Special note: all NON-MAXIS body meshes are the property of the orignal creators and any modifications can not be posted on the internet without their permission. In other words, out of respect for these wonderful creators, keep your personally modified stuff in your game unless the creators say otherwise.
This is written to explain how to create a skintone that has an non-maxis body mesh (showproofed) tied to it using SIMPE version .58.2.20950 and the Sims bodyshop. I am not proficient at SIMPE yet, so other that tell you what I did that worked I cannot help anyone out with their SIMPE problems. I used Marvine's older SIMPE version tutorial to figure this out. I am simply updating it to the current SIMPE version.
There can be various combinations possible. I did a Warlokk 34C female mixed with slim bodybuilder male. I am just explaining what I did for this one combination.
1. Open bodyshop, choose the skintone you want to modify. I wanted to mix a slim bodybuilder male (BBBoy + Marvine) with the Warlokk 34C female who uses the standard maxis 34 size thighes. The easiest way was to choose a skintone I had linked to the slim body builder mesh and begin there. This meant I only had to modify the adult females top to the 34C mesh. Choose create, save the chosen skintone and name it something you will remember (like 34C-SLIMBB-MID). In your chosen editing program ( I use photoshop) edit the swatch as you want, updated in bodyshop and reimport the skintone back in. This skintone will now show in the SIM2\SavedSims folder (you will see the name you gave it with some other number\letter combinations in front). Close bodyshop.
2. In your computer, save a folder (anywhere you want outside the sims2 file) and name it "TOP". Note: if you where going to change bottom meshes or full body meshes you would need a separate folder for these too. We are only changing a top mesh here.
3. Open SIMPE, click OPEN and navigate to the SIMS2\Downloads folder. I keep all my meshes in a folder called "Meshes" under "downloads" but most people probably don't. In my case I was looking for "mesh_afTopNakedHi_34C-Enh" as this is the mesh that creates the showerproof Warlokk 34C female top. Click on it and chose "open".
In the upper right hand of SIMPE, you will see a window that says "TYPE" at the top of it. Holding the shift key, choose both the "resource node:.........." and the "shape:..........." lines and right click. This should open a small window, choose "extract". Another window opens, navigate to where you put the "TOP" folder you created and click "OK". In my case, four files where saved under the "TOPS" folder. We only use the ones ending in ".5cr.xml" and ".5sh.xml". Write down the late few digits on these two files for future reference.You done with this mesh file.
4. In SIMPE, click OPEN and navigate to the SIM2\savedsims file and open the skintone you created in bodyshop earlier.
In SIMPE, under the window "RESOURCE TREE" double click "ALL RESOURCES". In the upper right corner window called "TYPE", hit the word "TYPE" to put the files in alphabetical order.You will see 3D ID files, then material definition and Property sets in order. Right click in this window and choose "ADD", navigate to the "TOP" folder you created and highlight only the files ending with ".5cr.xml" and .5sh.xml". Click open and these files will save into the "TYPE" window in SIMPE. They will be italisized.
5. Scan down throught the "TYPE" files for the "Property Set". In this tutorial, you are looking for the adult female top naked normal. It would look like this: Property Set: CASIE_aftopnaked_ nude_S*. The * could be 1, 2 ,3 or 4. You need to write down the "INSTANCE" number, it should be the forth column on the right (mine was OX00000023). Find the INSTANCE number for the cut top (Property Set: CASIE_aftopnaked_ nudecut_S*) and the soft top (Property Set: CASIE_aftopnaked_ nudesoft_S*) also. You will be replacing the meshes in these three files.
6. In this same window, scan up to the "3D ID referencing file:" and find the one with the "INSTANCE" number that matches the "normal" top INSTANCE number you found earlier. Highlight it and click the "package" button at the bottom left of screen. If all goes well your "3D referencing file editor" (lower left window) will show the resouce node, shape files and material definition for this file on the left and a button called "Package" in bold to the upper right of this window. Clicking the Package button will open a "PackageSelectorForm" window showing the files in the TYPE window. Scan down to find the "RESOURCE NODE: and SHAPE you added earlier from the TOP folder. Do a drag and drop for both files into the "3D referencing file editor" window under the existing resource node, shape and material definition.
7. You now have two sets of resource nodes and shapes. Delete the old ones, they should be the first two lines. This is where having written down the last few digits of the files from the TOP folder come in handy so you don't delete these by accident. Move the new resource node and shape files into the old one's place by using the "UP" button on the right. You should now have 3 files in this order: Resource Node, Shape, and Material definition. The resource node and shape numbers should match what was in your TOP folder. Hit the COMMIT button.
8. Go to the TYPE window, find the 3D ID files for the remaining INSTANCE numbers for the cut and soft top and do exactly the same thing to these files as in paragraph 6 + 7. Hit Commit after completing each.
9. When you are done, deleted from the "TYPE" window the Resource Node and Shape files you originally added from the TOP folder. Do a "file", "save" in upper left hand corner to permanently save your changes. If you are changing bottoms, other ages, etc. you must repeat this whole process for them also. The only way to check that everything worked alright is to create sims in your game and have them take showers as this is the only way to see true naked shape (showerproof).
If I missed a step or incorrectly stated something, please be kind and let me know so I can change it. My personal thanks to all the wonderful creators out there who spark our imagination, share their talents and knowledge and inspire us into taking chances by making things on our own. A special thank you to Marvine, BeosBoxBoy and Warlokk for taking so much time to make the most amazing stuff.