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S4 CAS Tools - updated to V3.5.2 on 6/2/2021

by CmarNYC Posted 28th Aug 2016 at 8:53 PM - Updated 2nd Jun 2021 at 2:23 PM by CmarNYC : New version upload
415 Comments / replies (Who?) - 14 Feedback Posts, 2 Thanks Posts
Picked Upload! This is a picked upload! It showcases some of the best talent and creativity available on MTS and in the community.
This is a full-purpose tool for creating CAS custom content for TS4. It's specifically meant to work with Milkshape 3D and to get around the limitations of using MS3D for Sims 4 meshes, but many of the functions can be done with OBJ or DAE files which can be used by almost any meshing program.

Here's a summary of the functions:

Cloning Tool - clone from game packages or custom packages

Clone Package Editor - working with custom content packages
  • General CAS part properties - properties applied to all recolors
  • Recolor Manager - properties for each recolor
  • Previewer
  • Mesh Manager - export and import meshes
  • Mesh Fixing Tools - fixes / changes applied to all meshes
  • Mesh Region Manager - view / modify regions
  • Thumbnail Manager - set up custom thumbnails
Mesh Tools - working with meshes
  • Auto Tool: Conversion/Auto Assignments - auto-assign bones, uv1, etc. from a reference mesh
  • Conversions: TS4/other - converts TS meshes to and from other formats
  • Separate Mesh Layers - creates an MS3D or OBJ mesh with layers separated into groups, mostly useful for alpha transparency hair
  • GEOM Tools:
    • Examine Mesh - see data in mesh
    • View Mesh
    • Combine GEOM meshes - combine two TS4 meshes
    • Clean Mesh - remove duplicate vertices
  • MS3D Tools - tools for Milkshape meshes
    • Examine MS3D
  • RIG Tools - look at skeleton data

In addition, if you click the Tools menu and Enable Special Tools, you'll see an additional Special Tools tab with various functions I've found useful for searching game packages.

Tutorial: Converting a TS3 dress to TS4
Tutorial: Converting a TS3 hair to TS4, with alpha transparency

This tool is in a perpetual state of beta, so check back for updates, fixes, new features, and so on.

As of V3.4, CAS Tools supports Legacy Edition compatibility. In the cloned package editor tab, general CAS part properties tab, there's now a checkbox for Legacy compatibility. What this does is save the package with the previous version of the CASP format. The only difference is that Legacy compatible packages cannot be set up to be created/knitted in-game. By default, any package that does not include create-in-game settings will be saved as Legacy compatible. You can also convert a package that doesn't show up in Legacy Edition to be compatible by opening and saving it with CAS Tools.

Questions, bug reports, problems, and suggestions for the tool itself should be posted here. Questions and problems concerning a specific project should be posted in the TS4 Create / CAS Parts forum.

If you're having problems, please upload the package, mesh, texture, etc you're working with and explain exactly what you did step by step. 'I tried to import something and it didn't work' doesn't help me to help you.

Additional Credits:
s4pe/s4pi is used by CAS Tools for package and image handling. s4pi/s4pe and CAS Tools are open source.

s4pe download: https://github.com/s4ptacle/Sims4Tools/releases

Latest working s4pi source: https://github.com/s4ptacle/Sims4Tools/tree/develop

Updates:

6/2/2021: V3.5.2
- Fix for bug causing uv1 autoassignment to crash on clothing/accessory meshes with more than the standard two uv maps. Extra maps will be removed.
- Restored the old method of assigning slotrays from a default body mesh as an option in the Mesh Fixing Tools tab. You can now choose which method to use since the new method of calculating slotray intersections, while more accurate, may not work correctly on some meshes depending on their shape.
- Updated property tags.

1/19/2021: V3.5
Updated with full support for the LRLE texture format. Import PNG or DDS as usual and check the 'Save as LRLE' box to convert and save it as LRLE. Only diffuse/material textures can be saved as LRLE.
Added support for makeup sliders.
Notes:
  • PNG or uncompressed DDS with or without mipmaps can be imported and converted to LRLE.
  • PNG or compressed DDS with mipmaps should still be used for non-LRLE (RLE2) textures.
  • Sliders only work with makeup at this time.
  • While you can import textures as LRLE for any type of item, they may be significantly bigger than RLE2 textures and may not render well on clothing.
  • Use of LRLE for items other than makeup is experimental.

12/8/2020: V3.4.2
This is an interim update for the new CASP version introduced in the 12/7 patch. There's a chunk of new data in the new version, and I'll try to figure out what it does and update again. Note: Cloning one of the new child facepaints will NOT work.
Updated property tags.

9/2/2020: V3.4.1
Bugfix - cloned CC packages should no longer contain extra copies of bumpmaps and emission maps.

8/26/2020: V3.4
Added ability to edit new knitting/create-in-game settings.
Added Legacy Edition support. Please see the section above on Legacy compatibility for details.
Updated property tags.

7/24/20: V3.3
Added a workaround for makeup/eyecolors/eyebrows affected by the Eco Lifestyle patch. Some items may still not have an accessible texture.
Added support for new version of the CASP resource.
DAE meshes should now save much faster.
Updated property tags.

3/9/20: V3.2.1
Fixed incorrect list of flags to disable CAS Parts for Mermaids and Witches/Spellcasters.

12/17/19: V3.2
Added ability to export and import meshes in Collada DAE format which can be imported to/exported from Blender. DAE meshes can be imported directly into a package just like TS4 geoms. Please be aware DAE takes a LONG time to save. DAE is not yet supported in the separate layers function.
Will now optionally copy thumbnails when cloning a custom package.
Update of property tags to support Witches.

7/24/19: V3.0.0.1
Bugfix for program not starting on systems using some languages.
Added manual override of vertex ID in auto-conversion.

7/17/19: V3.0.0.0
Update to support mermaid tails.
Auto-assignment enhanced to support skirts with built-in reference meshes.
Mesh fixers tab redone to make it easier to fix all meshes in a package.
Corrections to rigs exported with MS3D meshes.
Import/export of TS3 meshes is removed, to be replaced with Collada .dae in a future release.
Update of property tags.
This is an interim release! There are a lot of changes under the hood which means there are probably bugs I haven't caught, and I'm hoping to get Collada support working soon, hopefully allowing users to work with meshes in Blender and more easily import from-scratch meshes.

12/21/18: V2.9.0.0
Easier import/export from/to .PNG
Updated CASP property tags and packs list for Get Famous and patches.
Minor and cosmetic changes.

6/26/18: V2.8.0.0
Added ability to import/export textures from/to .PNG
Fixed bug causing an unrecognized property tag to prevent saving changes to a CASP.
Fixed incorrect values of Exclude Modifiers option in CASP general properties.
Updated list of CASP property tags for Seasons patch.
Minor and cosmetic changes.

11/14/17: V2.7.2.0
Added a fix for transparency (SimGlass) hair which may look either very darkened or have a hard, bright shine. (Note for creators - this is caused by linking a bumpmap that doesn't exist or not linking a bumpmap in the shader at all respectively. I guess the new version rendering is less forgiving.) This fix is also in the Clone Package Editor / Mesh Properties and Fixers tab. It does the same thing as blanking the bumpmap but is done in one click. Should only be used on hairs with these problems. I've heard there may be problems with color in other hairs but without a sample package and a picture of what the hair is supposed to look like I can't test.
Fixed the vertex color correction in the same tab to maybe actually work. Updated vertex color standards.

11/13/17: V2.7.1.0
Fixed bug in Autoconversion Tool that was making mesh faces separate in some morphs
Fixed bug causing current version reference meshes in autoconversion to be incorrectly rejected as not TS4
Added a fix for distortion of dress and skirt meshes in morphs, most visible in the fat morph. (Note for CC creators, the maximum red value for vertex color seems to now be 63. According to my tests values over that are causing distortion.) This fix, along with the arm position fix, is in the Clone Package Editor / Mesh Properties and Fixers tab.

11/10/17: V2.7.0.1
Fixed failure to read textures from Cats & Dogs (and probably other packs).

11/10/17: V2.7.0.0
Updated for the new version of the GEOM (mesh) resource in the 11/8/17 patch.
Will fix arm positioning in CC that now has the arms too close to or inside the body. Open the package in CAS Tools and save as a new, fixed package.
Arm position fix updated.
Additional option in mesh autoconversion to improve results with Milkshape head meshes by retaining the original vertex numbering.
Additional option in mesh autoconversion to force manually entered UV1 coordinates.
Tag list updated.
PLEASE NOTE: This is an interim release to deal with the November patch, but I haven't tested everything. Please report problems. When reporting a problem please be as detailed as possible and if relevant upload the package, mesh, image, etc you're getting an error with. This version is a fix only and should not be used for making cat and dog CAS Parts.
I'm going to see if I can do a small standalone tool to batch convert CC clothing to fix the arms.

1/14/17: V2.4.0.0
Updated for the new version of the CASP resource in the 1/12/17 patch.
Support for toddlers added.
Support for new occult body part types added.
All meshes converted to ms3d should now have the correct skeleton.
Tag list updated.

12/3/16: V2.3.0.0
Updated for the new version of the CASP resource in the 12/1/16 patch. EA hates me.

9/25/16: V2.2.0.0
Fixed bug causing hex value error when auto-converting TS3 meshes with no reference mesh.
Fixed bug causing auto-conversion of .ms3d meshes with no skeleton to error out.
Exported DDS textures will now retain mipmaps.
Ability to view body morphs added to the CAS previewer.
Tags: #CAS, #Tools, #TS4, #custom, #content, #meshing

Operating System: Windows
Utility Type: CC Editors Meshing Tools
Plugin Type: Not Applicable

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 4
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
S4CASTools_3_5_2_0.zip | Extract folder and run S4CASTools.exe

Size: 11.43 MB · Downloads: 8,197 · 2nd Jun 2021
11.43 MB 8,197 2nd Jun 2021
CASToolsSourceV3.5.2.0.zip | Source files, not needed to use the tool

Size: 13.34 MB · Downloads: 1,492 · 2nd Jun 2021
13.34 MB 1,492 2nd Jun 2021
XmodsDataLibSource_6-2-2021.zip | Source files, not needed to use the tool

Size: 198.1 KB · Downloads: 1,457 · 2nd Jun 2021
198.1 KB 1,457 2nd Jun 2021
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:
1. Download: Click the File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
2. Extract: Use WinRAR (Windows) to extract the file(s) from the .rar or .zip file(s).
3. Cut and paste the file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Need more information?
  • Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
  • If you don't have a Mods folder, just make one.
 
415 Comments / Replies (Who?) - 309 Feedback Posts, 90 Thanks Posts
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Page 17 of 17
Test Subject
#401 Old 30th May 2021 at 10:27 PM
Quote:
Originally Posted by CmarNYC
Please upload the package.


https://jmp.sh/zokOWwi

(Right click and open link in new tab.)
Ms. Byte
Original Poster
#402 Old 31st May 2021 at 3:02 PM Last edited by CmarNYC : 2nd Jun 2021 at 2:35 PM.
Quote:
Originally Posted by evekat
https://jmp.sh/zokOWwi

(Right click and open link in new tab.)


Thank you! I think the packs on the hips are causing the slotray calculations to result in unusable data. I've added a new button that uses the old method which copies slotray data from a default body mesh. Using that and the arm positioning adjustments in the same section I was able to get a good effect as shown in the screenshots below. Fist click the "Calculate Slotrays using the default body" button to position the arms the default distance, then use the adjustments under it if you want to move the arms out a little.

I've attached another test version for you to try, please let me know.

Edit: Attachment removed; please use the official download from the tool download page.
Screenshots

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#403 Old 2nd Jun 2021 at 4:43 AM
Quote:
Originally Posted by CmarNYC
Thank you! I think the packs on the hips are causing the slotray calculations to result in unusable data. I've added a new button that uses the old method which copies slotray data from a default body mesh. Using that and the arm positioning adjustments in the same section I was able to get a good effect as shown in the screenshots below. Fist click the "Calculate Slotrays using the default body" button to position the arms the default distance, then use the adjustments under it if you want to move the arms out a little.

I've attached another test version for you to try, please let me know.


PERFECT. That's exactly what it needed! You're an awesome programmer, I'm sorry I've been working you like this. >_< You really helped me out, thank you so much.
Ms. Byte
Original Poster
#404 Old 2nd Jun 2021 at 2:27 PM
Quote:
Originally Posted by evekat
PERFECT. That's exactly what it needed! You're an awesome programmer, I'm sorry I've been working you like this. >_< You really helped me out, thank you so much.


Thank you! And thanks for working with me to improve my tool.

Official Version 3.5.2 is uploaded, with the uv1 and slotray assignment issues we discussed fixed plus a few cosmetic changes in the Mesh Fixing Tools tab.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#405 Old 12th Jun 2021 at 7:55 PM
I have thousands of cc items and I'm trying to change the order in cas to make things easier to find. Is there a way to change the cas order on multiple files at once? I imagine probably not, but I thought it wouldn't hurt to ask.
Ms. Byte
Original Poster
#406 Old 12th Jun 2021 at 9:17 PM
Quote:
Originally Posted by SarariniSims
I have thousands of cc items and I'm trying to change the order in cas to make things easier to find. Is there a way to change the cas order on multiple files at once? I imagine probably not, but I thought it wouldn't hurt to ask.


Sorry, there are no batch functions in this tool so each package would have to be modified separately.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#407 Old 18th Jun 2021 at 11:33 PM
how to update cc?
hi, I was wondering what tab allows me to update cc? in this case I'm trying to update cc eyes.
Ms. Byte
Original Poster
#408 Old 19th Jun 2021 at 12:58 AM Last edited by CmarNYC : 19th Jun 2021 at 10:07 AM.
Quote:
Originally Posted by szsimss
hi, I was wondering what tab allows me to update cc? in this case I'm trying to update cc eyes.


Depends on how old they are and why they need updating. If you open the package in the package editor and save it, it'll update it to a current version, so you can try that. If they're default replacements you can use this tool: https://modthesims.info/d/643164/ts...by-patches.html

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Field Researcher
#409 Old 27th Jun 2021 at 4:59 PM
Again, this tool is one of the absolute best. One function I would appreciate in the future is to clone an item but with the textures linked a repository version. Useful when making kids versions of clothing that uses the same textures as adult version.
Test Subject
THANKS POST
#410 Old 28th Jun 2021 at 9:47 PM
Mac version when?
Ms. Byte
Original Poster
#411 Old 28th Jun 2021 at 9:50 PM
Quote:
Originally Posted by ingeli
Again, this tool is one of the absolute best. One function I would appreciate in the future is to clone an item but with the textures linked a repository version. Useful when making kids versions of clothing that uses the same textures as adult version.


Thanks!

When you make a clone, the textures (and all resources except the CASP) are linked back to the EA packages. They're only added to the clone as a new resource if you import a texture or mesh. Is that what you mean?

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Ms. Byte
Original Poster
#412 Old 28th Jun 2021 at 9:52 PM
Quote:
Originally Posted by CaptBensonTho
Mac version when?


Never, unless someone else does it. I don't have a Mac to develop one on, and it's just not the kind of project I want to take on. Anyone who wants to try is welcome to use my code.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#413 Old 28th Jun 2021 at 9:54 PM
Quote:
Originally Posted by CmarNYC
Never, unless someone else does it. I don't have a Mac to develop one on, and it's just not the kind of project I want to take on. Anyone who wants to try is welcome to use my code.



lemme just go cry. I wanna change my eyes from facepaint to non default and I have not got the patience to do them one by one
Field Researcher
#414 Old 30th Jun 2021 at 10:29 AM
Quote:
Originally Posted by CmarNYC
Thanks!

When you make a clone, the textures (and all resources except the CASP) are linked back to the EA packages. They're only added to the clone as a new resource if you import a texture or mesh. Is that what you mean?

What I want to do is to clone a CC item, and have the new item reference the old CC one, (the adult version). I then extract the meshes and change them to kids/toddler version, but the textrures should still reference the ones in the adult version. Is this possible with CASTools?
Lab Assistant
THANKS POST
#415 Old 22nd Jul 2021 at 9:51 PM
hi, this may be answered elsewhere, but for the life of me I can't find it. I'm trying to clone the new cottage living mesh and recolors, but only the recolors are extracting. Any assistance would be appreciated, thank you!
Ms. Byte
Original Poster
#416 Old 23rd Jul 2021 at 3:15 PM
Quote:
Originally Posted by that1chica
hi, this may be answered elsewhere, but for the life of me I can't find it. I'm trying to clone the new cottage living mesh and recolors, but only the recolors are extracting. Any assistance would be appreciated, thank you!


If I understand you correctly, you're making a clone package and only the CASPs are included in it. That's the normal behavior of CASTools; it clones only the CASP with links to the EA meshes and textures, then you can extract the EA meshes in the Mesh Manager tab and when you import a new or modified mesh it will be added to your cloned package and the links updated.

Hope that answers your question!

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
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