#ts3 meshing tutorial
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millascreativecornerblog · 6 months ago
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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:
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In the game, this is how the shadows appear when we position the object close to a wall:
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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.
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Click on the three dots to the right of lights. A window as shown in the image below will appear:
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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)...
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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.
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Front shadow height:
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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):
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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.
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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.
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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
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sweetdevil-sims · 2 years ago
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On fixing waist seams with Mesh Toolkit
I've had this conversation with a few people so far, and it's happening often enough that I felt like making a post would be useful.
If you come across the issue where using the most recent version of Mesh Toolkit (1.4.9) to make your morphs leaves you with tiny seams around the waist, which only appear when the sim moves, do not despair!
Why does it happen? When exporting, Milkshape rounds out the values of bones, which leads to tiny gaps that aren't big enough to see if you play zoomed out or don't animate the sim in TSRW, but do show up in animations. So it's not that you didn't assign bones properly — it's a software issue!
The main solution is to use Mesh Toolkit version 1.3.0 (which you can find in the same MTS link up there) to fix seams BUT there are a few additional tricks to this:
use a complementary mesh to the one you're fixing e.g if you're trying to fix a bottom, use a top as a reference for the seam fixing.
use EA meshes that you know work well i.e. no weird normals or broken bone assignments. In my experience, the nude ones work just fine. Clone them with S3OC and keep them as GEOMs.
apply the seam fix AFTER you've made all the changes to the mesh. Do NOT reimport the mesh into Milkshape once you've fixed the seams, or it'll be borked again upon exporting, and you'll have to fix them again. Once you've fixed the seams, import your mesh into TSRW and that's it.
In Mesh Toolkit v1.3.0, you can find the option under Bone Tools \ Match Bones at Seams. You can have both versions of Mesh Toolkit installed at once — you can even run them at the same time! (though I don't think you'll need to XD)
That's it! If you have more helpful tips that I haven't mentioned, share them in the comments and I'll add them to the post! 😊
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simlicious · 4 months ago
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Some resources to understand DXT compression:
DXT Compression Explained
Why games use DDS
S3 Texture Compression Depending on the DirectX version, different DDS formats are supported. For DirectX 9, which Sims 3 uses, only the compressed formats ranging from DXT 1-5 are available. For Sims 3, mostly DXT1 (BC1), and DXT5 (BC3) are used, sometimes also DXT3 (BC2) if you do not need many transitional grey colors in the alpha. With DirectX 10 and 11, new and improved formats (BC4 to BC7) have been added that offer much better quality, but TS3 sadly cannot make use of them due to being a DirectX 9 game.
You can use different texture sizes in one project!
You can mix and match texture sizes, I tried that for clothing CC. For example, if you want to have a specular to create a shiny button or something like that, you can often get away with making it half the size of your multiplier. This is especially good if your multiplier is 2048px which is a lot (and should be avoided when possible), and to have smaller specular and mask files will help a lot to reduce the load on the memory. You can always try it out on a case-by-case basis if it works well or not. I usually have the normal map in the same size as the multiplier just because they often need that extra detail (this is for when you actually have detail in the normal map), but you can also experiment with making those smaller as well if you want.
Edit your UV maps!
IMO, one of the best skills a converter can learn is to edit UV maps. Look, we are playing The Sims 3 for a reason. If we want Sims 4 clothes that work like Sims 4 clothes, we could just play Sims 4. Sims 3 has this awesome pattern system, so let's try to properly support it because that is a huge strength of the game and such a wasted opportunity to not at least try to make the CC work with it as best as it can. This also means paying attention to potential UV stretching and disruptions of the pattern that can be fixed by rotating and stitching some UV pieces together.
To avoid having to use 2048px textures for those tiny squished Sims 4 UV maps, you can scale them up and then scale the textures up too. if they are just a little bigger there is usually not much quality loss, but you can also use an image upscaler like Gigapixel AI that will enhance the quality while making the texture bigger. I usually upscale the textures 2x or 4x and then reduce the size to what I need. This makes the textures appear nice and crisp.
Create original CC
Back when TS4 was not yet released, most people who wanted to make CC actually learned how to make meshes using different Sims 3 meshes and editing them and creating mashups known as frankenmeshes, then eventually meshed portions of it themselves or used Marvelous Designer to create the clothes. Blender has come a long way since then and it is packed full of super helpful features. And there are loads of tutorials for Blender now (15 years ago, you were lucky to find anything decent). Also, we can now use Sims 4's meshes along with Sims 3's meshes to create new mashup, and use Blender to customize everything from the base mesh itself to bones and morphs. The possibilities are endless. I really wish we had more original creators in our community. It is such a great feeling to make something that you dreamed up yourself. Maybe just try it?
Ask for help/share what you are struggling with
I've been known to help out whenever I can if you have specific questions about a project. If you feel like you cannot find the resources you need to learn or feel stuck, let the community know! Maybe someone knows a tutorial, or someone with knowledge can write one knowing there is a gap there. Since more experienced creators have not been in your shoes for a while, we may not know of all current beginner tutorials or if there is a lack of them. But if we know what areas need work, we may be able to help! And we can also help with specific issues. I recommend joining the TS3 Creator's Cave Discord to find resources, help, and advice.
Keep up with Software
Also, software changes and tutorials have to change too. It is still possible to mesh using the old ways, but a lot of tasks are easier with newer strategies. It is a good idea to keep yourself informed about tool updates and to go with the updates if possible to keep up with the newest developments. Especially Blender has added tons of new features these last few years and it is vastly different than a few years ago. A lot of changes are more convenient than sticking to the old ways in the long run!
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:
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it looks over-saturated, and almost crunchy. but there's another place you can import the recolor into: stencils.
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stencils will be found at the bottom, under patterns. hit the plus sign next to stencils to open it.
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opening it will show you this:
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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:
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here's the two side by side:
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see how different they are? let's see how they are in game:
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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:
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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:
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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:
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and masks (meant for 1 channel only):
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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:
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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:
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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:
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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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nectar-cellar · 3 months ago
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CAS Background Replacement - TS3 - Vixonspixels
"That Girl" CAS background set by Vixonspixels on Tumblr and Patreon.
Information
The background uses a 2048x2048px image so it may slow down your computer and look blurry if graphics settings are not on high. Use at your own risk.
The CAS Room Default will replace the CAS Room, Create-a-Pet room, and the Create-a-Bot room. You can only have 1 CAS Room Default at a time.
The Stylist Room Default will only replace the Stylist Room. You can only have 1 Stylist Room Default at a time. Requires the Ambitions EP.
Credits
CherieDawn67 at Modthesims for creating the mod and the mesh used for the background.
@mspoodle1 for updating the mod.
Vixonspixels on Patreon
Me for Photoshop work and figuring out this whole malarkey. This mod took a truly ridiculous number of hours of testing.
Make your own using my tutorial here!
Download: simfileshare / mega
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auroraeternal · 6 months ago
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4t3 Conversion of Grouped posters by @cosmiccs4 + Recoloring PSD with tutorial
8 non-recolorable presets
1024 textures
Included PSD for retexturing (tutorial how to use under the cut)
113 poly, all LODs
Shiftable
Price - 5§
BGC
Compressed package
TOU, Ko-Fi
DOWNLOAD | ALT | SIMBLR.CC
Tutorial: How to use my PSD for retexturing
You need:
Photoshop with .dds plugin
My retexture PSD and package file of posters
19 pictures to your liking, preferably vertical
TSRW
Sims3Pack Multi Installer and Compressionizer
Step 1: Open my PSD file, open your images:
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Step 2: Select (Ctrl+A) copy and paste to posters file (Ctrl+C, Ctrl+V) first of your images :
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Step 3: Choose where you want to put it, for reference you can use one of the presets:
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Step 4: After you decided with placement of your image. Move its layer in the Layers tab between "Poster x" and "Put your image here" layers, it will create a clipping mask, which allows the picture to be fit within the poster without cropping. Hide or delete "Put your image here" layer.
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Step 5: Use Transform, Free Transform and Move tools to resize the image by your liking:
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Step 6: Repeat the Step 2-5 with other 18 images:
*vibes are totally random, all images from Pinterest*
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Step 7: After you've done, delete all the "Put your image here" layers, if you didn't it before. Right-click on the Layers tab and press Merge Visible (Shift + Ctrl + E). Now press Save As (Control + Shift + S) and save your image as .DDS with this parameters (2nd picture):
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Step 8: Go to TSRW. Press Create New Project > New Import, and select package with my posters. Give for your recolor unique Title and Project name, otherwise it will override original posters:
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Step 9: In Textures tab go through all the presets except the first one and delete them. Then go to Edit > Project Contents and remove all the textures of removed presets. Its pretty common when someone make retexture of TS3 mesh and leave that unused textures in file, which leads to increasing its size:
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Step 10: Press Edit button next to the Overlay tab. Then press Import button and select your retexture. Press Done and when this pop-up appears, press Yes:
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Step 11: If you want to add more presets press Duplicate and reapeat Step 10, but instead, when pop-up about replacing the texture appears, press No.
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Step 12: After you've done, press File > Export > To Sims3pack or Edit > Project Contents > Export > To .package. If you choose the first method, convert your Sims3pack to Package and in both cases run it through Compressionizer. Test your recolor In-game, make thumbnails (if you want to share it) and have fun!
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For those who read this tutorial to the end, click HERE to download this recolor.
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@pis3update @xto3conversionsfinds @wanderingsimsfinds @kpccfinds @simfluencer-network @sssvitlanz @simblrcc-site
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sideshowsnob · 3 months ago
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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]
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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.
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Once you've seperated all your parts, go ahead an open TSRW and clone a similar PC. I chose this one
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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.
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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:
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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:
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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.
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the first bone is the mouse assignment, and the second bone is the rest of the computer.
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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
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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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lingyunxi · 3 months ago
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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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thebleedingwoodland · 4 months ago
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THE SIMS 3 TUTORIAL
HOW TO CREATE DEFAULT REPLACEMENT MOD USING CUSTOM MESH & TEXTURE FOR SIMPLE OBJECT
⚠️ Tumblr has 30 pictures limit, so I cannot include too many pictures. If you want to zoom in the pictures, click the pictures to enlarge, or save the pictures into your PC, zoom the pictures on picture viewer or zoom in the pictures on your mobile phone. ⚠️
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I create this tutorial to make easier to follow because there are older tutorials available before but scattered on internet and usually only say "Export to replace s3asc" without explaining how to export the edited object properly.
My method is using TSR Workshop instead of exporting the object using Sims 3 Object Export/Import plug in because exporting to replace the s3asc using that plug in always giving error notification "ERR: Model has 1 groups; original had 0" and cannot be exported.
For beginners who are very new using s3pe and haven't created default replacement mod before, better start from simple object first.
Simple objects I mean in-game object that has single MODL and single texture with no morphs, no GeoStates, no presets, no CAS colour channels, and easily cloned from OBJD on catalogue. Usually as utensils that Sims holding in their hand, not buy/build objects. For example: Pencil, pan, fork, spoon.
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Tools to prepare:
s3oc
s3pe
Milkshape 3D for bone assignment (Version I use 1.8.5 beta, discontinued by its developer, therefore feel free to download the full version with its license key provided).
Sims 3 Object Export/Import 1.01 by Wesley Howe (Milkshape plug-in. Download msS3ObjPluginsV101.rar ) 
TSR Workshop (Older version for TS3 only version 2.0.88)
TSR Workshop plug-ins for export.import TSRW Object.
3D Program (Blender/Maya/3dsMax)
Editing images software (Photoshop, make sure you have to install .dds plugin by Nvidia. For free software alternative, you can use GIMP with its .dds plugin)
This tutorial will not teach you how to:
Meshing object ❌
Create alpha texture ❌
Change thumbnails in-game ❌
Install programs and plug-ins ❌
This is how I created Chinese chopsticks replacement mod using custom mesh and texture.
In summary, this tutorial has 10 steps:
Step 1. Clone the Object using s3oc
Step 2. Open S3PE to Copy the Original Resource Code and Export the Files
Step 3. Export the Original Mesh as Base Mesh to .obj format
Step 4. Create Your Custom Mesh
Step 5. Bone Assignment & Create Group
Step 6. Create custom Texture
Step 7. Import the .wso of Edited Mesh on TSR Workshop & Export the package
Step 8. Export MODL file from Package saved from TSR Workshop
Step 9. Finalizing in s3pe & Replacing the Original file with Edited File & Correcting the Code As Same As Default Code
Step 10. Test the CC in your game.
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✳️ Step 1. Clone the Object using s3oc
Before cloning the object, check the Game Folder for in-game object file location. Settings > Game Folders...
Take a look if the Base Game or Expansion Pack for object file you want to clone is in the right folder. For example, my The Sims 3 game are all bought from Steam, so the location is D:\SteamLibrary\steamapps\common\The Sims 3
If you want to clone object from Expansion Pack, make sure input the folder location. For example, the location for World Adventures EP is D:\SteamLibrary\steamapps\common\The Sims 3\EP1
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If you are done, close the pop-up box. You can continue click Cloning then choose Normal Object...
Wait until you get the whole catalogue. Click Search...
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For example, I clone object from World Adventures Expansion Pack. You can clone object from Base Game or other Expansion Packs as long it is considered as "utensil" that Sim holding on hand. For example: "Pencil" or "Pan"
Search for text: chopsticks
or if you want to clone object from Base Game, search: utensil
Tick check marks for Resource Name, Object Name, Object Desc then click "Search button"
Search result gives you results with name "chopsticks". Here is the object we are looking for: UtensilChopsticks
We need the OBJD file to clone. OBJD = Object Data.
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Click "Clone or Fix" at the right bottom. Then you see the next page to determine if you want to clone with renumber or not. If you want to make default replacement, then do not check the Renumber box. Keep it blank.
Tick check box means the s3oc will generate new resource code for new item. Not tick the check means the s3oc will overwrite the same resource code, it is to replace object you cloned in-game.
I am personally a detailed person, so I usually tick as many as I want: tick "Deep clone" "Missing String Tables" and "Include Thumbnail" to include more details. Then click "Start" to proceed.
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It will give you file name [CreatorName]_ObjectName_Number
Then save your package file in "DBPF Package" format in your project folder. Always make folder for any file to make everything organized.
✳️ Step 2. Open S3PE to Copy the Original Resource Code and Export the Files
Open S3pe, locate your package file you cloned from s3oc. Find the MODL of Utensil Chopsticks, Right-Click, "Details..."
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On Resource Details, click "Copy TGI" to copy the Resource Code. Type, Group, and Instance will automatically be copied on clipboard. Then open Notepad, Right-Click to "Paste".
Click GRID on bottom of the s3pe (I mark it red on picture), it will give you pop-up box with Data Grid. Click "Resources", it will be highlight blue and there's 3 dots button appeared on the right side. Click the 3 dots button. It will give you TGI Block List Editor.
Inside MODL's TGI Block List Editor only has IMG. You may wondering why, but that's how the game coded. Type, Group, Instance of _IMG inside TGI Block List Editor should be the same as _IMG on the package.
Copy the TGI, Group, Instance to your Notepad.
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After you copied code of MODL, do the same for the texture image (_IMG), but only copy the code from Resource Details. You cannot edit TGI Block List Editor for _IMG as the Grid button for _IMG is greyed out.
The main task is the code of your edited mesh and texture should be the same as the code you copied now from original package you cloned with s3oc.
Keep the code on notepad. You will need this code later.
Export the MODL file. Right-Click, "Export to s3asc". The file appears in long string such with name for example: S3_01661233_08000001_B619DB2238C3430B%%+MODL_filebase
Do not rename the file. Save.
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Export the texture file. Right-Click "Export > To File..." The file will be saved in .dds format. Do not rename the file. Save.
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✳️ Step 3. Export the Original Mesh as Base Mesh to .obj format
Open Milkshape. Import the s3asc file you saved before.
More steps click spoiler tag "Read More / Keep Reading" below
File > Import > Sims 3 Object Import v 1.01 by Wesley Howe
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Locate the s3asc file, then the original chopsticks mesh appears.
Click the "Joints" tab. It has 4 codes. Check box "Draw vertices with bone colors" It will show Bone Assignment colors on the original mesh. Yellow on top chopstick and light blue on bottom chopstick. The colours are to make the object has rig and movement following the Sim's interaction.
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Take a look at the 4 codes on Joints Tab. You can play around to see which colour of the code will appear, after that copy paste the code to Notepad to make it easier to comprehend.
Click Select from Tools menu, Select Options: Face. On "Right/Left/Top/Bottom 2D View", Left-click make selection of one part of chopsticks. While the part of object being selected (Red), click Joints then Choose "Assign".
0x96239247 --> Yellow 0xFEAE6981 --> Purple 0xCD68F001 --> Light Blue 0xD0DECA8E --> Red
Your edited mesh must have the exact same Bone Assignment colour later. Check again if the code and colour are correct.
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You can save object mesh as .obj to other 3D software such as Blender or any other 3D software.
✳️ Step 4. Create Your Custom Mesh
Use the original .obj as base model. While you can create longer mesh or any edited version as you wish.
Make sure the scale and position of the edited mesh is same as base original mesh, because the edited mesh will be used on Sim's hand.
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If you are done editing the mesh, export the UVmap.
You can export the uvmap in higher resolution, as long as it is Power of 2. 64x64, 128x128, 256x256, 512x512, 1024x1024, 2048x2048, 4096x4096. I export in 1024x1024 pixels to make the size of texture larger and have more details.
Then export the mesh object in .obj format.
✳️ Step 5. Bone Assignment & Create Group
Open Milkshape. Import the original mesh.
Check the Groups Tab. Original mesh has 1 group, "group 00". Group 00 means it is the main mesh. There is no shadow beneath the object.
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Import the edited mesh as .obj file.
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My edited mesh has one single name "default" name on the Group Tab. While edited mesh may have a lot of file name scattered on Group Tab. Regroup the file name to simplify your edited mesh into one single name. Select > Regroup.
The main task is replacing the EA's original mesh with your edited mesh.
Before you delete anything, you must do Bone Assignment first to the edited mesh you created.
Your edited mesh does not have Bone Assignment, so it appears white.
Remember the 4 codes you copied earlier in Notepad.
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Copy Bone Assignment from original mesh to your edited mesh.
This case, your want to Bone Assign Yellow colour.
Select > Face to select one part of chopsticks of your edited mesh. On Joints Tab, double click the appropriate code 0x96239247 in blue highlight then the code box on the right side of "Rename" will appear 0x96239247. Make sure the code is correct. Then you can click "Assign".
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Your edited mesh will appear in Yellow colour. Then do the same for another part of chopsticks.
Select another part of chopsticks of your edited mesh. On Joints Tab, double click the appropriate code 0xCD68F001 in blue highlight then the code box on the right side of "Rename" will appear 0xCD68F001. Click "Assign".
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Your edited mesh will appear in Light Blue colour.
Then what's the other code for? With colour purple and red?
Leave them. Let the codes have the same exact codes as appear in original mesh and let the colours only assigned Yellow and Light Blue. The colours are to determine rig for interaction in-game, which only use Yellow as upper part of chopstick and Light Blue as bottom part of chopstick.
You can safely delete the original mesh with name group00 until it remains your only your edited mesh.
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Rename your edited mesh to group00. Type group00 on the box then click "Rename" on the left side.
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Export to TSRW Object in .wso format. .wso is format with bone assignment on object attached.
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Save your .wso in your project folder.
✳️ Step 6. Create custom Texture
Import original texture you exported from s3pe to your editing image software.
Look at the original texture made by EA. 32x64 pixels. It is very low resolution, blurry and stretched, because the texture should be compressed as low as possible by game designer. As player you want it has higher detail to look realistic as possible and your PC of course can handle high resolution content, sure you can make the resolution much higher than EA's.
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Import the UVMap you saved from 3D software. For example, UVmap I imported has 1024x1024 resolution. Add your custom texture. Then save it to .dds format in the same name as original texture. Save in separate folder, name it "Edited Texture" to keep it separated from original texture.
✳️ Step 7. Import the .wso of Edited Mesh on TSR Workshop & Export the package
Open your TSR Workshop.
Create New Project > New Import >Next...
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Then Browse original mesh by EA in package format in your project folder.
On Open file box, you cannot see .package file because the filter is .wrk (TSR Workshop Project). Choose the .package dropdown.
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Then you can see .package file.
Open the .package. After the file is located, then Next. On Project Details I usually skip without giving name of Project Name and Title. Next.
You must have seen green land with white blank sky.
Where's the mesh? It is actually there... just being zoomed in too close. You need to zoom out by scrolling down mouse.
You can see the original chopsticks mesh by EA. You can save the project file in .wrk format. After you save the file, import the .wso of your edited mesh. Mesh tab > High Level detail. Click green arrow folder icon to import. Then your edited mesh will appear replacing the original EA mesh.
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As you see, the texture is messed up because the texture is still using original EA's texture. But then you check Textures tab and it has blank dropdown...
I cannot change the texture on this TSR Workshop!
Don't worry, we can replace the texture on s3pe later.
No need to change anything other than importing mesh. Click Edit > Project Contents to save as package.
You will see pop up box with number or files DDS, FTPT, LITE, MODL, OBJD, OBJK, etc. Export > To. package. Give name such as "EditedChopsticks_TSRW"
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✳️ Step 8. Export MODL file from Package saved from TSR Workshop
Open S3PE, File > Open package "EditedChopticks_TSRW" that you saved from TSR Workshop.
Export MODL. Right-Click, export. It gives you file name with [StringOfNumber] .model .
Save it on project folder. Keep it organized and separated from original MODL. Name the folder "Edited MODL". Do not rename the file.
✳️ Step 9. Finalizing in s3pe & Replacing the Original file with Edited File & Correcting the Code As Same As Default Code
Open s3pe, File > Open original package that you cloned from s3oc. [CreatorName]_ObjectName_Number
Find the MODL. Right-Click > Replace...
Locate to your edited MODL with filename .model .
Then click Open.
The original MODL of the package should be replaced with your edited mesh.
Do the same for the texture.
Locate to your edited texture with filename .dds
Then click Open.
The original texture of the package should be replaced with your edited texture.
Take a look at MODL's Type, Group, Instance. It has the same code as original MODL in the original package cloned with s3oc (because it has been replaced)
Don't forget to see the code inside TGI Block List Editor.
Repeat step 2 how to check the code. Right-Click on MODL/IMG > Details... and click GRID > Resources > TGI Block List Editor.
The Type, Group, Instance of the _IMG are different compared from IMG from original package clone, which means that is the evidence of edited mesh replaced the original.
Rename the Instance with default/original Instance you copied on notepad from Step 2. Type, Group, Instance should be the same as default/original Type, Group, Instance.
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Open notepad with resource code you copied from Step 2. Make sure the Type, Group, and Instance are all the same.
If the codes are the same, then your edited mesh and texture will overwrite the default mesh and texture with the same code in the game. Save, Commit, Save the package.
Check again if the texture is replaced properly. Right-Click on _IMG > ViewDDS.
ALTERNATIVES!
Yes, you can delete unwanted files in your edited package, to keep the package clean. Simply Right-Click>Deleted.
The only files needed in package are: MODL, _IMG, _KEY
They are the only files with your edited mesh/texture including codes to overwrite the default codes.
You can Start new fresh blank s3pe. Right-Click>Import from file...
Locate your edited MODL and _IMG (texture) file.
On Resource Details box, tick mark "Use resource name" > OK.
Make sure all the Type, Group, and Instance of MODL and _IMG including in the TGI Block List Editor are all the same as the code in original package.
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Save the package.
✳️ Step 10. Test the CC in your game.
Put the package to your CC folder in your The Sims 3 document folder to see if the CC is working or not.
If the CC is working as your intended, with your custom mesh and texture, then test the animation. Are the chopsticks animation working as the same as original EA's? If the animation are working well too, then congratulations!
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Your default replacement are working. Give applause to yourself. 👏
-------------------------------------
QUESTIONS!
Q:
Can I use this tutorial for making default replacement for buy/build object?
A: This tutorial covers basic method of using TSR Workshop and replacing the default codes (Type, Group, Instance), so you will understand the basic principle of doing default replacement mod.
Keep in mind that different object has different case. Buy / build object has MLOD (not just MODL) more than one, texture images more than one, has presets, and CAStable colour channels.
The TGI Block List Editor for buy/build object has a lot of codes, so have to spend a lot of time to do trial-and-error to make the default replacement working properly, because a lot of times the texture doesn't work (still using default EA's texture), or when the object appears right with your edited mesh and texture, after you choose the presets, the object reverts back to your edited mesh with default EA's texture.
Q:
Help! The texture is black! / still using same EA's texture when tested in the game!
A: The texture codes must be not the same. Check the Type, Group, Instance of _IMG. Do the codes are the same like codes in original package? Check the TGI Block List Editor for MODL, is the _IMG inside has the same Type, Group, Instance as in original package.
Q:
Help! The object disappears when tested in the game!
A: You must be replacing OBJD in your package. Do not replace OBJD. Just MODL and texture only.
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aisquaredchoco · 7 months ago
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In my three-ish years of being a simblr, I think I've come a long way in making things that I've only wished to have in my TS3 game before. But as I looked back at those things I made some of them lacked, well, quality control as they were made using newly acquired knowledge in cc making. And that made me ask myself, "What have you done, aisquared?" *dies from cringe 😫🤦‍♂️*
So here's some of my then cringeworthy cc in their shiny 2.0 versions!
2to3 Double-Helix Desginer Bookshelf [previous version]
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I figured out a way on how to directly map the book textures using the original TS2 texture. Turns out I just had to make another mesh group and put the TS2 texture into it and voila! I also removed the slots from the previous version. The emptied version is left untouched.
2to3 Zecutime Social Chair [previous version]
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This one has the multiplier improved by removing unnecessary shadows (I didn't know what I was doing back then lol) and also removing the light occluders.
Spa Necessities Emptied [previous version]
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Man, the mistake I made on with this one was veeeeeery obvious. I forgot to add the 'rolled' texture on the towels that made it look like a pudding (see how n00b I was LMAO). Sorry it took TWO FREAKING YEARS to fix this. Other improvements include adjusting the pattern tiling and removal of light occluders, that were also made to the table-only version.
2to3 K&B 01010 Mirror and BG "Prince of Pickleburp" Mirror [previous version]
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These mirrors were only redone using these bits of info from this tutorial I made, so that they won't reflect weirdly at some angles.
All other elements were left untouched. I hope you guys forgive me with all these silly n00bish flaws in these objects. Enjoy the new versions!
And also this is a gentle reminder that if you see some issues or flaws in my cc you are very much welcome to address them to me so that I could correct them. (and that these silly mistakes would never happen again 😝)
DOWNLOAD: Simfileshare | Mediafire
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id-element0 · 7 months ago
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Adele's Ramsay Living for TS3
2 years ago, on a fateful evening, I decided to convert this set to TS3. Although this had already been converted, I had my reasons to do my own conversion. Long story short, there were things that I didn't like and things that I liked.
One thing that I liked in the previous conversion was the effort to make the table tops glass. So I experimented with the Basic Shower which is supposed to have frosted glass. I don't know why EA use horrible textures; when you replace the NormalMap with a proper frosted glass texture it looks amazing.
So, using this knowledge as a base, I worked on the frosted glass table tops and after countless failures, I finally managed to have the effect I wanted. The key is having the right values for UVSelector parameters in the shader.
I also changed the textures for the bottle; tried to recreate it as a multiplier. Then made another version. Bottles are semi-transparent glass and recolourable. Don't ask me how I made them - I don't remember. But I if have to guess, there is this tutorial that I know of. The first part is about recolourable glass.
I wasn't feeling Adele's art for the painting. So, I used the recolours made by @timeparadoxsims. The artist is @len-yan and the art is amazing. If any of them want me to remove the painting from my downloads, I will do so but cry inwardly. 😢
I know people hate reading and just want to download but THIS IS IMPORTANT: Several items share textures. So you need to have the 'masters' in your game for the 'slaves' to work. I will group them and explain further.
The Loveseat is the master for the following objects: Armchair, Sofa, End Table (Solid Top), Coffee Table (Solid Top).
Loveseat, Armchair, Sofa -> 4 Channels - 2 presets with second being Adele's black overlay & metal and wood parts still CAStable.
Loveseat Polycount -> HLOD: 1746 MLOD: 702
Armchair Polycount -> HLOD: 1578 MLOD: 726
Sofa Polycount -> HLOD: 1962 MLOD: 1096
End Table, Coffee Table -> 3 Channels - 1 Preset
End Table Polycount -> HLOD: 710 MLOD: 444
Coffee Table Polycount -> HLOD: 1322 MLOD: 720
The Cushions for Loveseat is the master for following objects: The Cushion for Armchair, The Cushions for Sofa.
All Cushions -> 1 channel, 3 different multipliers - 5 Presets with 2 of them being overlays. You don't need moveobjects on to place them on their appropriate seating. If you use alt to place the seating you need to use alt to place the cushions as well.
Loveseat & Sofa Cushions Polycount -> HLOD: 160 MLOD: 80
Armchair Cushions Polycount -> HLOD: 80 MLOD: 40
The Glass Top End Table is the master for The Glass Top Coffee Table.
Both tables have 1 Channel & 1 Preset. Polys are same as the solid tops.
Decorative Bottles
Both have 1 Channel & 1 Preset.
Polycount -> HLOD: 242 MLOD: 119
Decorative Vase
3 Channels - 2 Presets
Polycount -> HLOD: 446 MLOD: 344
Large Frame Painting
1 Channel - 18 Presets
Polycount -> HLOD: 82 MLOD: 64
I've also included the collection file which comes with its own icon for easy recognition. As always, I might have missed something; if you find anything weird don't hesitate to tell me so I can try and fix it. I hope you'll enjoy this beautiful set by talented Adele. Happy simming.
- Credits -
Adele for the meshes and textures.
@len-yan for the art.
@timeparadoxsims for the ts2 recolours
Google Fonts Montez, Kurale
Made with: SimPE, GIMP, s3oc, s3pe, Blender, Texture Tweaker 3, and TSRW
@pis3update @kpccfinds @xto3conversionsfinds
- DOWNLOAD -
:: MEDIAFIRE | SFS ::
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simaddix · 2 years ago
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*Pay Attention*
I might lose some popularity over this, but I'm not entirely concerned over that - what I am concerned about is people who play this game who aren't creators or who don't test every piece of content they put in their games, and their computers which they paid good money for.
I know as a creator how quickly polycount can rise, and I also know how much it sucks to lose details because you're trying to keep polycount low. But let me show you something -
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Do you see a difference in these? Look closely, really study it for a second.
One has 14,077 poly. One has 4,014.
You tell me which one is which.
Here's the thing, I downloaded a beautiful set that I knew had to be high poly simply by looking at it. I always drool over this particular creator (and others) BECAUSE their stuff is beautiful, I get it. I'm an addict like all the rest of ya. Knowing this, I checked each mesh and was disappointed to yet again find thousands of polys on these meshes. One was over 35,000 polys for a decorative item.
That's stupid.
I decimated this object down to 4K without it losing any quality. I've done this with several items in my game because there's NO POINT in having 10,000 extra faces or more for the game to carry for absolutely no purpose whatsoever.
Please, creators - converters - players and downloaders, pay attention to what you're putting in your system. If you can lower the polycount when you're converting to TS3, take the extra step and do so. I have a tutorial on my page - it takes a few minutes to click a button a few times and maybe separate parts of the mesh to help it out a bit. If you're going to put it out for download as is, PLEASE for the love of all things holy put a disclaimer on it TELLING people that it has thousands of polycounts in it, so they can at least be aware of the bomb they're adding to their mods folders.
We all like to cram a bunch of crap into our games and decorate to our hearts content, but stuff like this puts our systems and save files at LITERAL risk. If you have an amazing computer to handle it (I have an amazing computer to handle it) great, but not everyone does. Keep that shit in mind before you release something with the digital weight of an elephant.
That is all, feel free to unfollow me if you have a problem with me probing into your shit. Have a great day.
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bellakenobi · 1 year ago
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Shining Nikki to TS3 - Rosebud Dreams
yes I thought a lot if I named it like that or if I'd use the set name
This one is the hair from the set that celebrates the 2nd anniversary of Shining Nikki's global server. It is SO CUTE, it has a rose-shaped bun, and the moment I saw it on SN I knew I needed it on TS3 ^^
For female, child - elder, not valid for random
EA highlights
Polycount: 23k lod0
Download: Sim File Share | Mediafire
Credits: Mesh by Paper Games, texture by Paper Games and Pooklet, control by Anubis.
Read my TOU here.
More pics and some rambling about the converting process under the cut.
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ROSES IN A UPDO. THAT'S IT. And I just noticed it after I ripped it for conversion!!
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The control got pretty decent too!
Now, the rambling:
These last days I've been struggling with some hair conversions, mostly with the damned transparency issues. Initially i thought that a SN hair with fewer groups* = a hair that will have very minimal issues. The previous hairs I converted (nikki's and netga) had less than 5 groups, and therefore almost imperceptible issues. But one of the difficult hairs I tried to convert had like 3 groups and BOY, IT WAS A STRUGGLE and I sort of gave up. I guess that in the end you have to be lucky with the mesh that you pic, or have extra patience/skills to get rid of these damn issues.
*Shining Nikki meshes are separated by groups instead of being everything in one single group like The Sims. If you want to know more about converting thing from SN, check my tutorial!
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nectar-cellar · 3 months ago
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[UPDATED] CAS Background Replacement - TS3 - Artorsims
I spend most of my time in CAS and I really wanted some prettier and more immersive CAS backgrounds. So, I have converted some from TS4 to TS3.
This first set of 5 backgrounds is by Artorsims. I completely fell in love with these when I saw them and they inspired me to attempt this conversion in the first place.
More sets are coming so please stay tuned!
Updated August 17 2024
Lighting and weather issues have been fixed thanks to a significant update of the mod by @mspoodle1
Please redownload the NEW files.
Information
The background uses a 2048x2048px image so it may slow down your computer and look blurry if graphics settings are not on high. Use at your own risk.
The CAS Room Default will replace the CAS Room, Create-a-Pet room, and the Create-a-Bot room. You can only have 1 CAS Room Default at a time.
The Stylist Room Default will only replace the Stylist Room. You can only have 1 Stylist Room Default at a time. Requires the Ambitions EP.
Credits
CherieDawn67 at Modthesims for creating the mod and the mesh used for the background.
@mspoodle1 for updating the mod.
Artorsims Twitter and Tumblr for the images used.
Me for Photoshop work and figuring out this whole malarkey. This mod took a truly ridiculous number of hours of testing.
Make your own using my tutorial here!
Download: simfileshare / mega
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goatskickin · 5 months ago
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Hi! How to make such high-quality repaints of clothes?
That 's so nice of you anon! 😊 I steal things.
LOL. kind of I enjoy retexturing converted TS3 and TS4 meshes, because often, they will have a nice white/light base texture to work with.
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Like this!^
Using a white base texture like this, I'll simply layer that a few times (Multiply 100%, Soft Light 22%, Overlay 22%, possibly one more 50% layer of Multiply if it's a dark color I'm looking to make) and then put in my desired color or pattern underneath those layers. Got no qualms against using good textures if they are available!
Also, lots of long time gone CC creators had clothes with textures that are really nice.
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This Lilisims sweater I use all of the time, for example. As long as it's not TOU breaking, it's okay to use textures which are already available.
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I can do some handpainting, like I did with my how to boob tutorial. But that's not too hard. I can't do anything like Shelley @executables-sims can do! I've been meaning to follow their tut for ages but have not made the time.
Other than that - I am just winging it. I've got no digital art training. I just do whatever!
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sideshowsnob · 28 days ago
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Sims 3 animated bedding tutorial
I've been working on this tutorial for quite a while now, and i figured i'd upload it for those who need an in-depth explanation on how to assign bones to beds so they animate properly However, i must note that i do NOT know how to assign 'bits' to beds, therefore that part of the tutorial is missing... You may be able to accomplish this if you try following Gruesim's tutorial found here, but it is not included in mine [the bit is the piece that stretches to cover the inside of the bedding]
Also, you will need Gruesim's bed mesh references here
You can download the .doc version of this tutorial here Sideshow_Snob functional bed tutorial [TS3]
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tutorial below -->
Programs you will need: TSRW (i like to use the old version/portable) Milkshape 1.8 Blender (im using 2.7 but you can use any version) Meshtoolkit
-To start, let’s find a good bed to convert. Try to find something that has the blanket, pillow, and mattress textures all on one image, so you don’t have to re-map it. Try and pick a bed where the design isn’t too complicated, if it’s your first conversion.
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-This is an example of a good bed to convert. The textures are all in one image, the polycount is only 2k so we don’t even have to decimate it, and it has a good blanket and pillow mesh.
Step One: [Exporting the mesh and textures in sims4studio]
-Open the bed you chose, and import it into sims4studio. Export the mesh, and all the textures into a folder. I usually name my texture files (1,2,3) and so on.
Step Two: [References to use]
-This is extremely important. Open TSRW and clone this specific bed
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-Use either the single or double version. I’m using bed single modern, since I'm converting a single bed.
-Go ahead and export this bed as a .obj file in the mesh tab, as we need it as a reference to use in blender. Leave this for later, we’ll come back to it when we import our finished mesh.
Step Three: [Separating the mesh in blender]
-Open the .blend file you got from exporting your mesh. We are now going to separate the bed into multiple pieces (pillow, blanket, mattress, bed frame) and fit them to be the same size as the EA Bed.
-Separate your mesh by shift clicking verts, and pressing shift+ to select the entire piece. If shift+ doesn’t select the entire thing, you’ll have to select them all by hand. Separate your selected piece, by pressing P
-After your done, your mesh should be separated like this:
Mattress
Bed Frame
Pillows (i usually separate both of them if its a double bed)
Blanket
Step Four: [Shaping the mesh in blender]
-These shortcuts are going to be very important for this part.
Shift S → x (scales on the x axis) Shift S → y (scales on the y axis) Shift S → z (scales on the z axis)
-Go ahead and move the pieces of your mesh around until they closely align the EA Bed, so it animates properly
-This is what my finished mesh looks like
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-Once your mesh parts are close to the EA counterparts, go ahead and export each piece separately.
-Be sure to give them the correct names (blanket, pillow, bedframe, mattress), so that you don’t get confused later. I usually save the .blend file as well, in case I want to make edits later, which you will probably have to do if something happens after you assign your bones.
Step Five: [Renaming files to the correct groups]
-This is where things unfortunately get a little bit tricky
-We’re going to be going both milkshape and Meshtoolkit quite a bit
-Import the .obj files from your bed, one, by one so we can rename them. They need to be renamed ‘group_base’ so we can assign bones.
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-Export all files you rename with the same name, except add “merged” onto the end, and export them as a .wso file. The bedframe bones are going to be assigned when we import all the finished bones into milkshape, so you can export it as 'merged' but we aren't going to be using meshtoolkit for that one.
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Step Six: [Assigning bones with meshtoolkit]
-make sure you have frankie’s EA bed mesh references
-Open meshtoolkit → Auto Tools for WSO, and uncheck interpolation, and make sure you have it set to ‘replace all bone assignments’
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-WSO mesh to modify: your merged file
-Reference mesh: The EA reference of the same kind (IE, blanket)
-When it prompts you to save the file, save it over the existing ‘blanketmerged’ file.
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-Once you’ve assigned the bones to the blanket, pillow, and mattress, import them all into milkshape.
-Side Note-
This is important, you will NOT have to merge all your groups if you are doing this for a DOUBLE bed. only merge all the groups if you are assigning bones for a single bed. For double beds keep the groups separate like how they are in the TSRW reference mesh!
-Go ahead and select everything, press the ‘regroup’ button in the mesh tab, and then rename it back to ‘group base’
-do this for everything EXCEPT the bed frame. we will be assigning the bed frame by hand.
Step 7: assigning the bed frame bones
-Since you've got your bed pieces all grouped together and renamed group_base, go ahead and import your bed frame file.
-Go ahead and 'hide' your bedding in the groups tab so we can only see the bed frame mesh. go ahead and search for the specific bone labeled "0xCD68F001" in the joints tab. once you have found it, go to the model tab and click "select". 'alt shift right click' to select all the verts of your bed frame mesh. go back to the joints tab and click assign. your bed frame bones have now been assigned.
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go ahead and "regroup" the bedframe and bedding as one group.
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Import your mesh into the tsrw project we made earlier, import your textures and you should be finished.
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[finished product]
If you have an questions, or suggestions please don't hesitate to ask. I hope this tutorial was helpful ^_^
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pitheinfinite · 1 year ago
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How to Generate Mask with Blender
A quick way to help TS3 creators to arrange the mask with immediate result so they don't have to adjust everything back and forth. Especially useful with mesh of details or complicated structures.
Demo with both Blender 2.78 & 2.90
Please be noted: This video tutorial is not a step by step one. It will only show you how to use the material to generate the mask for recolorable obj. Basically it's similar to the process of baking multiplier with blender, only this time, we bake the "material" (diffuse). I will not introduce or explain RBG mask and how to bake multiplier, or even how to make your cc recolorable in the video.
For the color materials, you can download mine or create on your own. Just make sure the colors are correct.
>>My Mask Group
It's been ages since I release anything. Besides, the video was recorded before my latest hiatus. Please let me know if there's anything wrong.
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