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Hey here's some free Sims games. Don't pay for digital media in this economy.
Sims 1
Sims 2
Sims 3
Sims 4
Here is also all non-PC sims games. As well as links to a variety of emulators:
PS2
PS3
XBOX
XBOX 360
PSP
DS
Wii
GameCube
Game Boy Advance/Other emulator
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“Unable to reblog this post.” tch… i didnt think it was that good of a post anyways…
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I really wanna stream more Stardew and maybe Sims but it causes so much anxiety and like I don’t talk much because I’m so quiet and I feel like people wouldn’t wanna watch it ): I’d probably just play music fr
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Hi! I was wondering how you did the pink glow effect on your halo render in blender a week or so ago. Ty!
Hopefully, you're asking for eevee because thats what I use for my renders!
On the object you want to have the glowing outline, do this:
Add a material! On top should be the glow. On the bottom should be the base material.
On the glow material, you can adjust the base and emission color to whatever you want. Enable Backface culling.
Change the emission strength to whatever, I normally do 10.5.
Then add the Solidify modifier. Flip the normals and change the material offset to however many mats you have. Finally, adjust the thickness until it's where you want it.
If your glow isn't glowing enough, adjust the bloom settings. Here are the ones I used for that particular render of Azra:
You can also use this for outlines :3
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i want to- *remembers suicide jokes only worsen my mental health* kill someone else
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reposting this because this will always be my fav render of my gaming persona
Meet Dox, my gaming persona. I say persona because if I was ever to be a vtuber or have fanart done it would look like this etc. Dox is supposed to have an eyepatch but I forgot it..oops.
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Any WCIF just comment or send an ask!
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Follow my TikTok (doxepins) !
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૮꒰ྀི∩´ ᵕ `∩꒱ྀིა
ཐི♥ཋྀ hair
ཐི♥ཋྀ top
ཐི♥ཋྀ skirt
ཐི♥ཋྀ stockings
ཐི♥ཋྀ socks
ཐི♥ཋྀ shoes
ཐི♥ཋྀ acc 1* ✿ acc 2*✿ acc 3 ✿ acc 4*✿
* Means I couldn’t find it, website warning, or they deactivated so I reuploaded it.
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Yummy black screen when starting up Sims 4 😃
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Oh..now to update my game and find out which mods broke :p
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I have 725 likes because all I do is get on Tumblr to find CC and haven’t touched the sims in weeks/months.
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if i was immortal killing myself would be my hobby and like i truly believe it would fix something in me. i do
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anyway...here's a link to that christmas cc that's scheduled to release in february of next year. happy holidays :]
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having no friends in mid 20s should be upsetting, but i don't feel anything
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I really wanna be good at building 😫 but it’s so hard
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How To: Auto Height for Shoes
Haiii! As promised, here is the tutorial to make it so your custom shoes no longer require a shoe slider!
Thank you to the bestie who took the time to pick through Madlen's package file to figure out how it worked. And of course, thank you to Madlen who did the majority of the work figuring out how to make this possible in the first place!
♥ Tut below cut ♥
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Set Up Your Blend File:
We're going to add a plane that will act as the mesh for the SlotRay which will allow for you to adjust the height of your shoes!
Open your blend file that contains the shoes your wish to adjust. In the 3D View, press Shift + S and in the menu, select “Cursor to Center” In the 3D View, press Shift + A and in the menu, hover over “Mesh” then add a plane.
Now size this plane down as small as you can get it. You don’t want this plane visible in game.
Double check to make sure the plane has not moved from the center!! Your sim won't be centered in game if it has! If you see that it's moved:
Press "Shift + S" and click "Cursor to Center".
Then Select your plane and press "Ctrl + Shift + Alt + C", click "Origin to 3D Cursor".
Press "Ctrl + Shift + Alt + C" again and click "Geometry to Origin".
Navigate to the “Object data” tab and under “UV Maps” add a new one then name it “uv_0”.
Next, navigate to the “Scene” tab and under “S4Studio CAS Tools” set the cut number.
Depending on how many cuts your shoes have, you’ll want to adjust this number. For example, if your shoe has 3 cuts (0000, 0001, 0002) then this plane would have a cut number of 0003. Since my boots only have one cut, I will put the number as 0001. Now select your shoes and enter Edit mode. Select a face/vertice/edge on the very bottom of your shoes. Look to the panel on the left side of the screen (if it’s not open, press “N”). Under “Transform”, note down the number next to “Z” After that, save your blend file under another name so you can distinguish which is which. I’ll name mine “Boots_3_Height Cut”
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Add a New Cut to your Package File:
We're going to add an additional cut in your package file for the new plane!
Open Sims 4 Studio, make a new package file for your shoes and import them. Go to the Warehouse tab and select your LOD 0, it will be the geometry with the largest file size. Sometimes you have to close then reopen the package to see the geometry. Duplicate this geometry and in the box that pops up, change the last character of the “Group”. It can be any number or letter as long as it’s not the same as the duplicated geometry. On the duplicated geometry, note down the Group, Instance & Type values. Find the “Region Map” and next to “Entries” click “Edit Items”. Add a new entry and in the “Layer” box, type the number you used for your cut. Since I used the cut number 0001, I will type 1. Keep the “Region Type” as “Base” and move to “Models” then click “Edit Items”. Add a new Model entry and paste the Group, Instance & Type values you noted down before. Save and close each box. Find your “CAS Part”, this is your swatch.
If you have additional swatches, it is a good idea to remove them and add them back once you are finished with this process.
Scroll down until you find the “Lods”.
Click “Level: 0” and next to "LOD Models", click “Edit Items”. Add a new entry and paste the Group, Instance & Type values again. Save & close each window and return to the Warehouse.
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Adjusting SlotRays:
We are now going to edit the SlotRays for the new cut which will adjust the height of the sim for your shoes!
Return to the new duplicated Geometry and in the “Data” tab, find the “SlotRay Intersections” and click “Edit Items”. Add a new entry and find the “OffsetFromIntersectionsOs” box.
You'll want to change ONLY the middle coordinate number. That will be the height of the sim.
You want to take the “Z” coordinate that you noted down from blender and replace middle coordinate number. If the number you wrote down is negative (i.e -0.01234) make it positive (i.e 0.01234).
In the “SlotHash” box, change the value from “00000000” to “FEAE6981”. This is the hash for the b__ROOT__ bone in the Sim's Rig.
Save and close the dialogs then return to the warehouse. Next, reimport your mesh and save your package file. You can now test your shoes in game!
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Please keep in mind:
You have to do this for every LOD of your mesh
You can freely replace the mesh of your shoes and adjust the height since the cut with the plane has the SlotRay data
Animations may be off since EA hasn't made the game to support taller sims
CAS windows may move slightly if your sim is using poses/animations where they are leaning to the side. This won't affect gameplay
I recommend using Helgatisha's Stand Still in CAS mod to make sure your sim is absolutely centered
Hope this helped :)
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How To Fix Transparency Issues w/ CC
As promised a super long time ago, here is my transparency tutorial for clothing.
I'm using Blender 2.93 for this. You can use older versions of blender but you might not be able to see the issues like you can in 2.8 and up.
You can download my pre-made .Blend file that has transparency set up already.
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Step 1:
If you want to make your own transparency file...
Move to the "Render Property" settings then click the "Render Engine" drop down menu and change it from "Cycles" to "Eevee". Now, proceed to the "Material Properties" tab and click "Use Nodes". Once you've done that look to the "Base Color" node and click the yellow dot beside it.
In the menu, click "Image Texture" then take the time to find the texture for the mesh that you're using. Next, scroll down to the "Alpha" node and click the yellow dot, again click "Image Texture" and find the alpha for your texture.
Since you've already imported it, it should be in the drop down list of textures available.
The texture will normally be the same texture image you're using for the "Base Color". It can be in PNG or .DDS format.
Scroll down once more and find the "Settings" drop down. Tick "Backface Culling" and change the "Blend Mode" from Opaque to "Alpha Blend". Make sure "Show Backface" is ticked.
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If you are like me and prefer working with quads opposed to tris, you'll notice that your mesh has no transparency issues. This is because your mesh is made up of quads.
The game will switch your quad mesh to tris and that's when you'll see issues. To see this in blender, do the following...
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Step 2:
If your mesh is already made up of triangles, you can skip this part.
Select your alpha mesh, enter "Edit Mode" and with your mouse in the 3D View, select the whole mesh using the A key. Now press spacebar (or whatever key you use to bring up search) and type in "Triangulate Faces".
You should see issues that your mesh will have in game now.
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DO NOT change the mesh type back to Quads after you do this. If you change it back after you've finished fixing your mesh, the game will triangulate it (again) and it will be ruined in game.
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Step 3:
Enter "Edit Mode" on the alpha you'll be fixing. Begin to split your alpha mesh into pieces.
Select the parts of your mesh in the UV Editor using the B key or just clicking and dragging. After they're selected, move your mouse into the 3D View and press the P key then click "Separate by Selection".
They don't have to be in perfect strips like the skirt and you do not have to do it for the whole mesh. I just prefer to so I can make sure I get every single possible part that could pose issues.
Once you've done that, you'll want to join your mesh back together. Select one part at a time in order. Since my skirt is in two parts (front and back), I start at the seam and go across for both the front & back.
Join the individual parts of the front together then enter edit mode. Select all of the mesh, again using the A key and bring up the search using space (or whatever key yours is bound to).
Type in "Merge by Distance" to merge the vertices which are close together. This will get rid of the lines that look like slices in the mesh.
Do the same for the back as well.
After you've finished, join the front & back together. Now look at your mesh to make sure that there are no more issues and that you are happy with the outcome.
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You can now take your mesh back into game. If you're like me, still using an older version of S4S, you can just copy and paste your mesh back into your older blender (2.79) then import it to your package file. It will keep it's cut numbers.
From this point, you can freely add back faces if you'd like to and it will look fine in game!
Hope this helps :)
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