It's finally here! Just in time for October, journey back to Magictown with this collection of 8 items (and a bazillion swatches). If you missed it, you can get volume 1 here.
You can find all of it in game by searching for "5mfc" or "Magictown".
I learned a lot by making this set and I'm so excited to see you use it. Tag me and I'll repost if you do!
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Special thanks to @lordcrumps for making maxis and clean ui pics and counting pixels with me. It was his and @simnopke's idea to make this thing bigger
Some behind the scenes under the cut
Stage 1, breaking out of the tiny window
Stage 2, figuring out how to mod UI again
Stage 3, going big! But not quite there yet
Stage 4, "should I move it 1 more pixel to the left"
🤓
Secret bonus version for behind the scenes viewers who think that smaller is better, available exclusively and only in starship colors (you can only have one version)
Author of the mod discovered that memory-usage-related pink soup is a result of an intentional safety check in the game's code, rather than a mistake in calculating texture memory.
So his experimental mod for TS2 RPC launcher basically tells the game to stop freaking out and turning stuff pink when shaders' memory usage goes over certain threshold. NOTE: it may get rid of the pink, but the game will still crash if you exceed 4GB limit.
There are two mod options to choose from:
Version 1 is more radical, it completely removes the safety check. You'll (probably) find out the shader's memory limit has been exceeded when your game crashes.
Version 2 is supposed to allow some pink soup at around 3.5 GB memory usage, near the danger zone, so you have time to act - so obviously, this one sounds more sensible.
And while I remain convinced that pink soup can occur because of other shader-related issues or f*cked-up memory settings, not just this "failsafe", if your game suffers from pink soup it's definitely worth a try!
Author of the mod discovered that memory-usage-related pink soup is a result of an intentional safety check in the game's code, rather than a mistake in calculating texture memory.
So his experimental mod for TS2 RPC launcher basically tells the game to stop freaking out and turning stuff pink when shaders' memory usage goes over certain threshold. NOTE: it may get rid of the pink, but the game will still crash if you exceed 4GB limit.
There are two mod options to choose from:
Version 1 is more radical, it completely removes the safety check. You'll (probably) find out the shader's memory limit has been exceeded when your game crashes.
Version 2 is supposed to allow some pink soup at around 3.5 GB memory usage, near the danger zone, so you have time to act - so obviously, this one sounds more sensible.
And while I remain convinced that pink soup can occur because of other shader-related issues or f*cked-up memory settings, not just this "failsafe", if your game suffers from pink soup it's definitely worth a try!
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
FREE
Free to watch • No registration required • HD streaming
I'm back with the Gloomy Eyes! Hopefully for the last time 🥲 If you followed along you know I encountered a lot of issues while making these eyes, but thanks to @squea's no shine no glow! ea eyes base I was able to get everything to work! Why do I get issues if I make some of the defaults from scratch? I have no idea 😒
The swatches shown below were taken without reshade, and were not edited to look different, what you see is what you get:
Not pictured but included: Ghost, Fox, Rabbit, Cow, Llama, Mini Goat, Mini Sheep and Chicken
Keep reading for the download links ⬇️
Contacts can be found in the face paint section, and all heterochromia files can be found in the eye socket category except for the werewolves which can be found in the nose piercing section (accessories).
There are two heterochromia files for each, one that just says heterochromia and one that has bracelet on the name. They both show up in the same section (eye socket). The only difference is that one takes up the chokers slot and the other takes up the bracelets slot (which means the texture of the eye will interfere with chokers/necklaces on the first one and with bracelets on the one that says bracelet, so your sim can't use one of those). You can have both files in your game.
Horses, ghosts, foxes, rabbits, cows, llamas, mini goats, mini sheep and chickens don't have heterochromia!
If you're looking for more eye colors, @kissalopa recolored these eyes in the Sorbet Remix Palette: Humans ✿ Pets
Please don’t claim/reupload my work, and put it behind paywalls or monetize it. My CC is FREE. If you have any questions, or encounter any issues, let me know!
Do you love premades but get bored of constantly resetting neighborhoods and of ending up doing the same things over and over again? With this list I offer you some alternatives! Same sims...but with a little...more! Feel free to recommend me others if you know other neighborhoods like these!
Look here for other masterposts!
⚠️ ALWAYS USE THE HOODCHECKER AFTER INSTALLING A NEW NEIGHBORHOOD AND/OR ADDING A SUBHOOD. The HC will clean up messy memories, fix IDs incorrectly associated to other sims, and recover missing tombstones and urns. Always have no-unlink on deleted in your download folder for avoid unlinked character data and use the Urnstone Spawner for respawn manually the tombstones if the HC fail to recover them.
Clean Neighborhoods
meetmetotheriver's clean neighborhoods - HERE and HERE.
Pleasantview with Tutorial Joe and Jane by CroconawSims
Clean Veronaville with fixed scripted events by CroconawSims
Fixed Maxis Universities (Reupload) by CroconawSims
Clean Pleasantview without Bella Goth by CroconawSims
Clean Bluewater Village With All Townies And NPCs by CroconawSims
Belladonna Cove with poorer families by CroconawSims
Clean Belladonna Cove with townies and NPCs by CroconawSims
Clean Desiderata Valley With Townies and NPCs by CroconawSims
Clean Riverblossom Hills With Townies and NPCs by CroconawSims
Strangetown with Genetic Infant Faces (+Subhood Ver.) by Ivycopur
Clean Riverblossom Hills with Scripted Events by CupcakeLeaf
Genetically Correct Clean Template Strangetown With Scripted Events by TheDudeWithTheDragonTattoos
Genetically Correct Clean Template Pleasantview with Scripted Events by TheDudeWithTheDragonTattoos
Genetically Correct and Fixed Veronaville for UC by LordCrumps
Clean Bon Voyage 'Stealth' Neighbourhood by IAmTheRad
Fixed Maxis Strangetown by Dorsal Axe
Pleasantview Clean Template: Maxis Townies + Sim State University by theneonplumb
My Perfect Pleasantview by Pleasantsims
Cleopatra Capp's Clean/Fixed Strangetown Template by queencleopatracapp
Veronaville Clean Template: Maxis Townies + Academie Le Tour by theneonplumb
MeetMe Verona with Townies by sunradersims
Clean Riverblossom Hills with Genetic Infant Faces + subhood version by Kingakicia2001
Sim State University with Genetic Infant Faces by Kingakicia2001
La Fiesta Tech with Genetic Infant Faces by Kingakicia2001
Académie Le Tour Genetic Infant Faces by Kingakicia2001
Bluewater Village Genetic Infant Faces by Kingakicia2001
Downtown Genetic Infant Faces by Kingakicia 2001
Veronaville Genetic Infant Faces by Kingakicia 2001
EDITED Maxis Neighborhoods
Alternative Neighborhoods by @dreadpirate
Alt Pleasantview V2
Alt Strangetown V2
Alt Veronaville V2
Alt Riverblossom Hills V2
...with a Twist! by @strangetomato
Pleasantview...with a twist!
Strangetown...with a twist!
In Castaway style! by @lordcrumps
Paraiso En Las Rocas (If I can, I would also recommend to download the empty version (or populated, if you don't mind mixing up premades and OCs) of Paraiso En El Mar, because I think they complement each other. PEEM has so many gorgeous community lots! You can use PEEM as Main and PELR as subhood or do the opposite. Personally I would fill the empty version of PEEM with the DV, RVH and BC premades (or just choose some of them) since PELR has all the PV, ST and VV premades + one from BWV)
Early Neighborhoods
Early Pleasantview by @gutosimmer
Early Strangetown by @gutosimmer
Pleasantview 25 years earlier (+ ancestors & infant faces) by Kingakicia2001
From the beginning hoods project on MTS...even more early! The beginning of...
... Pleasantview Plus! (2024 update with infant faces)
...Strangetown Plus! (2024 update with infant faces)
...Veronaville Plus! (2024 update with infant faces)
Strange...neighborhoods! by @chrisnewbie
Strangertown (PC Strangetown + PSP ST)
Strangeytown (DS Strangetown + GBA ST)
Pleasantview Edits!
New Pleasantview by @simstate
Pleasantfort by @khal-ulti
Strangetown Edits!
New Strangetown by @simstate
Veronaville Edits!
Veronaville 2.0 by @delijume-sims
Veronaview by @lordcrumps
Veronaville: Brainstorm by @push-tet
Riverblossom Hills Edits!
Katatty's Riverblossom Hills by @katatty
Desiderata Valley Edits!
Katatty's Desiderata Valley by @katatty
Bluewater Village Edits!
Bluewater Village makeover by @plumbtales
Here...something's not right...?? 🤔🥴
Genderswapped Uberhood by sushigal007
Pleasantview but with inverted aspirations by @sasquatch-lizard
Strangetown but with inverted aspirations by @sasquatch-lizard
Veronaville but with inverted aspirations by @sasquatch-lizard
Swapped Strangetown by @katatty
Empty Neighborhoods
There is no one here??
All Maxis Neighborhood Empty (No Sims) and Clean by @jawusa (Main + Subhoods)
Downtown Edits
GET ON LOSER, LET'S GO TO THE CLUB
Downtown makeover by @katatty
Downtown Revamp by TheDudeWithTheDragonTattoos
University campuses 📓
SSU + LFT + ALT by @katatty
Vacation neighborhoods
Three Lakes by @plumbtales
Twikki Island with townie's infant faces by Kingakicia2001
Three Lakes with townie's infant faces by Kingakicia2001
Takemizu Village with townie's infant faces by Kingakicia2001
Stealth neighborhoods
Magic subhood with Genetic Infant Faces by Kingakicia2001
Pets subhood with Genetic Infant Faces by Kingakicia2001
Hobbies subhood with Genetic Infant Faces by Kingakicia2001
Exotic Destinations Subhood with Genetic Infant Faces by Kingakicia2001
SceneGraph Plus V1 was all about displaying and fixing scene graph chains.
SceneGraph Plus V2 is wandering off into the realm of extending and adding parts of scene graph chains.
V2.0 (beta) is focused on object recolours
making a non-recolourable object recolourable (messing around with the GMND resource's tsDesignModeEnabled block)
adding a default recolour to an object (linking a new MMAT to the object's CRES and TXMT for the selected recolourable subset)
adding additional recolours to an object (adding and linking new MMAT/TXMT/TXTR resource triples)
Best illustrated with a video, which is handy as we recorded the presentation I did recently for The SimForge discord channel.
Join The SimForge discord : Watch the video
For the time being, I recommend that you keep a copy of SceneGraph Plus V1.10 as V2.0 is still beta. I've not updated the file that tells SceneGraph Plus V1.10 that there is a newer version available, so you won't get the "updated" popups if you need to revert to using 1.10
Prefer to answer questions about this new version on discord.
For people who do object recolours often, this allows you to skip SimPE shenanigans almost entirely! You can just plop the package with it's mesh in there, connect a few nodes, import your texture, and you have a fully functional recolor in 2 seconds!!
Also, very useful for people who would want to delete recolors from a package that's been merged (so very useful to organize your CC).
Panda’s Big Secret Insider’s Guide to Converting Objects Part 2!
At long last, I present the conclusion to my tutorial! For those of you who didn’t know how to make objects from start to end, this should clear up the details.
As always, I welcome questions/comments/corrections.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
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Update: I’ll be updating the list on this page from now on, since Tumblr can’t handle so many hyper-links in one post, on Dreamwidth - right here, so I won't have to update it multiple times.
Please note: I keep updating this list, and updates aren't showing up on reblogs. Please check the original post for the most up to date list.
Sooo this is going to be a long comprehensive list. I got back to this game after a long time and with a different computer, with a dedicated graphics card, hurray! It made me want to return to making things, so while gathering back all the necessary stuff, I've complied this list. It might be is updated as I go along, but these are the main things I use. Maby one day i'll even finish something.
So here are my go-to resources & tutorials; I'm posting it here for safekeeping, and hopefully others will find it helpful.
Everything that's listed is here free. So many wonderful things for free under the cut.
Programs – General:
Creating:
Blender.
Blender Addons:
3D Print Toolbox – comes with blender, enable it from within the program. Originally for 3d printing. Good for fixing flipped normals, and some quick general repairs.
Source Tools And source tools wiki – for exporting as SMD!!!! (SimPe: to enable bump maps for the mesh on import).
GMDC Addon for Blender 4.0+ by Nopke.
GIMP.
GIMP Addons:
G'MIC-Qt.
Resynthesizer.
Nvidia dds?. Doesn’t it come with Gimp?
Other:
Nvidia Texture Tools Exporter (iirc it works with all graphic cards that are compatible, doesn’t require Nvidia). For making Normal / Bump / Cube Maps. For high quality compression.
NormalMaps - Online, For making all types of maps, has good setting menus. A very cool tool.
Converting:
Umodel, for Unreal Engine (Static meshes: export as gtlf.2. Animated meshes: export as psk. Requires Add-on).
AssetStudio, for Unity.
AC Viewer, self implied (+ USD Addon for blender).
QuickBMS* and support forum, for basically everything else. (don't forget the required scrips, down the same page).
*I haven’t tested it fully yet, but it was recommended here. A tutorial for it is listed further down. Works like a charm.
UV Mapping:
UV Mapper, Classic (free) and the most recent Demo (for visualization).
Programs – Sims:
Never Mind the Bollox, Here's Osab and MAGIkarp to the rescue!
Latest version of SimPe, works with a non-default installation path. Chris Hatch's updates.
Home Crafter installation, Post by Huge Lunatic at Sims2Artists.
Repository Wizard, by Pick'N'Mix Mods. A game changer.
DBPF Compare, by Pick'N'Mix Mods.
Object Relocator, also by Pick'N'Mix Mods.
SMD Tools, by Lazy Duchess.
The Compressorizer, by JFade – Lazy Duchess's edit.
Bulk Rename Utility, to change file names in well, bulk. As explained by io here.
Lot Adjustor, by Mootilda at MTS.
Tutorials:
Override the game's graphic settings via Nvidia, as explained by iCad. The settings to Nvidia Profile Inspector she linked to at MTS have been deleted for some reason, here they are via WebArchive.
Meshing in Blender:
Mesh Optimization Info (and links), by Crisps&Kerosene.
Additional - Reducing Polycount:
Tutorial, by Flaming-Chickens (another username on other sites perhaps?)
Edge – Un-subdivide, a quick one by CG Link.
Transfer high poly details to low poly object in Blender, by 3Dnot2D.
Shrinkwrap Modifier - Blender Tutorial for Beginners - Basics, by in2vert.
Placeholder for this Addon that I want to try but haven't found, something for AR that was on facebook's defunct AR.
Scaling tips, by Blender Secrets.
How to fix inverted/ flipped normals, by ipaintsmallthings.
Converting:
How to Extract 3D Models, Textures, Music from Unreal Engine Games, by iwanMods.
Extract 2D/3D/SFX Unity Assets fast & easy from your Unity Game, by iwanMods as well.
How to use QuickBMS, by darkhorse.
Guide to Converting 3t2 and 4t2 Part 01 and Part 02, by Chiaroscuro/tenlittlepandas.
Converting TS4 Windows and Doors, by Crisps&Kerosene.
Using Different Material Maps as Shading/Details for Base Texture, in Gimp or Blender, by Pineapple Forest & Crisps&Kerosene:
https://www.tumblr.com/crispsandkerosene/764893644571525120/great-info-thats-the-reason-some-conversions?source=share
Texture Editing in GIMP:
Using Gimp Add-ons:
G'MicQT. Resynthesizer. Both by Davies Media Design. This guy's channel for Gimp in general – here's a good one to begin with. And another one about layer masks.
Making a texture Tile Seamless:
1. My favorite - How to Make Seamless Textures for Cinema 4D - 3 Levels of Photoshop Wizardry using iPhone Photos, by School of Motion.
2. Simple Trick for More Realistic Texture Patterns in GIMP, by Davies Media Design – Quick and simple, using the Resynthesizer plugin. Good for patterns.
Making walls in SimPe out of a square texture, with minimal quality loss. To be written.
SimPe:
Cloneable Objects: A List of Good Objects for Cloning, by IgnorantBliss at MTS.
Huge Lunatic's Tutorials, Her website.
Object Creation for Absolute Beginners, by Moune.
Sims 2 start to finish Object Creation Tutorial, by JWoods, Numenor, Lethe_s & IgnorantBliss.
The Material Definition (TXMT) Guide, by PixelHate – very comprehensive. Part 5 is about Bump/ Normal maps.
Null (Texture-less) Groups, by Skell. For bodyshop, for Objects see an elaboration by Midge the Tree below.
Crisps&Kerosene discovered how to add specular maps to objects! It's incredible there are still new things to discover in this ancient game.
More on Specular Maps, by Pineapple Forest.
Making new flooring & walls with SimPE, by Charisa. Includes adding Bump/Normal maps. She added a file to clone from in the comments below. It works for normal maps as well. Here's cool discovery in the game files.
Expanding footprint: a mini tutorial, by Deedee.
How to add correct drop shadows to objects, by Yuxi, via Wayback Machine.
Making Objects Viewable in Neighborhood View, by iCad.
Making Objects Visible In Build/Buy Mode, Invisible In Live Mode, by Midge the Tree.
Making Seasons-Friendly Trees, by Echo.
Io/ Serabiet's resources list, mainly for Bodyshop but not just.
Pineapple Forest's Tutorials, useful tips for efficiency and optimization.
MTS modding forum in General.
The Sims 2 Tutorials, on Tumblr. A database, is more updated.
Sims2Artists tutorials section.
LeeFish modding forum.
Garden of Shadows, Tree of Knowledge section.
Troubleshooting:
What to do if you get a System.OutOfMemoryException Error, SimPe Forum, via WayBack Machine. Thank you @fanseelamb for the find.
How to read object error logs: I just want to know what causes it!!, by Episims.
Common TS2 errors, by Midge the Tree.
General game fuckery:
How to Stop Sims 2 Crashing (Memory Allocation Fix and 4GB Patch Repair), by Jessa.
Graphics card problems, LeeFish forum.
Graphics help - DIY, by Kiri. How to fix faulty Texture Memory allocation, and the problems that stem from it. Tumblr can't handle anymore hyper links so here it is: https://celebkiriedhel.tumblr.com/post/189431721483/graphics-help-diy
General:
Switching between save folders without renaming them, by Nopke.
Resources:
3D Models Online*:
Various furniture designers' websites: Porada, Zanotta, Muuto, Hay, Poltrona Frau, many luxury furniture designer basically.
3D Warehouse, belongs to Sketchfab (get the Collada files).
If you create CC for TS2 you probably avoid using DXT1 format, because it often looks really bad, right? Well, I've got news for you😐
‣ SimPe texture viewer can't correctly decode DXT1 textures. It often displays artifacts not visible in the game.
Up until now it was not possible to extract such texture from a package without 'glitches'. @chieltbest recently shared their revolutionary YaPe package editor. It's an experimental version, for now - it's still being developed - but I've already edited 180+ CC textures with no issues. YaPe is very easy to use. It allows you to reconvert textures inside a package to different format, remove or add mipmaps with one click, replace textures with drag and drop method - supports JPEG, TIFF, DDS and more! You can get it here.
YaPe editor is also the only app I know, that allows you to extract DXT1 texture from the package file without glitches. Below the cut you'll find a little tutorial on that. I also included a detailed comparison of DXT textures built with various plugins:
Note: YaPe is a huge time saver, however I still recommend SimPe for textures with smooth gradients, where quality is very important - such as skintones, and especially dark ones (also for removing mipmaps from such content, current version of YaPe rebuilds textures in the process fixed).
*DXT1 format has gained a bad reputation amongst TS2 creators, mostly because of borked SimPe DXT1 texture preview/export.
But the fact is - DDS plugins (aside from SimPe DDS Builder) create DXT1 that looks quite similar or identical to flat DXT3 / DXT5.
Important thing about DXT1 format: file size is around half smaller than DXT3/5.
‣ What's wrong with SimPe DXT1 textures?
Nothing, really. SimPe /Nvidia tools DDS builder is using special settings for DXT1. It saves textures as DXT1a format.
Unlike ordinary DXT1 (DXT1c) that doesn't support transparency at all, DXT1a format has basic 1-bit transparency switch. DDS builder 'hides' black pixels from compression by enabling transparency - this trick is actually meant to reduce artifacts in some areas /thanks @chieltbest for explaining this/.
Transparent parts of DXT1a texture are displayed as black in the game, as long as TXMT doesn't have transparency enabled.
Below: DXT1a previewed in YaPe. Left pic features transparent pixels (hard to notice if you enable dark UI mode). Please note that, unlike SimPe, it displays colors and grays correctly.
‣ Extracting DXT1 texture without 'glitches' in YaPe:
Open package in YaPe editor. Preview TXTR resource, pick AltRGB24 (Raw24Bit) from dropdown menu.
AltRGB24 preview displays flattened version of the texture (texture background is exposed)
'Export DDS' button creates .dds file out of the previewed texture
/optional: If you save the changes, then you can reload the package and convert from Raw to DXT format/
exported DDS texture can be opened in apps with DDS plugin - GIMP, Paint.NET etc.
if you don't have apps with DDS plugin, you can use SimPe (click on texture in SimPe, pick 'import DDS..', choose dds exported in YaPe, then export as PNG.
Pic above: Yet Another Package Editor v0.4.0, light UI mode. My sample DXT1a texture in Alpha preview - transparent pixels are clearly visible.
⚠️ Editing original SimPe DXT1a texture with YaPe (removing or adding mipmaps - for example) and saving as DXT1 again, will most likely increase the number of 'false artifacts'
..however, the texture will still look decent in game. I edit CC with DXT1a for my own use that way - because reconverting to other formats doesn't improve texture quality, might even make it a little worse in some cases.
BUT if you're going to share such content, it might be best to reconvert it. Because if it looks very glitchy in SimPe, it also looks glitchy in Sims2Pack Clean Installer. And people might just delete it.
Alternatively, if you use DXT1 for your CC, you could inform people that "glitches" in SimPe / Clean Installer preview are not visible in the game.
DXT1 vs flat DXT 3/ 5:
(YaPe allowed me to extract SimPe DXT1a texture without glitches)
*Yes, flat DXT1 and DXT3 / DXT5 created in GIMP really looked exactly the same.
GIMP had 'perceptual error metric' option on, it slightly improves some details.
so, who won?
You be the judge. Overall, I think YaPe (v0.4.0) did really good in this particular case.
SimPe DTX3 shows more artifacts in the blue/ turquoise /black dots area but dark gradients are smoother than others. GIMP DXT had issues with black dots over the pink - red tones seep into black.
SimPe DXT1 is not bad, but has some issues - a few artifacts appeared over thin black & white stripes. Also, blurred colors in the middle became a bit crunchy. /Dark brown gradients are better than GIMP DXT tho/.
‣ DXT5 Alpha-channel quality
The difference between DXT3 and DXT5 lies only in the way transparency is handled. DXT5 can store more alpha-channel grayscale information and offers much smoother transparency.
Pic above: alpha-channels extracted from DXT5 (white = opaque parts, pure black = 100% transparent). These looked basically the same so I did another test using more demanding texture - darker alpha gradients plus thin lines:
YaPe has produced very nice alpha channel without much artifacts, the gradient looks almost as the source. SimPe DXT5 - also clean details, but surprisingly, darkest parts of the gradient are a little bit choppy. GIMP DXT5 and the other two show tiny pixel artifacts around light lines.
Last pic above is DXT3 alpha-channel for comparison - crisp details are clean, but gradients are very choppy. I've compared various plugins, all produced identical DXT3 alpha. DXT3 format is OK for stuff that's using alpha-test transparency (not smooth, not see-through) - leafy plants etc.
*Please note that's exactly why transparent clothing looks so bad when created with Bodyshop - it doesn't use DXT5, only DXT3.
GIMP DDS exporter allows you to improve transparent mipmaps for plant textures etc, you need to select 'Preserve alpha test coverage' and increase the threshold if required - it will make very thin details a bit more thick on zoom-out and reduce details disappearing.
YaPe editor also has an option to tune transparent mipmaps (increase the value with "preserve transparency" slider). YaPe lets you preview each mipmap, which is very convenient. Here's a detailed tutorial by Chieltbest.
‣ Color gradient: DXT3 /DXT5
Paint.NET (DDSFileTypePlus 1.12.13.0) did best in this case, thanks to agressive error-diffusion dithering. SimPe DDS Builder DXT 3/5 did really good and you probably won't find better DDS plugin for building clothing or skintone DXT textures, especially dark skins.
Next goes YaPe editor - gradient is quite smooth, aside from the darkest tones - quite choppy. GIMP DXT and Intel Texture Works are so-so.
*I already posted one DXT formats test here, it features darker gradients. I still need to compare how textures look as actual SimSkin or overlays in game. The TS2 game is not great at displaying grey / dark color gradations, especially on Sims...
New programming adventures while I wait on my dad for a code review of the overlay cloner:
Editing DJAlex's Blender plugin to support pet meshes!
tldr, those have mysterious additional data which is now stored in custom attributes. The main purpose being for it to survive the trip through Blender. This means the game finds everything it expects when you reimport the edited pet mesh, which means...
Custom pet sliders should be possible now :D
(Demo with very lazy mesh replacements.)
The code is on my Github, but there's no one click package download yet.
I also added the handling of morph normals as custom attributes, since morphs get imported as blendshapes and those can't have different normals from the base mesh. Will need to make helpers to actually edit/transfer them, though.
(Going through MilkShape to fix waist seams on fat morphs annoyed me too much. Still no idea why morphs on meshes exported from Blender explode there, sadly.)
I've put together some of my favourite shiny TXMT settings - these are for TS2 CC creators /anyone editing recolors in SimPe.
I've included two custom envcubes.
Also recommended: my Shine Removal Kit.
Shine TXMT Settings
Download: SFS | BOX
These settings should be added to TXMT with 'merge' button /not 'import'/. Instructions are included.
As is the case with StandardMaterial, envcube reflections get much stronger outdoors. This pack includes various TXMT settings for opaque object recolors, to simulate materials such as glass, porcelain, gold, polished metal, stainless metal, cars and other glossy outdoor objects.
Shine settings can be merged with all kinds of settings (tinted, transparent, with textures, or textureless).
stdMatEmissiveCoef and stdMatDiffCoef brightness might affect the intensity of reflections
Please note my shine settings can also be used for SimStandardMaterial stuff BUT results will be a little different /CAS accessories using that shader look the same indoors and outdoors/.
One of the setting files features my custom greylivingroom-envcube, it's based on TS2 gothlivingroom_01-envcube, which I very often use for glazed pottery or glass bottles -BUT it doesn't have any brassy tones, unlike original.
And there's also pfmall-envcube which I created for cars displayed indoors, but it's not exactly how I imagined it - I haven't found much use for it so far. Both custom envcubes are tiny, 64x64 px DXT5.
A Bit Of Gloss: porcelain / glass kind of shine, good for small objects, I often use it for bottles
A Bit Of Neutral Gloss: same as above, but no warm hues
Cool Sparkles: highly polished surface effect, good for small and larger objects
Shiny Gold & Stainless Steel Shine: what it says on the tin
Subtle Shine Blueish: barely visible indoors, this one is good for outdoor metals
Car Varnish Glossy Outdoor: reflection with green grass, trees and sky
Sims 2 Skin Adjuster Program V2 (Create your own custom skintone!)
Hello, this is version 2 of my skin adjuster program.
Firstly, what is the "why" of this program?: If you've ever made a custom skin in the Sims 2 you know how tedious it is to do because you have to manually edit each bmp file and there are 40 bmp files for just one skin. This program aims to help in that. With this program if you want to quickly blend skins or adjust the color, saturation, etc. you can do it quickly in an instant, and the program will apply your changes to all the bmp files, no need to do it manually anymore! It's like an automated Photoshop.
If you've seen my Tumblr post on the V1 of this program, here are the the main updates that i made since then:
1. UI for the program, not command line anymore yay!
2. Teeth and eye areas of the skins are now unaffected
3. Added a color overlay feature
Quick no sound, straight to the point video demo of the program:
Disclaimer: This program only works on Windows. Also, if you use Bodyshop instead of SimPe to import or export the bmp files of the skins, there will be a slight reduce in quality, to no fault of my program. This is due to the compression problem of Bodyshop (I talked about it in a previous Tumblr post).
Download the Program here (Mediafire)
All types of feedback are welcomed!
Happy Simming!
Note: not sure if i explained it well but, for the output folder, you can either make a new folder or use a folder that already exists. If there are already bmp files in the output folder, the program will replace those.
P.S. Took me a while to write this Tumblr post. I was already done but Tumblr didn't save it : /
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YaPe is a modern package editor for DBPF (.package) files
Features:
Edit any package - FAST
List and edit resources in a package
Filter resources by type
Easy editors for several resource types
Supports opening ANY DBPF-coded .package, .dat, or .sc4 file
Easily reduce texture size, add/remove/recreate mipmaps, change texture format
Import textures by dragging, export DDS
Native on Windows and Linux
Why make yet another package editor?
Simply said, because SimPe can be kind of cumbersome especially on Linux, and package editors other than SimPe (s3pe, s4pe, iLive's Reader etc.) do not support Sims 2 resources.
To illustrate, I timed someone shrinking a texture (convert RawARGB32 -> DXT1, shrink 2x) in both SimPe and YaPe:
SimPe + GIMP: 1m 30s
YaPe: 10s
Originally this started as just a way to easily test if my DBPF library was doing the correct thing, but over time it has grown to become a half-decent editor suitable for more general use.
Tutorial / usage tips
Here I will explain how to shrink and convert textures in YaPe because that's what I imagine most people will use this program for right now, but of course you can use it for other things as well.
Let's get started by getting the program to look the way you want to: use the options in the top left to change the scale of the interface and switch between dark and light mode.
Now drag a package file into the program (don't worry about closing the sims except when you save the package), a list of resources in the package will be visible. You can find out what the abbreviations mean by hovering your mouse over them; in general I try to add tooltips like this to buttons or options that are unclear.
Don't be afraid to mess around and make changes! The changes you make are never saved unless you press the save button, so if you simply drag your package file into YaPe again without saving you will get your original package back (there is currently no undo function, but it is a planned feature).
All these resources are great, but we're only interested in the textures for this tutorial so let's set a filter. Right click on a texture (TXTR) and select "Filter on type".
Great! Now you can only see the textures we're interested in. You can disable this filter by unticking the "filter" option at the top.
Now click on the "TXTR" to open the texture, it will open a new tab in the lower half of the window by default. If your window is not very big (like mine is for this tutorial) you might have trouble seeing the texture and all the options. You can drag the tab around and put it somewhere else in the program, I'm going to put it on the right and make it a little bigger so we can see what's going on.
Okay, now we can see all the options, and well... there's a bunch of them. We'll go over some of the options that you'll likely want to use but feel free to experiment of course.
First, let's have a look at the texture viewer at the bottom: you can zoom in on the texture by holding control and scrolling, and you can change which mipmap is displayed by clicking the radio buttons above the texture.
But wait, this texture does not have enough mipmaps to show up in game! (post by @pforestsims) Let's fix that right this instant by clicking the "Add missing mipmaps" button in the middle.
Okay, now the mipmaps will show up in game, which is good... except that this mipmap is really blurry. (post by me) Luckily we can fix this really easily, just click the "Recalculate all mipmaps" button.
Much better!... except that we've created a new hidden problem: the leaves will disappear when zooming out in game (blog by lisyarus) but even this problem can be fixed. We can actually preview what the texture will look like when zoomed out by switching the format to DXT1 since DXT1 has binary transparency, just like alpha tested textures like leaves and grass.
Right, so the leaves have a bunch of holes that don't look right when zooming out, let's change that. Above the "Add missing mipmaps" button there is the "Preserve transparency" slider: try changing it to something like 120-170 and click "Recalculate all mipmaps", you can see that the transparency changes, if it's still too thin/transparent set the value higher and recalculate again and so on.
Have a look at all the mipmaps (zoom levels) and once you're satisfied with the transparency change the format back to DXT5.
This texture will now look great in game! But it is also quite large, so we can reduce the size 2x smaller without sacrificing very much in terms of looks (sorry to all the cc authors who love their large textures). Click the "Remove largest texture" button, which will make it so that the first mipmap becomes the largest texture effectively reducing the size by 2x. Like mentioned it does use the first mipmap so make sure to fix any blurry mipmaps first.
You can repeat the same process for the other textures in the package, and then we're done. Save the package by clicking the save button in the top bar, and have a look in game at your beautiful textures.
Another option is to drag images/textures you've made somewhere else into the program (with special support for dds files), for a full lists of supported image formats you can look here. (image-rs documentation) The image/texture will currently go into the firsts open texture resource tab because of UI framework limitations.
Here's a look at some of the other editor currently implemented:
YaPe is a modern package editor for DBPF (.package) files
Features:
Edit any package - FAST
List and edit resources in a package
Filter resources by type
Easy editors for several resource types
Supports opening ANY DBPF-coded .package, .dat, or .sc4 file
Easily reduce texture size, add/remove/recreate mipmaps, change texture format
Import textures by dragging, export DDS
Native on Windows and Linux
Why make yet another package editor?
Simply said, because SimPe can be kind of cumbersome especially on Linux, and package editors other than SimPe (s3pe, s4pe, iLive's Reader etc.) do not support Sims 2 resources.
To illustrate, I timed someone shrinking a texture (convert RawARGB32 -> DXT1, shrink 2x) in both SimPe and YaPe:
SimPe + GIMP: 1m 30s
YaPe: 10s
Originally this started as just a way to easily test if my DBPF library was doing the correct thing, but over time it has grown to become a half-decent editor suitable for more general use.
Tutorial / usage tips
Here I will explain how to shrink and convert textures in YaPe because that's what I imagine most people will use this program for right now, but of course you can use it for other things as well.
Let's get started by getting the program to look the way you want to: use the options in the top left to change the scale of the interface and switch between dark and light mode.
Now drag a package file into the program (don't worry about closing the sims except when you save the package), a list of resources in the package will be visible. You can find out what the abbreviations mean by hovering your mouse over them; in general I try to add tooltips like this to buttons or options that are unclear.
Don't be afraid to mess around and make changes! The changes you make are never saved unless you press the save button, so if you simply drag your package file into YaPe again without saving you will get your original package back (there is currently no undo function, but it is a planned feature).
All these resources are great, but we're only interested in the textures for this tutorial so let's set a filter. Right click on a texture (TXTR) and select "Filter on type".
Great! Now you can only see the textures we're interested in. You can disable this filter by unticking the "filter" option at the top.
Now click on the "TXTR" to open the texture, it will open a new tab in the lower half of the window by default. If your window is not very big (like mine is for this tutorial) you might have trouble seeing the texture and all the options. You can drag the tab around and put it somewhere else in the program, I'm going to put it on the right and make it a little bigger so we can see what's going on.
Okay, now we can see all the options, and well... there's a bunch of them. We'll go over some of the options that you'll likely want to use but feel free to experiment of course.
First, let's have a look at the texture viewer at the bottom: you can zoom in on the texture by holding control and scrolling, and you can change which mipmap is displayed by clicking the radio buttons above the texture.
But wait, this texture does not have enough mipmaps to show up in game! (post by @pforestsims) Let's fix that right this instant by clicking the "Add missing mipmaps" button in the middle.
Okay, now the mipmaps will show up in game, which is good... except that this mipmap is really blurry. (post by me) Luckily we can fix this really easily, just click the "Recalculate all mipmaps" button.
Much better!... except that we've created a new hidden problem: the leaves will disappear when zooming out in game (blog by lisyarus) but even this problem can be fixed. We can actually preview what the texture will look like when zoomed out by switching the format to DXT1 since DXT1 has binary transparency, just like alpha tested textures like leaves and grass.
Right, so the leaves have a bunch of holes that don't look right when zooming out, let's change that. Above the "Add missing mipmaps" button there is the "Preserve transparency" slider: try changing it to something like 120-170 and click "Recalculate all mipmaps", you can see that the transparency changes, if it's still too thin/transparent set the value higher and recalculate again and so on.
Have a look at all the mipmaps (zoom levels) and once you're satisfied with the transparency change the format back to DXT5.
This texture will now look great in game! But it is also quite large, so we can reduce the size 2x smaller without sacrificing very much in terms of looks (sorry to all the cc authors who love their large textures). Click the "Remove largest texture" button, which will make it so that the first mipmap becomes the largest texture effectively reducing the size by 2x. Like mentioned it does use the first mipmap so make sure to fix any blurry mipmaps first.
You can repeat the same process for the other textures in the package, and then we're done. Save the package by clicking the save button in the top bar, and have a look in game at your beautiful textures.
Another option is to drag images/textures you've made somewhere else into the program (with special support for dds files), for a full lists of supported image formats you can look here. (image-rs documentation) The image/texture will currently go into the firsts open texture resource tab because of UI framework limitations.
Here's a look at some of the other editor currently implemented:
Enjoy :)
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