well as they should be, coming out on the blurry side and such. Because of this I've pulled the 512x512 and unless people don't mind fuzzy textures they may want to download the larger image sizes.
I noticed some of the images I exported are extremely tiled and have very strong colors and hues. They are absolutely beautiful, though, and applied with low opacity and a good fall-off setting will add some stunning effects to just about any world map.
So, go forth! Download! Enjoy!
ETA: Something I failed to mention last night was that when I exported the textures I didn't rename them, other than to remove the hex number that's attached to each one, AND include -WA at the end of the texture names that are in World Adventures, and added -512 to the end of the files that are 512x512 for anyone who wanted to have both files in the same directory somewhere on their hard-drive.
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If I download these can I get rid of martines so I don't have duplicates? Or did you just put in the tectures she overlooked?
The Sims Creators' Consortium
Oh, and then having to explain that if they downloaded those it would be a good idea to resize them and why, when a lot of people don't want to mess with that kind of stuff. I play with images--it's what I do. I don't mind resizing images but a lot of people don't want to be bothered with that kind of thing.
I bookmarked so I can link easier.
Good work, lady. 8)
Thanks for the world textures though. :?:I'm still confused :?: :?:
I updated the Terrain Texture thread to directly link to your download pages. Thats what I hand out to every one. I should probably delete Martines from that list so others won't duplicate.
The Sims Creators' Consortium
These are textures you can use for creating your worlds. Some are for terrain paints, some are for creating roads. The ones I uploaded tonight all are straight out of the game with no modifications other than a set that is resized for smaller world file sizes. Included are also all of the road textures I could find as well that are used in the adventure destinations.
When you use C-A-W, adding textures is really easy, and putting together a custom road is simple as can be, IF you have images with which to do it.
I probably didn't explain that very well. For some reason I'm really tired tonight.
Thank you, Rflong! The more awareness we can bring to people that the shale rock texture just isn't a good one to cover their mountains with the better off we'll be!
I didn't even get to take the time to properly mess around with any of those textures, so I'm kind of anxious to see how some of them are going to look.
http://forum.thesims3.com/jforum/posts/list/181739.page#2164962
The Sims Creators' Consortium
One thing I forgot to mention but will add in the first post. Martine renamed a lot of the files and added her name to the beginning of them. I found that confusing when trying to look for textures, so the only thing I changed name-wise was to add -WA to the end of the names of textures I extracted from the expansion pack. This way pretty much everything is grouped together as it should be in the Source Textures directory (excepting that silly sand file in the default source textures that starts with 00). Of course if a person is holding onto that many textures, I think dividing them into sub-directories by type would be even better.
I decided to leave them in because inevitably people would be posting I forgot Martines textures, so I thought I would clarify the redundancy to begin with.
Yes I agree with you on the confusion with the nameing Martine gave hers, it's hard to find what your looking for. If I could change one thing about CAW it would be to have the thumbnail pics in the texture directory. I spend a good amount of time adding and then editing textures try to find the right one.
Edit........Regina, how do you make the links say something else? I want to clarify your links on the Textures thread.
The Sims Creators' Consortium
Here's the code for making a link:
So yes, using the right grass color for your world is essential. I had to tweak grass a lot for The Shire to get exactly what I wanted. It needs a happy, peppy green, not a yellow green. This ultimately meant redoing every grass texture I use on that map to reflect that but the result is well worth it.
A Prettacy Challenge It Ain't Easy Being Green
For example, if you look at the grass textures you'll notice that most of them are the exact same texture with different colors. In some cases if you layer one of those textures on top of another grass texture, it just magnifies the tiling.
Fortunately, the in-game fog and distance blending are a huge help with hiding some of the tiling, but it doesn't always work, and I've never seen it work on the really strong textures like the rocks.
Amy
A Prettacy Challenge It Ain't Easy Being Green
So yeah, in order to have the images display properly, you have to make sure you don't have any fun little designs in them. A fun little design on a single tile is a good thing. A fun little design spanning half the width of your map, not so much.
So yeah, in order to have the images display properly, you have to make sure you don't have any fun little designs in them. A fun little design on a single tile is a good thing. A fun little design spanning half the width of your map, not so much.
Trying to remove the tiling while at the same time maintaining the ambiance of the texture is, as you say, a royal PITA.
in what format are you saving your custom .dds files? I had the same problem with the shimmering until I read a thread about using mitmaps and whatnot.
I'll try to find that thread.
Okay here it is
http://forum.thesims3.com/jforum/posts/list/143690.page
I use gimp and use the settings Stw402 used. that worked best for me.
The Sims Creators' Consortium
Something else people might want to keep in mind is that C-A-W will also read .png format as well as .tga format files, so those may be options for problematic finishes on images as well.
To start with, TS3 and expansion pack(s) include several build.package files. These files are what holds all of the textures (in .dds file format), thumbnails for moodlets (in .png format), audio, behavioral and tuning stuff, and more. If you open one of these files in a .package viewer or .package editor you can see everything that's in it.
All of the textures that come with C-A-W (the few C-A-W defaults to, and the textures within the Source Textures directory are either exported .dds image files from one of those build.package files OR a .dds image file that was hanging about on one of the developer's hard-drives.
Each of these images available for use in C-A-W is not part of the game, but a stand-alone file. When a world is exported from C-A-W, the image files used in THAT WORLD and ONLY that world are added to that world file, which is the only place that world file will ever look for its texture images.
In a nut shell, any custom textures people put into their worlds are absolutely no different than the image files that are used in the worlds EA makes for our games. They are image files, nothing more, that end up assimilated by the world file.
I'm hanging onto your textures as well. I'm sure they will come in handy, especially the rotated crops. I figure why do it myself when you already have. How many copies of them do we need floating around anyway?
Thanks again!
Amy
A Prettacy Challenge It Ain't Easy Being Green
Sometimes there are just things I want done a certain way and all those textures were part of that. I know the only way to get something the way I want it is to do it myself, and experience has taught me that if I want something a certain way someone else will want it too. So if I'm going to take the time to do something how I want it done, it makes that time and effort worth a lot more when someone else will be able to use it too.
Kudos on finishing your world! I'll bet you're excited about that!