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so I randomly loaded up a solo, vanilla Veronaville and I decided to go ahead and invite Juliette over like the game suggested and of course Tybalt followed her like he always does. I had Mercutio greet him and they gave each other a cold greeting, duh. then I had Mercutio check Tybalt out and ofc he had the hots for him, whatever, nothing new, and then before they could start fighting I had Mercutio “Ask Tybalt to leave” and when he did, they said goodbye with a kiss? even though they are enemies???? I just wanna know what the fuck is up
this pic is so beautiful btw. i dont just mean the tycutio but the actual photography. you got the rule of thirds, vibrant & complementary colors, use of lines and angles from the background to draw the eye to the focal point… it comes together so nicely. you’ve just casually created an exemplar photo out of sims 2 yaoi
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There's an exact voice clip of the TS1 male sim saying "Myshuno" that plays in my head every time I read that word - It probably shows up somewhere in the PC version, but I think the place that I was remembering it from was the intro from the PS2 version of The Sims
does anyone has ever shared this piece of sims 1 cc-making here ?? it seems that it makes sprites, alphas and z-buffer things for you automatically from a 3d mesh in blender..
mixiate on github has a blender addon that can replace .iff sprites automatically using high quality renders with depth maps. it has his own wiki with steps on how to install and use it.
also has a 3D model and animation importer/exporter
found it because is used in sims-lambda's ikea stuff:
˚⟡˖ ࣪ thumb-nails !1!!1!! for 4 sets of nails ˚⟡˖ ࣪
HEEE!!! yeaaah I've finished a certain part of my project!! :D I was just too lazy to do it tbh - it's not difficult it's just TOO annoying, and in this case I had to try about 3 times to see which way the nails looked better (bc the first few times they didn't show up very well, especially the textured ones), but I think "fixed" it. They definitely look better (more detailed) in CAS than in the mirror (preview). As you can see, certain colours like white are not really visible, but they're tooltiped so it shouldn't be too much of a problem. I hope you like it!! It's fun taking the screenshots and editing them tbh!! what I don't like is simpe :P
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Ever wondered why all the power plants you decorate your neighbourhoods with suddenly shut down whenever you enter a lot? Do the workers organise a mass strike during each loading screen? And who's the joker who keeps stealing all my farm fields???
With TS2VisibleHoodFX™, you can bust those pesky power plant unions and have your Sims marvel at the wonders of the industrial revolution from the comfort of their homes, as toxic pollutants pour into the atmosphere day and night! Mmm... Fossil fuels...
Complete global saturation.
Desiderata Valley - note the wild flowers, farm fields, train, and blinking water tower light.
Because neighbourhood effects were never designed to be seen in lot view, there are a few minor issues you should be aware of. I'll have to get into some technical details, so I'm leaving all the nerd stuff below the cut.
As always, you'll need either the Ultimate Collection or the disc version with all EPs and SPs to use this mod.
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README
Issues
Maxis gimped the lot skirt's functionality when compared to the neighbourhood terrain and lot terrain. The most obvious example of this is the lot skirt looking like absolute ass, while the neighbourhood terrain has detailed cliffs etc. - both the neighbourhood terrain and lot terrain support multiple paint layers and alpha maps, whereas the lot skirt is just one, boring texture.
Unfortunately, these limitations cause some semi-annoying problems when forcing hood effects to show up in lot view.
Certain effects have bugged positioning
When you download the mod, you'll notice that along with the usual plugin, there's a config file included too. This config file is important, as it allows you to blacklist neighbourhood effects to prevent them showing up in lot view.
Why might you want to blacklist effects? Well, several effects appear to require something called an 'effect map' to be positioned correctly in the world (don't ask, I don't know what an effect map is either).
The neighbourhood terrain and lot terrain both have an effect map, but importantly, the lot skirt does not. This means that the effects that rely on an effect map for their positioning (mainly those that are placed on water) will appear way up in the sky when you load in to a lot:
If you want to know why they get placed in the sky, it's related to a peculiar bug(?) I discovered while trying to figure out why decal effects (e.g. farm fields and wild flowers) weren't appearing in lot view, even though I could clearly see the game creating and processing them in the debugger.
Basically, things like decals and shadows need to be assigned to an overlay manager which... manages overlays. For whatever reason, when you load a lot from the neighbourhood, rather than assigning these to the lot terrain or lot skirt overlay managers like the game logically should, it instead assigns them to the neighbourhood terrain overlay manager. The same thing happens with the effect maps - the neighbourhood effect map is used, not the lot terrain one.
The neighbourhood terrain coordinates aren't actually 1:1 with the lot skirt. The game generates the lot skirt below the neighbourhood terrain during the loading screen, and translates the position of each object downwards. Couple this with the neighbourhood effect map being used, and you get boats sailing around in the sky.
It isn't until you travel to a community lot or switch to another playable household while in lot view that the game starts using the relevant lot effect map and overlay managers. For example, if you load the Goth household from the Pleasantview neighbourhood screen, then click on the Pleasant's house to switch to them, boats will suddenly start sailing around in their garden as the lot terrain effect map is now in use:
I have no idea whether this quirk has any noticeable effect on gameplay, outside of when trying to get neighbourhood effects to appear in lot view. I've already patched the decals so they correctly get assigned to the lot skirt overlay manager when loading from the neighbourhood, but I'd be interested to know if there are any instances of lot effects not appearing until switching lots due to the incorrect effect map usage!
The config file is preconfigured to blacklist any problematic vanilla effects, so you don't need to worry about adding these yourself - it's mainly there in case you run into any custom hood effects with bugged positioning that you'd want to prevent appearing in lot view.
Decals appear on top of roads
Decal effects will draw over roads in lot view, instead of drawing underneath them like in hood view, as they should do. I can't say for certain why this happens, but I'm pretty sure it's due to differences between the neighbourhood road materials and the lot skirt ones.
If we patch the code that creates the lot skirt roads to simply use the name of the neighbourhood roads instead, we can see that although the roads no longer match the surrounding terrain and have huge holes in them, the decals do correctly draw below them. Weird, right?
Either way, you should probably move any farm fields and wild flowers away from the roads to avoid this happening.
Decals that overlap the current lot's bounds get cut off
This is due to the lot skirt and lot terrain being two separate entities, each with their own overlay managers. Decals can only be assigned to one of these managers, so are unable to be drawn by both.
The lot skirt also does some maths to mask out the lot bounds, which prevents it from drawing its overlays over the lot terrain. You can patch out this mask and allow decals to overlap the lot, but it causes all of the decals and shadows on the lot to flicker like crazy, as both the lot skirt and lot terrain are fighting to draw their overlays on top of the other (aka z-fighting).