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Game Updates Store Updates. Already a Member? Hi, Logout Tools. Create a World. Design entire worlds for your Sims, from choosing terrain patterns and roads to placing lots, vegetation and neighbourhood accents like water towers and lighthouses.

Start with a blank canvas, or modify the terrains that formed the basis of Sunset Valley or Riverview. For advanced designers, bring your creativity to life by creating and importing designs from Photoshop and other graphics programs. Share your worlds through The Sims 3 Exchange. Create a World Walkthrough. Compatible with The Sims3-version: 1. The Sims. My Account. Register a Game. Redeem a Code. Purchase SimPoints. Email Preferences. You can use the small blue button at the top of Brush Parameters to save a brush as a preset under Brushes.

Right-click on a brush in the list to delete it. Creating realistic terrain is as much an art as it is a skill, but here's some tips on improving your terrain:. To give your terrain some detail and realism, you can paint the landscape with the terrains of your choosing.

This is similar in many ways to the way the terrain paints work in-game, but there's some layering and performance issues to take into account. On the Paint panel, you'll find all of the controls you need to texture your world just the way you want it. In the Layers list, you'll find the default textures used for your World.

You'll have a different set of default textures depending on whether you chose Lush or Desert for your world. You can scroll through the list and see a thumbnail of each of the textures, and the type of footstep sound each one makes listed in parentheses. Below that list is the Add Layer button. Clicking it will bring up a small window that allows you to add your own custom terrain paints. You can name your layer, choose the texture, and choose the footstep sound for the terrain.

For more on custom terrains, see the Tips section. To the right of Add Layer is the Clear button. Don't touch this button! That button resets your terrain to the default terrain texture - any painting you've done will be erased entirely!

It can be useful if you've just started and don't like what you've made, but otherwise, leave it alone! The long button beneath Add Layer and Clear is AutoPaint and really isn't that useful - it automatically paints the whole terrain in a rather blotchy messy way. Don't touch this button either unless you intend to - it can't be undone! There are two sliders down beneath the set of buttons. The first is Routing Opacity.

Slide this slider to the right to see unroutable areas. They will be highlighted in red. You may wish to paint these areas to look like rock or otherwise inaccessible terrain. The second slider is Color which only becomes available when Individual Layer Mode is ticked. Individual Layer Mode allows you to just modify a particular terrain texture without changing any of the others there too. The Color slider, when set to 0, acts as an eraser.

Set to , it paints the terrain there instead with the chosen terrain paint. The Visualize Layer tickbox shows the current chunk in black, with the currently selected layer in grey to white.

This allows you to see exactly where you've painted a particular terrain. At the middle and bottom of the panel are Brushes and Brush Parameters - these work exactly the same as they do when doing terrain sculpting, with the exception of the Shape dropdown, which you can set to Circle or Square here it's greyed out for sculpting. All you really need to worry about with chunk boundaries is that you use no more than 8 terrain paints per chunk.

You can have as many as you want for your whole world, but don't mix and match them too much within a single chunk, to improve performance. And of course, fewer is better - if you can get away with 3 or 4 rather than 8, do so! A good road system means your sims can get around your neighborhood quickly and easily, and will move in a way that looks natural. Having some sort of roads is probably a good idea unless you intend your world to be very primative - sims won't use vehicles or bicycles at all if there are no roads including NPCs like police and repairmen , and will be forced to run everywhere.

While it may be tempting to get really rural, think about how sims are going to get around town - it's a real pain to have to wait six game-hours for your sim to run across the landscape. Balance your artistic vision with an enjoyable play experience. Before you start placing your roads, it might pay to work out where all the intersections are going to be, and place them first. Use the Place Road Intersection and simply click on each spot where you want your roads to intersect.

You can rotate intersections with your mouse as you place them, however after placing them you will need to use the Rotate Tool in the upper lefthand pane. You should also place insections where you want dead-end roads to finish because the intersection piece allows cars to turn around. Select the Place Road tool then plop and drag roads along appropriate terrain, using your pre-placed intersections as guides for stopping and starting.

The road stretches out in segments, its curve following your cursor. With each click you place a new segment adjustable in its own right. When you want to stop placing a continuous road, press Escape to deselect the tool. Don't worry about connecting all the segments, or getting the curves perfect just yet, this will be explained shortly. Bridges are ploppable, and designed to combine with the road network.

You can find a small number of bridges in the metadata window, just type 'bridge' into the filter and choose the style that most suits your needs. Each road segment has two handles, one at each length's end. Combined with the Move Tool these adjust the curvature of the road. You can also move the roads freely themselves, like other objects, however as you connect them that will become more difficult to do.

Sections of the road that are connected already are marked with light blue squares between them, and unconnected ends are marked with dark blue squares. Routing will fail if you have any dark blue squares left, so check carefully to see that you've made all the connections, especially at tricky junctures like joining a road to a bridge.

Layering is a way of grouping similar objects or items in your world. This improves performance and makes your world run better.

Organizing stuff on layers is quite easy, so there's really no reason not to do it. You can see which layer is active by looking to see which name is shown in bold. In the screenshot to the right, the Rocks layer is active. To make a layer active, right-click on it and choose Make Layer Active. If you accidentally put something on the wrong layer, you can move it by dragging it in the list onto the correct layer's name.

You will have to do this one item at a time, so pay attention so you don't have to move 30 misplaced trees one by one! To delete a layer, right-click on its name and choose Delete. Deleting a layer will also delete anything on it. You can place lots virtually anywhere as long it is at least one tile away from other lots.

You should not place them overlapping a road, and for residential and business lots, the front side of the lot should be flush with the road. This will make routing onto the lot from the street smoother, and will make it possible to create "patios" on the lots themselves using floor tiles which look like the sidewalk. To make this easier, use the Grid mode as described below in the Tips section. The required one tile gap between lots can be annoying, but for urban areas you can fill it with a sidewalk see the Roads and Sidewalks section below for a nice finished look.

See downtown Riverview for an example of how this is done. If you don't have a Lots layer, create one according to the instructions in the Layers section above. Place Lot: Click at one corner where you want the lot. Move your cursor over to where you want the other corner, creating a blue line showing the edge of the lot.

Click again to set the edge's length and rotation. Move your cursor to one side or the other to set the width of the lot. Set Lot Information: A window will come up. If you choose Community you can set a sub-type see below for a list of sub-types and what they're for. You can set an Additional Property Value if you wish - this can be a positive or negative number depending on whether the lot is in a nice or crummy location.

Finally, you can set the Beautiful Vista buff from to give your lot a nice view if it's in a great location. All of this information can be changed later so you don't have to worry too much about getting it perfect the first time.

Click on the lot you want to select. You can also select the lot in the World Layers list by clicking on the lot's name in the list. Move Lot: To move the lot, use the next button to the right, Move World Object, to click on the lot and drag it to its new position.

Click within the rotation circle that appears over the lot and drag to rotate the lot. You can also adjust the lot's edges in relation to your world as a whole. On the Lots tab same place as where you make a new lot you find two other useful buttons: Flatten Lot flattens an entire selected lot to the level of where you click - just click to the level you want. Conform Edges fixes the edges of the lot to fit the surrounding world terrain.

This can be useful if you're getting sharp funky lines around lot edges. In any case, you should still flatten the terrain before you place a lot, so these tools probably won't get a lot of use.

Delete: Either press the Delete key on your keyboard, or right-click on the lot's name in the World Layers list and choose Delete. Say "Yes" to the confirmation question.



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