#sims 3 TSRW
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Editing occlusion shadows on objects
This is a tutorial aimed at creators and converters who want to understand, at least a little, how to improve the appearance of their objects in the game. Yes, it’s a bit exhausting, just like creating an object from scratch, mapping it and texturing it, but the result is worth it. The shadow dynamics of TS3 are different from TS4. In TS4, the game itself creates these shadows when the object approaches a wall. In TS3 it is necessary for these shadows to be created using “lights” in TSRW. Of course, the occlusion is not perfect, but it gives the game a more realistic aspect by creating this idea of depth.
The icing on the cake: keep these shadows if they are large objects, like cabinets, sofas, beds, tables, chairs… Small decorative objects, like clutter, you can just delete these shadows. But if you are crazy about perfection and details, and really want even an ant to create its shadow when approaching a wall, my tip is that you clone using a small object as a base as this will make editing the shadows easier.
I will use as an example this armoire that I edited a while ago. The shadows have been edited and look like this when you open them in TSRW:
In the game, this is how the shadows appear when we position the object close to a wall:
To edit the shadows, you must click on the "MISC" tab in TSRW. These shadows are right below, where "LIGHTS" is written. Note that there is a + sign next to it and when you click it, a drop-down list appears with all the shadows separated. In this example there are 3 of these shadows. The names are the same, but let's say we have shadow 1 (front), shadow 2 (top) and shadow 3 (side). Edits must be made in the order they appear.
Click on the three dots to the right of lights. A window as shown in the image below will appear:
The lights that must be edited are found in the part where it says "OCCLUDERS". In this case, "Entry 1" corresponds to our "SHADOW 1" (front)...
For the front shadow, we will start by changing these two parameters that correspond to the width and position of the shadow. My tip is that you copy the original value, change this value to 1 and then click on "OK" to see what happens (that is, to see what changes when changing the value, so you will know if you need to change it to a higher value or smaller...). If it's not what you need, just paste the original value copied previously into the corresponding field and change it little by little until you reach the correct size of the object.
Front shadow height:
For the distance the shadow is from the object, this field must be edited - remembering that we are still editing the front shadow (which corresponds to the shadow that will replicate the width of the object on the wall):
For the other shadows, you must follow the same path: changing the values until it is proportional to the size of the object.
Bonus tip: Open various base game objects in TSRW and see how shadows are created. For example, select a chair and study each shade individually. With practice, you will realize that all you have to do is create a shadow on all sides of the object. For example: on a bed, you should have a shade for the headboard, another for the footboard, another for the side and another for the top, which would be the mattress. Therefore, it is important to study each type of object separately.
Now you might be asking yourself: Oh, yes, thank you very much... But where do I start? How will I know how to create a shadow from scratch? OMG! Help me!
Don't worry, it's very simple: when cloning an object, like a bed for example, it's obvious that you will use a bed from the game as a clone... So just edit the original shadows that correspond to the clone, so that they are the size of the bed you are creating for the game. Only that.
I say again: each object is a specific case. This tutorial is just a simple way to show you the way to understand how these shadows work and how they are generated for the game.
Yes, creating a beautiful object is hard work and requires dedication, time and effort. Therefore, value the creators who strive to deliver you a quality object ♥.
If you feel like helping me, here is a link for donations. Thank you very much ♥.
Tutorial inspired by: @bioniczombie and @sideshowsnob
#tutorial/ usefull#sims 3 tutorial#ts3 tutorial#ts3 creation tutorial#sims 3 creation tutorial#sims 3 meshing#sims 3 object tutorial#sims 3 occlusion shadows#sims 3 occluders#ts3 meshing tutorial#sims 3 TSRW
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IMPORTANT: If you export as .package through TSRW:
You need to compress your .package! TSRW, being as reliable as always, does NOT compress your package files exported through File Contents, but it DOES compress Sims3Packs (the difference in file size can be seen when changing those Sims3Packs to packages). Just use S3PE to open up your package, CTRL-A to select everything, go to Resource and click Compressed, then save!
I keeeeeeep seeing package sizes that go up to 40 MB or more because they have uncompresed 2048 IMG files, which add up. Depending on what your package contains, compressing it will bring it down to around 2,000 KB or less!
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I know what went wrong now after asking around.
So Maxis has a design feature in how certain ID groups are handled, which could make items with those ID groups be exported with different items, lots, sims, etc.
The available CC creation tools at the time had initially been using the same ID groups that EA was using for their own work. Due to that, the doll was assigned to ID groups that allowed it to be packaged with seemingly random exports, such as tattoos or furniture. After the doll incident, said tools were then updated to avoid those ID groups to keep another incident from happening again. EA would then patch the game themselves shortly thereafter to prevent it as well.
The doll had already been remade and re-uploaded using an updated version of TSRW, but my guess is it was taken down anyway given everything that had happened.
Additionally, I want to apologize for my skepticism. It really did cause all of those issues, and it was really bizarre how it happened.
I'm curious as to which ID groups the OG doll was misassigned, but that would require the og exported doll file. That, or finding an old version of TSRW to export it to potentially look there, as the version I currently have (2.0.88) was patched after the ID Group fix.
This would explain why the doll isn't causing any harm in my game, or was attaching itself in either version of my games, even though I was exporting from the og wrk file last edited Feb 15, 2010. Workshop and Sims have been fixed to keep it from causing any damage.
It makes me wonder, if not with Girl Doll Dressed, then when would this have cropped up at all? Had it not happened to Rebecah, which creator would have been unlucky enough for it to happen to? Those are just some hypotheticals that make me wonder, since it could have happened to anyone. Hell, it may HAVE happened, but the doll managed to be the poster child for it. After all, people are gonna notice a weird doll showing up in their game a hell of a lot more than a random table, or pattern. There was also some other rather pervasive bad CC that could have been copied around in a similar manner. The night boots and that one pink photoskinned outfit immediately come to mind, namely because they were the bane of my game.
All that said though, now that I have the answer to why the doll did what it did, there's not much need to look into it any further. There are some lingering questions, but if you're running your game on 1.67-9 then your game is safe from the doll.
#sims 3#thesims 3#girl doll dressed#the cursed doll#Now to figure out why TSRW isn't seeing all of my packs#I have the itch#I have so many old files to dust off...
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Why do my eye conversions keep showing up like this 😭
#ts3#sims 3#they look fine in tsrw and s3pe so idk the problem#i just made two today and they're both doing this but the old ones aren't
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how does anyone have the time of day using TSRW. If I click one too many times I get an error msg.
Christ on a bike i've had enough.
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TSRW Workshop flaw with cloning items. Possible fixes. BZ : https://bioniczombie.tumblr.com/post/725756054757048320/fixing-walls-floors-with-the-same-catalog-names CardinalSims: “You could try using S3OC's 'Fix Integrity', which will renumber and standalone-ify a package. Some objects take to it better than others, so it's not abnormal if it still breaks in a different way after this. Otherwise, I'd probably just delete V2 and remake it on a new clone entirely.” Aisquared: “It's actually a flaw in TSRW when cloning build items. The workaround should be saving your project, then at the new project screen re-import your saved project then at the screen where the project name is shown change the text in every space which you can edit later anyway. Export it again and yes, your cloned object should be magically renumbered successfully..”
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Was exactly what I was looking for when I had the issue with converting glasses. Weird I didn't find this at all through google, but glad I decided to go back to her Tumblr hoping to find more info. Now I can finally convert the sci-fi glasses! Thank you so much for this (old) but still helpful and relevant guide!
Hi. I was following your tutorial of how to convert ts4 accessories to ts3 (I'm trying to convert glasses) but when I try to "do bones assignments and Save" a error message pops up "Object reference not set to an instance of an object." or something like this, I used google translate... I exported the EA glasses mesh idk why this is happening, can you help me, please?
Hi there lovely anon! I hope you’re having an amazing weekend?
Ah wait yes I see what’s happening :) THe tutorial is focused on 1 group, instead of 2, which your glasses probably will have because shaders and fancy modern stuff! But! I’ll explain that right over:
Keep reading
#tutorials#tutorial#tsrw#sims 3#ts3#sims#maybe someone else will need this in the future so I will reblog#also so i can find it again whenever I need it#thank you so much#bless you
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TS3 - Horizon - Part 2 (AF CAS set) & Modelling Pose Pack - Download
Due to some personal circumstances I've been unable to follow my normal uploading schedule, so here's a collection of 10 CAS items and 12 modelling poses for your female sims.
General details-CAS:
Original meshes by me;
Age: (young) adults;
Base Game compatible;
All LODs & Morphs;
Disabled for random;
2k textures;
Normal maps included;
Custom thumbnails for both Launcher and CAS;
sims3pack & package files;
Compressed;
Meshed with Blender, adapted to TS3 with Milkshape, Photoshop, Corel painter, TSRW.
► Tied Shirt
Poly: 4,5k
Tops section;
3 presets, 3 recolorable channels (the third preset has a fuller undertop);
Categories: Everyday, Formal, Swimwear;
Available for Maternity.
► Metallic Rings Straps Swimsuit
Poly: 5,1k;
Outfits section;
3 presets, 4 recolorable channels;
Categories: Swimwear;
Available for Maternity.
► Simple Bikini Top
Poly: 3,0k;
Tops section;
3 presets, 1 recolorable channel;
Categories: Swimwear;
Available for Maternity;
► Simple Bikini Bottom
Poly: 1,0k;
Bottoms section;
3 presets, 1 recolorable channel;
Categories: Swimwear;
Available for Maternity.
► Crochet Lace Straps Top
Poly: 4,1k;
Tops section;
3 presets, 1 recolorable channel.
Categories: Swimwear;
Available for Maternity.
► Crochet Lace Strapless Top
Poly: 3,4k;
Tops section;
3 presets, 1 recolorable channes;
Categories: Swimwear;
Available for Maternity.
► Crochet Lace Bikini Bottom
Poly: 1,5k;
Bottoms section;
3 presets, 1 recolorable channel;
Categories: Swimwear;
Available for Maternity;
► Long Net Skirt
Poly: 1,8k;
Bottoms section;
3 presets, 2 recolorable channels;
Categories: Swimwear;
Available for Maternity;
► Short Net Skirt
Poly: 1,6k;
Bottoms section;
3 presets, 2 recolorable channels;
Categories: Swimwear;
Available for Maternity;
► Bead Sandals
Poly: 5,1k;
Shoes section;
3 presets, 4 recolorable channels;
Categories: Everyday, Formal, Swimwear;
Available for Maternity;
====================
TS3 - Modelling Pose Pack
Details:
12 poses
pose list compatible
non-pose list compatible also included;
in order to avoid clipping all the poses have allowances, but some clipping might still occur depending on the sliders and clothes used on the sim;
Pose Player is needed for the poses to work.
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Download all on PATREON (Early Access; public on September 25th, 2024)
Hope you enjoy them!
Thank you & Happy Simming!
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You can also support me on Ko-fi.
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Thank you to my supporters on Patreon & Ko-fi!
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TOU 🔊 Do not re-upload my creations. Do not claim as your own. Do not put them anywhere up for download and don’t add adfly to my links.
#ts3#ts3 download#ts3cc#sims 3 custom content#ts3 cc#ts3 clothing#ts3 female clothing#ts3 simblr#sims 3 clothing#ts3 swimwear#ts3 female outfit#ts3 female top#ts3 female bottom#ts3 female cc#ts3 shoes#ts3 female shoes#ts3 poses#clothing
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Utilities Mod by Twinsimming 💡💧
This mod adds optional power and water utilities for players looking for some added challenge in their gameplay.
This is a script mod that can be placed in your Packages folder. It was built and tested on 1.69 but should work fine on 1.67.
New Objects
Power Box
- Price: §0 - Category: Misc. Electronics/Misc. Appliances - Includes 3 original swatches + 1 recolorable option (3 channels) - Poly Count: 274
Water Pipes
- Price: §0 - Category: Misc. Plumbing - Includes 3 original swatches + 1 recolorable option (3 channels) - Poly Count: 1065
Utilities
The Power Box controls power and the Water Pipes control water (self explanatory :p). Both utility objects are free in buy mode in the Misc. Electronics tab and Misc. Plumbing tab, respectively.
Once placed down on your lot, you can enable one or both utilities. When the utilities are enabled, power and/or water will be cut off to certain objects on your lot until you "Turn On" the Power Box and/or Water Pipes.
While the utilities are on, your sims will be charged between §1 - §3 simoleons for every 10 minutes they use an object that requires a utility, with the charge varying based on the size of the object. The total cost will be added to your next household bill.
If you want to opt out of the utilities system, just use the “Disable Power Utility” and “Disable Water Utility” interactions available on the utility objects.
The utilities system only applies to the active household.
A full list of all of the objects affected by the Power Box and Water Pipes utilities and their usage costs can be found on the mod download page.
Utility Costs and Usage
To check how much you've spent on utilities during the current billing cycle (between when you pay your bills and the next bill payment), click on the "Check Utility Usage" interaction on either utility.
To see your full utilities breakdown, use the new "Check Utility Costs" interaction on the computer.
Also included in the full utilities breakdown is a Green Energy Rebate total.
This total calculates how much money a lot saves by using the Solar Panels and Wind Turbines from the Sims 3 Store and factors that into the total utilities cost.
The full utilities breakdown also shows up when your sim pays their bills.
Lack of Funds
If your household funds fall below the usage cost of a utility, that utility will be shut off and cannot be turned back on until your funds are sufficient.
Bill Delinquency
If you’re late on paying your bills, your utilities will get shut off. Both utilities will be shut off when your bills are two days old.
Tuning
All of the tunable values can be found on the mod download page under the header “Tuning”.
Script Namespace
If you want to turn another object into a power or water utility, open your desired object in s3pe and replace the current script name with the following:
Sims3.Gameplay.Objects.Twinsimming.Utilities.PowerBox
Sims3.Gameplay.Objects.Twinsimming.Utilities.Water Pipes
Conflicts & Known Issues
These are new scripted objects so there shouldn’t be any conflicts.
Credits
EA/Maxis for The Sims 3 and The Sims 4, Visual Studio 2019, Sims4Studio, Blender, Milkshape, TSRW, ILSpy, s3pe, Notepad++, and Gimp.
Thank You
Thank you to gamefreak130, @zoeoe-sims, @greenplumbboblover, and @echoweaver!
If you like my work, please consider tipping me on Ko-fi 💙
Download @ ModTheSims
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MY FIRST RECOLORABLE CONVERSION! RIMINGS NEW GIFT BOX 19 Glossy Maxi Dress CONVERSION
so i finlly gave it a try and did a conversion with a recolor (two slots one for the chest strings and the other for the rest of the dress
also shine ON THE DRESS is CUSTOM AND PUT IN BY ME!
POLY: 20K
Age: young-adult and adult
credit: rimings
recolorable: yes! (3 variants and 1 non recolorable)
CUSTOM THUMBNAIL: ON
before you download: if you will try to make your sims body fat with this dress pls dont i tried to make it for all body types but the glitching in tsrw was insane even tho i did everything i should have from the tutorial so the only body thing that you can adjust are boobs in cas :)
here is how it will look if you try t o make your sims body big and wide:
known issue: armpit clipping on one side
if you still want to download here it is!
DOWNLOAD
#the sims 3#sims 3#ts3#the sims#s3cc#4to3#ts4 to ts3#4t3 conversion#ts3 cc#ts3 download#s3cc download#s3ccfinds#sims#4t3#sims 4 to sims 3#4to3 conversion#my conversions#ts3 simblr#ts3cc#sims 3 simblr#thesims3
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Nose Definition makeup (#1, #2, and #4)
Pretty much what it looks like! Of my usual "squint and you'll see it" fare. I've had these done up for a while and I've used them a ton, so I hope you all might too.
This makeup (I, II, IV) can define the shape of a sim's nose bridge without going full contour. Feel free to use at different opacity for even more subtle results!
No. 2 and 4 might look SUPER DUPER similar, but I assure you they are not.
When I can finally decide on #3 I shall put it here along with any applicable nose makeup I come up with :)
Details:
under Makeup > Lipstick
Male & Female ~ Teen - Elder // Thumbnail included
1 channel, see photo
1024x texture, borderline microscopic mask to save size
0.1 MB each, Compressorized
Enabled for most categories, not for random
Credits: TSRW, Photoshop
TOU Do what you need to do; Do not claim as your own!
Download at .zip Sim File Share: https://simfileshare.net/download/4433938/
Or at SIMBLR.CC
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[tutorial] how to make computers functional in the sims 3 by sideshow_snob
Programs needed: TSRW [i use the old version] Blender 2.7 [you can use any version] Milkshape 1.8.4
You can download this tutorial as a .doc HERE
Original [right] TS3 version [left]
So, how do we start?
Seperate your computer of choice into pieces. [mouse, keyboard, monitor, monitor screen, mousepad if applicable, drop shadow if applicable]. This can be done by selecting faces and holding 'shift +' to select that entire piece. if shift + doesn't work you'll have to do it by hand. Once your desired piece is selected, press 'P' to separate.
Once you've seperated all your parts, go ahead an open TSRW and clone a similar PC. I chose this one
Go ahead and export the .wso AND .obj file for this computer in the mesh tab. I named my exports 'eapcref' we're going to be using this PC as a reference to modify our mesh, and assign bones in milkshape.
go ahead and import the .obj into blender, where your separated PC is.
As you can see, these computers are pretty different. We're going to move each piece around until its in a similar size and position as the EA one, so the PC animates properly. Helpful shortcuts ---> G [grab] S [scale] R [Rotate]
This is what mine looked like when I finished moving it around:
Keep in mind, i actually tested mine quite a few times in game because the animation was not lining up with the PC location, so this is what mine looks like after a few modifications. Make sure you save this .blend file so you can modify it if necessary after you assign the bones.
Now onto actually assigning the bones…
Open milkshape and import all your seperated PC files.
Your PC parts should be grouped like this:
group_0: the monitor, mousepad [basically everything except the drop shadow, screen, and mouse] group_1: drop shadow group_2: screen
Now import your EA pc .wso file
Select the EA pc parts in the groups tab, then go to the joints tab and click 'show' Then go back to the groups tab, with the ea pc still selected, and select all your PC parts. Go back to the joints tab, and click 'assign'.
Now delete the EA PC.
the first bone is the mouse assignment, and the second bone is the rest of the computer.
go ahead and click 'selassigned' and clear the bone assignment since its incorrect.
To assign the bones, go to the model tab and click 'select' alt shift left click all the bones in your mouse
go back to the joints tab and click assign
now to assign the PC bones
Select everything except the mouse and drop shadow, then go back to the joints tab and click assign
you can check to see if your bones are properly assigned by clicking 'selassigned' on both bones
export as .wso and your finished!
something to note:
if your mousepad gets in the way while assigning bones, you can keep it seperate and just regroup it back into the mesh after assigning bones.
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Self-use Sims 3 CC Tutorials List
Here is a list of tutorials from which I learn to convert/create sims 3 cc in a few months (and as a poor English speaker). I think it might help someone who also wants to try making things for sims 3 but doesn't know where to start, though it's been 15 years from the game release and even Inzoi is coming hahah.
The list covers objects, clothes, hairs and eyes. I know there're lots of tutorials not listed here, that's because I haven't tried them in my projects by hand. But The list will be updated with new things I learn. Most tutorials are in English. Thanks to all these creators for sharing their precious knowledge!
Sorry for the miserable format, cuz I wrote them in Patreon and paste here. You can also read it there, free of course.
Where I find tutorials
sims 3 tutorial hub
ts3 creators cave and its discord
Mod the sims tutorial wiki and the forum
pis3update tutorials tag
General
CC basic concepts by nightosphere (for clothes, most knowledge is shared with objects)
Tools
TSRW guide by apple (for objects, most knowledge is shared with clothes)
Blender
shortcut by Blender Guru
beginner tutorial for version 2.5, 2.8, 3.0, 4.0
3.5入门教程 (youtube / bilibili)
设置切换语言快捷键 change language shortcut settings
图片取色器网站
Mesh ToolKit with Seam Fixer for all ages
Topaz gigapixel AI guide / higher quality texture
Texture
Nicer bake / bake in blender 2.78
Bake in blender 2.93
Make normal map
small size blank texture
Reasons for black blocks on baked image
Adjust texture color without losing quality
Object
clone obejcts with S3OC
4t3
Functional Objects
Functional bed
TSRW setting
Combining Textures for Objects with Multiple Textures
Add normal map to objects
Introduction to slot categories
Add slots in TSRW
Edit in-door shadow or occluders in TSRW / Talks about 3 kinds of in-game shadow by Pocci
Clothes
4t3 by nightosphere
Reduce polycount / fix seams, holes, shadows or normals
Bone reference rule
Avoid milkshape workflow / adjust bone assignment and morphs in blender
Manually fix bone in blender
Convert between ages/body meshes
TSRW check list
Fix long clothes clip with body
Fix holes on morphs (easier in blender)
Extrude collars
Create texture in PS
Avoid TSRW workflow / CTU tutorial
Hairs
Avoid milkshape and TSRW workflow / delete backfaces / handmade morphs / DABOOBS guide
Keys pointing to in-game blank textures to save file size (for DABOOBS not TSRW)
Reduce polycount
4t3
Fix weird seam lines on hairs from s4s
Fix pigtail issue
Eyes
Convert contacts to default eyes
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tips for 4t3 converters/CAS clothing creators
3 main things:
non-recolorable presets
DDS. settings
Adult to Teen conversions
disclaimer: i'm not a CC expert, but these are things i've noticed and learned these last couple months converting cc. special thanks to thornowl and the other converters in the TS3 Creators Cave discord.
Non-recolorable presets:
we obviously know that ts4 lacks a CASt tool, so ts4 creators rely on recolors. In my conversions, I do include a couple of the item's recolors. these usually are patterns that CASt does not have.
one thing I've noticed more and more converters doing is putting such item recolors in the 'Overlay' tab in TSRW.
let me show you what that looks like for a non-recolorable preset:
it looks over-saturated, and almost crunchy. but there's another place you can import the recolor into: stencils.
stencils will be found at the bottom, under patterns. hit the plus sign next to stencils to open it.
opening it will show you this:
by default, it will be enabled as false. import your recolor into the texture tab as you would do for any other texture tab. make sure you tick the 'false' to 'true.' stencils override overlays, so if you want to use an overlay, enable stencils back to 'false.'
here's what the recolor imported into stencils looks like:
here's the two side by side:
see how different they are? let's see how they are in game:
click on the pictures to really see the difference in quality. since TS3 uses DDS. format, it compresses the texture, which results in the crunchy texture. importing the recolor into the overlay tab makes the DDS. compression more noticeable. it ultimately is up to you and whichever one you prefer, but do keep it in mind.
the overlay tab is good for small details that you want to maintain on all recolorable presets, like zippers, buttons, tags, etc. just look at EA clothes for reference, especially their shoes and male clothes.
another thing you can see from the images are the bumps on the mesh. doing normal maps can help you keep those same details on the recolorable presets without importing the recolors.
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DDS. settings:
something I also see and used to do myself is bloat package files with large file sizes, specifically normal and specular maps, as well as masks. the Sims 3 Tutorial Hub provides a link to plain maps, but the file sizes are unnecessarily big.
let's look at some of EA's maps in TSRW:
here's the specular from one of the basegame sweaters. notice the image size, DXT format, and compression size.
a lot of converters don't want the shine on regular clothes, so we use a plain, black specular map. but ask yourself, why do you need a 1024 x 1024 purely black specular map with no details?
let's try sizing it down:
notice the difference between the image and compression size. instead of bloating the package file, we can keep it down by using a 32x32 plain black specular map instead, since there aren't details we want from the specular map.
same goes for normal maps:
and masks (meant for 1 channel only):
now, notice how I underlined the info about DXT MipMaps. see how the normal map has a different number there compared to the specular map and mask.
the reason these textures use different DXT is because of the colors and alpha channel.
here's how my DDS. settings appear when saving:
DXT1 (no alpha): this keeps only the 3 color channels and has the strongest compression. it results in half the file size as DXT3/5. 3 channel masks should be saved with this, as they don't need an alpha channel.
DXT1 (1 bit alpha): this includes an alpha, but only black or white. it also results in half the file size as DXT3/5.
DXT3: this one is rarely used for TS3 textures. it really is only used for overlays. it compresses the same as DXT5, but may not be the best for images with smooth-blended alpha regions (Neely).
DXT5: multipliers and normal (bump) maps should only EVER be saved with this. it's best for colors but has a larger file size. this is why it's important to reduce the multiplier and normal map image size, especially if you don't make a normal map.
if you DO decide to do a specular and normal map, they should be regular image size, 1024x1024, and saved in the right format.
here is more information on which textures should use which compression.
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Adult to Teen Conversions:
the default for converters is obviously AF and AM. a lot of people want the items for teens too. I've seen several converters just enable it in TSRW:
please don't do this. it's honestly the lazy route. you can hardly ever get away this, specifically because of the body differences between adult and teen.
some major issues with this include gaps, seams, and unnatural body characteristics:
so please, either skip the teen mesh entirely or spend the time reshaping the mesh. @/sweetdevil-sims has a great tutorial on converting meshes from AF to TF here. the inevitable seams on TF meshes are also now fixed, thanks to @/thornowl with their new version of mesh toolkit.
@pis3update
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here are reduced file sizes and corrected settings of the plain mask, specular, and normal:
download
Sources:
Neely, G. ‘Buckaroo’. Working with DDS/DXT Files. Available at: https://www.buckarooshangar.com/flightgear/tut_dds.html (Accessed: 28 May 2024).
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Mechtasims - 4t3 Back to School Set
*updated to include wonderful previews by @sideshowsnob!
Happy Simblrween 2023! And whew, my first OBJECT set! I've worked really hard on this set, and now my right hand is very, very exhausted after typing and clicking and constantly opening TSRW...
I have worked REALLY hard making some of these functional and fully recolorable whenever possible! All credits go to Mechtasims! Further info is in a text file in the .zip file! A collection file has also been provided!
In short:
There are 19 items (20 including a duplicate of the trunk that uses a different script),
EVERYTHING except the wall calendar, the textbook, and posters are fully recolorable (but the posters have the pin recolorable)
The bed is functional! I repeat, THE BED IS FUNCTIONAL! It has some clipping issues with the pillows while relaxing, and the blanket when a bigger or male Sim gets out of the bed, but it's minor and still functional!
The bedframe is separated because I didn't want to remap everything,
The minifridge acts as a regular, base game fridge akin to the Hydra boba minifridge or the Mini-Freeze on MTS, rather than the University Life minifridge that only gives snacks.
Both the phone and the clock are functional as alarm clocks, and the heart wall light is also functional.
The trunk, as seen by the bedframe, is functional as a storage chest. It's stackable!
The wall items are moveable up and down with: ; and '
The .zip has all the info on polycount and categories. I have also adjusted slots for these objects!
There are two different trunks in the .zip file; both function as a storage chest, but the one labeled "Portable_LorenRose13Mod" at the end requires the "ATS3_object_chestlike_fisherbasket.package" file from here, where there is further information. Basically, you'll be able to put the modded chest in your Sim's inventory, unlike the regular version! Technically, you can have both trunks in your game, but there's really no point.
Some of these objects come with different texture overlays (but the rest of the mesh is recolorable). See below the cut for all the masks and combinations!
Download - SFS
or
Download - Simblr.CC
I'm using Red-Green-Blue-Yellow for Channel 1-2-3-4 respectively.
(the legs are still recolorable on all of these, I just got tired of putting the green)
The third channel also recolors the interior part!
There are additional swatches that change the hue of the phone screen!
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Store Evening Gown with Bow for teen-elder
I think this is one of the earliest dresses from the Store, I remember putting it on every sim because of that fan 😁 I wasn't initially going to add a maternity morph for the adult version, but the generated one for teens was decent, so I figured—eh, what's one more TSRW project?
For teen-elder females. Formal, Career, Maternity. Not enabled for random.
3 channels, 3 presets. I was initially going to keep EA's original presets, but decided I hated them after seeing them so often during testing.
Original Store item (afbodygownevening) not required.
Credits: 1, 2, 3, 4.
Download: SFS | Mega
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