I struggled. Is it the shoes? The skirt's legs? Lets fix the shoes... Ok it is the legs, shoes are fine with other stuff! Lets redo the legs... Nope didn't work. New WRK project? Nope. Redoing the MTK process ... Nope.
Let's just say i ended up with 3 wrk projects, 8 wso's, and a scrambled brain.
I ended up asking @justmiha97, who had a solution - a while ago he used it and might not work, but it did! So I wrote it down for myself and others.
Tutorial here
You need:
- Obj files/meshes of top/feet/bottom/head (depending on your cc) with all morphs, these should be thoroughly checked to have good normals and preferable unscathed fresh from EA, as they are what the seams of your item have to align with. I used the EA feet (Geom and morphs exported from TSRW) and my edit of JVSmith's torso (for its preg morph) for this skirt.
- Smugtomato geom tools
- Any version of blender that has the data transfer modifier & that works with geom tools (I use 3.6)
It's the tutorial that no one asked for! And I blew my entire day on it, so you better appreciate it! :) No, seriously, this is as much for me as for anyone else. I don't do this process often, and when I do, I have to re-remember the steps, and sometimes I forget some of them and have to figure it out again. This will save future me from having to do that.
Even if you aren't me, if you're interested in being able to place diving lots in most any world you like and that has ocean, this will be relevant to your interests. Unfortunately, it is a sometimes fiddly process to get a working lot at the end, and I went into a lot of detail, so the tutorial is long, but please do follow it closely because if you skip a step or mess anything up, your lot will be wonky or it might not work at all, and I don't want to hear your whining. :)
Note that this is a tutorial for placing a new, empty diving lot, which is the first step in placing a downloaded diving lot or one that you yoinked from another world, but this tutorial doesn't cover how to get such lots working. This just shows you how to place an empty lot, which I'm assuming for this tutorial's purpose that you will then build/decorate yourself. Frankly, I've discovered that building your own is much easier than trying to ram square pegs into round holes, which is what placing downloaded dive lots often feels like, even if you know what you're doing. It can be as time-consuming, if not more time-consuming, to get a pre-made lot placed and working than it does to just build your own.
So, here we go.
Step 1: Pick Your Poison.
Choose the world/save you'd like to plop a dive lot into, open it, and go into Edit Town. You can use any world you want, EA or custom, so long as it has accessible ocean in it. (More on that in Step 3.) I'm going to use Sunlit Tides, just because many people want to put dive lots in it yet can't always get them working.
Step 2: Cheats!
You need some cheats, so open the cheat box by pressing Control+Shift+C and then enter these three:
testingcheatsenabled true
buydebug on
enablelotlocking on
Note that you need to enable testing cheats first because the other two aren't available otherwise.
Step 3: Placing the Lot.
Go into World Editor and in the Lots submenu of it choose the lot size you want:
As far as I know, a dive lot can be any size you want from the minumum 10x10 to the maximum 64x64, any of the EA standard sizes or any custom size you might add using this mod. If you are bound and determined to try and place a downloaded/yoinked lot, then in my experience, it's best to make the new lot a little bigger than the lot you want to place, if possible, so that you have some wiggle room to get it to fit better. But, I'm assuming you're going to build your own here.
If you plan to do lots of terrain sculpting on your dive lot, bigger is better. That said, unless you're going to do something really elaborate, it doesn't have to be 64x64, the largest possible size, either. Smaller will mean that your prospective lot will fit in more places on the map. So, it's up to you. For this, I'm just going to place a 30x30 lot, because I'm not going to build/decorate it or anything.
Now, it needs to be said that not every world will be able to have diving lots. The world must have ocean, obviously, and that ocean must be routable or else sims won't be able to get to it. The ocean also has to be deep enough. Generally speaking, "deep enough" is if the water is dark blue. (Or green, or whatever color the lighting mod you use might make it.)
For instance, in Sunlit Tides here, it's pretty obvious where the deeper water is:
But you know what? I'm going to place a dive lot in some of the shallower water, anyway, because I/you actually can, within reason. And if you're interested in doing this in Sunlit Tides, I'll warn you that the deep spot in the pic above has a very uneven bottom. It's really not a good place to put a dive lot. And I'm not sure what the deep water on the outskirts of the map is like, but the good news is that much of the deeper and flat-bottomed shallows, as I've noted, work well.
So: With your chosen lot size selected, move your cursor around in the ocean where it seems to you that the water is "deep enough" until you come to a spot you like and where the lot grid is green. If the grid is never green, then the ocean likely isn't routable at all and you won't be able to place diving lots in that world. I have never run into that, myself, but I also haven't done this all that often, so it's certainly possible. Anyway, I'm picking here:
My advice would be to not make your lot too far off-shore even if you can do so, or else it will take sims a long time to get to it. Especially merfolk, because they always swim out to dive lots rather than take a water taxi, and they swim much more slowly than a water taxi moves. Once you find your spot, go ahead and place the lot. Doing so will create a square island, not a sunken lot. That's fine. We'll fix it in a moment.
Step 4: Change the Lot Type.
Click the lot's icon and change the lot type to community and then choose "Diving Area" as the subtype:
Note that this option will only show if you've enabled lot locking. So if you didn't enter that cheat up in Step 2 or if you entered it incorrectly, rectify that situation now so that you can set the lot type.
Step 5: Sinking the Lot
Enter the lot and flatten it with this tool in build mode:
This will submerge the lot so that it's level with the sea floor rather than being an island. You can now move the camera down under the water and have a look at your potential diving area, like so:
In particular, check the edges of the lot to see if there are any huge drop-offs or other great differences between the level of your lot and the surrounding terrain. Whether or not this will happen is world-dependent. Some worlds have very uneven/jagged underwater areas, which is what will make you end up with drop-offs, while others, like Sunlit Tides here, are (mostly) pretty flat.
You can see in the above pic that this lot is a little sunken along two of its sides. That's fine; that small amount of difference can easily be smoothed out with the terrain sculpting tools. If there are steep drop-offs or upward slopes, you can sculpt the lot to try to blend it with its surroundings, but be advised that 1) Interactable objects like dive caves can't be placed on uneven terrain and still be usable and 2) If you end up really deep down, the camera goes wonky and it's frustrating-to-impossible to build or play the lot. So, if you've got a huge drop-off and/or a steep upward slope on one or more of the edges of your lot, I'd recommend just trying a different spot. But, it's up to you. If you feel you can work with the uneven edges in some way, have at it. You are braver than me.
Step 6: Save that MFer.
Once you have a lot you're satisfied with, this is a good time to save. So, go back to Edit Town and do that.
I recommend saving often during this entire process because, I don't know about your game, but sometimes mine will "hang" or even crash when moving between Edit Town and Build/Buy, especially if I do it a lot. And with this process, you will be doing it a lot, not to mention exiting out to the main menu and then going back into the save a few times. Since getting a dive lot placed can be a fiddly business, it sucks to lose a lot of progress to a hang/crash. So, in my opinion, you can't save too often, but in this tute I'll only prompt you to do it when you must.
Step 7: Exit Stage Right
Remember long ago in the last step how I said you'll be exiting to the main menu a few times? Yeah, the first time is now. You do this because, for whatever reason, the game doesn't register changes made to the "structure" of dive lots without exiting and re-entering the save. So do that. Once it's reloaded go back into Edit Town and then back into the new diving lot. Because now it's time to place a dive buoy.
Step 8: Deploy Buoy
The dive buoy is located in the debug items, so if you haven't turned on access to that yet, do so now. Then, go into the buy menu, sort it "by function," not the default "by room," and you should see this question mark here:
Click that, and then I recommend that you go to the filters on the right-hand side of the menu and choose just Island Paradise objects. Because you'll be going into the "Misc. Objects" tab and, especially if you have all EPs/SPs, there's a crap-ton of objects in there to sort through. So, filter, then choose the "Misc. Objects" tab, and you'll see this much-more-manageable selection:
Choose the dive buoy, as indicated, and place it anywhere on your dive lot. It doesn't matter where because (spoiler alert) this one's going to be deleted, anyway.
Step 9: Ogle That Shapely Buoy
Once your buoy is placed, move your camera down to the ocean surface and have a closer look at it. Like so:
See how the ball part of it is just sitting on the surface of the ocean? That's bad. If you were to leave it like that, you'd have sims (and sharks, if you place a surface shark spawner) swimming/snorkeling in the air, if the lot would work at all. But don't panic! We can fix it. We just need to shift the entire lot down a l'il bit, so let's do it!
Step 10: Copy the Lot to the Library
Go back out to Edit Town. Check to make sure that your lot designation is still "Diving Area." (Because during this process, it will sometimes change.) Then, save the lot to your library. The game will give you a warning about cancelling all sim interactions or something. That's fine. Just put a copy of the lot in the library. The thumbnail in the community lot catalog will look like a blue square.
Why are you doing this, you ask? Because now you're going to bulldoze the original. Why? Because we need to move the entire lot down a little bit, and you can only do that by placing a fresh copy of the lot. And you may need to do this several times until you get it at the right depth, so having a copy of the lot in your library is necessary. You can delete it out of the library once you've got your dive lot in the right place, if you want.
Step 11: I'm a Steamroller, Baby
Once you've got a copy of the lot safely in your library, bulldoze the original lot you placed. Once bulldozed, the game will change the lot designation back to "No Visitors Allowed," so you'll need to change it back to "Diving Area."
Step 12: Go Down on That Lot
To move the lot down when it's placed, you need this cheat activated:
setimportedterrainoffset -0.1
The value at the end can be whatever you want, as many decimal places as you want. A positive number will move the lot up, and a negative number will move it down. (You can use a larger negative number to make deeper a lot that's too shallow, and it can also be helpful if you're intending to try to place a downloaded diving lot on this lot so that it might better match the depth of the water in whatever world it came out of, but this won't always have the effect you want. For one, your lot will be down in a hole.) For the purposes of this tute, all I need to do is move the lot down a teeny bit so that the dive buoy on the lot is sitting IN and not ON the surface of the water. Hence, the -0.1 value.
(Now, I should mention that other tutes I've seen will have you just lower the terrain right under the buoy to sink it a little bit rather than doing this bulldoze-and-replace-with-a-whole-lowered-lot thing I do. This method can work, but I don't like it for various reasons that I won't go into for brevity's sake. I'm just telling you what I do, which has worked every time I've placed a dive lot, including shallow-water ones like this one.)
Step 13: Re-Placing the Lot
Go into your library and place your saved lot back where it was. DO NOT ROTATE IT or else things will get screwed up. (Namely, your lot will become an island again and resinking it won't really work.) Just click "Accept." And then check its lot designation and change it to "Diving Area" again, if necessary, which it probably will be because stupid game.
Step 14: Ogle that Shapely Buoy 2, Electric Boogaloo
Now, enter build mode and move the camera down to the ocean surface again to check the dive buoy. Ideally, it will now be sitting IN, not ON, the water, like so:
If it's still sitting on the surface, the lot needs to be deeper and therefore moved down farther, so go back to Edit Town, bulldoze the lot again, change the value of the imported terrain offset cheat to a larger negative number (Perhaps -0.5) and try again. Be aware that, as I said, once you get to larger numbers (as in greater than -5 or so) you start ending up with your diving lot down in a hole, which may or may not be workable.
Now, there is a marker on the buoy, the little black rectangle I outlined in the pic above. If the ball part of the buoy is at least partly in the water but that marker is still above the water, as in the above pic, the lot will still work, but there will be a "hop" (and sometimes a pause) when a water taxi or a swimming merperson crosses the boundary of the lot. The higher the marker is above the water line, the larger that "hop" will be. (Because, if you haven't figured it out yet, the dive buoy is what tells the game where sims can swim, vertically, on a dive lot.)
If such a hop doesn't bother you, you can leave the buoy as-is. If you're a perfectionist like me, you go back to Edit Town, bulldoze the lot, and change the value of the terrain offset cheat to try again. Do this as often and with as many decimal places as your level of perfectionism demands. :) I'm not that fussy, so I usually just move the lot down in increments of 0.1 until the marker is at or below the water line but the ball of the buoy is not completely underwater because you don't want the ball completely underwater, either. At least some of it needs to be above water. So, fiddle as much or as little as you feel you need to.
(For reference/scale, the gap between the marker and the water line in the above pic would probably be fixed by an offset of about -0.15 instead of -0.1. But it would also be fine as-is unless a little hop at the lot boundary will bother you.)
Step 15: Bye-Bye Buoy!
Once you have the lot so that the buoy is where you want it, DELETE THE BUOY. I repeat: DELETE THE BUOY. Yes, DELETE THE BUOY. For whatever reason, dive lots drawn from your library that contain buoys won't work. I don't know why. They just don't. You need to place a fresh buoy. (I'm pretty sure this is why lots of people can't get downloaded dive lots or lots that they pulled from other worlds to work. Sometimes the answer is simply to delete the buoy, if the lot came with one, and place a fresh one.)
Step 16: Exit Stage Left
Once you have DELETED THE BUOY and only once you have DELETED THE BUOY, go back to Edit Town, check to make sure the lot is still designated as a diving area (and change it back if necessary) and save. Why? Because now you need to exit to the main menu and reload the save again. So do that.
Step 17: Fresh Meat Buoy!
Once the save is reloaded, go back into Edit Town, and check to make sure the dive lot is still designated as one. Redesignate, if necessary. Then, go into build/buy and place a fresh buoy, just as you did before. This one will be staying permanently, so place it where you actually want it to be. (Which really doesn't matter; aside from defining the vertical space of the diving lot, it just designates where your sim "enters" the lot.) If you want the lot to generate sharks on the surface, you can also place surface shark spawners now, too, as few or as many as you want, and because you have properly adjusted the height of the lot, the spawned sharks will not be swimming in the air. The spawners are also in debug mode, under the fish spawners. (There is also a spawner for underwater sharks. Do not put that one on the surface. Make sure you only put surface shark spawners on the surface.)
Step 18: Set the Lot's Skill Level
You set the required skill level for the diving lot by going to buy mode (if you left it), making sure the hand tool is active, and then holding down control and shift while clicking on the dive buoy. Choose the option "Set Required Diving Level…" from the menu that comes up:
…and then from the resulting options under that choose a NON-ZERO number. For some bizarro reason, buoys default to level zero when placed, and a diving lot set to skill level zero is inaccessible even if a sim has level 10 scuba skill. (Good move, EA! Why is zero even an option if it doesn't work??) So, pick whatever skill level you'd like, so long as it ISN'T ZERO. (I suspect that this is another reason why people can't get downloaded dive lots that they place in a world to work.) Once you have the skill level set, go back to Edit Town and save.
Step 19: Test
And now you're pretty much done. All that's left is to test the thing to make sure the lot works before you bother with building/decorating it. So, return to the game and send a victim to your new, empty lot and see if they successfully arrive (with or without a "hop" at the lot boundary) and successfully get themselves underwater. (My advice, for testing purposes, is to just give the sim you pick enough diving skill to use the lot. This can be done with NRAAS Master Controller.) Don't bother with doing anything further with the lot until you make sure it works.
Here is evidence that my lot, though shallow, works:
If your lot doesn't work, then something went wrong somewhere. Most likely, you missed a step or did a step wrong. I know there are a lot of words here, but they're all necessary to (more or less) guarantee a working lot in the end. So, try again. It's possible that you will have to pick a different location and start over, but I've been able to get a lot working wherever I've placed one, so long as it was in deep-enough routable ocean.
Step 20: PROFIT!
Assuming that your lot works, "all" that's left is to build it! :D I'm not going to go into detail about that. It's all up to you. You can sculpt the terrain, paint it with whatever terrain paints you want, place objects, whatever. If you're in shallower water, any objects you place that are tall enough to stick out of the water will just be chopped off at the water line; you won't be able to see the rest above water. The corals and stuff are in debug mode under "Underwater Objects," but if you don't want the tropical look, so long as you have moveobjects turned on, you can place (almost) any object you want down there, aside from things like walls and fences and other build items that can't be drawn underwater. Rocks, plants, trees, columns, and anything from the buy and debug catalogs are all good. If such an object has a function, sims won't be able to use them, though. They'll just become deco. (So, no underwater basketweaving sculpting. Sorry.) So, go to town. Have fun. For this tute, I'll just mention a couple objects and their settings and we'll finally be done.
Miscellaneous Objects:
First, treasure chests. Like the dive buoy, they're located in the "Misc. Objects" of debug mode. There are two versions, one for land and one for water. Obviously, on a diving lot, you want the water one if you want any at all. If you do want to use them on your lot, place down as many as you want, and then set the diving skill level necessary to open each one and designate the treasure each one will hold. You do both by holding down control and shift while in buy mode with the hand tool active and clicking on a chest, just like setting the skill level of the lot on the buoy. This brings up this menu:
The "Assign Treasure" option gives you eight different treasures for the chest. You simply pick the one you want. The "Set Required Skill Level" option allows you to assign the diving skill necessary to open the selected chest. You can choose any number you like from 0 to 10. (Yes, zero is OK for this purpose, even though no one with zero skill can scuba dive, so…Yay EA.)
Then there's the dive caves. I think they are in the "Underwater Objects" section of the debug catalog; I'm not sure because a mod I use moves them to the regular rock section. Anyway, there are two styles, which you're probably familiar with, but they both function the same way. If you have more than one of them in the world, even if they're all on the same lot, your sims can travel between them, much like a subway. Unfortunately, I can't show you how to set this up because that mod I use to move the caves to the rock section also makes them recolorable, but it breaks setting up this functionality and I don't feel like hunting the mod down and taking it out. But it's pretty easy. You Control-Shift-Click on each one, give them a name, and then you can connect them by using the names you give them. Again, it works much like subways. It's pretty self-explanatory.
Finally, there's the fog emitter. If you're unfamiliar with this object, it's a base game object located in the "Misc. Objects" section of the debug catalog. The thumbnail in the catalog looks like this:
And it looks like this when it's placed:
They can be used on any lot, they disappear in live mode, and they can generate not just fog but many, many different effects. Literally thousands of different effects. You place the emitter where you want, and then control-shift-click on it and choose "Set Visual Effect" from the resulting menu:
When you click on it, you get this:
In that window, you type/paste the code for the effect you want. Of course, you will need to know the code for the effect you want. For your convenience, I've uploaded my list of effect codes, which is complete and includes the codes from all EPs, here. It's just a text file, and the codes are in alphabetical order. Since the list is all-EPs, some of them may not work if you don't have the EP the effect comes from, but if that's the case, then any such code you enter simply won't do anything.
The most relevant effects for a diving lot all start with "ep10," but there are others you could possibly use, too. Some of the names of the codes are more helpful than others in terms of knowing what it will do. Generally, you need to experiment. But, you can add schools of fish, single (but non-catchable) fish of all kinds (if you want catchable fish to spawn, you need to use the spawners, not the fog emitter), sharks (non-interactable), light rays, bubbles, glows, fog, all sorts of things, if you're patient enough to go through the list, look for interesting possibilities, and try them out to see if they will work for you. There are whole tutorials dedicated to the object, if you look for them. There's also a mod that makes them shiftable, which can be very useful, here.
One final suggestion:
If you go through this process in a world that you know or even just suspect that you'll want to use again and you'll want the dive lot(s) you made in that future save, for the love of pie keep a copy of this save file somewhere. That way you won't have to go through all this crap again. Because even if you save a copy of your finished lot, unless you manage to place the empty initial lot in the new save in the exact spot you placed it when you built the lot, it's not likely to be quite right. So beware.
And with that, I think we're done here. If anyone has any questions, or if you decide to try to make your own diving lot and have questions along the way, feel free to hit me up and I'll do my best to help. Just keep in mind that I'm not an expert by any means.
I hope this is not an imposition. Im trying to export decor meshes from Cyberpunk with Wolvenkit to convert to sims 3, but I cannot seem to do it. Stuff like crates, random deco items. All the guides I find is for exporting the characters which is not helpful for me.
Do you have any advice for me? Any tips? Guides? I understand if not. Thank you for taking time to read this!
Hi @cats-n-witchcraft! Here is the tutorial I made for C2077:
Hi there, just a question for you if you have the time ♡ I know that you allow people to convert your Cyberpunk items from TS3 to TS4 freely
In this tutorial I will introduce you to some basic camera techniques and their key terms. If you've never done photography before and you feel like your photos are always a bit off, this tutorial should help you.
The rule of thirds:
The rule of thirds is a great tool for any beginner photographer. What is it? Well this website explains it better than me, but for a brief overview:
The rule of thirds is a camera technique where you split the screen into nine squares and you align your model with the lines, or alternatively in the middle of any of the squares.
Most people tend to make their subjects in the dead center of their photos, which is a camera technique on it own, however anything along the vector lines attracts the eye, which makes the rule of thirds a very popular technique.
What does it mean for my sims?:
The rule of thirds can help you balance your scenes, highlight characters and make your photos less wonky.
the vector line in this case is more dominant than the blocked out side because the face is framed between the bookcase and the blonde, so our eyes automatically go to blue's face.
The balance is good on this photo because both models align with the vector lines. the sideboard also creates a horizon line in the middle. (the lighting is terrible in this so it was hit with a NG but this tutorial isn't about lighting 😅)
The tree creates a vector line and our line of sight is automatically drawn to the middle.
the fence line in this photo creates a vector line to the middle it also creates an artificial horizon line separating the building from the sky. The table adds balance to the photo by matching the bottom line.
The rule of thirds isn't the be all end all of composition but it's a great trick that never gets old. When you don't know how to frame your scene, the rule of thirds has your back.
Framing and Film Shots:
The second camera technique we will look at is common film shots and what they do.
Camera shots help you understand what kind of photo you are taking and what photo you need. It's not necessary to learn the names, however, you've probably already taken photos with one of the above shots.
When taking pictures of a model, you may not know what kind of photo to take. Do you want to focus on the face? or the outfit? perhaps there's two or three people in the photo. Understanding what you need can become much more simple if you know what kind of shot to take.
Some comparisons:
The first shot looks empty and bland. there isn't anything happening in the frame to warrant such a wide shot. The second one is wonky and shows too much. There's too much of the bland green wall and we don't need to see his whole leg, it's not interesting.
the third is good, it fills up the entire space however the fourth is better. the plant prop adds dimension and the lighting adds drama.
Composition for sims stories:
Whether its painting, comics, movies or sims stories, if you make stories in a visual medium the chances are you'll use these common shots.
Why is it good for my sims?
For sims stories, varying your shots creates dynamic storytelling. Four pictures in a row, with the same four compositions can make your story static and can work against you, especially if you've got a very drama packed story. Experimenting with different shot angles allows you to express your stories in more creative way. It livens things up.
Comparison:
(you'll need to click on the pictures to see the full thing)
The left feels quick and the body language suggests a flirty tone, however the right feels tense. The pause and close up of his face shows us his hesitation. The silliness of his expression in the final shot releases that tension, almost as if he is hiding his feelings.
Sometimes you'll need scenes like the left example to move the story along at a quicker pace, but changing the shots like the one in the right allows the pauses and expressions to speak the quiet parts out loud. This creates more tension in scenes, allowing it to build up and release.
This is the way framing, composition and camera angles can help bring your sims stories to life.
I hope this tutorial helps you think of your sims story more dynamically. There's no wrong way to make art and this includes sims stories, however, being able control your sims story in the way you like can allow for some true uniqueness to shine through.
Happy Simming :)
Previous tutorial: Intro to lighting
Next tutorial: Easy contrast lighting for photoshoots
I want to share with you guys how I convert a 2048x4096 map sized UV to a 1024x1024 map sized UV. Sorry if this tutorial is a bit clunky, and I do want to preface that I am also a beginner with Blender, but this system helped me a lot!
I won’t be explaining how to export and import the meshes into Blender, but more so on the UV mapping aspect.
What you’ll need:
1. A hair mesh you want to convert
2. Sims4Studio to export the meshes
3. Blender
4. An image editing program, I’ll be using Photoshop
The tutorial:
1. Export the mesh and texture from S4S, then import it to Blender
2. Add another view port and switch it to the 'UV/Image Editor' mode. Your window should look somewhat like this
3. Select the hair mesh and go into ‘Edit Mode’ (or press the ‘Tab’ key). The UV Map of the hair will show up in the ‘UV/Image Editor’ window.
4. Make a new 2048 x 4096 blank texture by clicking on the ‘New’ button, or you can import the texture that came with the hair by clicking on the ‘Open’. For this tutorial I’ll be making a blank texture, because we’ll be messing with the actual hair texture later.
5. The UV map will look stretched, but that’s okay, because that’s the actual way the hair is mapped to fit with TS4 UV placements. What you’re going to do now is press ‘A’ on your keyboard. This will select all the UVs from the mesh.
6. Export the UV by clicking on the ‘UV’ button and save it. This might take a while, especially on higher poly meshes.
7. Open the exported UV map PNG file in your image editor program, and since I’m using Photoshop, I’ll go ahead and go to ‘Image’ - ‘Canvas Size’, and you can follow my settings here:
7. The image will be cropped and you’ll be left with a 1024 x 1024px image. What you’re going to do is make a black solid color fill layer and invert the colors of the UV you exported (’Ctrl + I’ with the layer selected). Then you can flatten the layers. It should look somewhat like this:
8. Save it and open it in Blender. Basically, we’ve made a guide to match the UVs. What you’re going to do is select all the UVs (’A’ on your keyboard) and go into edit mode by pressing ‘Tab’.
9. With all of the UVs selected, press ‘S’ then ‘X’ on your keyboard and then press ‘2′ and ‘Enter’. Press ‘S’ again, then ‘Y’, and press ‘4′ and ‘Enter. What we’re doing here is upscaling the UVs to a 1024 x 1024px map, because if you think about it, 2048 x 4096 divided by 1024 x 1024 is 2 x 4. Amazing math.
10. You’ll need to move the UVs and match them to the guide that we’ve made earlier by pressing ‘G’ on your keyboard and moving your cursor. Just keep nudging until they look flush!
11. Voila! You’re done. All you need to do now is make the hair textures into a 1024x1024 sized image by repeating step 7, but this time exporting it as a DDS file because you’ll need the alpha. I highly recommend you to also retexture it, since most creators don’t allow you to use their textures.
And that’s how I match a 2048x4096 UVs to 1024x1024 image! Of course, you can apply this tutorial for other things. I hope this tutorial is clear enough and able to help you guys. Thanks for tuning in, and happy simming!
Around the Sims offers high quality free downloads for the Electronic Arts simulation game, the Sims 3: Sims, objects, patterns, buildings, clothings. Around the Sims 3 propose des t
Ever had that glorious “error reading resource” error when opening an image in s3pe as you were diving deep into the in-game files? Me too! I just figured someone would find the knowledge useful :)
Useful links: a compilation of my Sims 3 tips, tricks, and tutorials
In my time on Tumblr I've created various little tips and tutorials posts related to Sims 3, and every time someone asks me for a link to one of them, or I need to refer someone to it elsewhere, I have to dig back through my archive for it. To that end, I figured doing one HUGE dig to list them all in a single post would be the best option. I'll try to put them on a page as well, so it's linked at the top of my Simblr, but lately Tumblr has been screwing up links on pages, so I'm putting them here in one easy-to-reference post as well.
General Sims 3 tips
Fixing 'bad ages' corrupt clothing
Examining Sims for potentially problematic extra CC
A quick way to tell if a special seed is a money tree
Quick lighting tips for TS3
CC List: Create-A-Gunther! (Turn Sunset Valley's Gunther Goth into the version from my story)
How to fix games that won't save if you've placed BuyDebug items down
How to keep Sims from moving around when you’re photo-shooting, without resorting to poses (yes, it IS possible!)
How to quickly ID your collection files without restarting
Resources for Sims story writing (twitter, facebook, text message etc generators and suchlike)
Video tutorial: Image editing
Antiqued photo tutorial
Tips for taking good Sims 3 pictures
How to remove those annoying leftover gate posts
Using SNAP files to catalogue your saved Sims
Nifty little table trick (create large dining tables for screenshots)
Using Bulk Rename Utility to rename your CC files
How to make more realistic vampire Sims (includes cc link for additional makeup)
How to use Master Controller to speed up your CAS load time
How I organise and identify all of my CC
Using the Thumbnail Extractor program to ID all of your CC within seconds (this one’s essential if you have a lot of CC!)
Building tutorials
Illustrated guide to building a cc-free medieval-style tower
Illustrated guide to building the Halls of Music
Non-Sims, but still useful!
How to download safely from Mediaire (no more popups!)
Using the HOSTS file to block ads
Using Evernote and Clearly to save web pages (OUTDATED: Evernote no longer needs Clearly do to this, but it’s still a useful tip for saving those tutorials you want to keep so that - if their creator deletes their blog - you still have them.)
Free Medieval fonts
How to enable distraction-free writing without using any programs