Tiptorial: manually reducing the poly from hair (if you're crazy enough and have a lot of free time)
First of all, get rid of the undersides and remap the whole mesh to the proper ts3 hair texture size;
Select one strand, revert the selection with ctrl+i and hide it all with H, to isolate the strand we want to work (do not separate it into another object, if you do that you'll mess with the strands order and will have transparency issues!);
We need to convert the tris into quads, for this, press alt+J. This strand had almost no issues converting it, but some might present it, then you'll have to select each square manually and dissolve the faces to turn it into a quad. It's easier to do that in the UV map with sync selection by selecting it like a checkerboard, then dissolve everything, then select one tri and press shift+g and select polygon sides, this will select everything that was not converted and then you can dissolve it.
After everything is in quads, alt+click on a edge to select the whole edge loop, then dissolve the edge. You can also press G twice to slide the edge along the mesh to better adjust it.
When the strand is like you want it, you can select it and assign to a vertex group so you can easily select all the dissolved strands to better work with the whole mesh (remember, do not separate any strand!)
And now you'll repeat the process with all the other strands 🫠
This is a tutorial aimed at creators and converters who want to understand, at least a little, how to improve the appearance of their objects in the game. Yes, it’s a bit exhausting, just like creating an object from scratch, mapping it and texturing it, but the result is worth it. The shadow dynamics of TS3 are different from TS4. In TS4, the game itself creates these shadows when the object approaches a wall. In TS3 it is necessary for these shadows to be created using “lights” in TSRW. Of course, the occlusion is not perfect, but it gives the game a more realistic aspect by creating this idea of depth.
The icing on the cake: keep these shadows if they are large objects, like cabinets, sofas, beds, tables, chairs… Small decorative objects, like clutter, you can just delete these shadows. But if you are crazy about perfection and details, and really want even an ant to create its shadow when approaching a wall, my tip is that you clone using a small object as a base as this will make editing the shadows easier.
I will use as an example this armoire that I edited a while ago. The shadows have been edited and look like this when you open them in TSRW:
In the game, this is how the shadows appear when we position the object close to a wall:
To edit the shadows, you must click on the "MISC" tab in TSRW. These shadows are right below, where "LIGHTS" is written. Note that there is a + sign next to it and when you click it, a drop-down list appears with all the shadows separated. In this example there are 3 of these shadows. The names are the same, but let's say we have shadow 1 (front), shadow 2 (top) and shadow 3 (side). Edits must be made in the order they appear.
Click on the three dots to the right of lights. A window as shown in the image below will appear:
The lights that must be edited are found in the part where it says "OCCLUDERS". In this case, "Entry 1" corresponds to our "SHADOW 1" (front)...
For the front shadow, we will start by changing these two parameters that correspond to the width and position of the shadow. My tip is that you copy the original value, change this value to 1 and then click on "OK" to see what happens (that is, to see what changes when changing the value, so you will know if you need to change it to a higher value or smaller...). If it's not what you need, just paste the original value copied previously into the corresponding field and change it little by little until you reach the correct size of the object.
Front shadow height:
For the distance the shadow is from the object, this field must be edited - remembering that we are still editing the front shadow (which corresponds to the shadow that will replicate the width of the object on the wall):
For the other shadows, you must follow the same path: changing the values until it is proportional to the size of the object.
Bonus tip: Open various base game objects in TSRW and see how shadows are created. For example, select a chair and study each shade individually. With practice, you will realize that all you have to do is create a shadow on all sides of the object. For example: on a bed, you should have a shade for the headboard, another for the footboard, another for the side and another for the top, which would be the mattress. Therefore, it is important to study each type of object separately.
Now you might be asking yourself: Oh, yes, thank you very much... But where do I start? How will I know how to create a shadow from scratch? OMG! Help me!
Don't worry, it's very simple: when cloning an object, like a bed for example, it's obvious that you will use a bed from the game as a clone... So just edit the original shadows that correspond to the clone, so that they are the size of the bed you are creating for the game. Only that.
I say again: each object is a specific case. This tutorial is just a simple way to show you the way to understand how these shadows work and how they are generated for the game.
Yes, creating a beautiful object is hard work and requires dedication, time and effort. Therefore, value the creators who strive to deliver you a quality object ♥.
If you feel like helping me, here is a link for donations. Thank you very much ♥.
Help support Camila Pereira by donating or sharing with your friends.
Tutorial inspired by: @bioniczombie and @sideshowsnob
I DID IT!! my first piece of custom content! converted from a scan of a real life sculpture from 1905. i still need to figure out how to make it CASt able but i'm so excited
EEEEEEEEEEEEEEEEEE (high pitched screaming while bashing head against wall) there might be some time before i get these bitches to integrate properly with the walls
Edit: I fixed this - see this post for instructions
This is such a niche one but maybe a follower can help 🙏
Do any of you have Milkshape running on Parallels or via any other method on an M1 (64 bit ARM) Mac?
Do you remember if you installed any other required bits and pieces to get it to work?
I'm using a Windows 11 VM. Everything else one could possibly need (TS3, S3PE, TSRW, Blender, etc) works fine on the VM except for Milkshape! It just does nothing. Doesn't launch. Tried 1.8.5 betas 1&2 as well as 1.8.4.
The Milkshape 3d and developer's website are both long gone and I can't find a list of requirements to run it anywhere to check against.
So I'm starting up this clunky Windows computer all the time purely to convert an obj to wso and whack the wso on a USB stick to take back to my Mac (the Windows computer doesn't even connect to wifi loool). It feels really silly and so I would love to know if anyone else experienced this or fixed it 🙏