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31  Sims 2 Community Downloads / The Trashed Set / DumBblonDe's Trashed Kitchen on: June 17, 2007, 11:22:32 pm
Um, I just added the stove...  :tongue2:  The main rar now has the stove.  For the 16 people who downloaded it before I put the stove in I'll leave the individual stove rar up.  Ok?  Ok!

Fixed for EP!

It's the original kitchen items, base game meshes, by DumBblonDe.

Pictures?  Sure thing:


stove


counters


curtains

More images here.

Set includes cheap counter, two tops,  curtain, stove, dishwasher, fridge, microwave, table and chair (and more if I spot it).
32  Sims 2 Community Downloads / Self-Sims / Delenn self sim on: June 17, 2007, 06:11:24 pm
oh, you are a cutie, kitten
33  Sims 2 Community Downloads / The Trashed Set / DumBblonDe's Trashed Walls and Floors on: June 17, 2007, 02:35:43 pm
This post brings you the HomeCrafted Goodness of DumBblonDe's genius. Walls and floors so grungy that you'll swear something is alive on them...

But they say pictures are worth a thousand words...

I'll just give you a few.


Lino


Rotted Clapboard


Stained Walls


Old Brick
There are a total of 10 wall styles, several of which have alternative panels to mix and match, and floors of every category, some with extras, for your grungy sims.

If you want to see more pictures before you download there's a gallery Here .
34  Sims 2 Community Downloads / The Trashed Set / New Home of "The Trashed Set", "The Industrial Set", and Pixelhate's build sets. on: June 17, 2007, 01:59:01 pm
As I have been given control of the original Trashed Set created by DumBblonDe at MTS2 and the original Industrial Set by The_Balloon_Dog and both sets require repair to work with expansion packs, I have decided to move them here.

DumBblonDe's files shall be uploaded here in the following days, including object recolors, walls and floors, and sims.

The_Balloon_Dog's files will be uploaded as I repair them.

Pixelhate's walls and floors previously uploaded to InSIM have been moved here by request, and older items found at MTS2 that are not uploaded here will be added if he allows, as he's asked me to look after his sets for him.

I take no credit for these files and am acting as caretaker only.  Please treat the sets well and enjoy them in your games.
35  Sims 2 Community Downloads / Make Up / "Read My Lips" painted lips^^MASKS^^ on: June 16, 2007, 12:04:24 pm
Something interesting about this... I can see using it to do other things besides writing.  Chinese characters come to mind.. Or "XX"  and even stitches.  

I'd try warping the writing to the shape of the lips to make it look more natural, but I think this is a cute idea considering you can't really do writing on eyelids.
36  Sims 2 Community Downloads / Women / Leeloo's Thermal Bandage outfit, The Fifth Element on: June 09, 2007, 10:20:35 am
Thanks everyone!.

I'm super- inspired to make Leeloo's other outfit now.
37  Sims 2 Community Downloads / Women / Leeloo's Thermal Bandage outfit, The Fifth Element on: June 08, 2007, 01:13:21 pm
I'm planning on posting this on my website this Sunday but thought that you good folks at Insim should get it first.  I've downloaded the lovely Leeloo sim from here and was - disappointed - with the bandage outfit provided with her.  Not only did it not appear in my game but it didn't match the movie's version very well.  

Instead of huffing and puffing and getting all Zonky about it (meaning blowing stuff up), I decided to do something to correct the obvious oversight.  The result of my labor is this:  



I've watched the scenes in which Leeloo wears this outfit so many times I think I've burned them into my brain.  While the stitching on the sim version is not a zigzag stitch used in the movie, I found that the graphics did not exactly allow for that sort of detail.  My bumpmap uses the original texture file from the other Leeloo bandage outfit created for that sim, but the texture itself was created by a fellow Animal Army member who declared that she wanted no credit Wink .  I liked the texture of the other outfit enough that I wanted to include it as homage in some way.  

The alpha for this outfit was entirely constructed by hand using The Fifth Element as a reference. I've seen this outfit done in both black and orange for Sims1 and anyone wanting to make those versions using my outfit as a base may do so as long as the outfit is kept free.  

I also want to mention that without a couple of good buddies in the Animal Army I would have never gotten this done.  You know who you are... ^_^

If I can ever find a good mesh for it I plan on making Leeloo's plaid robe too...  Oh and before I forget, there's a version of this outfit planned for the 34A/milla bodytype to be released at Warlokk's forum as soon as I get some pics of it.
38  Simmers' Paradise / Tutorials / Tutorials for "Dummies" Series: Genetic eyes on: June 08, 2007, 12:22:42 pm
Quote from: weirdfaerie;765263
This is great Dew! Thank you so much. I've been looking for how to make NPC eyes. May I ask what makes them NPC exactly?


When you set the creator and family values to all 0 you are telling the game that those eyes are, in fact, original game files.  Thus the game includes them when making random characters.

At least that's what I've been told.  The little custom icon should go away on eyes with that information changed.
39  Simmers' Paradise / Tutorials / Tutorials for "Dummies" Series: Genetic eyes on: June 07, 2007, 01:53:52 pm
This tutorial is different than my default one in that you won't need to mess with graphics at all.  Making eyes function in the game like the defaults (i.e. genetic) is done by changing internal values on the genetic line.  Lost?  Don't be.  Just follow along the tutorial.  It's not that hard.

0o0o0o0o0


Making Genetic Eyes: A “Dummies” version.
For Lilwen, by request.


Got eyes?  Sure you do, but I mean for Sims2.  If you are like most people you have tons of eyes, all custom, but none of them play nice with the default textures or replacements.  There’s a very simple reason for that, Bodyshop assigns a genetic value to custom eyes that assumes those eyes should always dominate over the in-game eyes.  But you don’t have to stand for this behavior.  You can change it!  

What you need:
SimPE
Eyes to mod
This tutorial


First off, you’ll need to know a bit about how the genetic structure for Sims 2 works.  For eyes there are currently 5 values the game is known to accept, and possibly there are more. Here are the values in order of dominance:

Custom  = 0
Brown/Dark Blue = 1
Green/Gray/Light Blue = 2
Not used = 3
Not used = 4

Notice that the higher the number the more recessive it is. The game does not blend values, so there are no in between numbers either.

Also notice that the value 2 carries the entire group of ‘recessive’ eye colors in the game.

If you use default replacements you can set your browns to 1, your hazels and greens to 2 and your blues to 3 by simply making all three of the default recessive colors shades of green and hazel and assigning the blues as NPC ready versions.  I’m sure there are ways to change the default swatches too, I just haven’t come across them yet.

Okay, so now you should sort your eyes.  

I’m going to pick one of Rensims’ eyes at random to walk you through this

Here's the view in SimPE



My random eye is dark green.  That qualifies it for a recessive placement of 2 no matter how I set up my default replacements.



notice the 1. 2. 3. here.
1 is the resource tree window. 2 is the resource list window. 3 is the plugin view window.



In the resource tree window select the “Texture Overlay XML (XTOL) (1)” line.
 
In the resource list window there will be a single item.  It will say Texture Overlay XML. Select it too.  In the plugin view below those windows you will see this:
 


It’s the CPE editor that we want to use.  There are a lot of values here I know.  Most of them you can ignore.  



The important line here that we want to edit is the “genetic (dtSingle) = 0” one.  Notice that ‘0’ there?  That is what tells the game the eye is a custom one and should always override any other non-custom genetic eyes.   Select that line and notice that the boxes, ‘Name:’ ‘Type:’ and ‘Value:’ on the right each have part of that line’s information in them.  What we want to change is the ‘Value:’ box.
 


Then hit the ‘commit’ box.  



The final step is to save the file.  I always use “save as” to remind myself to rename the file.




Bonus Info:

How about making those eyes you just geneticized into ones that the game will use for NPC’s and townies?

While in the same screen you will want to change two more lines, the “creator (dtString) =”  and the “family (dtString) =” .  Both lines have long letter-number strings behind them and those strings vary for every custom eye package.  



So copy this:
 
00000000-0000-0000-0000-000000000000

Select the creator (dtString) line and in the value box highlight the existing string. To paste the new value in that box use “Ctrl-v” on your keyboard.



Do the same thing for the family (dtString) line. (note in a few cases this has caused problems, if your eye package is not an individual eye texture or if you find that the eyes don't work after changing this value then revert to the original data string.  This is why I tell you to do 'save as' and rename)



Commit.  Save as. (Remember, I do this to change the name of the file.  I want to note this is an NPC ready version).

There.  It's a rinse and repeat operation from here.  

I usually set my pink, red, and off colored eyes to 4 and don't use 0 at all.  You could however use 0 for your black colored eyes and those few custom eyes you really like if you don't mind them being so dominant they take over your neighborhood.
40  Simmers' Paradise / Tutorials / Tutorials for 'Dummies' Series: default eye replacements. on: June 07, 2007, 10:29:02 am
Making eyes into default replacements is not that hard if you are in the know about exactly what to do. I originally made this tutorial for the lovely, wonderful, Pickpock and thought others might like it as well.  It's 11 pages with pictures in Word.  I know a great many folk don't have Word so I'll put the tutorial here.

0o0o0o0o0

Default replacements: the easy way!
For pickpocket @ insim.

What you need:
SimPE
DDXtools from Nvidia.com. http://developer.nvidia.com/object/nv_texture_tools.html
The attached package files

The default replacement files for eyes are all “texture only” packages.  Unlike other eye package files there is nothing but the single texture that you want to override the game’s texture with.

Here the name is vital.  If you mess up the name of the texture then the game will not override its internal textures.

The alien default:
 uuface-eye-alien_txtr

Brown:
uuface-eye-dkbrown_txtr

Dark Blue
uuface-eye-dkblue_txtr

Green
uuface-eye-green_txtr

Light Blue
uuface-eye-ltblue_txtr

Gray
uuface-eye-gray_txtr

Vampire:
emfacevampire-pale_txtr
(note this is part of a full-body layer that works like costume makeup.)

Now that you have the names you need to know what to do with them.
There are two ways to go about this process.  The hard way is to make a copy of an existing eye that you like and remove everything except the texture.  Then rename the texture to the name you want to override.

But first I’ll show you the easy way.
Open SimPE.  (Deep breath, Deep…. It’s okay, you can’t break anything with this process. It’s safe.)

The main boxes of SimPE that you will need to use are:
1. The Resource Tree
2. The Resource List
3. The Plugin View
These should be up by default if not then go up to extras/preferences and choose reset layout.

To open the file you want to use select File/Open or use [ctrl]+O.  Once the file opens you should see this:
 

Click on the “Texture Image (TXTR)(1)” to sort the ‘resources’ (the parts that make up the package file). In this case there should only be the single Texture Image to deal with.

Then click on the “Texture Image” at the 2 area and once it loads you should see something like this (the brown eye default):


 


To do an easy replacement, locate a brow eye you like better and we’ll swap out the textures.
I’m going to use enayla’s new eye, “midnightness”

Since I’m doing a texture swap I need to keep the existing SimPE program open while I open up another ‘instance’ of the same program.  To do this, just go to the existing eye package and click on it.

You’ll end up with this:



Look at all the ‘resources’!
This is why we need the resource tree.  All we want is the texture.  
Click on “Texture Image (TXTR)(1)” to sort the items in box 2.  
 

 
Notice that once you do everything but the “Texture Image” disappears from that box.
Click on the remaining item and off click on the lower picture that appears.
 


Off click on the image to bring up the menu. Select ‘export’.
 


Now go back to the original default package.  You have two choices here.  You can “import” or you can “build DTX” (Build DTX only works if you download and install the DDS tools from Nvidia.  Trust me, using build DTX results in a clearer crisper image in the final product than import and so most creators prefer to use it.  Note: Installing the tools on your computer is not enough, you must go into extra/preferences/system folders and point SimPE to the installation location of the tools. Example: on my machine the tools are installed at C:\Program Files\NVIDIA Corporation\DDS Utilities.)

 

Because I don’t want to ruin Enayla’s quality work I’m using Build DXT.


 
At this point I only want to “open” the image.

 

Once the preview shows up of the texture you want then hit “Build”  The screen will pop up with a black box that looks a lot like a DOS prompt while the DDS utilities do their work.

 

The final result.  But we’re not done yet.
You need to “Commit” the changes or else SimPE won’t save them.


 
Hitting the “Commit” button calls up the little box there that informs you that indeed the changes have been accepted by the program.  Almost done.

 

I usually do “Save As” at this point because it forces a rename of the file. This one went from “default-enaylaSoftBlack-browneye” to “default-enaylaMidnightness-browneye”.

All the basic eyes work the same. The only one that is different is the Vampire one.

Here I’m going to replace the eyes in my current vampire default skin (by Patches2sim) with one from Enayla.  

Start with extracting the old texture with the eye you want to replace:
 

It doesn’t really matter what graphic program you are using. You may need to export both the texture and the alpha channel.

(If you want to replace the entire skin then you will want to extract all the alpha channels for all 15 textures.)

Now, you will need your eye texture.  If you have a new or saved .bmp file that you have made yourself  then you will only need the alpha channel we’ve extracted.  Otherwise you need to open the eye package that has the texture you want in SimPE, just like before.

What I did was to open up my replacement texture and select the eye, copy it. Then I opened up the other texture for the face, pasted the new eye texture over the old one and saved it. Back in simPE I used Build DTX, then committed and saved.

You can do the same thing with your .bmp.  Open it first in your graphics program, select the eye texture and copy it.  Then open the exported file and paste your eye in place. Save it as a .png.  The use “build DTX” to insert it into the package just like before.

Doing the entire skin would mean adding another step, “Import Alpha channel” to each of the 15 textures.  But that’s another tutorial…

0o0o0o0o0
attached here are my default replacement packages that use enayla's eye textures.  You may use these as a base for your own default replacement eye packages.  If you use the vampire one please credit Patches2sim for the replacement alphas used in the body and face texture.
41  Resident Creators / ReginaS's Sims / Johnny Depp as Jack Sparrow on: June 04, 2007, 11:50:37 pm
Quote from: ReginaS;758262
It was yours?
in full package he was 15 mb((((((


Not the hair or beard no, but the capped teeth (two versions, one with sunburn and one without) and the hat retexture (I've made 4 recolors, tan, brown, navy, and black) were some of my brighter ideas.  

I provided direct links to the threads at MTS2 in my first post as suggested.  As soon as I get them uploaded to my website I'll provide links to that location too.    

It thrills me to death to see that my parts are being used.
42  Resident Creators / ReginaS's Sims / Johnny Depp as Jack Sparrow on: June 03, 2007, 02:34:31 pm
Ah, Regina.  I would have let you use my hat and teeth.  You could have included them!  

He looks fantastic!

Teeth: http://www.modthesims2.com/showthread.php?t=177154

Hat: http://www.modthesims2.com/showthread.php?t=178117
43  Sims 2 Community Downloads / Eyes / Secret Eyes - Now With Defaults on: May 30, 2007, 06:00:12 pm
Nice to see you understood the tutorial!  fantastic!
44  Sims 2 Community Downloads / Eyes / Full of Stars on: May 30, 2007, 05:58:42 pm
Quote from: pickpock;735707
lol, did you see that I've posted a default version of my secret eyes?
Thanks to you! ^_^


Yes I did.  congrats on that!  they look great.
45  Sims 2 Community Downloads / Eyes / Full of Stars on: May 20, 2007, 03:44:56 pm
I really like these!  I might just have to chage my alien defaults again, lol
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