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Needs pictures and final checking, but I'm having problems with the game so that's all I can do for now.
For who asked on discord, hope it's understandable to people other than myself:

How to Make Custom Harvestable/Orchard Trees and Make Them Seasons Friendly.

First thing's first, I am a mere beguinner when it comes to editing bhavs. The tips i've added might seem obvious to some, this is what i mustered on my own. I wrote this tutorial because I hadn't found one when I needed it, and when searching for tutorials, I saw an unanswered ask from recent years on making them.

I relied on Echo's tutorial for Making Trees Season Friendly [MTS], the first steps are repeating her tutorial.
I also recommend reading her tutorial on BHAVS for Beginners since we'll be editing them later on.
Another thank you goes to Simler90 on MTS (https://modthesims.info/showthread.php?t=654471).

Ingredients:
- SimPe.
- Your new tree mesh.
Foliage, bark, and fruits need to be in separate objects/obj groups, and so are any other parts for the different states if you have them; bloom, untrimmed.
- A separate single fruit mesh to become a harvest produce. That will be in a separate package.
- a fake null mesh for states you don't have.
Xxxxxx (I extracted from Aysarth's tree on MTS, you should ask their permission before using for upload, as they dont have a TOU listed).
- Textures for all the various states - seasonal changes for foliage and bark, quality changes to the fruits.

Instructions:
1. Cloning an Orchard Tree and getting all the missing resources.

1/2) Missing Seasonabilty resources:
Xxxxx (try to clone a tree and see if Seasonabilty is really missing, this step might be redundant, i don't remember).
- Clone an Orchard tree. found under Other -> Ambrosial Apple/Lemon/Orange Tree.

- In the cloning menu, on top of the usual settings, tick "pull animations" and
"create a standalone item".

Pic

- In the model name popup, get a bit sneeky and name it exactly the same as the Maxis CRES line, without the suffix. We will change that later. Save the new package, of course.

Pic.

- copy your model's name (without any suffix) and open another copy of Simpe.

- In your clone package, delete all of the following resources:
GMDC, CRES, SHPE, TXMT, TXTR.
Save, and don't close the window.
We're going to import them with all the missing pieces now.

- In the second window you've just opened, go to "search xxx" (little binoculars icon at the bottom).
Change search options to "search Name Maps" and "Contain."
Paste your model name and search.
This can take a moment or two, depending on your computer.

- In the results, double-click a result to highlight it in the resources tab above.
Go through all the results and export all the resources regarding your chosen tree. Xxxxx
No need to get all three trees.
You can select multiple lines in the resources tab, just make sure you export everything.
Save them in the same folder so you can import them back in one go.

Xxxxx Run a secound search?
See if you're missing resources named sw05 and sw06, (more seasonal resources). run a second search for these names and export as well. [I might have got mine of off Aysarth as well].

After exporting everything, close the window and head back to your package.

Tip: Keep these resources for making more Orchard Trees in the future, so you won't have to repeat this. Or make a template, as will be shown further on.

- now, there's still a missing resource, because Maxis fucked up and didn't make xxxxx (resource I forgot)
Thankfully Aysarth (the one on MTS who made a bunch of seasonal Orchard Trees mentioned earlier, just check theirs for whats missing) got it their package.
Export it from theirs (or figure out how to get it from game files) export it and save it in the same folder with the rest of the resources.

- in your folder with all the exported resources; move them out of their subfolders into one place. (I recommend using Total Comander over Windows Explorer).

- In simpe, right click an empty space in the resources tab, choose add.
Ctrl A to select all the new resources and import.

2/2) Getting the missing functionality.

- Delete the following resources:
Anim
BHAV
BCON
Pie Menu
Pie Menu xxxx secound pie menue line.
Strl (Text list?).

- Go to Import Semi Globals, under object creation, and search for OrchardTree Globals.

- Select all the resources under the types you've just deleted:
Anim
BHAV
BCON
Pie Menu xxxx
Pie Menu
Text list.
Import them.
Xxxx there might be some redundant one's in bhavs, I imported everything and then compared to Aysarth's tree).

2. Editing the resources to match your package:

- Change the model name to your own, so it won't override anything else. Fix integrity -> change the name.

Tip: If you'd make any more Orchard Trees in the future, save the package in this state as a cloning template. When making more, copy the template file and make the following changes over the copy, instead of repeating the whole cloning process.

- Change the GUID into your own. Have it written down.

If your tree is big, you might want to expand its footprint.
While in OBJD, xxxxx xxxxx
In CRES: XXXXX.
Fix Integrity and save.
(Deedee on dw made the tutorial about that)

- BHAVS:
3 things needs to be altered.
The GUID of the fruit you'll be "summoning."
The material references.
The names of the new BHAVS.


Materials:
- go to material definitions and take note of all of the TXMT names, without suffix.

- In bhavs, choose the line "Material Names" something.

In the bottom tab, where all the details are;
Go over them and change each reference according to its original name.
Replace "season_fullsnow" with your "season_full snow" txmt name etc. etc.
Commit file.

Go to STRL (Text List) at the bottom of the resources list to the left, and change the material references in there as well.
Commit and save.

Pic

Change GUIDS:
- Prepare a Guid for your future fruit package. Have it written down.

- Replace the Maxis GUID with your fruit's in the following places.
[Remmember, change only the lines concerning the fruit you cloned. Lemon for lemon tree etc]:
(Link to og explenation on MTS:
https://modthesims.info/showthread.php?t=654471)
- Get # fruit:
[Pic]
- Sell all:
[Pic]

Commit and save.

- Change BHAV names:
Go over all of them and delete any initial "Global".
[xxxx idk if that's correct, but I had to change that]
Don't forget to commit each name change.
When done, Fix Integrity and save.

PIC.

- Go to xxxxxx and xxxx and make sure the names have been updated there. If not, Xxxx][the other places where bhavs are shown, with their gaurdian - I don't remember what's that called, sorry, its covered in Eco's bhavs tutorial mentioned in the beginning].

Pic

Getting close to the end.

4. Edit the mesh:
Import your tree mesh into the main GMDC, it's the one with all the tree parts.
If your mesh has a separate group for small decorative branches, I'd import them as a replacement to the "untrimmed" state.

Import null blank for all the redundant subsets your mesh doesn't have [i got mine off of xxx said modder on MTS]; Bloom, Untrimmed and the two other fruits.
If you cloned a lemon tree, then that's the real fruit.

- replace the other seasonal GMDCs; only foliage and bark are stored there.

- Replace the LOD GMDC with a low poly mesh, preferably. This is for Neighbourhood view.

Don't forget to commit each change.
When you're done, Fix Integrity and save.

- Replace all the textures with your own.
(LOD texture should be smaller, preferably).

Optional: Add a Normal Map.
Xxxxxxxx
Optional: making pseudo repository trees:
Texture reference.
Xxxxxxxxx

4. Making the fruit package.

- Clone a fruit. Under xxxx --> xxxx.

- add functionality? [Is really missing?]
Manually or with Deedee's package.

- Edit GUID.

- Edit Buy Category if you want it buyable.
- Edit BHAVS:
Xxxxx
(Link to same MTS explenation as above
https://modthesims.info/showthread.php?t=654471).

- Replace mesh.
- Replace textures.

And voilla.
Test it in the game to see that everything works right.
Enjoy your new harvestable tree and share it.

Sims 2 Databases Database

Apr. 22nd, 2025 10:06 am
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[personal profile] felidae_sims

Sims 2 Databases Database

(Alright it's an index, I just had to)

Made it for myself, I might as well share. If there's something I've missed please let me know.

CC:

CC Archives:

Resources:

Update: added EA ts2 store items, Painting sizes db, Tutorials db.
Update 2: GUID db Revival.
Update 3: believe it or not, there's more - Shoes db, Sims 2. Functional Finds [sorted by function] by @sims2functionalfinds.
Update 4: Resource list: Clutter and decorative items, at @gardenofshadowssims.
Update 5: added archives section.
Update 6: added @ekrubynaffit's Pinterest Archive.
Update 7: Fixed TSM link, added Stories db, Afro Hairstyles db by @letomills, SkyBox/Horizons/Skylines Database by @simmergetic, Grunge Masterlist Project 2025 by @pixeldolly, and DW backup links (Everything that's exclusively on Tumblr/LJ should be backed somewhere else).

SimPE Material Definitions Index:

Apr. 19th, 2025 10:59 pm
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[personal profile] felidae_sims

Another thing I made for myself and might as well share. Definitions have links for wiki.
If I made any errors feel free to let me know.

Further Reading:

Texture Mapping – Wikipedia.

Materials in general – Unity Manual.

In SimPE – PixelHate's Guide to Material Definitions [TXMT].


Definitions
:

Material Type: StandardMaterial [stdMat].

alphaRefValue – (I forgot)

deprecatedStdMatInvDiffuseCoeffMultiplier (idk)

reflectivity

 

stdMatAlphaBlendMode – Alpha Layer = Responsible for Transparency.

stdMatAlphaMultiplier

stdMatAlphaRefValue – Reflection?

stdMatAlphaTestEnabled

 

stdMatBaseTextureAddressingU – Base Texture = The Main Texture.

stdMatBaseTextureAddressingV

stdMatBaseTextureAlphaReplicate

stdMatBaseTextureEnabled

stdMatBaseTextureName

 

stdMatCullMode – Backface Culling Mode.

stdMatDiffCoef">0.8,0.8,0.8< - Diffuse Reflection – Coefficient [pretty sure].

stdMatEmissiveCoef">1.00000,1.00000,1.00000< - Emissivity Coefficient.

 

stdMatEnvCubeBlurFactor">0.000000< - Environment Cube Map Definitions.

stdMatEnvCubeCoef">0,0,0<

stdMatEnvCubeLockedToCamera>0<

stdMatEnvCubeMode>none<

stdMatEnvCubeTextureName

 

stdMatFillMode>solid<

stdMatLayer>0<

stdMatLightingEnabled">1<

stdMatMinLightRangeHint">4<

 

stdMatNormalMapTextureEnabled – Normal/Bump Map Settings.

stdMatNormalMapTextureAddressingU

stdMatNormalMapTextureAddressingV

stdMatNormalMapTextureName

 

stdMatSpecCoef">0.53,0.53,0.53< - Spectral Reflection & Specular Map Settings.

stdMatSpecMaskTextureEnabled

stdMatSpecMaskTextureName

stdMatSpecPower">1e+002<

 
(Not in SimPE - Albedo Map - If i'm not mistaken)
 

stdMatTextureCoordAnimMode">none<

stdMatTextureCoordAnimNumTiles">1.000000,1.000000<

stdMatTextureCoordTfAnimOrigin">0.500000,0.500000<

stdMatTextureCoordTfAnimRotSpeed">0.000000<

stdMatTextureCoordTfAnimRotStartEnd">0.000000,1.000000<

stdMatTextureCoordTfAnimRotWaveform">triangular<

stdMatTextureCoordTfAnimScaleSpeed">0.000000<

stdMatTextureCoordTfAnimScaleStartEnd">0.000000,1.000000<

stdMatTextureCoordTfAnimScaleWaveform">triangular<

stdMatTextureCoordTfAnimTransEnd">0.000000,0.000000<

stdMatTextureCoordTfAnimTransSpeed">0.000000<

stdMatTextureCoordTfAnimTransStart">0.000000,0.000000<

stdMatTextureCoordTfAnimTransWaveform">triangular<

stdMatTextureCoordTileAnimSpeed">0.000000<

stdMatUntexturedDiffAlpha">1<

 

 


UV Maps Appreciation Post

Apr. 17th, 2025 08:00 am
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[personal profile] felidae_sims

This post will be updated if I'll find anymore interesting things on the subject (well, interesting to me at least).

  • Back to Geography with this one; I've seen in several places people saying they don't like/understand UV Mapping or unwrapping. Well, I love mapping and had this video by Vox saved. It's short, light, and explains very clearly how projections work, it helped me catch up on the issue. Unwrapping from what I understand, is basically the first part in the video where the guy is fighting the globe.

  • This Blender manual has a good demonstration of projections & their effect on textures, here are a couple:

box-mappingother-mapping


three things

Apr. 14th, 2025 06:32 am
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[personal profile] screechfox
- Because I've got the amount that I wanted to save for a house deposit together, I've been doing some back-of-a-napkin maths on what my finances might look like if (when) I move out. It's both exciting and slightly depressing - it's definitely doable, but I'll have a lot less for-fun money than I do right now, that's for sure. This also means I need to start actually looking for houses soon. orz

- In similar news, I finally got everything together for a home working setup (minus one monitor cable that didn't get sent for some reason) and so I now have a good double-monitor setup with a sit-stand desk and everything! So I won't just be curled up on the comfy chair in my bedroom when working at home, which is very cosy but probably not ideal for like... work-life balance.

- In less "boring" thoughts, I keep thinking about getting back into The Magnus Archives, because I feel like I'm seeing a bit of a renaissance in places. On the other hand, I think 2020-21 may have permanently scarred me for TMA wank, because every time I see something faintly discourse-y (surprisingly often!) I feel myself getting more annoyed than is warranted. Plus, I'd have to relisten to the whole podcast, and my last attempt was when I was doing data entry volunteering that only needed half my brain.
felidae_sims: (Default)
[personal profile] felidae_sims

Starting this blog with something useful, I hope. [imported from Tumblr, will be updated here].

Sooo this is going to be a long comprehensive list. I got back to this game after a long time and with a different computer, with a dedicated graphics card, hurray! It made me want to return to making things, so while gathering back all the necessary stuff, I’ve complied this list. It might be It is updated as I go along, but these are the main things I use. Maybe one day I’ll even finish something.
So here are my go-to resources & tutorials; I’m posting it here for safekeeping, and hopefully others will find it helpful.
Everything that’s listed is here free.
So many wonderful things for free, under the cut.

Read more... )

 

 

 


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