Kay | Afro - American 👸🏽| CC Creator 👩🏾💻| Sims Addict 🎮 | Spiritualist 🧘🏾♀️| Alchemist 🕯 | Plant Lover 🍃| Follow Me On Twitch 🫶🏾 | *CC Suggestions Are Open
unsure if this is something many others know about but thought i wld make a little post about it since i've never heard of it before! i just discovered The Sims Resource Downloader made by Xientra on github - automatically downloads any sims resource link you copy to clipboard, so you don't have to go through the annoying wait times!
it took a little bit of fiddling to get it to work (windows + steam deck instructions are on the github page but i use linux mint so was slightly different for me, + had an issue with the captcha which there is a temporary solution for in the 'issues' tab) but now i'm able to download anything from tsr without hassle! this + adblock makes it an actually semi useable website lol
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So... you've gotten down the basics for converting objects from Sims 4 to Sims 2 and now you're ready for something just a little more complicated. If that tiny, little complication is called glass, this tutorial is for you.
Full disclosure once more. I am not an expert in... well... anything. I can convert items with glass, however. This is how I do it. There are probably better, more technical ways to do it, but I don't claim to know them. I am all about the best possible result for the least amount of effort. That's what I'll be teaching here. If that's what you're looking for too... Keep reading! Also, bonus end table download at the end!
For the purposes of this tutorial, I'm going to be converting the "Attention-Worthy End Table" from Growing Together. This tutorial is going to assume you have the necessary programs for converting (Sims 4 Studio, Blender, Milkshape, and SimPE), that you have a rough idea how to use them, and that you already know the basics of extracting a mesh and textures from Sims 4 Studio.
Step One - Separate the mesh and the Glass in Blender.
By playing with the eyeball next to each of the s4studio_mesh_#'s, we know what each of the layers is responsible for. I'm going to go ahead and discard the shadow layer so I'm left with the two parts of my mesh.
Like so. Now we need to isolate and extract the metal part of the mesh and the glass part of the mesh. To do this, I'm going to start by deleting the metal part of the mesh (s4studio_mesh_1), which leaves me with:
Export the glass portion of the mesh by going to File > Export > Wavefront (.obj).
Remember to uncheck "Write Materials" then change the filename to "glass" and hit Export OBJ. Once the object has been exported, it will take you back to the screen with the lonely glass layer.
Press Ctrl-Z. This will undo the deletion of the metal layer. This time, delete the glass layer of the mesh (s4studio_mesh_2). You'll be left with just the metal portion of the mesh.
Go to File > Export > Wavefront (.obj).
If you unchecked "Write Materials" with the glass, you won't need to uncheck it again. Just adjust the save name to "metal" this time, and hit Export OBJ.
Do not just hide the layers. You must delete them each individually just like this. If you hide a layer and export it, the resulting .obj file will not recognize that a layer is hidden and just treat it as a fused object, with glass and metal all as one. You'd either have to start over in Blender and separate the mesh out like this anyway, or try to separate it in Milkshape, and speaking as someone who has done that before I knew any better, it's a lot of pointless and unnecessary work that goes wrong more often than it goes right. So long as you do it as laid out above, you won't have a problem.
At this point, you can close Blender and delete the blender file that Sims 4 Studio created.
Step Two - Launch SimPE and clone an endtable.
At this point in time, you have two options. You can choose to clone an endtable that already has a glass part to it (like the Gliteri & Co. Trieste End Table from the Base Game, for example) or you can clone an endtable that does not.
Cloning an object with a glass part to it already will mean there's less to adjust in SimPE. There's already going to be a "glass" layer in your GMDC, SHPE, TXMT, and MMAT, so all you're going to have to do is replace the preexisting glass with your new one after you've taken it to through Milkshape.
The downside to this method is not everything you could be converting has a Sims 2 equivalent with a glass section to it. Or it might not have a base game equivalent, if you care about making your conversions base game compatible.
So, for the purposes of this tutorial, I'm not going to clone the Gliteri & Co. Trieste End Table, so I can teach you how to add a glass section when none exists to begin with.
I'm going to clone the "Curvaceous Colonial End Table," because why the heck not? This is a one-subset end table from the base game.
After I've cloned the end table and let it load, I'm going to do all the stuff I'd normally do for any other object. Give it a new, unique GUID. Adjust the category placement if I need to. Quartertile enable if I want to. Then, I'll replace the old texture with my Sims 4 texture. If you have a question about any of this, you can find the detailed instructions in my previous tutorial.
Step Three - Extract the old mesh for Milkshape.
Highlight Geometric Data Container (GMDC) in the Resource Tree, click on the name in the Resource List, and make sure the box next to your mesh is checked. Click export. I don't rename this mesh, but you can give it a name like "old mesh" or something similar if it helps you keep track of what is what.
Do not check the boxes next to any shadows. When loaded in Milkshape, they just come up as a bunch of large, unnecessary squares surrounding your object that are going to get in the way or end up being deleted anyway.
While I'm on it, you can delete shadows from an object permanently by going into the "Groups" tab on this window.
Once on the "Group" tab, highlight the shadow you want to delete, click delete, then click commit. You can also remove them from the SHPE, TXMT, and TXTR (it will reduce file size very, very, very slightly if you do so), but so long as you remove them from the GMDC, there will be no shadow in game.
I don't play with shadows on personally, so I'm never very concerned about keeping them when they don't already match the object I'm converting. My advice on this and any other Sims 2 topic is always going to be: DO WHAT IS BEST FOR YOU AND YOUR GAMEPLAY.
Now, back to our regularly scheduled programming....
Step Four - Import the Meshes into Milkshape.
I always start with the mesh I'm replacing. Go to File > Import > Wavefront OBJ... and select your mesh you just exported in SimPE.
If we click on the "Groups" tab, we see this mesh has a name of "table."
Now, go to File > Import > Wavefront OBJ... and select your "metal" mesh you exported from blender.
In the "Groups" tab, it's going to be given an automatic name of "default." In any two-part mesh like a mesh with a glass part, we need to change the name to anything other than default before loading the next part of mesh. If you don't, when you import the glass, it too will be named "default," and Milkshape will kind of fuse them back together because they both have the same name.
Highlight "default" under the Groups tab. Down under the Group panel, type a new name for "default" next to the button that says "Rename." In this instance, I've named this part of the mesh "metal." Once you've given it a new name, click on Rename. That will officially rename that part of the mesh.
Now we can add the glass part of the mesh. Go to File > Import > Wavefront OBJ... and select the "glass" portion of your mesh.
Just as you did for the metal portion, go ahead and rename the glass portion "glass." It'll make it easier to keep track of all the different parts going on right now.
Once you have the three different meshes all labeled differently, go to Face > Smooth All.
Step Five - Line Up the Meshes
While still in the "Groups" tab, in the list of each layer at the top, highlight "metal" and choose Select.
Once you've Selected the metal part, highlight "glass" and choose Select.
As you can now see, the Sims 4 mesh is all-around smaller than the Sims 2 mesh. For objects to be placed properly on the end table and not be floating oddly above it, we need the tops of the tables to be even. We can make this happen by changing the size of the Sims 4 table.
Highlight the "Model" tab and choose "Scale."
A panel will open at the bottom of the Model window with options for changing the scale of your selection (with the selection being the red parts highlighted). X will impact the mesh's width (side to side), Y will impact the mesh's height (up and down), and Z will impact the mesh's depth (front to back). Whenever possible, it's best to increase or decrease the scale evenly across all three to maintain original proportions, but it's also not strictly necessary. Again, do what looks best to you.
Whether I'm increasing or decreasing the scale, I usually set it to 1.01. It makes for a very gradual increase, but there's less of a chance of overshooting my mark and then having to decrease the size. Once you've entered your numbers for the X, Y, and Z, click the Scale button beside them to watch the mesh get bigger (or smaller, if your values are less than 1) until you have it the size you want.
For me, my 1.01, and this end table, eight clicks of the Scale button was perfect.
Highlight "Move," then click and drag your Sims 4 mesh up so the tops and bottoms of both end table align.
Step Six - Export your mesh parts.
Go back over to the "Groups" tab. Highlight "table" in the list and choose "Delete." Now you should only have "metal" and "glass" in the list. Go to File > Export > Wavefront OBJ... And save a file. I name this combined file "mesh," but you can call it whatever you want or override one of your previous files.
You can now close Milkshape.
Step Seven - Import your mesh to SimPE.
On the Mesh Group Importer window, both the glass and metal parts need to be accounted for. The "glass" layer is going to be a new layer, so we're going to leave the "Action" on "Add." Do not click OK yet.
Highlight "metal." Change the Action to "Replace." When the new drop-down menu pops up, choose "table."
Click OK.
When it goes back to the GMDC's Generic Rcol Editor, click "Commit."
Step Eight - Add the new mesh part to the SHPE.
Highlight Shape (SHPE) in the Resource Tree. Highlight the name of your SHPE file under the resource list. Highlight "table" in the window that appears and choose "add."
This is going to create a duplicate "table" in the list. Highlight one, and change both the Subset Name and the bit at the end of the Material Definition File following the ]_ to glass. Then click Commit.
Step Nine - Save your file, then close it.
Step Ten - Find the glass you want for your glass element.
In the Sims 2, glass is seldom actually an image/TXTR file. Instead, it's a series of numbers and commas and settings and just general weirdness in a TXMT file. It's not really something that's recolored (hence why we don't need it to be its own subset most of the time), but there are different "shades" (for lack of a better word) of it out there.
You're probably most familiar with it when it comes to the windows in the game. Some windows have like a blue glass tint. Others are more gray. Some have kind of a shiny effect while others are flat. Chances are there is a glass you especially like and that you have in mind for your project.
If it's a specific Maxis glass, go back to the Object Workshop in SimPE and make a clone of the object that has the glass you want. You don't need to give it a new name or description, nor a genuine save name, you just need the file to load. If you like a glass from a piece of CC, just open that file in SimPE.
For the purposes of this tutorial, I'm going to use my own conversion of the Oh-So-Fine China Hutch from Discover University (it can be found here).
Once I load the file in SimPE, under the Resource Tree, I'm going to choose Material Definition (TXMT). Then I'm going to highlight the "glass" file in the list. Right-click and choose "Extract" and "Save."
And now you can go ahead and close out of (or delete if you made a Maxis clone) that file.
Step Eleven - Add the TXMT to your file.
Open your conversion file again.
Choose Material Definition (TXMT) under the resource tree, then in the ResourceList panel, right-click on an empty space and choose Add.
Select the file you just extracted. It will likely have a weird name consisting of a bunch of numbers and a few letters thrown in. Choose open.
Once it's loaded in the panel, click on and highlight any of the other lines of the TXMT. Once they've loaded in the Plugin View, highlight and copy (Ctrl-C) the first part of its filename.
Highlight the "glass" TXMT that you just added. Paste (Ctrl-V) the name you just copied in front of the _glass_txmt.
Click Commit.
IMPORTANT NOTE - If the glass TXMT that you extracted does not have an ending of _glass_txmt, change it as well to _glass_txmt. If you don't want to change it to _glass_txmt and would rather leave it as-is, you need to go back to the SHPE file and alter the glass layer to point to whatever you have it named.
STEP TWELVE - Fix Integrity. I cannot emphasize this enough. FIX INTEGRITY. Tools > Object Tools > Fix Integrity.
Save your file. And you're done.
At this point, you can make your recolors or load up your game and check out the finished product.
A Few Notes - If you cloned an item that already has a glass part, basically once you finish the Milkshape part, when importing your mesh to SimPE, Replace both the mesh part and the glass part with the glass portion of the mesh, and you're done. Fix integrity, save, and you're good to go. You don't need to adjust anything in the SHPE or TXMT.
If you're converting an object that has a custom glass with an image (I converted a coffee table from High School Years that had a rainbow-y, actual-image glass), when importing it, use DXT5Format for the best results. Also, make sure the TXMT file has the stdMatAlphaBlendMode set to "blend" instead of "none."
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Trying to figure out which sliders are working and which are broken can be a real hassle, especially when there are SO MANY, all over the place!
Thus I've created a spreadsheet containing links and status updates on most TS4 sliders out there, as I've personally checked each one (!) if they work or not in CAS.
I will try to check them every once in a while, but if you discover any changes that warrants a status update, please let me know! This will be a team-effort 🤍 And of course, if you are the creator behind any of these sliders and want me to change or add something, don't hesitate to reach out!
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💎You can find the spreadsheet --here-- (Google Sheets)
TUTORIAL: How to make your Clothing item Sewing table compatible!
With a whole new feature for the sewing table that adds a whole new clothing support feature, you might be curious as a CC creator (or even non-CC creator!) how to enable it to show up as a pattern for the sewing table! :) It’s super easy!
If you’re looking for the tutorial on how to do this for objects instead, see this: https://modthesims.info/showpost.php?p=5635070&postcount=2
BEFORE WE BEGIN (A note from our sponsors!):
If you ever create any ‘sewables’ for the sewing table, do let me know! That way, I can give you a shoutout and a direct link to that piece of clothing in the description so others don’t have to hunt down for Sewing table compatible clothing! :)
You might have noticed that the GMDC importer/exporter by DjAlex88 doesn't work with Blender 4.1+. So I made a compatible version… with a new feature I needed.
Download on GitHub
I've never made a Blender add-in or coded in Python before, so I hope I didn't break anything.
Please let me know if it works the same as before once you have tested it.
Update (30 Apr 2025): If a mesh has 2 UV maps, the exporter should now include both of them in the file, instead of incorrectly duplicating the first UV map.
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The Sims 4 Tutorial: How to Create Custom Poses with Blender 4.3 ✨
Sooo… I’ve been working on this for days and I’m a bit nervous to share it because this time, it’s a voice-over! 🙈
But I’m excited to share my new tutorial: How to Create Custom Poses using the newer version of Blender - Blender 4.3 💛
You can watch it on my website: katverse.com
or on my
YouTube channel here: click
__
If you found this tutorial helpful and want to show your support, feel free to leave a donation on Ko-fi. Every bit means so much to me! 🤗
This is more of a resource and a for your consideration upload rather than useful cc as is. At least there’s now sudden semi-nudes and a whole dang novel of a post on your dash like it’s 2017 again!
It’s a custom version of the af body replacement I’ve been working on for a while now: I don’t really think it’s a bodyshape-bodyshape but more like an upgrade to the 2004 original? But there hasn’t really been interest expressed as much for the defaults I made for myself, so here’s a fullbody custom mesh for anyone a little curious but not willing to commit. The original body held me emotionally hostage for years, too.
Right so what’s all this then? I’ll tell you! Just a single recolor in the underwear bin along with the mesh. As always both are compressed, has morphs, all that. Original polycount stands since it’s just an edit of the og mesh.
While the body is in all morph states pretty ideal to the point it’s almost generic, it’s still bigger in size and anatomically more realistic. Some notes in this post. I didn’t want to make a cartoonishian bodyshape but something theoretically natural within the limits of TS2 skeleton.
Really into the chubbier morph, guys.
I don’t have a side by side comparison of this and basegame body but it’s only because I don’t want to go back to it ever again.
So uhh yeah. Public release of the thing I use as a base shape with all my meshes now, and have matched most of my older creations to as well. This version has the visible underboob crease and buttcrack normals because those are easier to get rid of than put back in Milkshape. I don’t really know what you can do with this other than ogle and possibly/hopefully match your own meshes to if you decide to like it enough but here it is anyway! For your consideration :)
Credits: Bruno for the underwear texture I slapped on to have something there for the preview, Twig79 for my first contact with the concept of bigger thighs as a permanent solution. Bless
Download afbodysendnewds (SFS)
Let me know what you think, should I upload the default meshes at some point as well?
Have you ever spotted a pretty cc to download only to know afterwards that it's for another game? In a downloader's POV yeah, it sucks. But as creators, we can avoid such confusion if we label it with the correct game. So here's some banners you can use as supplement image to help downloaders confirm they're getting the cc for the right game. These are actually inspired by these banner images made by @2fingerswhiskey, but put game logos instead for easier identification.
Here's alternate Mediafire links if tumblr somehow degrades image quality:
TS2 banner | TS3 banner | TS4 banner
And a happy boop-filled simblreen to everyone! 👻😼🐾
hi, i just want to let everyone know, if any of you are frustrated with the state of TS4, i've compiled several different tutorials and made an all-in-one guide for playing TS2 on modern computers. it has all the fixes necessary to prevent crashes + pink flashing, and tips to make the game look just as nice as TS4, if not better!
please let me know if this guide is useful for you, or if anything needs to be changed/added/removed. i've tested it myself on multiple computers, and, while it works for me, there are many possibilities for error, considering that everyone's computer is different.
thank you for reading! i hope you like it :]
EDIT: i've set up a ko-fi, if anyone wants to show their appreciation for my work!! thank you so much to anyone who donates!!
EDIT 2: if you're going to copy my guide, especially if some parts are word-for-word, please give me credit, just like how i gave credit at the end of the tutorial to all of the creators whose guides i referenced in the creation of this carrd. as far as i'm aware, i came up with this idea of an all-in-one carrd first- having a large platform does not make you better than anyone else or "above" giving credit to others.
Evie's guide to playing The Sims 2 on Windows 10 or higher!!
last updated: september 27, 2024, update info in the replies.
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GUNMOD’S RADIANCE LIGHTING SYSTEM 2.5: Now with 100% less blue nights!
NOTICE: THIS MOD IS FOR THE SIMS 2! Do not even try to installl this in your TS4 game.
After lots of fiddling around, I finally got to achieve my TS2 modding dream: to update the Radiance Lighting System to get rid of the annoying blue cast that plagued Sims games since time immemorial.
Update is kind of a stretch, I just restructured the files inside so they can seamlessly be copied over to your Sims 2 root directory
Extract the rar linked below, select all folders and paste into ?:\TS2 Legacy\The Sims 2 (where the game files are, not the documents folder). Image under the cut:
Okay, I compared the Graphics Rules.sgr and Video Cards.sgr with the Ultimate Collection
They did EXACTLY what my brother has been saying for months but people have been debating him over it and didn't want to believe him
The new video cards.sgr doesn't include ANY new graphics cards. Wanna know why? Because the game doesn't fucking care. He has been saying for months that it doesn't care and that adding it via GRM doesn't do anything, it can actually potentially make it worse.
What they DID do is take out all the hacky stuff in the Graphics Rules.sgr to prevent the game from turning on and off certain settings depending on your hardware and software config. That's what I did as well, months ago, because he said it is the smarter solution.