Above the image it will tell you the dimensions of the bump. If you need to resize the bump just open it in your editor and make the size match the one you're replacing. If you resize it save it as a .png or as a .dds DXT5(Interpolated Alpha) with the generate mip maps box checked. If you choose .dds instead of .png this is what the save configuration should look like using Paint.NET or GIMP:

Data is copied from sims.fandom.com and arranged in table format. The Sims 4 does NOT offer additional download-able worlds or any tool for players to make custom worlds, like Create-a-World for The Sims 3.


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In a digital age, an endless amount of data is available at the tap of a screen. That accessibility allows Doug Sims to keep all 482 of Infrastructure and Sustainability's (I&S) maps up to date for the Georgia Tech community.

There are several pics of the glitch showing two selection menus for Moonwood Mill and two maps. I can travel to both of them but some lots are showing if I travel there but not if I'm on another lot. And the NPCs are there twice.

If you just started a new save and don't have this issue on an existing one, I suggest, saving the newly made sims to your library/gallery, then deleting the save game, deleting all your cache files and repair the game. Then just start a new save.

Two moonwood mill worlds in my maps? Using first one listed and seems to be working okay, was able to download a lot off gallery and place it in the world along with a household. Tried clicking on the second one and it started buffering so I just restarted the game before it could freeze and to see if second world would go away. Still there. Duplicates of households that came with werewolf pack as well. Deleted the duplicates but now I can't click on the hideouts ?

Ok I fixed it after you repair your game delete your sims 4 folder in your documents folder after you drag out these following folders of course saves, Mods, screenshots and Tray files. Then restart your game. The extra Moonwood Mill world will be gone. It also might work without repairing your game. After your restart close your game and add your folders back in. ??

Hello survivors, I've been wanting to start this project for a while now, I'm a big fan of the classic sims and like many players in this community, I've been curious to see these two games combined.

My goal with this project is to recreate the most iconic sims neighborhoods, only using base objects from the current game, I will not use custom textures, I will also take some creative liberties to be able to better adapt the structures, as well as furnish the empty buildings.


I will try to join all the zones together to make it a complete sims neighborhood map, if you would like to help me with the constructions you can write me or also contact me on my Discord server.

Show caption HideParticle beam interaction using ToF-SIMS. Incident particles bombard the surface liberating single ions (+/-) and molecular compounds. DetailsToF-SIMS uses a focused, pulsed particle beam (typically Cs or Ga) to dislodge chemical species on a materials surface. Particles produced closer to the site of impact tend to be dissociated ions (positive or negative). Secondary particles generated farther from the impact site tend to be molecular compounds, typically fragments of much larger organic macromolecules. The particles are then accelerated into a flight path on their way towards a detector. Because it is possible to measure the "time-of-flight" of the particles from the time of impact to detector on a scale of nano-seconds, it is possible to produce a mass resolution as fine as 0.00X atomic mass units (i.e. one part in a thousand of the mass of a proton). Under typical operating conditions, the results of ToF-SIMS analysis include: a mass spectrum that surveys all atomic masses over a range of 0-10,000 amu,the rastered beam produces maps of any mass of interest on a sub-micron scale, anddepth profiles are produced by removal of surface layers by sputtering under the ion beam.ToF-SIMS is also referred to as "static" SIMS because a low primary ion current is used to "tickle" the sample surface to liberate ions, molecules and molecular clusters for analysis. In contrast, "dynamic" SIMS is the method of choice for quantitative analysis because a higher primary ion current results in a faster sputtering rate and produces a much higher ion yield. Thus, dynamic SIMS creates better counting statistics for trace elements. Organic compounds are effectively destroyed by "dynamic" SIMS, and no diagnostic information is obtained.

ToF-SIMS is widely used in material science disciplines in studies of materials such as polymers, pharmaceuticals, semi-conductors. The three main modes of data acquisition include: Show caption HideElemental maps of total ions, Na, and organic compounds on a cracked garnet with feldspar rim. Note infiltration of Na in the garnet and organic compounds along grain boundaries. DetailsElemental/Molecular Surveys;Elemental/Molecular Maps; andDepth Profiles.In principle, ToF-SIMS is applicable to any surface-mediated reaction such as: catalysis, sorption, redox, and dissolution/precipation reactions. Only recently has ToF-SIMS been applied to geologic materials. Some examples include:Organic Films on mineral grain boundariesIdentification of organic biomarkers in the rock recordCharacterization of organic macromolecures in coal depositsAnalysis of metals precipitated from magmatic fluids in seafloor hydrothermal systemsAnalysis of interplanetary dust particles

I recently re-acquired SC4 with the idea of making a map using SC4 then importing it to Sims 2 to make my own neighbourhoods. I've read that it can be done, but i haven't put it into practice yet (been too caught up in just playing SC4!!). Has anyone else tried this before? If so, do you have any recommendations? eg best size to use (i used a small map for my first design, but wondered if bigger maps would work too)

CrazyLoo xxx

Hello again!! I've followed the info you guys gave, and for the most part, it worked a treat. My main Sims2 map (called Sim City!) came through as it was supposed to, lots of trees, all the roads in the right places. "Hoorah!" I thought, and went to make some more - I made 2 holiday maps, a downtown map and a shopping district (forgot about a campus in my excitement!). Did the same thing as i had done with my main map, and loaded up Sims 2 to associate them. Once i'd finished, i found that all these other maps had big gaps taken out of the roads. The straights were all there, but any corners or junctions had been removed, along with deveral sections of road in each direction. Any thoughts on what i may have done wrong? I think i may have used 'streets' in one of the maps, not 'roads', but the ones with proper roads should have been fine. Please help! CrazyLoo xxx

I've made quite a few maps for Sims 2 with SC 4 and you have to be really careful. In particular, don't lay roads close to the edges. And by close I mean not within 25% of the width of the map on both sides, ie there is only about a quarter of the map right in the middle you can build on, everything closer to the edge gets wiped out to build the background scenery.

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

The maps below will give you some idea of how to get around, but due to the size of the lots it's impossible to coherently fit a single area on one screenshot. Circled letters show which archways lead to which areas, with the Temple marked as "T." Try to orient your own camera in the same direction as what you see in the screenshots to navigate.

Anyway, so a lot of sims, when you look at the big map, you see textures....like logos & such. I have textures I want to show on ours as well, but have no idea where to put the textures. I was told put them at about 300m. I had a friend that had a skybox on our sim at about 300-350m and i could see it on the map. So, I placed two big prims at 300m, in separate locations of course so they aren't overlapping. I can see the prims on the map now, but not the texture on them. How can I make this happen?


Specular map, in any game that uses them, not just sims 3, serves to determine how shiny/reflective parts of an object material are. The more bright the map texture is, the more reflective corresponding part on the object will be.


This is an example of a sims 3 specular map:


After playing the sims 4 for so many years, the standard maps start to get tiring to look at. And just like curating your loading screen and CAS backgrounds to fit the vibe of your gameplay, maps are a great way to customize your experience.

Treasure Hunting requires The Sims Medieval: Pirates and Nobles expansion (P&N). Sims can dig for treasure with shovels, piece together or buy maps, receive special items and titles. Birds are great assets and will sometimes bring back map pieces and other treasure items.

San Sequoia, the newest world in The Sims 4, is reminiscent of San Francisco in terms of its name and landscape. However, players may be disappointed with its small size, consisting of only 12 lots despite being an expansion pack. Despite this, the world is beautifully designed with contributions from Sims content creators like lilsimsie, and the pack brings a great variety of Build/Buy items, resulting in a diverse range of lot designs.

I want to use my unlocked iphone while traveling in England for 9 days . I want to use it for google maps and as a GPS for reading about local spots if there is no wifi available etc... What is the best sim card to get and how many gigs will I need for 9 days

My iphone is an Apple 6 and my carrier is Verizon, will this work in England? 0852c4b9a8

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