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adigyran 17.09.19 06:44 pm

Create A World. The editor of the town (The Sims 3)

Editor of the town of The Sims™ 3 - beta
Create your own worlds for the Sims 3

Coming soon!

Now you have the power to create cash? You can be as creative as your imagination dictates, and share your creations using the editor of the town of The Sims™ 3 - beta. Download editor free and feel like one of the developers of the game series The Sims 3. You will receive the same set of tools as the creators of the game. Develop a city for the characters: you can start from scratch and can choose sunset valley or Riverview and change their appearance. The Sims 3 Exchange will give you the opportunity to share creativity with friends.

FEATURES

Create a new city: select landscape, pave roads, plant plants, build a house, and also bring in the appearance of the city's unique features - for example, create a nearby water tower or a lighthouse.
Start with a blank canvas, or modify the existing city, formed the basis of sunset valley or Riverview.
Those who have some experience of design, it will be interesting to create a fundamentally new houses and landscapes, using the tools of Photoshop or other graphics programs.
Using the editor of the town The Sims 3 - beta in addition The Sims 3 World adventures or items from The Sims 3 Store, will enhance the building and create landscapes.
Share your cities with your friends using The Sims 3 Exchange.

I agree to the Terms of use of EA Online.
the bottom of the page is this chibok
and LaPadite into the sediment! hahahahah. Judging by their conversations, will be released today at 17: 00.
What do you think???
38 Comments
Sort by:
D
Demii 17.09.19

Yuri adigyran Nabokov
Came out great ,already is on OFE)

M
MMV 17.09.19

Editor already available.
The download link is prohibited.Pour in the PG.

T
T r u m a n 17.09.19

how to build mountain towns in the editor??? and do a small island?

T
T r u m a n 17.09.19

plizz tell me!! I want a parody of LOSt to do!!1

D
Demii 17.09.19

A guide to working with the editor of "the town of The Sims™ 3 – beta"

Hello!
My name is La Shawn (aka Rain), I is a leading producer, editor of "the town of The Sims™ 3 – beta" and I want to tell you more about working with this tool that you need to remember, creating the town in the editor, "the town The Sims™ 3 – beta".

1. Without plot no – before you create a town, it should come up. Answer for yourself these questions, and you will see what I mean.
a. How to look like town? It is located in the mountains, in the desert, in the jungle, on another planet, in a rural area or somewhere else?
b. How big is your town? Do you have enough time to create a huge metropolis, which does not seem to be deserted? The smaller the town the better will go into this game on the machines of other users, if you publish your creation in Exchange.
c. What will be the population of the town? You need to create as many plots, how many families in the town, plus additional land for non-player controlled characters.
d. What social structures and institutions will be in town? Such buildings as school, the theater, the store is very important – they are the characters will be able to work, learn and visit different events. You can add a library, gymnasium, art gallery... And to embed all these structures will need separate areas.
2. Territorial zoning.
a. Creating the town, start with the bump map. Select one of the standard maps (maps are available in different sizes and heights), one of the cards with the already altered topography (200 heights and sizes) or create your own bump map by importing the file in format .png. Don't forget to set the maximum height in a new town, especially if you choose one of the cards. The maximum height determines how high the mountains are and how low are the valleys. The lower the elevation, the higher the performance of the game, but if you want very high mountains, enter the maximum height of the more – the choice is yours! And still have to choose how wildly growing herbs in this climate – vegetation can be lush (grass) or poor (sand). However, to paint the landscape later.
b. You decide where you should stand and go to the sun (open the menu "View" > "Time of day", changing the rate of flow of time, to visualize the movement of the sun across the sky), and keep this in mind when creating the town. After the start of work with the landscape you won't be able to reorient pole and the direction of rotation of the planet. Select a beautiful landscape and place there the East (for example, it may be a mountain range or ocean) – the rising sun will further adorn it.
c. Use the tool "Processing site" to fashion such relief which you need without forgetting about the ideas that we discussed in clause 1. Try different brushes and modifiers until you are happy with the result. All changes can be undone, so feel free to experiment. Sometimes it's easier to start with a General view of the town, and then to delve into the work on small parts.
d. Install sea level with the button "Level of the sea." You just need to press the button, and then click anywhere on campus – and the water rises or falls to a specified level.
3. Painting landscape
a. Tool painting landscape painting allows the soil just as you paint the landscape in the game. Select this tool, click the brush options (size, transparency and sparseness). At first glance, this tool is easy to use, but to use all of its features, you will have to practice a little. The painting is divided in layers, which can sometimes lead to unpredictable results.
b. Tool auto painting can make your mountain color dark stone (or any other color that you choose). Even coloring the landscape automatically, you'll have to work with details. Usually the tool auto painting captures the first and second layers of the landscape and colors them depending on the terrain.
4. The roads that we choose
a. The location of roads and footpaths – an important point for gameplay. If the town has no roads, characters will not be able to use cars and bicycles (including can't get around the pizza delivery and fire). If the roads are few and far apart from one another, the characters have too long to get from one point to another. Therefore, it is necessary to observe a certain balance, placing various sections and objects on the road. This is especially true of the generators (they will be discussed below).
b. Placing roads and footpaths, plan ahead, where there will be intersections. Otherwise, the division of roads to areas and attempts to correlate them takes too much effort. Intersections can be in the middle or end of the lines of road or pedestrian walkway – so it could turn around the machine and the intersection will be marked by road markings. Intersections can't overlay the road. We recommend to do in the right places road gaps then fill in the intersections. Place a small section of the road, and then drag it to the desired length – so the easiest way to create long sections of the road.
c. You can create custom road textures (using a program staining) and apply them to building their own unique roads. We offer several textures to create your own roads and walkways. Remember that additional roads are not adapted to the crossroads, try not to post them on the intersections. Here are tips for applying the textures from our editor to create additional dirt road:
Muddy road
The texture of the streets:
The main texture dirt_street_base.dds
Detailed textures dirt_street_detail.dds
Texture footpaths:
The main texture dirt_sidewalk_base.dds
Standard card dirt_sidewalk_base_n.tga
Transparent map dirt_street_opacity.dds
The texture of the intersections:
The texture of the turn of the road dirt_intersection_corner.dds
Card standard turns dirt_intersection_corner_n.tga
The texture of the crossroads of paths dirt_intersection_crosswalk.dds

Dirty footpath –

The texture of the streets:
The main texture dirt_street_base.dds
Detailed textures dirt_street_detaildds
Texture footpaths:
The main texture dirt_sidewalk_base.dds
Standard card dirt_intersection_corner_n.tga
Transparent map dirt_sidewalk_opacity.dds
The texture of the intersections:
The texture of the turn of the road dirt_intersection_corner.dds
Card standard turns dirt_intersection_corner_n.tga
The texture of the crossroads of paths dirt_intersection_crosswalk.dds
5. Route, route, route
a. If the right to pave the route, the characters would walk and drive around the city as it really is. From route depends on the degree of realistic your city. To create a route is important, not only expensive, but space is available for characters and review.
b. You can select a painting and view the terrain on which the characters can't walk (paint blue) and the characters are around this area. This can be, for example, the slopes of the mountains or the dense thicket of trees. This tool keeps the characters from travelling under water (is automatically applied staining impassable section).
c. Staining is not available for survey areas (yellow color) means that the camera can not show, is that beyond a certain point. It is beneficial to use wherever you need to restrict the view – for example, at border areas where the town. The easiest way to place on the boundaries of the site the slopes of the mountains that it was not visible boundaries of the world, and your city seemed more realistic. Try not to create areas where the camera can stuck in the course of the game.
6. Good plots
a. Editor "create a town The Sims™ 3 – beta" you can create plots of sizes, from 1x1 up to 64x64 cells in any part of the city. In these areas it is possible to place Sims homes, parks, institutions, etc.
b. It is best to place stations along the road to the city looked nice and realistic. In this case, the characters will stop the machine right at home, not at the end of the street, and from thence to run to the right place. Try to keep the areas with blocks that your town was like a real city.
c. Place the plots away from tall objects (e.g., mountains), so that nothing would obstruct the visibility in the game on this site.
d. Locating sites, don't forget the advice from point 1 (the number of residents in house characters, a number of institutions and public buildings, etc.), so they all had enough of the constructed sites. It is better to place one institution at one site to have a unique name and your address.
e. Remember the size of the site by posting it in public buildings and institutions. Some of them are very large, they require a lot of space (e.g., sports stadium or city hall) and others of smaller size (for example, the mausoleum of the family Duchovny). Select for institutions in the areas of the required size. Large areas affect the performance of the game, so on a slow computer may experience crashes and problems with the image. So the city will function correctly on computers with low productivity, to spread the sites out below, when you zoom in, was visible in just one area.
f. If you want to publish your city, try to keep the plots were mainly square and flat. It will make your town universal for the game - will allow other players to easily import from or export to other areas.
g. Invent fun and realistic street names and sites to make your town even more like real. For example, many cities have a Central point from which in different directions diverge North, South, East and West streets or neighborhoods. And don't forget that the even house numbers are on one side of the street and odd on the other.
h. If the site is located in a picturesque place, don't forget to add the modifier “Beautiful house” in order when you visit the plot, the characters, understood the mood. In addition, you can increase or decrease the value of the land, by entering a positive or negative number in the section "to Install the full cost" in the preview window, property or information about the plot.
i. To build something on the plot, switch to "Edit in game" by clicking on the button with a diamond The Sims 3 on the property bar. So you run something like a mini-version of the game (no mode of life), where you can edit town and build the plots just as in the Sims™ 3. On these sites you can also post home from the library. When you are done editing sites, don't forget to save the town, and then exit "Edit in game".. If your town is a lot of sections, then saving your game in "Edit in game" can take a very long time. The screen will flash when you save each of the following section.
7. Objectively about objects
a. To place game objects is easy, if you know what kind of object it is. Objects from the fountains to the space ships give the area a special flavor and originality. The names of objects tend to give about them some idea, but try not to get confused with stones – a lot of them and they are all different.
b. Some game objects can be placed anywhere. For example, those who are part of a larger facility. For example, train, railway bridge and railway tunnel – from them you can build the old railway tunnel passing through the mountain range. Another example is the pieces of the shattered wall that can be assembled into a single unit. Another example of objects with a specific location – manhole cover that can be placed only on the road.
c. Another category of special objects – it is a specific landscape object, which is placed on the outskirts of the town to give the surrounding terrain a more realistic appearance. Such objects are used on large maps (2048 x 204, each has strict requirements for the placement (after placing the object you want to check the coordinates on the axes X, Y and Z with the numbers at the bottom of the viewport property), the level surface to be raised or lowered in accordance with the outline of the lower parts of large objects
Countryside – far:
Accommodation
X = 2047,11707 Y = 116,551254 Z = 2047,2146
Rotation
X = 0 Y = 0 Z = 0
Distant landscape – China:
Accommodation
X = 1025,91492 Y = -100,792183 Z = 1022,01959
Rotation
X = 0 Y = -89,99999 Z = 0
Distant landscape – Egypt:
Accommodation
X = 1000,6 Y = -2 Z = 1025,6
Rotation
X = 0 Y = 44,1999931 Z = 0
Distant landscape – France:
Accommodation
X = 1000 Y = 0 Z = 1012
Rotation
X = -179,999985 Y = 0 Z = -179,999985
8. Dense trees
a. The trees put on specially for them the highlighted layer in the section "layers of the city". It is necessary to optimize (to work better). While maintaining town trees of the same type located in the same layer are automatically grouped into a single object, which increases game performance. Grouped trees can be moved all at once, and to Ungroup and move them individually, just click on the appropriate button. When trees are grouped, select the move tool and click on one of the trees, hold down the Ctrl key and all the trees will be fixed on the ground.
b. Be careful traveling through the town of large objects or large groups of trees – you may accidentally take edge of such object part of the site that violate the routing within the site. System of routes in areas separated from the route system of the town as a whole, so if the plot will be a game object, the characters will pass through it as if there's nothing there. It will look weird and break the realism of the town.
9. Effective effects
a. Visual effects can be placed almost everywhere. They look amazing and create the right atmosphere. There are many common visual effects and a few special. For example, waterfalls and rapids can only be used on the rivers flowing into the ocean. Add the effect of "surf" and your pond will appear waves. Purple boxes that are visible in the editor, "the town The Sims™ 3 – beta", the game itself is not visible.
10. Brilliant generators
a. Generators are a special type of game object. They produce generic items that characters can collect and use. Each generator has a certain range. Place the generator in the town and in its range will receive the appropriate items, and characters will be able to find them there. Generators can be found in the catalogue in buy mode, if the mode "Edit in game" to use the code TestingCheatsEnabled and then BuyDebug code. This listing will be available to the category that contains the generators that can be placed on the lots (including harvestable plants which cannot be accommodated on campus).
b. Ponds in the town by default considered the sea (and the waters at sites default fresh), so they can only catch fish from the sea. To catch freshwater fish anywhere in the town, use the generators, "Choice of freshwater". In the metadata section "Game object" > "List of generators" there are several very large fresh water generators (so you don't need to place a lot of the same objects as the smaller generators, the better the performance of the game). There are also a number of large generators "Ocean" - select them in the debug directory of buy mode to turn the water on sections from fresh to salty.
c. Placing the generators, follow these rules. Generators should not be too much because of the visual effects, they strongly influence game performance and should be placed in the appropriate places, to the players it's fun to send your characters on a quest of all things – this life in your town will become richer and richer. Generators are rare objects, place in inaccessible or rarely visited places, so players had a reason to send characters.
11. How to export town and publish it on Exchange or transfer the game
a. Restore the data of the route to town, selecting in the editor "View" > "Rebuild routing data". It is very important that the terrain was passable.
b. Think of a catchy title and interesting description of the town – this will attract the users ' attention and make them want to download your town and try in the game.
c. Make beautiful the town clearly show everyone what a wonderful town it is necessary to load and get a better look. This picture will mark your town on the selection screen of the town for a new game.
d. Save the town! – editor "the town" contains a lot of information about the town, so the preservation of the town as in "Edit in game" and in the editor can take quite some time.
e. Export the town, selecting the appropriate item in menu "File".
f. To use the exported town in the game on the local machine, just select the file of the town on your hard drive and double click on it to install. When you next run the Sims™ 3 or the addition of "the Sims™ 3 World adventures" and the beginning of a new game you can choose a new town!
g. To publish a town in the Sims™ 3 Exchange, open the launcher and select the file of the town for publication (exactly the same as when publishing a family or character).
12. How to put characters in the town
a. Now characters dwell in the town immediately after importing a town in the Sims™ 3 or the addition of The Sims 3 World adventures. After loading the town or create your own just start a new game and add characters to the new town in exactly the same way as you added them in sunset valley or Riverview. Characters can be downloaded from Exchange, to move from the library or create in the editor, create characters and move the plot. To settle in the town a certain family, create all of these families and place them in areas before the game. And can accommodate only one family, with whom you want to play – then the function of "plot Development" will inhabit the other residents of town without your participation!
13. Something important.
a. SAVE THE TOWN! Save early, save often and make a couple of backups. Some actions in the editor cannot be undone, so before every risky experiment to save what is already done at this point.
b. Always check everything – it is very important to make sure that in your town there is no land on which characters will get stuck, or where they are not able to get into. In addition, it is important to make sure everything turns out great!
c. Be patient – creating a high quality town takes a lot of time. Do not be discouraged! If you are annoyed by any process, take another section of town, and then finish an unpleasant, if necessary. Rome wasn't built in a day, and sunset valley too! J
d. Be creative – make something fun, unrealistic for our world, or, conversely, very similar to our world, explore every possibility and try to do so in this town then it was fun to play!
I hope these tips will help beginners get started with professions Creator of new worlds!

D
Demii 17.09.19

The toolbar


D
Demii 17.09.19

"Hot" keys

New city Ctrl-N
Open city Ctrl-O
To save the town of Ctrl-S
Undo/redo CTRL-Z/CTRL-Y
Management review—the Mouse
Management review—the Keyboard
Move forward/backward/left/right
Arrow keys up/down/left/right
Move up/down Q/F
Scaling Num +/Num - or W/S
* you can change camera controls. In the playback menu
select the CAMERA settings > CAMERA CONTROL. You can invert
management vertically and horizontally.

Hot keys for tools

Deselect tool Esc
Delete selected object Delete
Objects

Cloning of the selected phase Shift
Quick turn (in the rotation) Shift
Road

Switching road Ctrl
]The separation of United objects Shift
Turn (click)/Zoom (scroll wheel)
Move 8
The rotation of the phase by 15 degrees Shift
Colouring plot

The navigation mode Alt
Staining on direct lines Shift
* in the navigation mode you can't accidentally paint or
to change anything on the site.
Brush for painting phase

The navigation mode Alt
Increase/decrease brush size Ctrl-Page Up/Ctrl-Page Down

Infa thesims3.com

D
Demii 17.09.19

Infa from different resources,which can then be repeated.

D
Demii 17.09.19

1. The plot
Without plot no – before you create a town, it should come up. Answer for yourself these questions, and you will see what I mean:
a. How to look like town? It is located in the mountains, in the desert, in the jungle, on another planet, in a rural area or somewhere else?
b. How big is your town? Do you have enough time to create a huge metropolis, which does not seem to be deserted? The smaller the town the better will go into this game on the machines of other users, if you publish your creation in Exchange.
Q. What is the population of the town? You need to create as many plots, how many families in the town, plus additional land for non-player controlled characters.
What are some public buildings and establishments will be in town? Such buildings as school, the theater, the store is very important – they are the characters will be able to work, learn and visit different events. You can add a library, gymnasium, art gallery... And to embed all these structures will need separate areas.

2. Territorial zoning
and. Creating the town, start with the bump map. Select one of the standard maps (maps are available in different sizes and heights), one of the cards with the already altered topography (200 heights and sizes) or create your own bump map by importing the file in format .png. Don't forget to set the maximum height in a new town, especially if you choose one of the cards. The maximum height determines how high the mountains are and how low are the valleys. The lower the elevation, the higher the performance of the game, but if you want very high mountains, enter the maximum height of the more – the choice is yours! And still have to choose how wildly growing herbs in this climate – vegetation can be lush (grass) or poor (sand). However, to paint the landscape later.
b. You decide where you should stand and go to the sun (open the menu View >> the Time, change the rate of flow of time, to visualize the movement of the sun across the sky), and keep this in mind when creating the town. After the start of work with the landscape you won't be able to reorient pole and the direction of rotation of the planet. Select a beautiful landscape and place there the East (for example, it may be a mountain range or ocean) – the rising sun will further adorn it.
V. Use the tool Processing site to fashion such relief which you need without forgetting about the ideas that we discussed in clause 1. Try different brushes and modifiers until you are happy with the result. All changes can be undone, so feel free to experiment. Sometimes it's easier to start with a General view of the town, and then to delve into the work on small parts.
G. Install sea level with the button, sea Level. You just need to press the button, and then click anywhere on campus – and the water rises or falls to a specified level.

3. Painting landscape
a. Tool painting landscape painting allows the soil just as you paint the landscape in the game. Select this tool, click the brush options (size, transparency and sparseness). At first glance, this tool is easy to use, but to use all of its features, you will have to practice a little. The painting is divided in layers, which can sometimes lead to unpredictable results.
b. Tool auto painting can make your mountain color dark stone (or any other color that you choose). Even coloring the landscape automatically, you'll have to work with details. Usually the tool auto painting captures the first and second layers of the landscape and colors them depending on the terrain.

4. The roads that we choose
and. The location of roads and footpaths – an important point for gameplay. If the town has no roads, characters will not be able to use cars and bicycles (including can't get around the pizza delivery and fire). If the roads are few and far apart from one another, the characters have too long to get from one point to another. Therefore, it is necessary to observe a certain balance, placing various sections and objects on the road. This is especially true of the generators (they will be discussed below).
b. Placing roads and footpaths, plan ahead, where there will be intersections. Otherwise, the division of roads to areas and attempts to correlate them takes too much effort. Intersections can be in the middle or end of the lines of road or pedestrian walkway – so it could turn around the machine and the intersection will be marked by road markings. Intersections can't overlay the road. We recommend to do in the right places road gaps then fill in the intersections. Place a small section of the road, and then drag it to the desired length – so the easiest way to create long sections of the road.
You can create custom road textures (using a program staining) and apply them to building their own unique roads. We offer several textures to create your own roads and walkways. Remember that additional roads are not adapted to the crossroads, try not to post them on the intersections. Here are tips for applying the textures from our editor to create additional dirt road:

Dirt road
The texture of the streets:
The main texture dirt_street_base.dds
Detailed textures dirt_street_detail.dds
Texture footpaths:
The main texture dirt_sidewalk_base.dds
Standard card dirt_sidewalk_base_n.tga
Transparent map dirt_street_opacity.dds
The texture of the intersections:
The texture of the turn of the road dirt_intersection_corner.dds
Card standard turns dirt_intersection_corner_n.tga
The texture of the crossroads of paths dirt_intersection_crosswalk.dds

Dirty walkway
The texture of the streets:
The main texture dirt_street_base.dds
Detailed textures dirt_street_detail.dds
Texture footpaths:
The main texture dirt_sidewalk_base.dds
Standard card dirt_intersection_corner_ntga
Transparent map dirt_sidewalk_opacity.dds

The texture of the intersections:
The texture of the turn of the road dirt_intersection_corner.dds
Card standard turns dirt_intersection_corner_n.tga
The texture of the crossroads of paths dirt_intersection_crosswalk.dds

5. Route, route, route
and. If the right to pave the route, the characters would walk and drive around the city as it really is. From route depends on the degree of realistic your city. To create a route is important, not only expensive, but space is available for characters and review.
b. You can select a painting and view the terrain on which the characters can't walk (paint blue) and the characters are around this area. This can be, for example, the slopes of the mountains or the dense thicket of trees. This tool keeps the characters from travelling under water (is automatically applied staining impassable section).
V. Staining not available for review areas (yellow color) means that the camera can not show, is that beyond a certain point. It is beneficial to use wherever you need to restrict the view – for example, at border areas where the town. The easiest way to place on the boundaries of the site the slopes of the mountains that it was not visible boundaries of the world, and your city seemed more realistic. Try not to create areas where the camera can stuck in the course of the game.

6. Areas
and. Editor create a town The Sims™ 3 you can create plots of sizes, from 1x1 up to 64x64 cells in any part of the city. In these areas it is possible to place Sims homes, parks, institutions, etc.
b. It is best to place stations along the road to the city looked nice and realistic. In this case, the characters will stop the machine right at home, not at the end of the street, and from thence to run to the right place. Try to keep the areas with blocks that your town was like a real city.
V. Place the plots away from tall objects (e.g., mountains), so that nothing would obstruct the visibility in the game on this site.
G. Locating sites, don't forget the advice from point 1 (the number of residents in house characters, a number of institutions and public buildings, etc.), so they all had enough of the constructed sites. It is better to place one institution at one site to have a unique name and your address.
D. Remember the size of the site by posting it in public buildings and institutions. Some of them are very large, they require a lot of space (e.g., sports stadium or city hall) and others of smaller size (for example, the mausoleum of the family Duchovny). Select for institutions in the areas of the required size. Large areas affect the performance of the game, so on a slow computer may experience crashes and problems with the image. So the city will function correctly on computers with low productivity, to spread the sites out below, when you zoom in, was visible in just one area.
E. If you are going to publish your city, try to keep the plots were mainly square and flat. It will make your town universal for the game - will allow other players to easily import from or export to other areas.
well. Invent fun and realistic street names and sites to make your town even more like real. For example, many cities have a Central point from which in different directions diverge North, South, East and West streets or neighborhoods. And don't forget that the even house numbers are on one side of the street and odd on the other.
z. If the site is located in a picturesque place, don't forget to add the modifier “Beautiful house” in order when you visit the plot, the characters, understood the mood. In addition, you can increase or decrease the value of the land, by entering a positive or negative number in the to Install the full cost in the preview window, property or information about the plot.
I. to build something on the plot, select Edit the game by clicking on the button with a diamond The Sims 3 on the property bar. So you run something like a mini-version of the game (no mode of life), where you can edit town and build the plots just as in the Sims™ 3. On these sites you can also post home from the library. When you are done editing sites, don't forget to save the town, and then exit ”Edit in game”.. If your town is a lot of sections, the preservation of game mode Edit the game" may take a very long time. The screen will flash when you save each of the following section.

7. Objectively about objects
and. To place game objects is easy, if you know what kind of object it is. Objects from the fountains to the space ships give the area a special flavor and originality. The names of objects tend to give about them some idea, but try not to get confused with stones – a lot of them and they are all different.
b. Some game objects can be placed anywhere. For example, those who are part of a larger facility. For example, train, railway bridge and railway tunnel – from them you can build the old railway tunnel passing through the mountain range. Another example is the pieces of the shattered wall that can be assembled into a single unit. Another example of objects with a specific location – manhole cover that can be placed only on the road.
V. Another category of special objects – it is a specific landscape object, which is placed on the outskirts of the town to give the surrounding terrain a more realistic appearance. Such objects are used on large maps (2048 x 2048), each has strict requirements for the placement (after placing the object you want to check the coordinates on the axes X, Y and Z with the numbers at the bottom of the viewport property), the level surface to be raised or lowered in accordance with the outline of the lower parts of large objects.

Countryside – far:

Accommodation
X = 2047,11707 Y = 116,551254 Z = 2047,2146
Rotation
X = 0 Y = 0 Z = 0

Distant landscape – China:
Accommodation
X = 1025,91492 Y = -100,792183 Z = 1022,01959
Rotation
X = 0 Y = -89,99999 Z = 0

Distant landscape – Egypt:
Accommodation
X = 1000,6 Y = -2 Z = 1025,6
Rotation
X = 0 Y = 44,1999931 Z = 0

Distant landscape – France:
Accommodation
X = 1000 Y = 0 Z = 1012
Rotation
X = -179,999985 Y = 0 Z = -179,999985

8 Dense trees
and. The trees are placed on a specially allocated for them, the layer under"Layers of the town. It is necessary to optimize (to work better). While maintaining town trees of the same type located in the same layer are automatically grouped into a single object, which increases game performance. Grouped trees can be moved all at once, and to Ungroup and move them individually, just click on the appropriate button. When trees are grouped, select the move tool and click on one of the trees, hold down the Ctrl key and all the trees will be fixed on the ground.
b. Be careful traveling through the town of large objects or large groups of trees – you may accidentally take edge of such object part of the site that violate the routing within the site. System of routes in areas separated from the route system of the town as a whole, so if the plot will be a game object, the characters will pass through it as if there's nothing there. It will look weird and break the realism of the town.

9. Effective effects
and. Visual effects can be placed almost everywhere. They look amazing and create the right atmosphere. There are many common visual effects and a few special. For example, waterfalls and rapids can only be used on the rivers flowing into the ocean. Add the effect of surf - and your pond will appear waves. Purple boxes that are visible in the editor, the town of The Sims™ 3, the game itself is not visible.

10. Brilliant generators
and. Generators are a special type of game object. They produce generic items that characters can collect and use. Each generator has a certain range. Place the generator in the town and in its range will receive the appropriate items, and characters will be able to find them there. Generators can be found in the catalogue in buy mode, if the mode Edit game to use the code TestingCheatsEnabled and then BuyDebug code. This listing will be available to the category that contains the generators that can be placed on the lots (including harvestable plants which cannot be accommodated on campus).
b. Ponds in the town by default considered the sea (and the waters at sites default fresh), so they can only catch fish from the sea. To catch freshwater fish anywhere in the town, use the generators of Selection of fresh water. In the metadata section feature >> alternator there are several very large fresh water generators (so you don't need to place a lot of the same objects as the smaller generators, the better the performance of the game). There are also some great generators of Ocean - select them in the debug directory of buy mode to turn the water on sections from fresh to salty.
V. Placing the generators, follow these rules. Generators should not be too much because of the visual effects, they strongly influence game performance and should be placed in the appropriate places, to the players it's fun to send your characters on a quest of all things – this life in your town will become richer and richer. Generators are rare objects, place in inaccessible or rarely visited places, so players had a reason to send characters.

11. How to export town and publish it on Exchange or transfer the game
and. Restore the data of the route to town, selecting in the editor Browse >> to Restore the data of the route. It is very important that the terrain was passable.
b. Think of a catchy title and interesting description of the town – this will attract the users ' attention and make them want to download your town and try in the game.
V. Make beautiful the town clearly show everyone what a wonderful town it is necessary to load and get a better look. This picture will mark your town on the selection screen of the town for a new game.
G. Save the town! – editor of the town contains a lot of information about the town, so the preservation of the town as in the mode Edit game and the editor itself can take quite some time.
D. Export the town, selecting the appropriate item in menu File.
E. to use the exported town in the game on the local machine, just select the file of the town on your hard drive and double click on it to install. When you next run the Sims™ 3 or the complement The Sims™ 3 World adventures" and the beginning of a new game you can choose a new town!
well. To publish a town in the Sims™ 3 Exchange, open the launcher and select the file of the town for publication (exactly the same as when publishing a family or character).

12. How to put characters in the town
and. Now characters dwell in the town immediately after importing a town in the Sims™ 3 or the addition of The Sims 3 World adventures. After loading the town or create your own just start a new game and add characters to the new town in exactly the same way as you added them in sunset valley or Riverview. Characters can be downloaded from Exchange, to move from the library or create in the editor, create characters and move the plot. To settle in the town a certain family, create all of these families and place them in areas before the game. And can accommodate only one family, with whom you want to play – then the function progression will inhabit the other residents of town without your participation!

13. Some important tips
and. SAVE THE TOWN! Save early, save often and make a couple of backups. Some actions in the editor cannot be undone, so before every risky experiment to save what is already done at this point.
b. Always check everything – it is very important to make sure that in your town there is no land on which characters will get stuck, or where they are not able to get into. In addition, it is important to make sure everything turns out great!
V. Be patient – the creation of high quality town takes a lot of time. Do not be discouraged! If you are annoyed by any process, take another section of town, and then finish an unpleasant, if necessary. Rome wasn't built in a day, and sunset valley too!
g. be creative – make something fun, unrealistic for our world, or, conversely, very similar to our world, explore every possibility and try to do so in this town then it was fun to play!

Infa sims.mixei.ru

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allen_woka 17.09.19

Cool =)

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adigyran 17.09.19

easier manual to put
I posted it, look for the Cheetah

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Demii 17.09.19

Yuri adigyran Nabokov
Put a link here ,and then a long look.

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adigyran 17.09.19

Already posted

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..............aezakmi22 17.09.19

Put a link here ,and then a long look
In fact, the app can be downloaded at the office. the website and nothing there is no need to look...

By the way, it seems to me that EA started for the money already hvatat all parts of the body that did not come up if only we shake off some money...

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Demii 17.09.19

Kotoki
The program there is)

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Demii 17.09.19

Video tutorials on building cities.


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Demii 17.09.19

The official manual (manual) to the editor of the town-beta [Eng, pdf]
http://www.playground.ru/cheats/40751/

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kolyambur111 17.09.19

help! when I check the Sims community says. Oh! You can't send request, the game litsuha! what's the matter?

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Skaylayn GTR34 17.09.19

Help here I downloaded the CE program, and I do not know what to do saying I need the update to put it, and how to do it?????????

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Demii 17.09.19

Skyline GTR34
If you write,then you need to upgrade,read about the latest update here:
http://www.thesims3.com/game/patches/1894208843
there and upgrade,if you have pirates,then look for the update where rocked the very prog.