Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: BeosBoxBoy on October 12, 2006, 06:29:05 pm This tutorial is written in the assumption that you have the following
software installed on your computer/workstation and a working knowledge of that software. 1. MilkShape 3D (http://chumbalum.swissquake.ch/) 1.7.10 - for USD $25.00/€25.00 you cannot beat it, and the tutorials and support in the Sims 2 community is all aimed at this software. With the exception of your image editor software, this may be the only purchase you need make to start making custom content for The Sims 2. 2. Wes_h's UniMesh Plug-ins for MilkShape 3D (http://forums.modthesims2.com/showthread.php?t=122399). Get them from the linked page as they are newer than those included in MilkShape and have many bugs worked out. Be sure to download the replacement "import" plugin further along in the download thread! This is crucial as noted below! 3. Demon432's AlignNormals (http://forums.modthesims2.com/showthread.php?t=139859) and ExtendedManualEdit (http://forums.modthesims2.com/showthread.php?t=139859) are invaluable assets as well. 4. Microsoft .NET Framework 1.1 and 2.0 from Windows Update (http://v4.windowsupdate.microsoft.com/) or from .NET Framework Development Centre (http://msdn.microsoft.com/netframework/downloads/updates/default.aspx) 5. Quaxi's Sims 2 Package Editor (http://sims.ambertation.de/) (SimPE) 6. LithUnwrap 1.3 (http://files.seriouszone.com/download.php?fileid=198) for generating UV maps - other sources may be found by Google (http://www.google.com/). Do not be tricked into buying Ultimate Unwrap 3D. As far as I know, there is not a method to do any of the things discussed in this tutorial on a Macintosh. IMPORTANT: If you are used to exporting OBJs and using MeshTool, then be advised that method WILL NOT work to divide a mesh into a top and bottom. IMPORTANT: some meshes have been exported with SMD Object Exporter by Skankyboy and imported with SMD File Importer by Skankyboy for SimPE and are no longer editable in MilkShape with the Unimesh plugins by Wes_h. For these you will need to edit the final .simpe file made prior to SMD export/import. Wes_h has released a replacement for the "import" plugin in a later reply in the download thread, you must install that version to import the 5gd's of meshes that have passed through Skankyboy's SMD plugin! (Thank you Wes!) The SimPE Graphical User Interface (GUI) The SimPE graphical user interface (GUI) has a number of sections that may be referenced in this tutorial. Those sections are: The Toolbar or Menu Figure 1. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39989&stc=1&thumb=1&d=1160685113) (http://www.insimenator.net/attachment.php?attachmentid=39989&stc=1&d=1160685613) The Resource Tree Figure 2. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39990&stc=1&thumb=1&d=1160685113) (http://www.insimenator.net/attachment.php?attachmentid=39990&stc=1&d=1160685613) The Resource Detail Window Figure 3. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39991&stc=1&thumb=1&d=1160685113) (http://www.insimenator.net/attachment.php?attachmentid=39991&stc=1&d=1160685613) The Plug-in View Figure 4. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39992&stc=1&thumb=1&d=1160685113) (http://www.insimenator.net/attachment.php?attachmentid=39992&stc=1&d=1160685613) A Sims 2 mesh is comprised of 4 parts: Name . . . . . . . . . . . . Abbreviation . . . File extension Geometric Data Container . . . . GMDC . . . . . . . .5gd Geometric Node . . . . . . . . . GMND . . . . . . . .5gn Shape. . . . . . . . . . . . . . SHPE . . . . . . . .5sh Resource Node. . . . . . . . . . CRES . . . . . . . .5cr Figure 5. (http://www.insimenator.net/attachment.php?attachmentid=29008&stc=1&d=1154116069) For those of you familiar with Sims (original) meshing: The GMDC corresponds roughly to the XSKIN in the original Sims. The SHPE & CRES corresponds roughly to the CMX in the original Sims, but the package file with the skin texture also has elements that over-lap the similarity. This tutorial assumes you have SimPE and it is working; it also assumes you have made a temporary skin clone of similar shape and design as the mesh needing skinned. *** continued in posts below *** Title: PRELIMINARY WORK WITH SIMPE Post by: BeosBoxBoy on October 12, 2006, 06:30:07 pm PRELIMINARY WORK WITH SIMPE
NOTA BENE Since the writing of this tutorial, Inge brought to my attention Peter Jones's PJ Body Mesh Tool for SimPE (http://www.simlogical.com/PJSE/PJBMTlatest.htm) - if you use this in extracting mode it will go FAR faster than the older manual method in this section! In this illustration I will be dividing afBodySundress_tslocator_gmdc into a top and bottom. We begin by first extracting the 5GD (GMDC) from Sims03.package located in The Sims 2\TSData\Res\Sims3D Extract the 5GD file to a temporary folder. Now we begin extracting the various other files we need for the top and bottom base packages. If you save these files to folders named "top" and "bottom" respectively, it will be easier to reassemble them as needed. from Sims03.package afBottomNaked_tslocator_gmdc afTopNaked_tslocator_gmdc from Sims04.package afBottomNaked_tslocator_gmnd afTopNaked_tslocator_gmnd from Sims05.package afBottomNaked_cres afTopNaked_cres from Sims06.package afBottomNaked_untagged0_shpe afTopNaked_untagged0_shpe Now we start a new package in SimPE (http://www.insimenator.net/attachment.php?attachmentid=38803&stc=1&d=1159959703) Add the parts of the top to the new package. (http://www.insimenator.net/attachment.php?attachmentid=38804&stc=1&d=1159959703) (http://www.insimenator.net/attachment.php?attachmentid=38805&stc=1&d=1159959703) When all four parts have been added save the file with a name that relates to what it is, in this example I am saving the file as MESH_aftopnaked.package so that I might use it again later rather than repeat the extraction process. (http://www.insimenator.net/attachment.php?attachmentid=38806&stc=1&d=1159959703) Now that all four parts have been added, Fix Integrity - this prevents conflicts with the Maxis base mesh we are using for the top. (http://www.insimenator.net/attachment.php?attachmentid=38807&stc=1&d=1159959703) I chose to use SunDressTop + the numerical date so SunDressTop061004 - you may want to include your screen name as well as the date. (http://www.insimenator.net/attachment.php?attachmentid=38808&stc=1&d=1159959802) Now press the "Update" on the Fix Intergity window Next press "OK". Now Save the file with its final name, I am using a simple name: MESH_SunDressTop061004.package. Most creators include their name in the final package name; you may wish to do this also. Repeat these steps for the bottom mesh. I am using a simple name: MESH_SunDressBottom061004.package for the bottom. Now that these packages have been created, you may close SimPE for now. *** continued below *** Title: DIVIDING THE MESH WITH MILKSHAPE & WES_H'S UNIMESH PLUG-INS Post by: BeosBoxBoy on October 12, 2006, 06:31:00 pm DIVIDING THE MESH WITH MILKSHAPE & WES_H'S UNIMESH PLUG-INS
Import the full body mesh into MilkShape 3D When importing the 5GD file with the UniMesh plug-ins a query alert will appear asking if you wish to create the blend groups, these are the fat and pregnancy morphs. Figure 1. (http://www.insimenator.net/attachment.php?attachmentid=40034&stc=1&d=1160692386) Answer "Yes" to this query. Figure 2. (http://www.insimenator.net/attachment.php?attachmentid=40035&stc=1&d=1160692386) The mesh should now appear in the view windows of MilkShape 3D. Figure 3. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39071&stc=1&thumb=1&d=1160115829) (http://www.insimenator.net/attachment.php?attachmentid=39071&d=1160115829) OPTIONAL STEPS If you choose to use the Maxis bottom mesh as a guide to divide the mesh, below is some information on what to do when using this approach. In the menu of MilkShape 3D, click on FILE >> IMPORT >> SIMS2 UNIMESH IMPORTER Figure A. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=40042&stc=1&thumb=1&d=1160693123) (http://www.insimenator.net/attachment.php?attachmentid=40042&stc=1&d=1160693127) An alert will pop up with a disclaimer saying this is not a reliable process. Figure B. (http://www.insimenator.net/attachment.php?attachmentid=40036&stc=1&d=1160692381) Answer "OK" to this alert. Figure C. (http://www.insimenator.net/attachment.php?attachmentid=40037&stc=1&d=1160692381) Select the 5gd file of the un-edited Maxis bottom mesh. Figure D. (http://www.insimenator.net/attachment.php?attachmentid=40040&d=1160692381) When importing a second 5GD file with the UniMesh plug-ins a query alert will appear asking if you wish to exclude the additonal bones. Figure E. (http://www.insimenator.net/attachment.php?attachmentid=40038&stc=1&d=1160692381) Answer "Yes" to this query. Figure F. (http://www.insimenator.net/attachment.php?attachmentid=40039&stc=1&d=1160692381) When importing the 5GD file with the UniMesh plug-ins a query alert will appear asking if you wish to create the blend groups, these are the fat and pregnancy morphs. Figure G. (http://www.insimenator.net/attachment.php?attachmentid=40034&stc=1&d=1160692386) Answer "Yes" to this query. Figure H. (http://www.insimenator.net/attachment.php?attachmentid=40035&stc=1&d=1160692386) You will now see the Bottom mesh and its morphs listed in the groups window of MilkShape 3D. Figure J. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=40046&stc=1&thumb=1&d=1160694303) (http://www.insimenator.net/attachment.php?attachmentid=40046&stc=1&d=1160694310) When you have removed the top portion of the "Body" mesh - it is important that you delete the "bottom" and its morphs. Do this by selecting each and clicking the delete button. Do not remove the remaining half of the mesh you edited. Figure K. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=40047&stc=1&thumb=1&d=1160694303) (http://www.insimenator.net/attachment.php?attachmentid=40047&stc=1&d=1160694310) End of Optional Steps Select the top half of the mesh - this can be determined by importing the bottom only nude mesh we made earlier (do not add bones) - make sure to leave the vertices of the waist. If you do import the bottom or top mesh by Maxis, make certain to remove it before exporting! Figure 4. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39072&stc=1&thumb=1&d=1160115829) (http://www.insimenator.net/attachment.php?attachmentid=39072&d=1160115829) You now have the bottom portion Figure 5. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39073&stc=1&thumb=1&d=1160115829) (http://www.insimenator.net/attachment.php?attachmentid=39073&d=1160115829) Select all Figure 6. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39074&stc=1&thumb=1&d=1160115829) (http://www.insimenator.net/attachment.php?attachmentid=39074&d=1160115829) From the top menu - select Vertex >> Sims2 UniMesh Select Underweighted bones Figure 7. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39075&stc=1&thumb=1&d=1160115829) (http://www.insimenator.net/attachment.php?attachmentid=39075&d=1160115829) From the top menu - select Vertex >> Sims2 UniMesh Fix Underweighted bones Figure 8. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39076&stc=1&thumb=1&d=1160115829) (http://www.insimenator.net/attachment.php?attachmentid=39076&d=1160115829) You will now see a pop-up window that informs you of the number of vertices that have had their weighting corrected. You number may vary from the number shown in the illustration. Figure 9. (http://www.insimenator.net/attachment.php?attachmentid=39077&stc=1&d=1160115829) Now change to the GROUPS tab view in MilkShape 3D - here select the "body" line, change the text in the text box to "bottom" (or "top" if this is what you are doing) - and click the rename button. Figure 10. (http://www.insimenator.net/attachment.php?attachmentid=39486&d=1160369446) Now click the COMMENT button Figure 11. (http://www.insimenator.net/attachment.php?attachmentid=39487&d=1160369446) The Comment Editor Window opens Figure 12. (http://www.insimenator.net/attachment.php?attachmentid=39488&d=1160369446) Here change the word "body" to "bottom" (or "top" if this is what you are doing) Figure 13. (http://www.insimenator.net/attachment.php?attachmentid=39489&d=1160369446) Click the OK button - and the window closes. Figure 14. (http://www.insimenator.net/attachment.php?attachmentid=39490&d=1160369446) Now we export the mesh to a SimPE file Figure 15. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39078&stc=1&thumb=1&d=1160115829) (http://www.insimenator.net/attachment.php?attachmentid=39078&d=1160115829) I am using the GMDC name copied from the .package file we made earlier. When you do this make certain NOT to include the _tslocator_gmdc protion of the name. Figure 16. (http://www.insimenator.net/attachment.php?attachmentid=39079&d=1160115829) It is now safe to close MilkShape 3D - unless you wish to do the top portion at this time. *** continued below *** Title: IMPORTING THE MODIFIED MESHES INTO THE PACKAGES WITH SIMPE Post by: BeosBoxBoy on October 12, 2006, 06:32:00 pm IMPORTING THE MODIFIED MESHES INTO THE PACKAGES WITH SIMPE
Start SimPE and load the bottom mesh package file. Locate the GMDC or Mesh in the Resource Detail View panel of SimPE. Figure 1. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39971&stc=1&thumb=1&d=1160685113) (http://www.insimenator.net/attachment.php?attachmentid=39971&stc=1&d=1160685187) When you have selected the GMDC you should see additional detailed information appear in the Plug-in View of SimPE. Figure 2. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39972&stc=1&thumb=1&d=1160685113) (http://www.insimenator.net/attachment.php?attachmentid=39972&stc=1&d=1160685187) Richt click the GMDC in the Resource Detail View panel of SimPE. Figure 3. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39973&stc=1&thumb=1&d=1160685113) (http://www.insimenator.net/attachment.php?attachmentid=39973&stc=1&d=1160685187) Select "Replace..." from the pop-up menu. Figure 4. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39974&stc=1&thumb=1&d=1160685113) (http://www.insimenator.net/attachment.php?attachmentid=39974&stc=1&d=1160685187) Select the bottom mesh simpe file you exported from MilkShape 3D with the UniMesh plugins. Or the top if that is what you are doing. Figure 5. (http://www.insimenator.net/attachment.php?attachmentid=39975&stc=1&d=1160685187) Click the "Open" button on the Replace window to replace the existing un-edited Maxis GMDC. Figure 6. (http://www.insimenator.net/attachment.php?attachmentid=39976&stc=1&d=1160685187) The "Resource Changed" pop-up alert will appear. Figure 7. (http://www.insimenator.net/attachment.php?attachmentid=39977&stc=1&d=1160685187) Click the "Yes" button of the "Resource Changed" pop-up alert; SimPE will reload portions of the data - this may take a few moments on a slower machine. Figure 8. (http://www.insimenator.net/attachment.php?attachmentid=39978&stc=1&d=1160685113) The text of the GMDC name should now be in italics. Figure 9. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39979&stc=1&thumb=1&d=1160685113) (http://www.insimenator.net/attachment.php?attachmentid=39979&stc=1&d=1160685187) Click the "Commit" button in the Plug-in View of SimPE. Figure 10. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39980&stc=1&thumb=1&d=1160685113) (http://www.insimenator.net/attachment.php?attachmentid=39980&stc=1&d=1160685187) Save the package file by the menu, or clicking the "save" icon, or pressing CTRL+S on your keyboard. Figure 11. (http://www.insimenator.net/attachment.php?attachmentid=39981&stc=1&d=1160685113) The text of the GMDC name should no longer be in italics. Figure 12. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=39982&stc=1&thumb=1&d=1160685113) (http://www.insimenator.net/attachment.php?attachmentid=39982&stc=1&d=1160685187) You can now exit SimPE or proceed to the next mesh or section of the tutorial. *** continued below *** Title: ASSIGNING A CLOTHING SKIN TO THE MESHES Post by: BeosBoxBoy on October 12, 2006, 06:32:53 pm ASSIGNING A CLOTHING SKIN TO THE MESHES
NOTA BENE Since the writing of this tutorial, Inge brought to my attention Peter Jones's PJ Body Mesh Tool for SimPE (http://www.simlogical.com/PJSE/PJBMTlatest.htm) - if you use this in linking mode it will go FAR faster than the older manual method in this section! Now that you have the meshes mesh that need skins we now need to extract the CRES and SHPE from the mesh package(s) with SimPE. Figure 1. (http://www.insimenator.net/attachment.php?attachmentid=29009&stc=1&d=1154116069) Now open the temporary skin you made earlier in Body Shop and find a blank area (white) and right click, a menu will pop up and you should select "Add" -- Add the CRES and SHPE to your skin package. Figure 2. (http://www.insimenator.net/attachment.php?attachmentid=29010&stc=1&d=1154116615) Once the CRES and SHPE have been imported select the 3D ID Referencing File. Figure 3. (http://www.insimenator.net/attachment.php?attachmentid=29011&stc=1&d=1154116615) In the Plug-in View at the bottom of SimPE, left click then right click and delete the existing Resource Node reference. Figure 4. (http://www.insimenator.net/attachment.php?attachmentid=29012&stc=1&d=1154116615) In the Plug-in View at the bottom of SimPE, left click then right click and delete the existing Shape reference. Figure 5. (http://www.insimenator.net/attachment.php?attachmentid=29013&stc=1&d=1154116886) To the left of the Plug-in View, click "Package". Figure 6. (http://www.insimenator.net/attachment.php?attachmentid=29014&stc=1&d=1154116886) The SimPE PackageSelectorForm pop-up should appear; left click to select the Recource Node and the Shape, then drag and drop each into the 3D ID Referencing File. You may only select and move one at a time. Figure 7. (http://www.insimenator.net/attachment.php?attachmentid=29015&stc=1&d=1154116886) In the Plug-in View, left click to select the Resource Node, then click the "up" button until the Resource Node is at the top of the list. Figure 8. (http://www.insimenator.net/attachment.php?attachmentid=29016&stc=1&d=1154116886) In the Plug-in View, left click to select the Shape, then click the "up" button until the Shape is below the Resource Node. Figure 9. (http://www.insimenator.net/attachment.php?attachmentid=29017&stc=1&d=1154116886) When the Resource Node and Shape are in the correct position in the list, click the "Commit" button. Figure 10. (http://www.insimenator.net/attachment.php?attachmentid=29018&stc=1&d=1154116886) In the upper portion of SimPE, select then right click & delete the Resource Node and the Shape from the list. Figure 11. (http://www.insimenator.net/attachment.php?attachmentid=40052&d=1160697601) Save the file. If you have not already done so, move both the MESH and the SKIN packages to the Downloads folder. Start Body Shop and make the first real recolour. Title: FINE TUNING YOUR TOP & BOTTOM MESH WITH DEMON432'S TOOLS Post by: BeosBoxBoy on October 12, 2006, 06:33:30 pm FINE TUNING YOUR TOP & BOTTOM MESH WITH DEMON432'S TOOLS
To be done *** continued below *** Title: FINAL THOUGHTS Post by: BeosBoxBoy on October 12, 2006, 06:33:59 pm FINAL THOUGHTS
USING LITHUNWRAP TO GENERATE A UVMAP Start MilkShape 3D. Import the .simpe of the mesh. It is important that you do not use an OBJ directly exported from SimPE; the mapping of OBJs exported from SimPE is buggered ad will be off the bottom the texture. When importing you will be asked if you wish to create blend groups. Figure 1. (http://www.insimenator.net/attachment.php?attachmentid=40034&stc=1&d=1160692381) Click "NO" to this query, they are unnecessary for this operation. Figure 2. (http://www.insimenator.net/attachment.php?attachmentid=40082&stc=1&d=1160701167) The Mesh will now appear in the MilkShape 3D view panels. Figure 3. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=40067&stc=1&thumb=1&d=1160701030) (http://www.insimenator.net/attachment.php?attachmentid=40067&d=1160701030) Export the mesh as an OBJ by selecting FILE >> EXPORT >> WAVEFRONT OBJ... from the menu. Figure 4. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=40068&stc=1&thumb=1&d=1160701030) (http://www.insimenator.net/attachment.php?attachmentid=40068&d=1160701030) Save the OBJ with a name you will remember. Figure 5. (http://www.insimenator.net/attachment.php?attachmentid=40069&d=1160701030) Close MilkShape 3D. Start LithUnwrap. Figure 6. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=40070&stc=1&thumb=1&d=1160701030) (http://www.insimenator.net/attachment.php?attachmentid=40070&d=1160701030) Import the OBJ file by selecting FILE >> MODEL >> OPEN... for the menu. Figure 7. (http://www.insimenator.net/attachment.php?attachmentid=40071&d=1160701030) Select the OBJ file you just exported with MilkShape 3D. Click "Open". Figure 8. (http://www.insimenator.net/attachment.php?attachmentid=40072&d=1160701030) You will now see the basic UV map in the LithUnwrap display window. Figure 9. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=40073&stc=1&thumb=1&d=1160701030) (http://www.insimenator.net/attachment.php?attachmentid=40073&d=1160701030) Export the UV map to a BMP file by selecting FILE >> UV MAP >> SAVE... from the menu Figure 10. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=40074&d=1160701030) Give the UV map a name that will indicate to you for which mesh this is made. Figure 11. (http://www.insimenator.net/attachment.php?attachmentid=40075&d=1160701030) The Save UV Map Details window will now appear. Figure 12. (http://www.insimenator.net/attachment.php?attachmentid=40076&d=1160701030) Make certain that the numerical figures in the WIDTH and HEIGHT are set to 1024; if they are not, change them to 1024. Optional Method: Use 2048x2048 and resize to 1024x1024 in Photoshop or Gimp for an anti-aliased UVmap - which may work better for some meshes. Figure 13. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=40077&d=1160701075) Click OK. The UV map has been exported and you may now exit LithUnwrap. Figure 14. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=40078&d=1160701075) This is the UVmap of the sample bottom created in this tutorial. Figure 15. - Click to enlarge in a new window. (http://www.insimenator.net/attachment.php?attachmentid=40079&stc=1&thumb=1&d=1160701075) (http://www.insimenator.net/attachment.php?attachmentid=40079&d=1160701075) MAKING A SHOWER-PROOF SKINTONE WITH NEW MESHES For steps on how to assign your new top and bottom to a genetic skintone see this tutorial (http://www.modthesims2.com/showthread.php?t=89397) by Marvine at MTS2. Title: GLOSSARY OF TERMS Post by: BeosBoxBoy on October 12, 2006, 06:34:49 pm GLOSSARY OF TERMS
.5cr • file extension (like BMP or JPG) for extracted Resource Node files. .5gd • file extension (like BMP or JPG) for extracted Geometric Data Container files. .5gn • file extension (like BMP or JPG) for extracted Geometric Node files. .5sh • file extension (like BMP or JPG) for extracted Shape files. .simpe • file extension (like BMP or JPG) for files ready for use by SimPE. 3D Model • for this tutorial a The Sims 2 GMDC file. Bump Map • a 2D image used in computer rendering to produce the appearance of depth, or "bumps", in a multi-channel texture-mapped image. This term is often used erroneously by people within the Sims community for "Normal Map". CRES • common abbreviation for The Sims 2 Resource Node of a The Sims 2 mesh package file. DBPF File • DBPF files are files used by Electronic Arts to store data for several computer games. These games include SimCity 4, The Sims 2, and The Sims Online. Like many game data formats, the file is actually an archive of several files that store the various pieces of data used by the game. These may include graphics, 3d models, animations, sound files, and scripts. • .dat (Data provided with the SimCity 4, user downloadable plugins/mods for SimCity 4) • .SC4Model (User created building models for SimCity 4) • .SC4Lot (User created lots for SimCity 4) • .SC4 (Savegame file provided with SimCity 4, User created savegame files for SimCity 4) • .Package (Data provided with The Sims 2, user downloadable plugins/mods for The Sims 2) The format is titled DBPF not because of the extension (as in most cases) but because the first four bytes of all such files is DBPF. Face • a polygon or triangle of a mesh, "Triangle" is the preferred term in gaming circles. Face Count • the cumulative total of the faces of a mesh, also called "Poly Count". Geometric Data Container • a 3D Model used in The Sims 2 Geometric Node • a portion of data for a 3D Model used in The Sims 2 GMDC • common abbreviation for The Sims 2 Geometric Data Container GMND • common abbreviation for The Sims 2 Geometric Node Mesh • for this tutorial a The Sims 2 GMDC file Morph • The shape changes determined by a displacement map contained in the GMDC. Normal Map • In 3D computer graphics, normal mapping is an application of the technique known as bump mapping. While bump mapping perturbs the existing normal (the way the surface is facing) of a model, normal mapping replaces the normal entirely. Like bump mapping, it is used to add details to shading without using more polygons. Sometimes referred to as "Dot3 bump mapping". Normals • lighting cues embedded in the information of a mesh to achieve the visual illusion of 3-dimensional shape on the 2-dimensional environment of a computer monitor. Not to be confused with Normal Mapping. Package File • DBPF files for The Sims 2 Poly Count • the cumulative total of the faces of a mesh, also called "Face Count". Polygon • a face or triangle of a mesh. Resource Node • a portion of data for a 3D Model used in The Sims 2 Shape • a portion of data for a 3D Model used in The Sims 2 SHPE • common abbreviation for The Sims 2 Shape SimPE • Simple Package Editor is a package editor for The Sims 2. It allows users to edit neighborhoods, recolor existing objects, modify existing objects, create new objects, modify game behaviors and the like. It can also create sims2pack files, a handy way to distribute files that can be installed using the Content Installer that came with the game. Skin • the texture used on a mesh, also used for a complete .package file containing the texture of a mesh. Texture • a bitmap image to the surface computer 3D models or the image file painted on the virtual surface of a mesh. Triangle • an alternative name for Polygon commonly used in the Sims community and other gaming circles. UniMesh Plug-ins • software plug-ins for MilkShape 3D developed by Wes Howe (wes_h) for use in making custom content for The Sims 2. UV Map • UV mapping is a 3D modelling process of making a 2D map representing a 3D model. This map is associated with an image known as a texture. In contrast to "X", "Y" and "Z", which are the coordinates for the original 3D object in the modelling space, "U" and "V" are the coordinates of this transformed map of the surface. Then the image is back-transformed ("wrapped") onto the surface of the 3D object. For example, it is used to give an animated character a realistic looking face, but various other applications are possible. Vertex • singular, pl. Vertices., a corner or point of a 3D model: any point where three or more edges meet or connect to each other. The edges are the connections (line segments as shared sides) of two or more faces (polygons). Title: CREDITS & EXTERNAL LINKS Post by: BeosBoxBoy on October 12, 2006, 06:37:17 pm CREDITS:
Brad Bolthouse (LithUnwrap) Delphy (ModTheSims2.com - without which most of the knowledge in this tutorial would have been unavailable for years to come) Demon432 (for a pair of the handiest plug-ins ever made for correcting normals and fine-tuning a mesh!) Faeriegurl (for starting me on my way to meshing for The Sims 2) Kathy & Eric (excellent friends & gracious hosts) Kavar (excellent friend & for explaining many aspects of accessories & hair meshing in an English I could understand) Marvine (Sovereign of my Dreams, Chief Goddess of my Pantheon, Empress of Heaven, Paramount Eidolon of Virtue, Love of my Life, and motorbike & for translating endless amounts of information into an English I could understand, holding my hand when it made no sense, and calming waiting for my tantrums to subside when I misunderstood and things didn't work) Megawarrior (for requesting this tutorial) Mete Ciragan (MilkShape 3D and excellent help in making MilkShape 3D more friendly for The Sims 2) NeptuneSuzy (Original meshing tutorial) Peter Jones (PJ Body Mesh Tool for SimPE) Quaxi (SimPE) Wes Howe (UniMesh Plug-ins and the countless hours of developing & debugging them) EXTERNAL LINKS: MilkShape 3D by Chumbalum Soft - http://www.swissquake.ch/chumbalum-soft/ (http://www.swissquake.ch/chumbalum-soft/) MilkShape3D forum - http://www.chumba.ch/chumbalum-soft/forum/ (http://www.chumba.ch/chumbalum-soft/forum/) MilkShape 3D Plug-ins by Demon432 - http://forums.modthesims2.com/showthread.php?t=139859 (http://forums.modthesims2.com/showthread.php?t=139859) ModTheSims2 - http://www.modthesims2.com/ (http://www.modthesims2.com/) PJSE Plug-Ins for SimPE - http://www.simlogical.com/PJSE/ (http://www.simlogical.com/PJSE/) (hosted by Simlogical) SimPE by Quaxi - http://sims.ambertation.de/ (http://sims.ambertation.de/) SimPE Forum - http://ambertation.de/simpeforum/ (http://ambertation.de/simpeforum/) UniMesh Plug-ins by Wes Howe - http://forums.modthesims2.com/showthread.php?t=122399 (http://forums.modthesims2.com/showthread.php?t=122399) Title: Image Files Post by: BeosBoxBoy on October 12, 2006, 06:38:35 pm Image Files
Title: Additional Images Post by: BeosBoxBoy on October 12, 2006, 08:02:12 pm Additional Images
Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: wes_h on November 01, 2006, 10:01:01 pm Nice tutorial.
The issue discussed below: ===================================== IMPORTANT: some meshes have been exported with SMD Object Exporter by Skankyboy and imported with SMD File Importer by Skankyboy for SimPE and are no longer editable in MilkShape with the Unimesh plugins by Wes_h. For these you will need to edit the final .simpe file made prior to SMD export/import. ===================================== was resolved with a recent update I made to the importer, labelled V4.06C. This is located in a message in the thread, not in the 4.06 UniMesh package. I will include the fix in the next update. <* Wes *> Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: SasukesKunai1 on November 07, 2006, 02:34:10 pm i was wondering if it is possible to do this with a different program like wings 3d or anything else? i have milkshape but there is some kind of error i've been trying to get fixed on it for a while... and also is it possible to convert a 5GD file to an OBJ file and back? sorry for the post if this is not where I was suppose to post it
Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: BeosBoxBoy on November 08, 2006, 04:36:40 pm there are serious problems exporting as OBJ and back - this will lead to the loss of all the bone/joint assignments
Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: The Mule on January 01, 2007, 03:40:16 pm OK Yakov....having just completed the most basic milkshape tutorial I could find to create a completely worthless mesh - I decide to skip to this tutorial and of course, I decide to try it with one of Marvine's mesh's. (Personal use only I might add). First problem I run into is that the afbodyslip_brown mesh, once input into "finder" only spits out a sims.02package file, not the 4 I need to extract the mesh...
I thouroughly expect one of your patented tongue-lashings for trying this tutorial without a clue of what I'm doing, and NOT using the example you provide...so thrash away...and then can you tell me how I'm missing the 03-06 files? Thansk.... Nevermind BBB...when I take out the word "brown" I get the needed files...I think.... Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: BeosBoxBoy on January 06, 2007, 01:53:12 pm if you try using Peter Jones's PJ Body Mesh Tool for SimPE (http://www.simlogical.com/PJSE/PJBMTlatest.htm) Extracting mode it will go faster!
Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: The Mule on January 07, 2007, 08:15:02 pm The mesh tool comes with Simpe yakov...but thanks! the tut i was following prior to this one was pre-mesh tool....
of course I screwed up this tutorial too, by trying to get too fancy from the start and split marvines alpha skirt and heels.... Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: BeosBoxBoy on January 08, 2007, 11:20:47 am gah - alpha bottoms and tops give me the dreads and shivvers. There is a substacially good reason EA chose to make so few alpha meshes other than hair (with hair it was un-avoidable). Things can go terribly wrong in the animations and the 3D meshing software has a rather rude habit of misplacing faces while you are working on them (especially if there are morphs involved).
Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: MohicanTunes on March 19, 2007, 09:43:44 am This helps a lot.. I'll try make up something.. I know it won't work cuz I suck at milkshape ahaha :P
Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: MohicanTunes on March 20, 2007, 10:18:20 am Guess what.. it worked.. twice! ahah
Thanks beos! This is the easiest tutorial to follow I've ever seen :D Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: The Mule on March 20, 2007, 10:50:18 am His always are, aren't they?
Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: MixdCrysy on December 06, 2007, 09:36:37 pm I just wanted to say thanks for this tutorial :) It is very detailed and easy to follow
Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: rhldavies on August 24, 2008, 08:16:50 pm Does this work on custom whole body meshes also or only maxis-made meshes only?
Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: hannahanarchy1 on September 04, 2008, 09:15:17 am I'm sorry if this has already been asked, but is it possible to use any other program other than milkshape? Or can it only be done with milkshape?
Nice tutorial by the way!! :D Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: BlooM on September 04, 2008, 09:34:41 pm Quote from: hannahanarchy1;1365405 I'm sorry if this has already been asked, but is it possible to use any other program other than milkshape? Or can it only be done with milkshape? Nice tutorial by the way!! :D You can use Blender for editing/replacing and making meshes but it isn't the easiest proggy and there are not many tutorials arround for it. Dont think blender has a pluging to fix boneassignements also, but im not sure Title: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006 Post by: hannahanarchy1 on September 05, 2008, 07:47:52 am Thanks for the help, I will try using Blender but if I find it too difficult I will buy Milkshape.
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