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Scholar
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#1 Old 21st Feb 2023 at 5:21 AM

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Default Routing on/to/from lots?
Hello, I've managed to edit a very small world with a few lots. Two lots (the ones on the left) seem to have a routing issue where sims try entering through the side/back of the lot and either get stuck or phase through walls. I was curious what the fix was for this via CAW. Is it my builds? Are the lots too small? What prevents a sim from just walking up to the front of the lot as normal?

Also the park (bottom right) cant be accessed at all from my sim's home. How can I fix this?
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#2 Old 21st Feb 2023 at 12:58 PM
For the houses, are the front doors on the road side of the lots? Try removing the trees to see if that helps. For the park, most likely would be the hedge fence- try removing it and see if it makes a difference.

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Scholar
#3 Old 22nd Feb 2023 at 3:25 AM
I do not do worlds, but the pic looks as you have light strings? from rooftops to ground... also in the park? Or is that something different? Because perhaps the anchor point has a non-routable footprint that Sims cannot walk thru?????
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Original Poster
#4 Old 22nd Feb 2023 at 5:04 AM
Quote: Originally posted by simsample
For the houses, are the front doors on the road side of the lots? Try removing the trees to see if that helps. For the park, most likely would be the hedge fence- try removing it and see if it makes a difference.


The houses seem to be fine, so I'm thinking it is the lots, you may be right, too many obstacles perhaps
Scholar
Original Poster
#5 Old 22nd Feb 2023 at 5:06 AM
Quote: Originally posted by LadySmoks
I do not do worlds, but the pic looks as you have light strings? from rooftops to ground... also in the park? Or is that something different? Because perhaps the anchor point has a non-routable footprint that Sims cannot walk thru?????


Very interesting, I'm not sure! How can I tell what is non-routable? I'm not entirely able to read the routing lines.
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#6 Old 22nd Feb 2023 at 12:17 PM
Quote: Originally posted by pretenshus
The houses seem to be fine, so I'm thinking it is the lots, you may be right, too many obstacles perhaps

Yes, I meant the trees that are on the lots, they are on the front side of the lots so may interfere with the sims' routing calculations. Anyway, it's a quick thing to check- delete the trees on the lots and test, you can always put them back if they are not the problem.

Quote: Originally posted by pretenshus
How can I tell what is non-routable? I'm not entirely able to read the routing lines.

So the lot routing is not shown here; that can change each time you save the game so for the purposes of CAW, it is just shown that there is a lot there, and that it is connected to the world (the lines radiating from the center of the lot are connected with green circles or 'nodes' to the world). What is relevant for your world routing is that your roads have an unbroken spline (blue squares) and your footpaths also have unbroken lines (blue blobs- what is tricky is that CAW doesn't show the pedestrian route for the paths alongside the roads, so we have to just visually make sure they are not obstructed). So to me, all of your paths and roads look okay, that is why I would check how sims get on and off the lots (it is possibly something on the lots themselves). That's why I would start by removing the six trees that are on the front of those two lots, and also the hedge around the park.

For the rest of the world, you can see that the dark green trees at the top of the island are grouped into one object as they are all on the same chunk, so you can see a huge white cube around those. I think you must have that area marked as non-routable as there is no routing around those. The other trees are not grouped- and you can see that the route mesh around those is very complex, it will take sims a lot of twisting and turning to run around those! The footprint of the trees- the red squares- are non-routable areas, the sims have to walk around those. For the two lots on the left that you are having trouble with, at the back of the lower lot you can see that there are a lot of red squares where I can't see any trees or objects- so you have some obstacles there that sims will have to walk around, and you can see that the routing mesh is a tight net where the sim routes are calculated around those obstacles. Behind the upper lot, you can see that on the grass area there are no red squares- there are no obstacles- and the routing mesh is simpler, and sims will find it easier to run around there.

Of course, it'salways possible that there is a problem with one of your paths- but the easiest thing to test would be to remove six trees on the lots, and the park hedges, and see if the problem is better. If so then we will know that's the problem, if not then we try something else!

Quote: Originally posted by LadySmoks
I do not do worlds, but the pic looks as you have light strings? from rooftops to ground... also in the park? Or is that something different? Because perhaps the anchor point has a non-routable footprint that Sims cannot walk thru?????

Are you perhaps looking at the lot routing lines? I can't see any non-routable footprints near the lots, just under the trees on the grass areas.

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Scholar
#7 Old 22nd Feb 2023 at 3:34 PM
Quote:
Are you perhaps looking at the lot routing lines?


Apparently, yes. This morning, I had time to look for routing "paint", and also saw those kinds of lines. From OP's pic, they looked as light strings.
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#8 Old 22nd Feb 2023 at 5:03 PM
I can see what you mean, they do look like wires or strings!

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#9 Old 22nd Feb 2023 at 5:16 PM Last edited by thesims1depot : 22nd Feb 2023 at 5:35 PM.
I'm going to take a stab in the dark and suggest some solutions that might have to do with the lots themselves:

1. In EIG (not in CAW), you have to designate which is the front side of the lot, as well as which one of the doors on the lot is the front door. But sometimes, in the face of this, the sims will route through the side of a lot they find the easiest, depending on which direction they come from. (See point #2 in case this happens.)

2. You can control routing on a lot by fencing in areas you don't want them to enter through. I found that I had to do this a lot in all of my worlds, because sims route according to the path of least resistance/effort. The best way to prevent them from doing that is to put up resistance, like a fence, rock, tree or some obstacle so they route the way you want them to. But fences are best.

3. Another thing I noticed is that you have all your lots separated by one sidewalk tile. You can do that, I think, but not for all of the lots on all three sides. I always find that it's better to have little "islands" of land (like patches of grass) every so often.

4. I do think you're right that your lots are too small. There should always be at least two tiles around the footprint of a building, IMO. Building all the way up to the edge on all three sides has caused problems from my personal experience.
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#10 Old 23rd Feb 2023 at 12:37 AM Last edited by pretenshus : 23rd Feb 2023 at 2:23 AM.
So after some testing I do think the lots are too small and too busy. I used this same map for an older world of mine and it runs fine. This world with the broken lots is pushing it and was modeled after lots I saw in the Sims 4.

The old world with this same map is modeled after TS3 lots and I began editing in EIG first to play test them first anyway, so that may just be how I go about things from now on.

Thank you everyone!
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#11 Old Today at 2:54 PM
Hello!
I’m not sure if this is the right place to post, but I’m currently working on a personal project to remake Bridgeport. My primary goal is to resolve the routing issues, as I believe the biggest problem in this world is the large footprint of the suspension bridge, which overlaps with four nearby lots. Recently, I’ve been trying to reduce the size of the bridge’s footprint. While I’ve made some progress, one issue continues to frustrate me: the bridge posts are wider than the lanes, yet the footprint only consists of four points. When I try to add more points, the footprint becomes chaotic. In the last two screenshots below (Screenshot 145 and 146), you can see some versions of the footprint I’ve created (the second one is not actually taken from other EA object), but I’m aiming for something more like what’s shown in the first screenshot (Screenshot 145). Any advice or help would be greatly appreciated!
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#12 Old Today at 3:01 PM
Hi @vesko_sims3 This forum is more for help with problems playing the game or using CAW; what you are asking is more of a meshing or modding issue.

I would recommend to create a new thread in the modding discussion forum:

https://modthesims.info/f/547/

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