|
Post by playful on Jun 28, 2020 10:15:06 GMT -5
Hi,
This has plagued me for years and maybe someone knows the answer. I never really got into TS4 until recently so here goes:
For example, I have created a wallpaper in TS3 (obviously with CAS from a base game EA wall). I have "shared" those textures so I can get them into .S3pack form. I have then used Delphi's old multi extractor and converted those to packages that, I can then open up in S3pe. No texture IMG or DDS to use however? Just a XML (no joy )
Is it, or has it ever been possible to use a texture created in TS3 for use in TS4? Ty in advance.
|
|
|
Post by simmerish20 on Jun 28, 2020 11:24:49 GMT -5
If you've used one of the basegame walls, you've not really created a new wall, you've just changed the colors. The game doesn't really see that as a "new wall", it just sees that as a color change, and doesn't bother adding in the full pattern (which takes up space), so it probably just adds in the reference for the pattern used, and the color codes, which is just a few lines. Hence the XML.
---
I think you can only really convert them if you have a DDS or texture file of some sort.
There is a package converter program that converts S3pack to package. I think there was some issue with it in regards to patterns, but if you only intend to extract files and not use them in your game, it could be worth the try. I think I've successfully managed to get patterns from some s3packs like that, but I'm not sure if that's worked for all kinds of pattern files, as I've only tried for a few. I've used S3PE to extract the files, if there have been any to extract.
I have absolutely been able to extract patterns from TS3 for use in Photoshop as long as there has been an image file or a DDS to work with. I think I went through and converted the whole arsenal of TS3 EP patterns to recolorable TIFF files a few years back (if I got through them all - there were a lot of them). If you know which pattern you used, I can see if I find the file (if I find the folder - it's somewhere...) and can send it to you.
|
|
|
Post by MizoreYukii on Jun 28, 2020 12:31:15 GMT -5
|
|
|
Post by simmerish20 on Jun 28, 2020 13:11:02 GMT -5
Following parts of that same tutorial but instead extracting the channels from the pattern (usually the RGB mask in Base Properties shown below with the "edit" button), and saving as a DDS image, then copy off the alpha channels into solid color alpha layers in Photoshop (Gimp?), and you get an editable (and tileable) pattern that you don't have to edit with TSRW any more than it takes to extract it. That's what I did, anyway. If you want the exact (or approximate) colors you'll need to take a screenshot and pick up the colors from the side or the picture (the overlays on the pattern are a bit weird sometimes, so occasionally you want both. The color numbering is not particularly trustworthy outside of TSRW it seems). I had some trouble with a few of the patterns (some had multiple overlays, like the one below with the yellow extra overlay channel), but there are a couple ways around it (I extracted those too and added them as overlays, which worked fine). It's a little bit finnicky, but not too difficult, so if you need a step-by-step I can write one up (but I have no idea how to do it in Gimp, so Photoshop only - the method is probably similar, but the shortcuts are different). I think this may even work on non-ingame patterns, as long as they show up in an object in TSRW, but I'm not 100% sure on that. Mixed results... It definitely works on default patterns, though there are a few iffy patterns that have a tendency to crash TSRW. It's nicer with something you can easily edit. I don't know how many times TSRW crashed on me while I was working on this, but at least now I don't have to worry about that...
|
|
|
Post by playful on Jun 29, 2020 9:27:50 GMT -5
This is exactly what I was looking for. You've given me lots to try...Thank you both for taking the time out!
|
|
|
Post by simmerish20 on Jun 29, 2020 10:31:11 GMT -5
I added the pattern above here: simfileshare.net/download/1898845/plus the DDS files I extracted, so you can kind of see what I did if you look at the channels, and how I copied them over into the alphas for the layers. You'll probably need to dissect the files in Photoshop or something like it, because Gimp will not be able to understand the TIFF file (and converting it to a PSD Gimp understands and can use is too much work - Gimp doesn't like TIFF files and not color selection layers either, and I'm not even sure it properly understands mask layers when imported from Photoshop).
|
|
|
Post by playful on Jun 29, 2020 17:22:56 GMT -5
simmerish20
I simply cannot thank you enough, I've been diving into this for the last 48 hours and I'm astounded by what you have shown me. Despite objects, and meshes, textures are my true passion and finally I have the missing pieces to the puzzle. I am still processing all of this and excited, I've made 1 wall now with 2 variations that just blow TS4 cartoon walls out of the water. Finally real crown moulding again! I'm going to include it, because frankly I am damn happy with it.
Tried inserting an image but cannot seem to get it to work, idk...
|
|
|
Post by simmerish20 on Jun 29, 2020 18:51:44 GMT -5
Happy to help, and happy you figured it out I've been poking around in TS2/3/4 files for a while now (started back in 2007 or 2008, I think?) so I have picked up some tricks here and there. I still can't make a single TS3 CC file (I tried once, but gave it up after about half an hour), but extracting stuff from them usually isn't a problem. Let me know if you need any more help with the patterns. Some of them can be a bit tricky to figure out, especially those with 4 channels or extra textures (which is kind of why I added the one above - it shows some of the tricks I used to make these show up).
|
|
|
Post by playful on Jun 29, 2020 19:52:10 GMT -5
Luckily I use Photoshop and have for over 14 years. So I understood exactly what you were trying to convey. When you say not a "a single TS3 CC file" do you mean like a chair, or couch etc?
What's weird to me is Blender. I do most of all my stuff in Milkshape (old school) which thankfully TSRW supports (Not S4Studio). Again, the problem is TSRW is vague now, almost like they have given up on it's capabilities. Not much support for Milkshape either. To me, Blender is a slow process of learning. Where as Milkshape is very simple, point click, select, move, done.
I would be happy to help in anyway I can on CC items, back in the day I used to be pretty good
Thank you again, you've saved my texture life!
|
|
|
Post by Feyona on Jun 29, 2020 22:45:02 GMT -5
playful I am jealous lol. I tried Milkshape a few times and every time I am so pissed after trying to do anything it it, when I can do pretty much everything in Blender. I haven't succeeded in Milkshape at all.
|
|
|
Post by simmerish20 on Jun 30, 2020 6:35:33 GMT -5
I do mean I still haven't made a single TS3 CC item, be it a CAS item or an object or anything like that. I think it's because I found TSRW a nightmare to figure out. Extracting files from a TS3 CC/EA item isn't a problem, but I couldn't figure out how to make new files separate or how to make them show up ingame, so I gave it up and went back to TS2 (some would say SimPE is a nightmare, but not so much after roughly 13 years). Then again, I didn't try very hard, so it could be I would've figured it out eventually. Making CC for TS4 was surprisingly easy to learn once I got over my initial Blender phobia (I've had to unlearn 7-8 years' worth of shortcuts from a different meshing program, or at least learn Blender on top of those and on top of Milkshape. It takes time). S4Studio is generally a lot easier to work with than TSRW and SimPE, even if there are some limits to what you can do with TS4 files (and it's a lot more beginnner friendly for someone who has done a lot of creating with other programs, because there's more 'I know I have to do this, but how?' involved, so I can kind of skip over the parts I've already figured out and go straight to the parts I don't know). Blender, not so beginner friendly, but at least I have some meshing knowledge so I haven't started completely from scratch (more of the "how do I do the thing I could do in that other program?").
|
|
|
Post by playful on Jun 30, 2020 17:59:29 GMT -5
Girl, I wish we had just 1 afternoon to sit side by side lol. We could learn so quickly. Milkshape is too easy, but Blender hurts my brain. Maybe I am getting too old for this *bleep*.
That's exactly what I have "Blender Phobia". There is just SO many options, I cannot even get my UI right (like most creators). I wish TS4 pushed me to learn but (don't take this personally) TS4 is the worst Sims game I have ever played and yet it has businesses and Island Living. Which keeps me going. I spent 5 years creating a world for TS3 but in the end, without real businesses I don't go back. Sometimes I wonder what TS2 would be like after all these years but,... am I that desperate? Maybe lol.
I will agree that S4 Studio is the best Sims tool I have ever used. It is just so easy and fluid. I dream of the option for S4Studio to export meshes to Milkshape. But I get it. Milkshape is ancient...it's up to me to advance. As far as TSRW goes, I am a master. It is complicated, buggy, confusing, aggravating, and time consuming and yet because of Milkshape access..I am a wiz at it.
As of present though, TSRW is not as good as it was for TS3. It's almost as if it is half finished. It is definitely not ideal for TS4..which is why I have kinda stalled creating until I learn Blender.
Thanks guys for your input! Gets my creative juices going! Cannot wait for Arnies "Semi Open Worlds" Mod too! Just a side note, kinda hoping someone tried my wall in this thread. It is high quality and texture rich.
I am here if you ever need anything I can help with!
|
|
|
Post by Feyona on Jun 30, 2020 18:27:10 GMT -5
playful , I don't think you are older than I am lol, but I get what you mean. I might have ripped a few hairs while learning Blender and switching from 3DS max to it. I've dedicated a good week to watching tutorials first from how to pan, scale and rotate to modifiers. When you have a bag of knowledge you know what to expect from software and what to google. I've been working in Blender since 2016 and still have questions, I still google a lot and rewatch old videos.
|
|
|
Post by simmerish20 on Jun 30, 2020 19:18:37 GMT -5
I started out with 3DS Max (10+ years or so ago), so that's the program I've had to "unlearn" to figure out Blender, and I've also been tinkering with Milkshape all these years on the side. Still, at least I have some general meshing program knowledge (UVmapping, meshing, etc.) and those are transferable to other programs if you just figure out the new tools to get to those goals. Once upon a time I did make a few animation movies too (not saying they were particularly good, but a little goes a long way in the sense of posing and storytelling and the like, so it's a matter of digging up all that old knowledge and see if it applies to Blender).
As for TS2, it is my personal favorite for storytelling because of some of the tools available - but I think that depends on what you're comfortable with and used to. I've done storytelling with TS2 since 2007 (somewhat calm beginning with the CC, then it escalated into needing my own site for all the downloads about a year or two later...), then I tested out posing and CC-making with TS4 for a couple or so weeks, "just" making some clothing recolors, but ending up with poses and accessories and what have you (because that's kind of what happens when I start... You should see the "my files" portion of my TS2 Downloads folder - that thing is scary!). I've done practically nothing with TS3, only tested out a few poses once - but I've seen a lot of great pictures from TS3 so a lot of people have clearly figured it out. I just never got my TS3 game to the point where it was stable enough to throw enough CC at it to be any fun for the kind of storytelling I'm interested in (plus I need the ability to make a variety of CC, and that bit was a chore at the time).
|
|
|
Post by playful on Jul 5, 2020 19:50:47 GMT -5
Feyona
I am almost 99% sure I have you beat in age (51 here) but I see exactly what you mean. I have tried to make the switch to Blender, and in my younger days maybe it would be a snap but with the current state of TS4 I just cannot seem to sit still long enough to learn. As soon as I think I am making progress I cannot even simply figure out how to "Undo" an action. Honestly, drives me nuts.
@ simmerish20
I did the unthinkable and poured my heart and soul into TS3. Hoping one day Open for Business would happen. Never happened. Milkshape is one of those tools that is so easy that even if you return XX months later, it's like riding a bike. Never forget. As with Blender, after 4 years I am still having trouble just figuring out how to "Undo" and action as stated above. I created a world that took me 6 long years to finish, it was perfection. Just beauty where ever your eye went. Nothing like any world released to date but no Open for Business, so TS4 I guess for now. I long to download TS2 again, but just feels so...old?
Thanks again you two. Just talking about my Sims journey gives me a boost! Right now I am plagued by transparency on a fence in TS4. Probably need to start a new thread soon haha.
Happy 4th of July!
P.s Not that it matters but I started in BRYCE (lol). Then 3dmax..yea I am old.
|
|