angelapleasant: (Default)
 
after MUCH trial and error, we FINALLY have 3D cat whiskers that are wearable with collars for ts2! this wouldn't have been possible without kitteninthewindow guiding me the entire time and looking in the packages when they weren't working!!! and because she shared the very easy tutorial with some resources after we got the adults/ elders working, they work for kittens too! these use subtype-bin BxE from kitw's chart in her tutorial, so they are compatible with everything on there.

these whiskers are repositoried to the base coat color, so they will be whatever color your cat base coat is. the mesh is from lazyduchess' ts3 edits. jacky93 made a collar version of these whiskers previously, which is where i got the idea. i reconverted ld's whiskers with the brows as well, remapped them to kitw's accfurcards2018 file (included, make sure you keep this file in your DL or the whiskers won't show up!), and here we are! they move with the face (this was our big hurdle after getting everything else working, lol) and can be worn by any cat preset. they will warp slightly on some (the smushy kitties will get slightly messy whiskers) but it isn't too bad from what i've seen! the black cat in the previews uses a smush face preset. these are with the other fur accessories in the top option of tab 4 (i think that's where the fur acc are lol).

kittens will be born with them if their parents had them!

maxis breed default replacements with added whiskers are linked below, so strays can generate with them! these must be placed in the Documents > EA Games > The Sims 2 Ultimate Collection (or whichever version you have) > PetBreeds (NOT the downloads folder) and let them OVERWRITE. Make a backup of this folder first in case you want to remove the whisker accessory. you can open up the package for any custom breed you have and add the whiskers to the AGE DATA as explained below if you want to!


*****if you want to add the whiskers to cats who already exist, kitteninthewindow sent me these instructions for simPE:*****

(my note: make a backup of your neighborhood folder first, in case you make a mistake)

Oh btw, the way to add whiskers to already existing cats and breeds is to open up their Age Data and change 2 things. The first is to add a line that says pbd# (dtstring) = f6a899ba-427e-4328-55c6-7a8bf58bb5e3 (my note: this is the family dstring from the xmol in the packages)

(my note: to get to the aged data, open simpe, then go to the topbar and select tools > neighborhood > neighborhood browser. select your neighborhood and let it load up. then go to tools > neighborhood > sim browser and select the cat you want to add the whiskers to from the list and click open. in the pluginview of the sim description you just opened, click the icon that looks like a blue cabinet with files in it that says "more" and select open character file. in the resource tree on the right you should see Age Data (AGED). click on that and do the following in the plugin view! click commit after changes and make sure to click file > save or ctrl + s at the end)

The # will be different for each individual cat just depending on how many fur accessories they already have. pbd0 if they have none, but if they already have pbd's listed in the age data just +1 to the highest pbd.

Next, find a line that says numpbd (dtUInteger) and +1 to whatever it already says. This tells the game how many fur accessories the pet or breed is wearing

numpbds and pbds are usually near the bottom of the list, probably around 4th from the bottom, so they should be easy-ish to locate

i will make a video tutorial asap, but i wanted to get these shared! don't be scared of simpe! make backups before editing any files and if you mess something up just replace with your backup.

here's the video tutorial showing how to add the whiskers to custom pet breeds so strays using them will have whiskers, and to already existing pets in your neighborhoods! sorry for the poor sound idk what was going on with the mic, also i dropped something while recording lol. and since i did this on the fly there is a lot of pausing and "ummmmm" haha. here's the string you need to be pasting (same as the written instructions of course): f6a899ba-427e-4328-55c6-7a8bf58bb5e3

back up your breed files and your neighborhoods before editing! 

fyi you can follow the tutorial for existing pets up to the simbrowser part, then just write down the character file names for the cats (they are listed in the simbrowser on the right, something like N001_User00023-- the first 4 will be your neighborhood code), and close out of the neighborhood in simpe. then you can just navigate to your neighborhoods > NHOOD NAME CODE (ex. N001) > characters folder and open the files directly from there. way easier if you have a lot of cats to add whiskers to!
UPDATE 7.19.24: fixed a visual glitch where there was a little floating tuft of fur under the belly. links have been updated and you can just replace the file with the new one. MAKE SURE you delete your accessory and groups cache files as well as the content registry file in your ts2 documents folder so the game recognizes the update! unfortunately if you already had these on a pet and you loaded a lot with the pet, you will probably have to go to a mirror and edit the appearance (i just put a collar on, or take one off if they had one), save the lot, leave it, and reenter it for the pet to update its appearance. i'm not sure if just playing for a while will update it, but this is the way i know to update it.

really sorry i didn't catch it before i shared bc of how sticky pet stuff is!

UPDATE 10.31.24: added a white whisker only version for belladovah, who requested it since almost all cats just have white whiskers. it isn't possible to make a non-slaved fur accessory (you have to make a separate recolor for every single coat color), so this one just doesn't pick up any color and defaults to white. technically you can have this and slaved version in your game at the same time, but they can be applied at the same time and idk what kind off visual glitch effects it will have other than the slaved version overwriting the white if you have a kitten born with both sets of whiskers for example, so i suggest choosing one or the other unless you really want both. i added the white whiskers petbreeds default below as well. the family string for the new white only whiskers for use with the simpe tutorial is dab4deb2-412d-583b-6b0e-44843b72e813
 
IF YOU'RE ALREADY USING THE SLAVED VERSION AND WANT TO SWITCH TO WHITE WHISKERS ONLY: you can just download this edit of the original file HERE and replace it in your dl folder. i just changed the subtype in it to 0 so that it can't pick up slaved color. it works exactly the same as the new white file, only your already made pets should update to white whiskers when the game updates their appearance (can be forced by deleting caches, content registry, and changing appearance in a mirror-- sometimes you have to save and reload the lot too). if you do this, don't download the white petbreed defaults, keep using the slaved defaults!

 

CREDITS
 
DOWNLOAD whisker fur accessory: DROPBOX // SFS
DOWNLOAD maxis cat breeds default w/ whiskers added (MUST BE PLACED IN PETBREEDS FOLDER): DROPBOX // SFS

DOWNLOAD whisker fur accessory WHITE ONLY: DROPBOX // SFS
DOWNLOAD maxis cat breeds default w/ WHITE ONLY whiskers added (MUST BE PLACED IN PETBREEDS FOLDER): DROPBOX // SFS


angelapleasant: (Default)
hey guys!! i thought i'd do a video tutorial for the simpe part of kitw's tutorial. it looks intimidating but i promise even a beginner can do it and hopefully the video will show you how simple the process is. this video does NOT tell you how to edit your images. it's only for the simpe part! 

you will need to have simpe set up and if you are importing your images in simpe like i do vs. using bodyshop you will want the nvidia dds utilities set up too. if you don't already have it set up, here is the version i have: simpe (SimPe_075f_qa.7z); this version doesn't have the pinups lmao. if you get an xml error about the hoods, go here and download it from post #5 and install where it says. you will need to go into the nav bar in simpe, click extras > preferences > system folders and make sure your game paths for all your game, eps, sps, etc are correct. they won't be if you have the UC, and you will need to set them manually. install nvidia dds utilities and on the system folders window where you set up your game folders, tell simpe where to find those utilities.

read through kitw's tutorial here, download their genetics kit linked there, and get your textures edited and ready to go before you start. their tutorial shows you how to make them, edit them (and import via bodyshop too if you'd rather just do that than import your images in simpe-- if you do that, don't import the images when i do in the tutorial because they are already in your package and there is no need), and how to make the packages, etc. you will need to have your packages created in bodyshop and ready to go according to their tutorial as well.

i repeat myself a lot so hopefully it makes sense! and it was really hard not to sniffle constantly LOL we just got back from vacation and someone there maybe should have stayed home bc they got my husband sick and now he has passed it on to me 🤣 and if you want to make custom pet eyes, follow their tutorial here, it's extremely easy. all you have to do in simpe is edit 2 lines in the xtol. 






angelapleasant: (Default)
okay so i promised i would make this tutorial for someone, so i thought i would go ahead and set it up for everyone. there are a lot of shoe swap tutorials out there but everyone learns differently so here is mine. i've linked the meshes i'm using because if you are a complete beginner, i think it would be easiest to use the same meshes so you can do exactly what i'm doing. i've tried to explain everything as i go assuming you know nothing about making cc except how to export and import in bodyshop. if you have questions i'm happy to help. it's really easy once you get confident with it.

1. first you will want to make sure you have simpe set up: simpe (SimPe_075f_qa.7z); this version doesn't have the pinups lmao. if you get an xml error about the hoods, go here and download it from post #5 and install where it says. if you already have simpe obviously you can use that version! 

2. next you want milkshape 1.8.5. it looks like it's no longer actively being supported, so here is info on how to register.

3. then you want all of these plugins (they go in your milkshape folder in program files or wherever you installed it):
weshowe's unimesh plugins
weshowe's autojoint
cat's normal smoother
cat's uv flip
cat's uv data merge cat's mesh mirror
tsrw plugins
we won't use all of them for this tutorial but they are good to have and i don't want to list them again for the next one lol.

4. you also want nvidia dds utilities for texturing via simpe, which is the best way to do it because importing via bodyshop gives you lower quality textures. you can do it 2 ways, via build dxt which i will show you in the video, or my preferred way if i'm going to be editing the texture (example: if i'm doing recolors with color actions), which will be at the end of this post.

5. you will also want these programs (again, we won't use all of them here, but they are handy to have and will be used in future tutorials: 
cmar's mesh toolkit
filename tooltipper (post #83 for working link)
compressorizer
bulk rename utility
wardrobe wrangler
outfit organizer

6. last, grab lifa's wso templates because for the next tutorial sometime in february i'm going to go over how to make morphs/ conversions with them. 

before you watch the video, please take a look through deedee's post on milkshape for beginners, because it will help you a lot. i try to explain all the things i'm doing but some of it is just second nature, so having this to refer to, and having the base knowledge beforehand, will help a lot.

for this tutorial, we're going to be putting these boots (sentate's cordelia boots converted by digitalangels, made pantless by deedee) on this skirt (tristana v2 by io). so go ahead and download those, make a project folder on your desktop or somewhere easy to find so your project is neat, put them in there, then load up simpe, open milkshape, your photo editing program, and once simpe is open you can load bodyshop and follow along while that loads.

i apologize for my voice, it's too cold for me right now, i'm congested and scratchy, and nothing is more humbling than hearing yourself recorded. i've also never recorded anything like this before, so a lot of ummmms and awkwardness haha. also i curse once or twice because i have a dirty mouth and let a few slip. also yes i am using a super old version of photoshop, i don't like to update things unless i have to because i'm used to this version LOL, also i'm not paying a subscription for something you used to be able to pay once for so my ancient version stays.
 



if you need to recategorize something after, the outfit organizer i linked is what you want. the download page for that is really good at explaining how to use it, so i'm not going to reinvent the wheel with that.

but here's a quick tutorial on how to make your dds in photoshop like i was talking about (your version is probably newer than mine and may look different):

1. the best way to get the full texture of something is to export the textures in bodyshop, and then go to the projects folder in your sims 2 documents folder (where you would normally edit if texturing via bodyshop). i open the alpha and the texture of the group that i want.



2. then i'm going to select all on the alpha, and copy. 

 

 3. after that i'm going to switch over to the texture image, and go to channels.
 

4. at the bottom of channels, i'm going to select create new channel, and it's going to create an alpha channel.



5. i'm going to make sure the alpha channel is selected, then i'm going to paste the alpha that i copied from the alpha image into the alpha channel that i created on the texture image.




6. after that, i'm going to select the rgb channel and go back into layers so i can do whatever i want to the texture and the only parts that will show up when i save it are the white parts of the alpha, just like when you import via bodyshop.







7. at this point, i usually save this as my psd if it's my base image that i'm going to run color actions over. that way i can do the following steps for each recolor, instead of editing and recompressing a .dds (each time you save a .dds, you are compressing it, so if possible, you want to export your textures from something that hasn't been reimported too many times because the game and simpe are compressing the files too if you import via bodyshop/ build dxt. example: if i wanted to edit a dress that had been shoeswapped, the best thing to do would get the textures from the original dress. if the textures don't look degraded, you don't have to go through all that effort, but for darker textures that have a lot of funkiness, it can help).

8. once i'm ready to save a recolor as a dds, i go to file / save as or use the keyboard shortcut, and select dds as my file format. make sure alpha channels is checked, or you will lose your alpha info and have to paste it in again. 

 
9. then something like this will pop up (this also requires the dds utilities i linked), and you will select dxt5 and save. i don't change any of the other settings. you can do any recolors (objects too for example) this way. then back in simpe, you will just click import dds instead of build dxt (because you've already "built" it in photoshop). i prefer this because it's less clicking than build dxt and goes faster lol. and either way is better than bodyshop, because you have control over the way your image is imported. 


if your mesh has a normal map (this is the grey texture called a bump map in ts2 tutorials and the texture file has the word normal in the name in simpe), make sure in plugin view in simpe, you change the type to raw8bit after importing it, and click commit. otherwise, it's going to make your whole thing look wrong. 

i know skell's tutorial on normal maps says to just delete them, but i leave them if there already is one and i didn't edit the texture. if you did edit the texture (example: you alpha edited the shirt to change the neckline or something like that) you need to make sure the normal map reflects those changes too, because otherwise it's going to put shadows/ 3d effects where they don't belong on your mesh. if you just want to delete them, skell's tutorial tells you how (it's easy). also, make sure you put the edited normal map in your base recolor after you edited it and linked it to your mesh, before you load back up bodyshop to do your recolors. that way, when you're recoloring the one mesh, the fixed normal map is already in it, and you don't have to import it again (bodyshop can import those fine lol). if you're going to delete it, also do it before you reload up bodyshop to recolor it, because the recolors won't have a normal map and you don't have to do the deletion process again.

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angelapleasant: (Default)
lissie

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