My German Veronaville project -> tagged under #Softlism stories
My Simming Goals 2024
My drawings -> tagged under #Softlism sketches
Random CCs -> tagged under #dl: mine
My Sims 3 posts + screenshots -> tagged under #ts3
TOU & requests
You may edit my CCs. But if you share it, please credit me with a link. Tagging is appreciated bc I want to see your edits π
Keep my work for free (no shortened ad links and no early access/paywall)
Recolors/walls/floors: as long as you credit me, you may include it in your Lots and Sims and you may recolor using my textures
Requests: only open for Sim recreation requests, but it can take a couple of months before I get around creating them for you.
WCIF friendly
My builds won't be available for download because I use tons of CCs and possibly modded walls. But if you want more screenshots to recreate them yourself, my Ask and DMs are open (anon is disabled).
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I managed to create an asphalt road default replacament
But the next step is making Hood-view road defaults as well, including those sidewalks pictured. Is anyone here skilled with the Warp tool in Photoshop in order to wrap a sidewalk texture around the curved road?
Me visiting Germany at least once a year for Veronaville inspiration feels like Mari Yamazaki who visits various hot springs in Japan at the ending of each episode of her anime Thermae Romae Novae
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In Japan, they celebrate Goku Day on May 9th since 2015. On this day, I want to make it a tradition to spend time drawing Goku π I got around again this year!
I photocopied drawing from the Dragon Ball Z manga and the drawing of me is a recreation of a 2003 drawing I made π
Changed my handle from "daydrawingdrawerette" to calibratingdrawerette because this verb fits my inner world better. You can call me "cali(b)" or "ette" as abbreviation in Asks or reply to Asks π
If I ever get around uploading more CCs here, I use Softlism in the filename.
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.
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I still have to decorate the rest of the garden after moving the Lot 10 tiles left. It will be located next to my recreation of Via Veronaville 54 (two half-timbered houses with a "Millionentor")
I can't make it downloadable because it's too CC-heavy imo. But upon request, I can make detailed screenshots or answer WCIFs.
Find any texture in The Sims 2 that is too big, or is 'awful' (suboptimal texture format)
Features:
Find textures in any folder you choose
Filter by width, height, memory size, texture format, or number of mipmap levels
Preview and show details of textures the tool found
Remember 'known good' textures, which are optionally excluded from being shown in the list
Look up the path of the package, and the group and instance of the resource
Copy texture/resource details (right click)
Open the package in the default package editor (double click)
Dark mode/light mode and UI scale adjustable
Native on both Windows and Linux
Why?
The Sims 2 has had a long-standing problem known as 'pink flashing' or 'pink soup' when using too much custom content. The Sims 2 is a 32-bit program, which means that it normally has a maximum memory limit of 2GiB (2048MiB) and by using a so-called '4GB patch' you can raise this limit to -you guessed it- 4GiB, this limit might seem pretty large, but due to how the game works you might hit this limit sooner than expected!
Let's say you have 1024x2048 textures (which is the default for Sims 4 textures, and thus also often for 4to2 cc) in RGBA format, these textures will EACH take up 8MiB of texture memory! This means you could possibly only have only a MAXIMUM of 512 textures loaded in memory before you run out of memory completely. In practice, this limit will probably be lower due to other factors.
This tool will help you find textures that take up too much texture memory, and thus (hopefully) help alleviate some amount of pink flashing.
Tutorial
First, download the program from the link above and follow the instructions to open the program.
Now let's get the program looking the way you want: click on the sun/moon button on the top left of the program to switch light/dark mode and click the "UI Scale" number next to it and enter a new number to change the size of the interface.
Set the folder we want to search: at the top bar, search for the 'Downloads:' bar, then at the end click the button with the folder icon and select your folder. Once you've selected a folder the program will instantly start scanning, if you want to restart this scan then at any time you can click the text in the Downloads bar and press enter.
Currently this list will show all textures in the scan folder, which is probably not very interesting. To find some more interesting textures we can add some filters to the texture list. On the top bar, click on the 'Filter' button: this will open the filter list and it will be empty if you haven't added any filters previously.
These filters filter the texture list one by one, each filter removing more textures from the displayed list of textures. To add a filter, click the plus button, and to remove it click on the trashcan button at the start of the line.
To edit a filter, click on the first box to choose the filter type, click on the second box to choose the type of comparison, and select the number in the last box to set the number to compare with.
The comparison type can be < (smaller than), <= (smaller or equal), > (greater than), >= (greater or equal), == (equal), or != (not equal).
The Format filter is different: make a format filter, then click on the 'choose' button and choose the texture formats that you want to show in the texture list.
Let's edit some textures!
In the texture list, find a texture that you think is too big, and either double click on it to open it in the default package editor or right click on it to show a menu to copy the details of the package.
Finally, once you have the package opened in your favorite package manager, edit the texture to be smaller and/or a better texture format, save and ta-da! your game will now use less texture memory.
I'm currently taking a look at the Big Awful Texture Locator, and I wonder: what object texture size limits do you abide by for each type of mesh? Examples:
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.
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FREE
Free to watch β’ No registration required β’ HD streaming