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Original Poster
#1 Old 24th Oct 2026 at 6:02 PM
Default New meshes get messed up
I try making new hair for plantsims but when I put them toghether in game it just uses the last mesh added. It works fine when separated. I fixed integrity and don's see anything in Cassis tutorial that I could've missed
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Mad Poster
#2 Old 24th Oct 2026 at 7:29 PM Last edited by simmer22 : 24th Oct 2026 at 7:42 PM.
Is it meant to be a custom hair or a default replacement?

Do you have a picture of how the hairs are supposed to look like (from Milkshape or similar), with texture? I can see that there are issues with the hairs, but the hairs (and Bodyshop) are dark, so it's a bit difficult to see whether it's a mesh or texture problem.

1: Make sure to delete the cache files (accessory+groups). These can sometimes mess with the files, especially if you do several edits, and test between the edits.

2: Make sure to remove old files, and only use the newest version. If you've got a version 1, 2 and 3 chugging along in your Downloads folder, the game uses whichever file loads last, which can produce some iffy results (especially with mesh/UVmap/texture edits).

3: Make sure you don't have other files interfering. If it's a default replacement, you don't want it to cause trouble alongside other defaults that replace that particular hair. One replacement is enough (including yours).

4: Have you made sure all the subset names are properly named? More often than not, if something is showing in the wrong place or is invisible, the subset names are wrong either in the PropertySet, elsewhere in the recolor file, or somewhere in the mesh file. All of the subsets should match up everywhere, and you do need to make sure they are set properly for each individual set of resources.

5: Have you checked that the current UVmap works with the texture you're using?

6: Only do "Fix Integrity" once, when you first make the mesh. If you do it again, you redo the numbers and make it separate, so you'll have to relink the textures.
Test Subject
Original Poster
#3 Old 24th Oct 2026 at 8:28 PM
I'm making custom hair 1 texture per 1 mesh, each mesh has one version and when placed in game one by one they work fine, when i place multiple they only use one mesh. The first hair in the picture is working correctly and next to it is the same hair when I add second hair
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Mad Poster
#4 Old 24th Oct 2026 at 9:08 PM
Have you made sure to make four separate meshes? As in, for EACH set of recolor+mesh you have to extract a mesh from the game, do "Fix Integrity" (renaming the resources in the process), link it to the correct recolor file, and so forth?

You also need to make sure the four recolors are standalone from each other. They need to be separately made "package" files. You can't copy a file and rename it, thinking they'll be standalone. Use the files from SavedSims after doing "import to game" in the project in Bodyshop.

Also, don't use the file found in the Project folder. This is a template file, it doesn't show up ingame, only in the actual project. Use the files in SavedSims, after doing "Import to game". Projects can be reused, especially if you make muliple recolors of the same item, or if you need several recolors with roughly the same properties for a meshing project.

--

It does look like they're using individual meshes in the Bodyshop pics above, but it seems the textures are a bit off (unless they're showing on the wrong meshes?)
Are you sure they're linked to the correct meshes? Also, are you using a texture with transparency?
Test Subject
Original Poster
#5 Old 24th Oct 2026 at 9:18 PM
I exported each mesh separately from bodyshop and fixed integity for each
Mad Poster
#6 Old 24th Oct 2026 at 10:00 PM
Do you mean you did "fix integrity" on the recolor files (from Bodyshop)? Or on the mesh files (extracted with SimPE)? You only need to do it on the mesh files. Don't do it on the recolor files.

Can you upload two of the hairs (mesh + recolor files, in package format) so I can take a look? (I'd need to see at least two sets to see if they're interfering with each other)
Test Subject
Original Poster
#7 Old 25th Oct 2026 at 7:26 AM
just mesh
Attached files:
File Type: zip  _TESTING.zip (349.0 KB, 11 downloads)
Mad Poster
#8 Old 25th Oct 2026 at 7:48 PM Last edited by simmer22 : 25th Oct 2026 at 8:09 PM.
All your meshes are called "afhairleafy" and have the exact same instance numbers. It means they're overwriting each other.

You need to do "Fix Integrity" on the mesh files, and give them a new name in the box that comes up (only use letters, numbers and hyphens (-). No spaces, underscores, punctuation of any sort, [ ] ( ) or other special characters, as some can potentially cause issues with the internal naming structure).

After you've done this, you need to relink the recolors to their respective recolor files.

Mesh file = file with GMDC resource
Recolor file = file with TXTR/TXMT/PropertySet/etc. resources.

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Also make sure to layer the hair properly whenever a mesh has transparency. You'll want the "hair" part as the bottom layer, and the "Hair_Alpha" on top of that, or you are likely going to get some issues with the opacity. I think there's a setting for it if you're using Blender, but I'm not too sure how, as I don't use Blender for editing GMDCs.

(In Milkshape, it's the "Comment" button in the Groups tab. The "Hair" group should be set to -1 in the "Opacity" line, and all other layers should be at least one or more up from this. The most commonly used number row is -1, 0, 1, 2, 3, 4, 5..., though some tend to skip the even numbers and do -1, 0, 1, 3, 5, 7...)

Some layered hairs from TS3 can have opacity issues because the game has trouble seeing which layer is supposed to render over which, and in some cases the only way to edit this is to separate the layers and put them together again, sometimes even keeping them separate.
Test Subject
Original Poster
#9 Old 26th Oct 2026 at 7:35 PM
Thank you, I didn't click update under fix integrity, just ok so names didn't change
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