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[DOWNLOAD] The Sims - Beta Match Sprites/Objects 1.0
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(this thread still is a draft, kind of)
DOWNLOAD THE OBJECTS INDIVIDUALLY HERE (CC you can import in your game and play!) DOWNLOAD THE SPRITE PACK HERE (Beta graphics for CC creators! Not the playable objects!) or by clicking the attached file at the end of this post. LUCPIX - lixcpu@gmail.com Massive thanks to: Daniel - sixampcast@gmail.com * + * + * + * + * + * + * + * + * + * + * + * + * + * + *
Once upon a time, the sprites showcased here belonged to those that were the rarest and most sought-after The Sims 1 Maxis objects, tantalizingly pictured in countless pre-release materials and the game's introductory video. As you know, those objects were either drastically cut off or enhanced during development—maybe because they proved to be sort of borderline kitschy, albeit functional, as the game was getting close to being done and sporting a more polished gfx status — but if you've been determined to create custom contents off of them using The Sims Transmogrifier or any other tool you know, maybe it's your lucky day! The public availability of the Steering Committee Prototype (or *beta*, if you will) made it possible for us to have access to these once lost objects, in spite of the compatibility issues we're facing when importing the object files into the final product. Fortunately, I found a way of exporting all the sprite resources individually, which can be quite useful for us in the future. Whether you're simply curious to see the sprites from the infamous The Sims Steering Committee demo, or eager to creatively invest your free time in developing your own proto-to-final conversions using TMOG, we'll deliberately export and share all the object sprites (and their corresponding z-buffers) from the demo here, so you can download them and just do your magic! We hope this thread becomes a collaborative space where we can work together to transform, in our own sweet time, these sprites into functional, visually accurate objects for our Base Game/Complete Collection copies, replicating their appearance and behavior from the original prototype. So we can party like it's 1998. ...all that, with the assumption that, you know, no-one has done something along these lines before, and such. It's ok if they did, though! =P * + * + * + * + * + * + * + * + * + * + * + * + * + * + *
FEATURES: * Complete set of graphics for all the Buy Mode objects in the prototype — four rotations¹; three zooms — preserving their original filenames and indexes, as lossless BMP files. Z-Buffers are also included. ¹ Exceptions include Duck.iff - that contains an early experimentation with objects of EIGHT unique rotations — wow! * + * + * + * + * + * + * + * + * + * + * + * + * + * + *
RESTRICTIONS: * The pack does not contain the alpha channels. Since none of the objects at the time of release of the demo sported smooth edges or transparency, I'm positive that you can easily use image editing programs to create your own alpha-channel graphics using the original sprites as reference without compromising the objects' appearance or function. Lmk if you need assistance with this tho! * + * + * + * + * + * + * + * + * + * + * + * + * + * + *
FAQ: (soon!) * + * + * + * + * + * + * + * + * + * + * + * + * + * + *
GOALS FOR THE FUTURE: * Export Architecture Mode sprites (door, window...), as well as the remaining Furniture Mode sprites; * Export food graphics in "mealsnacks.IFF"; * Over the long term, transform all sprites into playable objects, preserving their original look and behavior when possible/necessary. * + * + * + * + * + * + * + * + * + * + * + * + * + * + *
CONTACT LUC & DAN: Are you having any trouble with the sprites? Are the transparent colors in any of them corrupted? Are the files not well-suited for TMOG? Do you need any assistance in handling them ? Please do not hesitate to contact Dan and I by emailing us at sixampcast@gmail.com or replying to this thread if you have a ModTheSims account! Thank you very much * + * + * + * + * + * + * + * + * + * + * + * + * + * + * DOWNLOAD THE OBJECTS INDIVIDUALLY HERE (CC you can import in your game and play!) DOWNLOAD THE SPRITE PACK HERE (Beta graphics for CC creators! Not the playable objects!) or by clicking the attached file at the end of this post. LUCPIX - lixcpu@gmail.com Massive thanks to: Daniel - sixampcast@gmail.com * + * + * + * + * + * + * + * + * + * + * + * + * + * + * |
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Oh and here's the tables with the individual download links for the playable CC (not the sprite pack)!
Everyone is encouraged to participate and reply to this post by "booking" an object slot that they want to work on (no worries if it's an object that have already been previously restored), so they can be given full credits for their efforts. CC DONE SO FAR: Note that, just because these files are uploaded, it does not mean they are in their final state, necessarily. They're subject to multiple revisions if needed — even super minor ones, ones that involve tile placement or script fixes. =)
PENDING CONVERSIONS:
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These are wonderful @Luxpix and my beloved Fritz Frisbee in that last pic! Going to try these out in game, thank you for all your ongoing work here!
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Quote: Originally posted by simsample
That's sweet, man! I tested very superficially, maybe I missed out on some weird potential error message that those may trigger in versions newer than the vanilla game. Lmk it something happens. And I'm very enthusiastic about the idea of one day attempting to restore Fritz to our side of the force =) =================================================== NEW DOWNLOAD:
Maxis name & description: |
I had to join to say these are incredible and thank you so much for this project. It has been a dream of mine to have these in my game and Sims 1 players like me appreciate it.
Do you have any plans for Sims Online objects in the future? (I would love to have working sprinklers and the spotlight) Thanks again for all you have contributed! |
Quote: Originally posted by Freak Show
Hi! It's very nice of you to take your time to create a brand new account and post this . I won't lie to you and tell you I spent enough time learning how TSO works! Sending files from TSO to TS1 is a piece o cake, but, since we'll aiming for high conversion fidelity, we'd make sure to keep all the details intact. And I suspect that handling its animation format isn't as intuitive as handling TS1's animations. Who knows? I or someone else might should give it a shot sometime. =) ==================================================================== NEW DOWNLOAD:
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MINOR UPDATES:
All download links have been updated! Now all items should also be placed on community lots. I am sorry for my vanilla-restricted train of thought. Flash from the past's placement coordinates are finally up to par with those of the demo. Unquestionably uglier, but... accurate? The newly applied shadow setting is also open to debate, but I'm pretty sure the object used that shadow flag in its last appearance before being cut off from the game. ...Ditto with Never has wicker looked so good. =================================================================================== DOWNLOADS OF THE DAY:
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The Duck was also used to create the Pig and Max the Dog at SimFreaks/Sims Plus, which became the base for Maxee the Llama at Simorphor, and all other animal objects in the early days of The Sims (before Unleashed).
In terms of its diverse programming, the Duck was, and still is, one of the most useful objects for the community to use as reference for creating new (living) objects. |
Quote: Originally posted by kenoi
Ah interesting! I looked them up and they are pretty cool! They even poo! I wonder where they got the source code from, back in the day ;-) Speaking of the devil: Here's a tiny early morning update: I recovered the correct Maxis name and descriptions to the duck file in place of its crude "debug" catalog name, uh-oh. The source is steering committee's own "Duck.iff" file , which at that point wasn't the actual duck anymore, but a duplicate of it, repurposed as a... black chair. We can save the chair's proto-to-final conversion for later! Maxis name & description Source: |
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Hello can you fix Small TV link? It's not working 😉
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Quote: Originally posted by Igivica125
Try this: https://ia800600.us.archive.org/25/...x-1998-tvcheap/ |
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Sorry Igivica125 - it was my fault. And thank you Mr. simsample! Something happened between revisions. But I fixed the download link now!
giving my former child simmer self a little hug by restoring the moderately expensive tv object right now... |
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I've always wondered why the development team included fruit trees in the game if you can't pick the fruit from them. It always felt an odd choice.
This answers that question. They were meant to be something you can sit under and interact with. It's a shame they scrapped this idea. It would have been nice to see the kids hanging around the fruit trees, enjoying their fruit while playing outdoors. |
Ooh, this makes me wanna end my sabbatical from attempting to put together the tutorials/scenarios again... AKA maybe THIS time I start with the fundamentals in order to actually thoroughly understand how assigning stack objects works (in order to understand why my attempts at setting it aren't working) and THEN play with the object.
(I am sure that part of it is because having Steering Committee Match objects means I can create a more "authentic" experience of what the lots looked like as well so I can just turn to that whenever I get frustrated instead of closing the game...) (Or I wait for someone more skilled to do it instead, but it's more fun to imagine I'll eventually figure it out myself!) |
Quote: Originally posted by purplewowies
Helloooo! Based on my experience, manually reproducing the programming from the Steering Committee Edith Bunker environment on the final Edith Bunker environment should be a slow, but mandatorily smooth task. In actuality, the entire body of commands in the proto is so comparatively rudimentary that if you did not know better, you would think they were crafted by a skilled IFF Pencil Two(tm) user or something!
Quote: Originally posted by purplewowies
It's far more fun to coop! If you want to/can post here a snapshot of the specific part of the code that is troublesome, maybe we can find the ultimate solution for the issue together! ========================================== ALL FILES (bar Outdoor Trees) HAVE BEEN UPDATED! Why? Because I've forgotten to assign their Maxis names/descriptions to all the other language IDs that are not USEnglish. King of Stupidarnia. |
I'm just really bad at getting the stack object to be a Sim. I'm almost totally sure the rest of the object (which is currently (other than some Rug-O-Matic holdovers) the exact code from Steering Committee everywhere possible) would probably work. I think I've tried so many different things within the object that I need to try to clean out all the old (failed) attempts at setting the stack object first before I can even figure out what's actually wrong because I'm a little confused what's doing which thing at this point even though I know how to follow the trace. 🤔 (I am doing that right now, but yeah...)
Will return with usable error data after the cleanup and re-attempt inevitably fails today! (The idea of the object the way I'm putting it together is that it's not going to be an exact copy so much as a visible "controller" for the scenario that's mostly the same in terms of how it behaves once it's up and running (hence the identical Steering Committee code I've already copied) but would have some extra interactions that are purely there to set things up (i.e. stuff like options to set things like the motives and money and stuff so that they're the way they'd be at the start of this scenario, maybe specifically setting which stack object is "Ross" manually so that it can be used with whoever the player wants, etc.). But the test is just to manage to get the actual Steering Committee code (with adjusted stack object setting) to work first. Then the bells and whistles can come later.) |
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Quote: Originally posted by purplewowies
I'll see what I can do! |
In the interest of not completely going bald from pulling my hair out over my attempts at the Level 1 scenario, I turned to something that intimidated me less (and which I thought would be easier): Trying to make the one tile table. (I didn't say here beforehand that I was going to do that, but I figured it'd be a good exercise even if someone else might have been working on it.)
I was kind of successful... but only in creating a Hot-Date-or-higher version. (This is in part because I started on it by cloning the cheap one tile restaurant table with the red top from tableshd.) Doing this kind of edit was still kind of a challenge for me at my current skill level, because it involved adding three rotations since the original table was identical from all sides--I'm sure there was an easier way to do this than playing around with pulling resources from a cloned shrub that had four rotations and importing them to the table's iff to the point Tmog would hopefully recognize them, then getting Tmog mad no less than six times trying to import and export the edited sprites from there (including palette tomfoolery that broke the sprite entirely for a second), and eventually ending up with a table that both displayed properly and actually could be placed from buy mode without crashing. (Did I mention I'd never done something like this before? XD) I wanted to make something either with the behavior from Steering Committee or at least base game compatibility (testing via the Edith basegame build) but I ran into enough errors I thought to myself, "You know what? Just share the Hot Date version. At least that's a little win." (I think I accidentally lost the attempts at Steering Committee code and don't remember what exact errors I was encountering; the base game compatibility/behavior issues I didn't have a long time to mess with because I was multitasking with something else not Sims related, though when I skipped past them in the tracer the table seemed to work for everything except eating. I have some idea why this is, so I might try figuring it out sometime in the next few days before asking for help with it.) All that to say... this is essentially just a standard Tmog clone right now, but with more steps involved (which I am still proud of myself for managing to make it four rotations!). I do still intend to try more at the actual behavior/compatibility angle, but I figured a visual reproduction might be a good start for a table, anyway--I figure the tables' purposes of "let people put things on me and take things off" and "you can eat at me" mean that the experience will be similar if not identical, at least for Hot Date+ users. I've put it on Sim File Share. Though its behavior is that of a Hot Date one tile table, I have given it the Steering Committee info for price and name and (lack of) shadow. The beta version didn't appear to have a description, but rather than leave it blank, I opted to give it this silly sort of one instead: "The great minds at WOW! Solutions have been Steering their time machine across the ages to salvage antiques from times long forgotten. The Committee has elected to call this specimen "Table 1 square". Because it's a table. And it's one square." ...Also, as far as I can remember, this is the first object file I've ever shared publicly ever (in part because it's the only one I've ever done that could be described as some form of "finished" even though I intend to keep working on it). O_O Enjoy! |
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Quote: Originally posted by purplewowies
Exquisite n' terrific work, PW ! Kudos to you for converting it without sacrificing its fidelity + adding a fun description that encapsulates the intrinsic wackiness of the game. I thoroughly see myself as you describe your quasi-turmoiled but successful tmog-crafting journey, but I can assure you the whole process gets progressively easier and autopilot over time . The so longed for base game compatibility can be achieved by using IFF Pencil to "borrow" the BHAV, TREE (and, maybe, TPRP?) resources off a base game dining table and importing them to your cc! In fact I just tested it out in your file, to some adequate and happy results. The square "16" (North) shadow flag has been experimentally assigned there, just because it almost seems as though it's made specifically for this object. If you allow me to add it to our download list, you'll be given full credits I'll give Level1.iff some attention sometime tomorrow, ok? |
Hah, that's the strange thing--I specifically tried to borrow a basegame dining table's insides because I figured it was the best chance for compatibility! I'm betting a combination of my novice skills and my multitasking meant I just didn't grab everything it needed and that's where I was getting the errors (which was one of the culprits I expected).
Also, 16 was the shadow it had originally (inherited from the Hot Date table), and I definitely think it's preferable over none. I only took it off in the interest of being as faithful as my skill level could manage to its look in the Steering Committee. XD You can definitely put it in the download list! |
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