Breaking down the light sources

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Sara_Darkees
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Breaking down the light sources

Post by Sara_Darkees » February 21st, 2019, 6:39 am

Can I share my indignation about the construction? Maybe someone will have ideas or suggestions on this matter. I'll be glad to hear anything. I've never built an apartment building before, but I decided to give it a try. Since I wasn't comfortable with the Bridgeport skyscrapers (they're actually wonderful but very glamorous and modern for my town), I used standard construction tools and constrainfloorelevation. I passed a little difficulty with the height of the building (it's actually unfair that in Bridgeport characters live at breakneck height, but we, ordinary players can't so easily rise to the necessar level), tested the elevator (lucky it works as a teleport) and now I complete the decoration. I thought it would be a nice to make some windows glow at night, as if someone lived there. For this case, a good fit backlights from buydebug. But they're unstable! I tried to replace them, tried to reset - the result is the same. More than half of the lights don't shine, but I've checked their settings and state - they're all equally bright and on. Why? Maybe it affects my graphics settings? But it's strange, because the standard lamps work perfectly. Or maybe it's the markers that disable everything in inactive rooms? I'd like to build relative realism, although I know that some characters will live in a big house all alone.

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sittingbear
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Breaking down the light sources

Post by sittingbear » February 22nd, 2019, 3:22 am

Nothing wrong with your graphics settings it's just the way it is for those types of rooms. It because the hidden room marker is supposed to disable light sources. And there is no way to change that.

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Sara_Darkees
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Breaking down the light sources

Post by Sara_Darkees » February 22nd, 2019, 3:42 am

I could set the light sources on the windows a bit outside to get about the same effect. But for some reason they are still unstable - some of them emit light, some not. Of course, I can just imagine that this is part of realism - not all windows should have light. It's a shame that it wasn't possible to realize this idea, but let it be as it is. I also thought that these light sources are really very bright and therefore they are mutually exclusive.

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sittingbear
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Breaking down the light sources

Post by sittingbear » February 22nd, 2019, 3:52 am

Before Pets you could actually light those rooms and windows up but with the introduction of more EP's and SP's needing more and more resources EA shut that down to preserve RAM usage and prevent extra burden on the game engine. A lot of extra lighting can adversely affect game performance all those extra shadows they produce can increase lag somewhat and strain the game when your graphics card is trying to render the environment of the lot.

*Edit*
Just remembered there used to be light emitters that you could use that would turn on and off with the day and night for them to shine for those windows in buydebug but last I looked I couldn't find them.
Last edited by sittingbear on February 22nd, 2019, 4:11 am, edited 1 time in total.

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Sara_Darkees
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Breaking down the light sources

Post by Sara_Darkees » February 22nd, 2019, 4:10 am

Maybe some patch partially broke these lights? I'm surprised some of them still work, but the key word... is some. I don't require much from the game, in addition, in the settings I have shadows disabled. If this parameter is at the maximum, then it does cause some brakes, but the average parameter looks ugly. So I live quite well without it. And I think I found another unpleasant moment. These lights don't turn off automatically when morning comes.

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sittingbear
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Breaking down the light sources

Post by sittingbear » February 22nd, 2019, 4:14 am

Sara_Darkees wrote:
February 22nd, 2019, 4:10 am
Maybe some patch partially broke these lights?
Or the game is just busy to turn them off or just doesn't notice them. The sims 3 game engine is pretty lackluster.

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Sara_Darkees
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Breaking down the light sources

Post by Sara_Darkees » February 22nd, 2019, 4:28 am

Okay, thanks for your answers. It is necessary to get used to the fact that something from time to time may not work.
sittingbear wrote:
February 22nd, 2019, 3:52 am
*Edit*
Just remembered there used to be light emitters that you could use that would turn on and off with the day and night for them to shine for those windows in buydebug but last I looked I couldn't find them.
What did these light emitters look like? Maybe we're talking about the same thing. These light sources really hide well in the list.

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sittingbear
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Breaking down the light sources

Post by sittingbear » February 22nd, 2019, 1:28 pm

They look like the invisible light emitters that if you go into buydebug on a some community lots you see them floating in the air.
But the ones that had been used for the windows were a single tube shape but like I said their not there anymore.

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Breaking down the light sources

Post by Sara_Darkees » February 23rd, 2019, 3:37 am

A little offtopic, but what it is: mysterious circumstances or I somewhere something didn't consider? My apartment house is ready, at the moment nobody lives in the apartment. If I'm not mistaken, all markers were set correctly. There are hidden floors, public room markers on each floor in the hall and in the yard, and I didn't forget to set the markers of the hidden room and assigned them "sounds of a cheap house" (now there it's like life is in full swing). Npc successfully use the elevator and the doors of hidden apartments. But I noticed that in the apartment where the controlled sim will live, someone left the books on the kitchen counter. Who was there? Is this normal? I wouldn't like to see unwelcome guests if I later settled there my sims.

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Breaking down the light sources

Post by sittingbear » February 23rd, 2019, 3:45 am

Unfortunately I've never tried building an apartment so I'm no help there. Either the markers are placed wrong or you miss placed on what is supposed to be part of the apartment as a public area or maybe one of your sims left it there when they went off to do something else I sometimes catch my sims doing that.

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