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#26 Old 26th Sep 2024 at 3:22 AM Last edited by C.Syde65 : 26th Sep 2024 at 3:36 AM.
I'll just post what I'm currently using as a starting point. I've removed all the parts from the bump map that I know should be yellow. I also keep a copy of the yellow mesh to help me trace.

Quote: Originally posted by Acrylonitrile
You're making this WAY more complicated than it needs to be. The transition looks bad because you're using the block / pixel tool instead of the brush. The "fuzzy / blurred" anti-aliasing effect of the brush tool IS what you want; it creates a more natural-looking transition between the sections, instead of having hard-edged pixels side by side. This is the Sims, not Stardew Valley.

You're 99% of the way there. Zoom in on the area you're working on, set the eraser tool to brush mode (100% hardness and a small brush size, like no more than a few pixels across), and gradually nudge away the very edges of the yellow you have there now. Just that tiny bit of anti-aliasing around the edges will help.


That's only going to make things even more complicated for me. Because I can't guarantee that the mesh will match the default versions. It's not going to match anyway because I'm using the block tool. But I don't want to use the brush tool. Because I don't know how Maxis achieved the look of the default versions. So it's better for me to just stick to what I've used in the past. Which is the block tool in order to prevent unwanted smudges.

What I really want is something that I can use to easily check how it looks in-game and then proceed from there. I was told that Milkshape could be used to help with that.

Maybe once I've gotten the mesh how I want it, then I can consider seeing how it turns out with the brush tool. But for now, I just want to successfully trace around the outlines with the block tool.
Screenshots
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Mad Poster
#27 Old 26th Sep 2024 at 4:22 AM Last edited by simmer22 : 26th Sep 2024 at 4:49 AM.
Are you trying to get the hemlines/collar/sleeves from the yellow version of the shirt over to the red version?

(This would be a perfect place to use a layer mask - transfer the entire yellow outfit over to the red one, and paint out the parts you don't want via the mask - use whichever brush/tip you want (or do as I did below, and use the Polygon selection tool - takes much less time than drawing, and is often just as accurate). All the original texture would be kept, and you can fix things as much as you want, until it looks as good as you want it).

(gif-file demonstration below. The gif file took me considerably longer to do than the actual shirt, I have to say... And I didn't clean up the yellow edges, just to make it apparent it was a new edit)
Screenshots
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Original Poster
#28 Old 26th Sep 2024 at 5:48 AM
Quote: Originally posted by simmer22
Are you trying to get the hemlines/collar/sleeves from the yellow version of the shirt over to the red version?


That's exactly what I'm trying to do. I've already managed to get the sleeves how I want them without difficulty. Since there's no outline blurriness.

I would try and see whether applying a mask would help. But I've just never known how to apply or use them.
Mad Poster
#29 Old 26th Sep 2024 at 7:41 AM
Which program are you using for the picture editing? Photoshop, Gimp, or some other program? I can see if I can find some tutorials.
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#30 Old 26th Sep 2024 at 8:07 AM
Quote: Originally posted by simmer22
Which program are you using for the picture editing? Photoshop, Gimp, or some other program? I can see if I can find some tutorials.


Photoshop. I've been wanting to see if Milkshape will make things easier. But I haven't been able to successfully extract the meshes from SimPE.
Mad Poster
#31 Old 26th Sep 2024 at 2:48 PM
It would not let me upload it directly, kept giving me an error that it couldn't tell what game type it was, but I extracted the base mesh from SimPE.

http://www.simfileshare.net/download/5016238/

I've opened it in Milkshape and had no problems; let me know if it works for you.
Mad Poster
#32 Old 26th Sep 2024 at 3:28 PM
Quick guide to layer masks (2 minutes) - https://www.youtube.com/watch?v=55P6Q1a8_4c (you can find a lot of longer tutorials, but this is the absolute basics, and really what you need to know as a first-time user).

Lasso tools (you can skip to the part you need, the parts are named): https://www.youtube.com/watch?v=HgYKKcx4Bhk (I used the polygonal one - it only does straight lines, but if you do short straight lines it can easily do a controlled curve. If you need to make small adjustments, is easy to fix the selection, or you can fix the layer mask afterward).

Milkshape - depends on whether you've got a GMDC or OBJ file (you'll need the plugins for the GMDC one, should be linked in most tutorials that involve Milkshape, I think?).
- Import the mesh via the "Sims 2 Unimesh" import OR "Wavefront OBJ" importer (depending on the mesh)
- Select mesh (easiest is Edit-> select all, OR Groups -->mark mesh group -> select). You don't need the morphs for this, so those can be hidden or deleted.
- Materials tab -> New -> click top button that says "<none>" -> select texture you want to apply (Photoshop files and PNG files work fine). Click "Assign".
- If the mesh is still showing grey, right-click the 3D window, make sure "Textured" is ticked. "Wireframe overlay" further down is optional, but for loking at the texture I prefer it to be off.
- Use the mouse to navigate in the blue 3D window. left-hold is rotate around axis. Left + Ctrl is move camera (middle-click too, but it doesn't work well with smaller meshes). Left + Shift is zoom (scrolling, too - but it's a bit more choppy). Right-click and choose "reset view" or "frame all" if the camera gets a bit messy.
Mad Poster
#33 Old 26th Sep 2024 at 6:05 PM
Any non video tutorials? I learn much better when I can read something and I'm curious about masks (I'm guessing that they're more than just pasting one image over another and making it 50% transparent so you can see where it matches up).
Mad Poster
#34 Old 26th Sep 2024 at 10:05 PM Last edited by simmer22 : 26th Sep 2024 at 10:27 PM.
You can look up tutorials by searching - layers and marking/selecting are very basic tools, so there are a ton of tutorials on how to do it, probably some good written ones as well (I do recommend the 2-minute YT one above, though - it gives you a quick round-up of the basics).

Layer masks is one of the tools you really just have to know how works on a basic level (applying, and what happens with white/black/grey), and then you can use it in all sorts of ways. The best way is really to experiment wiith it.

A few written ones (not sure if they're the best, I just skimmed through)
https://helpx.adobe.com/photoshop/u...add-layer-masks
https://digital-photography-school....nners-tutorial/ (shows it with adjustment layers, but same principle)
https://www.photoshopessentials.com...op-layer-masks/

https://www.tapatalk.com/groups/moo...ng-a-t1216.html (one of mine, for TS2 clothing projects - seem to be having some issues with the preview pictures at the moment, but the full tutorial is downloadable as pictures with text. Didn't show hemlines, but If I find the time I can see if I can make an addon).

Quote:
(I'm guessing that they're more than just pasting one image over another and making it 50% transparent so you can see where it matches up).


That's opacity, not layer masking.
You can however use opacity with a layer you've applied a layer mask to, and you can change the opacity in several different ways via a layer mask (by using greytones in the mask instead of just black and white), and it's possible to do both at the same time.
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#35 Old 27th Sep 2024 at 8:02 AM
Doesn't look like I can open it. As I only seem to be able to view and open files saved under the *.ms3d format.

Here's a bunch of screenshots displaying what the current version of the outfit looks like in-game. Doesn't look like I've coloured any parts that are supposed to stay red which is a good thing. But there's a clear outline of pixels that should be coloured yellow but are coloured red:
Mad Poster
#36 Old 27th Sep 2024 at 11:14 AM
You need to use "import" when not opening a Milkshape file, and then find which type of file you want to import (it's either an ".OBJ" file or a ".simpe" file, or two files with the extensions ".5gd")

The reason for the choppy look is that you're not using that little bit of blur the texture needs to blend the two textures together. The blur actually makes the edges look neater and better, believe it or not.

(The pic below is a bit small/blurry, but you can get a better look at it in Photoshop)
Attached Images
 
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Original Poster
#37 Old 27th Sep 2024 at 12:11 PM
Quote: Originally posted by simmer22
You need to use "import" when not opening a Milkshape file, and then find which type of file you want to import (it's either an ".OBJ" file or a ".simpe" file, or two files with the extensions ".5gd")

The reason for the choppy look is that you're not using that little bit of blur the texture needs to blend the two textures together. The blur actually makes the edges look neater and better, believe it or not.

(The pic below is a bit small/blurry, but you can get a better look at it in Photoshop)


It's not that I don't believe it. It's that I don't trust myself with the blur tool. I'm not confident that I can use the blur tool without making the mesh not match the default versions of the outfits. I can only use the blur tool if I'm certain that I can use it in a way that matches the default outfits that it is a recolour of.

Would you be able to write a list of the things that I need to do in order to make a successful import?
Mad Poster
#38 Old 27th Sep 2024 at 2:15 PM
Yeah, I didn't give you a msd file. It was a SimPE file.



As for the blur tool. Save a copy of your files, then play with the blur tool all you want and if it borks something then just go back to your backup.
Screenshots
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Original Poster
#39 Old 27th Sep 2024 at 2:32 PM Last edited by C.Syde65 : 28th Sep 2024 at 4:06 AM.
Well here's an update of the mesh which is mostly the same as before. Except I've recoloured almost all the parts that won't be visible in-game.

I'll see what I can do about my Milkshape importing problem.
Screenshots
Mad Poster
#40 Old 27th Sep 2024 at 11:04 PM
It's not a blur tool, but what's called feathering, and it works for most tools. And I usually set it very low - 10 or less. It's almost not visible, but you don't get those hard/choppy edges.

For the examples above, I used the polygonal lasso for the selection, a bit of feathering, and a layer mask so I could clean up a few things after. The lasso tool allows for a point-to-point selection, and even the selection can be edited before it's made into a layer mask.
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#41 Old 28th Sep 2024 at 2:49 AM
Would I be able to have a list of the things that I need to do in order to make a successful import?
Mad Poster
#42 Old 28th Sep 2024 at 3:12 AM
Quote: Originally posted by C.Syde65
Would I be able to have a list of the things that I need to do in order to make a successful import?


Look at the picture Charity posted above. It shows where to find the correct importer. I posted a quick written tutorial in post #32 on what to do in Milkshape to preview a texture.
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#43 Old 29th Sep 2024 at 4:52 AM
I'm having problems trying to export the mesh to Milkshape. I've checked the system folder preferences and they are pointing to the right place. The base game one is pointing to C:\Program Files (x86)\The Sims 2 Starter Pack\Double Deluxe\Base. However, it still says that it couldn't export the mesh. Here's the mesh that I'm trying to export:
Attached files:
File Type: zip  TMRedTop1.zip (557.0 KB, 5 downloads)
Mad Poster
#44 Old 29th Sep 2024 at 4:05 PM Last edited by simmer22 : 1st Oct 2024 at 10:49 PM.
You don't need to open anything in the install files. SimPE can find the needed files for you.

If you're working with a recolor of an EAxis mesh:
- Open SimPE.
- Do "File -> new", then "Tools -> PJSE --> Body Mesh Tool --> Extracting Stage"
Either (if you know the name of the ingame mesh) write the name, or search up a recolor package file (EAxis recolor) with "browse..." and find the package file. You can use the file you posted here.
* Right-click the "GMDC" in the Resource List, choose "Extract..." and save. You can change the name (I usually copy/paste the original name minus "_tsclocator_gmdc", so in your case it would be "tmBodyOverhangTshirt").
* The file(s) you get should be importable in Milkshape. Make sure you select "import" and the unimesh filetype (see Charity's picture above) and not "export" or "open" in Milkshape.

If you're working with a recolor of a custom mesh, extract the mesh directly from the mesh file (use just the steps marked with * above)
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#45 Old 29th Sep 2024 at 10:39 PM
I'll see what can be done. I haven't been sure what to do since I'm new to this sort of thing.
Mad Poster
#46 Old 30th Sep 2024 at 5:14 AM Last edited by simmer22 : 30th Sep 2024 at 6:04 AM.
Oh, and also make sure you're working on the correct file from Bodyshop (if you're doing edits away from Bodyshop or want to upload the file). The files you find in the Project folder are NOT the ones that work ingame, but the files in SavedSims are (once you've imported from Bodyshop). Edits done to the template file don't always work in Bodyshop, either - only if you edit the textures and make a new file.

Just thought I'd mention it since the file you posted above is a Bodyshop template file.

(SimPE can read the template file, but the game can't).

---

I did a bit of poking, just so you've got an example with the slight feathering. On this one I've used the selection tool with 0 on feathering (there's still a little bit, but it mostly shows on diagonals) and layer masking, plus I extracted the UVmap to diagnose a few issues with seams. If you follow the exact lines of the shown hems, you get much the same result as I did. The mesh suffers from some UVmapping issues in the neckline, where it stretches the texture in the front - not much to do about that.

The textures look a bit grainy here, since it's Bodyshop-only, but it's possible the texture would turn out better if replaced in SimPE later. Most of the blurriness is likely the fault of Bodyshop.
Screenshots
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Original Poster
#47 Old 1st Oct 2024 at 2:04 PM Last edited by C.Syde65 : 2nd Oct 2024 at 3:25 AM.
No matter what I try, I'm unable to extract the mesh with SimPE. I'm not even 100% sure if I'm following the steps correctly. Maybe some screenshots of what I need to do might help.
Mad Poster
#48 Old 1st Oct 2024 at 10:47 PM Last edited by simmer22 : 1st Oct 2024 at 10:57 PM.
You can't extract meshes with Bodyshop. You need SimPE.
Pictures of the steps here: http://simswiki.info/wiki.php?title..._a_Mesh_Package ("Part 3", step 1-5 - in step 5 you open the recolor file you've got instead of the file mentioned in the tutorial. "Part 5" to extract the mesh, and a lot of "part 6" to open it in Milkshape)
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Original Poster
#49 Old 2nd Oct 2024 at 3:25 AM
Quote: Originally posted by simmer22
You can't extract meshes with Bodyshop. You need SimPE.
Pictures of the steps here: http://simswiki.info/wiki.php?title..._a_Mesh_Package ("Part 3", step 1-5 - in step 5 you open the recolor file you've got instead of the file mentioned in the tutorial. "Part 5" to extract the mesh, and a lot of "part 6" to open it in Milkshape)


Whoops. I meant SimPE, not BodyShop.
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