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[In Testing]Resources for Bridgeport.world's various Fixes(updated Oct03, 2011)

by ellacharmed Posted 9th Aug 2011 at 6:34 PM - Updated 24th Oct 2011 at 3:48 AM by ellacharm3d : compatibility with 1.26 note
37 Comments / replies (Who?) - 18 Feedback Posts, 7 Thanks Posts
Change in my approach of packaging the fixes
The total size, even after being archived, still exceeds the server maximum 10MB allowed per download file, resulting in 3 parts. With some feedback that folks are still having trouble with multi-part files, I've separated the fixes out into separate .7z files because there are just too many now. So, I've broken them down into the following sets.

Download ALL 3 .7z files and extract them all into a temporary folder onto your Desktop, then import all the Resources in S3PE by selecting all files (Ctrl+A).


Notes & Changelog:
As and when I get reports of any issues, or new spots, or patch changes (if any).
  • Oct 18, 2011 update:
    • Compatible with Patch 1.26.89. Would most likely be compatible with any patches in the future as well.
    • If you had renamed the modified worlds to *.fixed before patching (or installing new add-on), you can simply renamed the pair of them back to *.orig and .world respectively, as the Wiki instructions state
  • Oct 03, 2011 update:
    • I've decided to pull the BridgeportSmoothenRoadGrading.7z as my CAW work files have been having problems being saved after this last change, and EIG no longer work with this version (apparently is only a one-time dealie kinda thing, which explains all the do-overs). Playing on them is fine, however (at least it is in my setup, but I don't know how it would play out in a Save game after a few weeks/months Sims time). So, until I figured out what CAW doesn't like about these Lots (most are the ones with the stubborn minor Lot tears), I think it safer not to distribute them. To the 3 people that had downloaded them, sorry! Perhaps you'd like to reimport the other 2 7z files in the original Bridgeport.world file over again, just to be safe. Again, I apologize for the inconvenience.
  • Oct 02, 2011 update:
    • There are now more yellow spots with additional areas I had missed on the first upload, from feedback from folks in the comments (or via PMs) like Menaceman44 and folks at various forums with CAW sections including CustomSims3, builders.forumotion.net and @BBS, where I normally lurk.
    • There is also new light-blue spots, denoting areas where roads have been regraded and smoothen a tad. I didn't go overboard with this as my first pass produced Lot tears, so I started over from scratch (probably a total of 3 times, 5 if counting CAW not saving and crashing. Well, I've actually stopped counting the do-overs). This is as good as I know how to make it. If there are still Lot tears I missed, don't hesitate to shout out in comments.
    • As with Twinbrook, I also made the following changes in addition to rechecking Routing and Regrading roads:
      1. Removed any non-routable terrain painting that was touching roads to ensure the routing encompass the road surface
      2. Pushed any railings located on curves back a tad so the non-routable terrain painting can be pulled back
    • Finally, decided to remove ALL roads to finally put that double-road placement rumor to bed (I believe now it is simply a mistaken assumption of the terrain paints in the Downtown area that look a lot like the Road textures, again if somebody has proof to refute this I welcome images or links to the findings), even though I claimed I won't ever do it. Yeah, never say never. So, in doing this, I found some blue spots under the roads similar to the one found in WA as mentioned in post #24, but no double-placed roads anywhere. These (the blue spots under roads) have been corrected as well.
    • The new approach as detailed above now produced 3 .7z files, containing a total of 800 608(2+606+192) items.
    • Resource Types modified broken down by each 7z file as detailed below:
      • BridgeportFixedRouting.7z containing 2 files
        1. 0x05CD4BB3 UNKN World Routing
        2. 0x05DA8AF6 UNKN World boundaries
      • BridgeportFixedRoadIntersections.7z containing 606 files
        1. 0x9063660E UNKN World Roads & Walkways
        2. 0x00B2D882 0x00000001 _IMG DDS Image
        3. 0x01661233 0x00000002 MODL scene Object Model (aka Object Geometry)
      • BridgeportSmoothenRoadGrading.7z containing 192 files
        1. 0x033B2B66 UNKN ?? World Model/Geometry/Terrain/Height map info ??
        2. 0xAE39399F UNKN World geometry
  • The .7z file contains 608 items.
  • Compatible with all patch levels up to the current 1.24 (as of Jul 26, 2011).
  • Would conflict with any other download that make changes to the .world file that changed the above named resources.


What is this?
This is in the same vein as the WA routing fixes available here, but this time for Bridgeport.

What has been done?
As explained in the wiki linked below,
  • the yellow spots denote areas where the Sim non-routable and Camera non-routable painting have been repainted over blank spots. This includes at the world edges, too, although it may not be denoted on the image
  • the red spots denote areas where the intersections have been corrected so that the Intersection and Road pieces now all connect.
  • There is a visual way to tell if fix has been applied.
    • Look at the spots denoted by Red dot - at a road intersection. If you can see the intersections are white (instead of yellow) from Map View, the fix is applied correctly.
    • In closeup view:


Backup!
Heed that backup instructions, really! You've been warned!


How to install?
Please be sure to read and follow the instructions under "Edit in S3PE" in full in Game Help:World Routing Lagswiki
The rest of the info is the same, pretty standard - backup, read and follow instructions to the letter, provide feedback, etc etc. All is in the wiki - READ it!


How to remove or restore the file before updating?
  • Go to this path
    Code:
    \Program Files (x86)\Electronic Arts\The Sims 3 Late Night\GameData\Shared\NonPackaged\Worlds\
  • Delete the *.world file. Or if you want to reuse it after patching, rename it with a ".fixed" extension, so the filename becomes "Bridgeport.world.fixed"
  • Rename the "*.orig" copy by removing the .orig extension (or from whatever you have renamed it to).
  • Delete caches before starting game. Game Help:Sims 3 Delete Cache Fileswiki


Feedback
As always, feedback is welcomed.
Please report any other areas that you get stuck Sims at that I might have missed. If I may have been overzealous in the corrections.


Additional Credits:
The usual suspects who shared their knowledge in Create and especially, the Jones for S3PE.
Also thanks to Menaceman44 and folks at various forums with CAW sections including CustomSims3, builders.forumotion.net and @BBS.
Tags: #fixed, #routing, #lags

Type: Fixed

You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3 Late Night
Built with Game Version: 1.24
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
BridgeportFixedRoadIntersections.7z

Size: 9.13 MB · Downloads: 1,930 · 2nd Oct 2011
9.13 MB 1,930 2nd Oct 2011
BridgeportFixedRouting.7z

Size: 319.6 KB · Downloads: 1,816 · 10th Aug 2011
319.6 KB 1,816 10th Aug 2011
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
37 Comments / Replies (Who?) - 25 Feedback Posts, 11 Thanks Posts
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Mad Poster
#2 Old 9th Aug 2011 at 7:35 PM
Thanks! I hadn't realised there were even more broken intersections than the one I told you about. Glad to see you were up for fixing them.

My deviantART, MTS Yearbook Origin ID = Alistu
In the Arena
retired moderator
Original Poster
#3 Old 9th Aug 2011 at 7:56 PM
Welcome.

I see alot more issues (Bridgeport has a lot more curved and "hilly" roads) as I learn about CAW and worlds - but until I get more comfortable and competent in using CAW, I'm not confident in doing those fixes.

For example, some roads are totally not traveled on, there's no traffic on them at all and the vehicles always use the other direction and make a u-turn rather than making a loop. So, I have a lot more of reading, learning and experimenting to do.
Instructor
THANKS POST
#4 Old 9th Aug 2011 at 11:02 PM
I tried to make my own town, but CAW is far to difficult for me, I use only EA towns. I tought towns by EA are created correct, but as I can see... they aren't. Anyway, I have a question, I have other fix of Bridgeport:

http://my.modthesims.info/download.php?t=425764&

So am I supose to add new fix to the old, or should I use original world file and forget about older fix? Fix by HP work's OK, but I still have small lags. And by the way, I'm looking for fixed data for Twinbrook, Riverview and Barnacle Bay, anybody knows of fixes for those towns? They also are a little laggy.
Retired
retired moderator THANKS POST
#5 Old 9th Aug 2011 at 11:21 PM
I went around Bridgeport looking for the disconnections a few months back. One world builder who opened it up mentioned there being a road built directly on top of another road. It would obviously be difficult to spot without lifting roads all around town, which I guess is what they were doing...? Did you catch that anywhere?

I don't want to send you on a wild goose chase, but it may be an issue as well.
Forum Resident
#6 Old 9th Aug 2011 at 11:38 PM
I can't seem to download this, StuffIt gives an unknown format error. I didn't have this problem with either your Sunset Valley fix or WA fixes.
In the Arena
retired moderator
Original Poster
#7 Old 10th Aug 2011 at 7:14 AM
@anie_1981,
this fix incorporates HP's fix. So, it will overwrite those changes if you had done HP's fix. Twinbrook is next on my list. Riverview - I haven't open yet, as it is a Store item. And sorry, I don't have Barnacle Bay.

@kiwi_tea,
no, I didn't delete Roads to look under them.
Do you have the link to that discussion or at least remember which forum, so I can take a look?

@parrot999,
might be because I use 7z this time round to fit all of them under 10mb. I think StuffIt does not have 7z support. I think Keka does. Can you try with Keka, instead?
Test Subject
#8 Old 10th Aug 2011 at 10:07 AM
Hi, thanks for the download ellacharm, but the same thing that happens to parrot999 happens to me. I cannot extract the files from the zip once it's in my pc. I use 7zip and it extracts 605 files! Could you please tell me wht can I do? I had no problems with the other world fixes.
Test Subject
#9 Old 10th Aug 2011 at 1:07 PM
Might I ask, does this file fix the same problems HP encountered while making her Bridgeport fix? With other words, is downloading this file enough or do I also need to download hers?

Somehow this cow learned to talk...
Forum Resident
#10 Old 10th Aug 2011 at 1:27 PM Last edited by parrot999 : 10th Aug 2011 at 2:04 PM.
If you used 7z wouldn't it come out in 7z format?

I'll try it again using 7z, but I am almost sure the file is corrupted.

I will return with my results.

Edit: I also got about 605 files. I have imported them into Bridgeport (After backing up, of course.) and am going to delete caches and start a fresh Bridgeport to see if it works.

Be back shortly...

Son of Edit: The fix seems to be applied, so I guess all those resource changes were necessary? If so, good job at taking the time to do all this, and locate all the changed files.
In the Arena
retired moderator
Original Poster
#11 Old 10th Aug 2011 at 2:23 PM
@Impatient Cow,
I answered anie_1981 with the same question 2 posts above yours.

@Aiye and @parrot999,
there should be 608 items. I just tested earlier. What version is your 7z?
And @parrot999, I just renamed the .7z to .zip as I wasn't up to answering questions on "omg! what is 7z? So, if renaming it breaks the file, I'll upload the .7z file itself and take down the broken .zip version.

[eta]: OK, broken .zip removed and .7z in its place. Please redownload and retest.

Sorry about that.
Screenshots
Field Researcher
THANKS POST
#12 Old 10th Aug 2011 at 2:33 PM
I have 608 files in mine and it worked (downloaded before you changed it). Just so you know.
In the Arena
retired moderator
Original Poster
#13 Old 10th Aug 2011 at 2:39 PM
Thanks for that confirmation, Slig.

I suspect it's just a broken transfer.
Field Researcher
#14 Old 10th Aug 2011 at 2:47 PM
I don't have time to get into playing the game right now but I did boot it up to check the difference after I'd altered the world's resources with yours.



Sorry about the darkness of the pic (it is called "Late Night" for a reason, I suppose!) but as you can see, the roads have been fixed. Thank you very much!
Instructor
THANKS POST
#15 Old 10th Aug 2011 at 4:29 PM
It's hard to believe that we pay as much as we do for such sloppy work. Thank you very much for taking the time to fix these issues.
Instructor
THANKS POST
#16 Old 10th Aug 2011 at 10:31 PM
I have a question about how to add fixes to the world file. HP adviced to leave the default options in S3PE, but he also wrote to have checked ony "replace option". So I have unchecked "compression" option. Do I do it correctlly?

http://img718.imageshack.us/img718/9929/unled3jx.jpg <--- default options. "Compress" should be checked or unchecked?
In the Arena
retired moderator
Original Poster
#17 Old 11th Aug 2011 at 8:31 AM
Test Subject
THANKS POST
#18 Old 11th Aug 2011 at 9:42 AM
OK, it worked. I think I just got scared when I saw that amount of files, because I downloaded the WA files too and they were two for each world file, so I thought I didn't download it correctly. Sorry for the confusion and thanks again for your help solving problems that EA should fix.
In the Arena
retired moderator
Original Poster
#19 Old 11th Aug 2011 at 3:48 PM
The WA files do not have Roads and Intersections fixed, yet. That "fun" task is still WIP. So when I do finish them, they would be huge as well.
Instructor
THANKS POST
#20 Old 11th Aug 2011 at 8:38 PM
Thank you very much for answering! I was adding those fixes wrong. Now I did it correct (I gues). Without compressing resources my Bridgeport.world file had 117 MB, now it has 90 MB. And it works much, much better, faster... Thanks
Lab Assistant
#21 Old 18th Aug 2011 at 2:06 AM
Maybe you can word with the person in this thread for the roads? I can't find information about where the overlapping roads are but this guy is working on revamping Bridgeport too. http://fourwinds.createforumhosting.com/post52440.html
In the Arena
retired moderator
Original Poster
#22 Old 20th Aug 2011 at 7:20 PM
Thanks, PatchesSim2.
I don't need to word with anybody, I found those spots already. Plus a few more blank spots that I missed (on my 6th or is it 9th pass? I've lost count) by not tilting the world a certain angle on my earlier pass-through.

Though, it was after I uploaded these fixes last week, while hunting for that double-placed road people keep mentioning, but I still cannot find a reference pic. More reading and hunting for me.
I was hoping to locate that before I update the Download.
Retired
retired moderator
#23 Old 24th Aug 2011 at 12:14 AM
Sorry for the late reply. It was literally only mentioned, no specifics. I might have a look around in CAW later today.

CAW Wiki - A wiki for CAW users. Feel free to edit.

GON OUT, BACKSON, BISY BACKSON
In the Arena
retired moderator
Original Poster
#24 Old 12th Sep 2011 at 8:53 AM
Just an update on what I've been up to. The idea first cropped up from the WA fixes and was brought to my attention by @tryguy in post #34 in that WA thread. If it happens once, it can happen again, right? And indeed it did.

I also took the opportunity to look for the double-placed road, but so far - nada, zilch, zero, no cigar.

http://www.youtube.com/watch?v=kKLW-_tI0wE
Screenshots
In the Arena
retired moderator
Original Poster
#25 Old 2nd Oct 2011 at 3:58 PM Last edited by ellacharm3d : 3rd Oct 2011 at 12:06 PM.
Updated, please redownload.
For list of changes, please read changelog in the Overview.

[eta] Oh, goes without saying, if the Lot tears are disruptive to routing for school and career -related (school bus and carpool, delivery, service NPCs), please comment as my testing has been inconclusive (sometimes OK, sometimes not, and all on different Lots at different times). So, I'm stumped whether to redo them yet again or not. To simply do away with these fixes or not...

[eta 2] I've decided to pull the BridgeportSmoothenRoadGrading.7z as my CAW work files have been having problems being saved after this last change. Playing on them is fine, however (at least it is in my setup, but I don't know how it would play out in a Save game after a few weeks/months Sims time). So, until I figured out what CAW doesn't like about these Lots (most are the ones with the stubborn minor Lot tears), I think it safer not to distribute them. To the 3 people that had downloaded them, sorry! Perhaps you'd like to reimport the other 2 7z files in the original Bridgeport.world file over again, just to be safe. Again, I apologize for the inconvenience.
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