Has anyone found the Simlish Hollywood sign in Starlight Shores in the CAW Metadata? Just wondering if I might of missed it or if it is not included :?
KOBS, when I was beta testing that game back in January I noticed that sign in game in they buy/build catalogue along with all the other signs - but what I can't tell you is if I was in normal play or buydebug when I saw it. As it was the first day we had the game and I do what I generally do when we get a new world and new ep is check out all it's "stuff". I do often go into buydebug to check new stuff that is only availiable in buydebug as well as check with buydebug off. Seeing I had already familiarized myself with the stuff in the game in January, I did not bother doing that thorough look through of everything when I got the game yesterday.
But I do know the beta testing version it was in the catalogues - not sure if this would or would not have any bearing on what's in CAW though.
"Games Are Not The Place To Tell Stories, Games Are Meant To Let People Tell Their Own Stories"...Will Wright.
In dreams - I LIVE!
In REALITY, I simply exist.....
I suspect this would be easy enough to pull out of the game using the object cloner (S3oc). (However, despite preordering Showtime from Origin, it is not scheduled to be delivered to me until February 12. Last time I checked, my copy was in Montana! So I cannot see if the object cloner would pick this up.)
Once you have cloned an object like this, you could probably enable it for CAW using the package editor (S3pe). This is easy enough to do.
Alternatively, since you already are on the path to the dark side -- that is, making custom content for your game, there is nothing to stop you from making your own sign. It is an easy enough project. You basically start with a two sided flat panel, then use the alpha layer on your texture file to define the lettering.
It just seems to me that if you are going to introduce cc to your world, you might strive for something unique and original, rather than just using the same cc that everyone else is going to use.
KOBS, when I was beta testing that game back in January I noticed that sign in game in they buy/build catalogue along with all the other signs - but what I can't tell you is if I was in normal play or buydebug when I saw it. As it was the first day we had the game and I do what I generally do when we get a new world and new ep is check out all it's "stuff". I do often go into buydebug to check new stuff that is only availiable in buydebug as well as check with buydebug off. Seeing I had already familiarized myself with the stuff in the game in January, I did not bother doing that thorough look through of everything when I got the game yesterday.
But I do know the beta testing version it was in the catalogues - not sure if this would or would not have any bearing on what's in CAW though.
I just looked through the buydebug menu, as well as stage props, sculptures, and misc decorations, and it's not there, so I guess they removed it.
Comments
It is in the metadata as "City Hill Sign", but I do not think it is in the regular CAW
I know, they keep all the good stuff for themselves, like the railroads in ambitions :x
Anyway here is the sign in my world:
But I do know the beta testing version it was in the catalogues - not sure if this would or would not have any bearing on what's in CAW though.
"Games Are Not The Place To Tell Stories, Games Are Meant To Let People Tell Their Own Stories"...Will Wright.
In dreams - I LIVE!
In REALITY, I simply exist.....
Once you have cloned an object like this, you could probably enable it for CAW using the package editor (S3pe). This is easy enough to do.
Alternatively, since you already are on the path to the dark side -- that is, making custom content for your game, there is nothing to stop you from making your own sign. It is an easy enough project. You basically start with a two sided flat panel, then use the alpha layer on your texture file to define the lettering.
It just seems to me that if you are going to introduce cc to your world, you might strive for something unique and original, rather than just using the same cc that everyone else is going to use.
As I explained to you before, there is no need to clone an entire object just to mod the OBJD- you just extract the OBJD and mod that instead.
Then, you are using the original object from the game files in your world instead of having the game load an identical clone into memory.
RUSH
My Worlds
Good point.
Now the OP should have a pretty good idea about how to do it, unless you are volunteering to do it for him/her.
I just looked through the buydebug menu, as well as stage props, sculptures, and misc decorations, and it's not there, so I guess they removed it.
http://forum.thesims3.com/jforum/posts/list/566648.page
PLEASE, PLEASE!