Here's what I've learned so far. CRES structure is the same for most (if not all) TS2 coffee/chocolate makers.
You can adjust position of the entire thing or each part separately via Translation brackets, found in cTransform node tabs.
Coffemaker node is the first one on the CRES list - edit this to move the entire object, including items mentioned below, that are attached to it (hand slot, kettle, and also shadow).
Carafe_rot is the location of the handheld kettle part.
slot_coffemaker_target is the hand slot, a point where Sim 'grabs' the handle. Coffee stream fx shows next to it (at fixed distance). If you move the hand slot, coffee fx will also move. Distance between those two limits kettle width (unless you're willing to ignore / remove the coffee stream fx OFC).
Coffeemaker contains 8 mugs of coffee by default, it's easy to edit.
Pics feature this 4t2 kettle, my functional remake is here.
More under the cut:
To make a functional version of the tea kettle I've used compact kettle by Oshima @persimmonthusiast as cloning material. It doesn't have coffee making animations (not needed in this case) so that's a few less things to adjust. It has custom pie menu, but you can easily bring back "make/ drink coffee/ juggle mugs" menu in all languages: clone random TS2 coffemaker, extract Pie Menu Strings resource from it and replace the one inside Tea Kettle clone.
If you'd like to have two recolourable subsets, go ahead and add one. It seems TS2 coffeemakers handle the dreaded Fix integrity quite well.. But it's best you make sure your clone works fine in the game before you start working on it ;)
Handheld kettle part will not align with the base when you extract and combine both in 3D software because - as any handheld TS2 item, it's placed almost in the center of XYZ axis. So even with reference, it might take quite a few in-game checks and corrections to properly align all the parts.
Coordinates that work for one coffemaker, might not work well for another one that's cloned from something else. Numbers on pics below are just an example.
*the pic above: that's +X to the right, or -X to the left, when looked at from the back of the counter.
You can move the entire coffemaker, or just the kettle (carafe_rot) left or right by adjusting X value, and front / back by adjusting Y value in Translation bracket. Obviously you can just move 3D models instead - takes more time, but some ppl might prefer it.
Have in mind that even if you move the coffemaker node, Sim will approach the coffemaker and hold the mug in the same place as before. Only Sim's hand will be pulled to where the hand slot has been moved.
0x2 carafe_trans is the idle position of the kettle, usually doesn't need adjusting. BUT if changing other coordinates causes your kettle to shift position when animation starts, then you could try to adjust that one as well.
slot_coffeemaker_coffeegrounds_fx is where coffee aggregates in the filter during the coffee bag animation. Unlike coffee stream, you can't hide that one, but it can be moved by adjusting cTransform.
If you're an advanced SimPE user you probably know that SimPe is using different translation system than Milkshape or Blender. Here's a tut about converting coordinates between Milkshape & SimPE.
Amount of coffee mugs per kettle is 8 by default, and that's quite a lot. If you'd like to change that, it's one number in the BHAV. Pic below (thanks @episims ) shows where to find it.
The other pic contains instructions on how to replace the chocolate* / coffee stream with invisible effect. You cannot simply delete it from the text list, it as object might (and usually will) start throwing errors.
*I always use chocolate effect instead of coffee as to me it looks a tiny bit better (less green, I think?)
You might have noticed that the GMDC importer/exporter by DjAlex88 doesn't work with Blender 4.1+. So I made a compatible version… with a new feature I needed.
Download on GitHub
I've never made a Blender add-in or coded in Python before, so I hope I didn't break anything.
Please let me know if it works the same as before once you have tested it.
A Shader Edit/Default Replacement "StandardMaterial" is the shader commonly used by sims objects. It tells the game how to render them, and by default offers features such as making them glowy or transparent. However, most of its effects apply to the whole material at once. I figured out how to edit it! So here is my improved version. It now supports: - An "additive" texture map, lighting up specific areas of the material. - An envCube mask, controlling the intensity of this effect via a texture. - Two new envCube modes, and improvements to an undiscovered one. + "Blend" replaces the base texture by the envCube's. + "Multiply" multiplies them together (duh). + "DiffuseRadiance", which already existed in the shader, adds the envCube texture to the light received by the material rather than its already lit texture. All three of them support the envCube mask and the envCubeCoef parameter. The envCube modes are mutually exclusive, but all effects can otherwise be used with each other. The download itself contains the shader package, a pdf ReadMe listing features and material parameters, and examples showcased on my envCubeTesterObject (also included). The readme lists the specific shader files I've edited, in case anyone else made an incompatible mod. (I've not included the recolours from the first preview pic as they're kind of lame lol + I had to make a CEP extra for the robot.) I'm hyped to see what cool objects and recolours people will make with this! And I'm probably forgetting information.
-> Download at SimFileShare
It took me the entire day to reinstall the game on my new computer, to make all the adjustements for it to work on Windows 11, find the right settings with the Graphic Rules Maker, and… my game loads twice faster from Windows to neighborhood view, then it loads at least TEN TIMES faster to enter a lot, everything runs so smoothly, even in very heavy CC lots and neighborhoods, with all settings at high, Origin downloading the Sims 4 at the same time, talking to my best friend on Discord, recording a video… like… IS THIS HEAVEN ?! I’m about to cry. Tears of joy of course. But still !
I think the next week (or maybe even the next month) will be about enjoying my game and nothing else. I’m so, so, so happy, you can’t even imagine !
Around the Sims 2 | IKEA-like seatings & Simlish menus
Time for a Sims 2 update, answering some requests. :)
1) IKEA-like seatings: conversion of the seatings I meshed for the Sims 3. More Ikea items should follow if you’re still interested in my Sims 2 downloads.
2) Simlish menus & recolors.
Could the reason the hair is so fug simplistic is because it will be animated? If so, I wonder what this would mean for CC hair creators like Newsea. Pardon my ignorance, I know nothing of meshing and animating. I’m just assuming the more simple the hair, the easier to animate. (Really not a fan of the textures and shine though tbh.)
The hair is literally the only thing I don’t like about what I’ve seen from Sims 4 so far. I mean, look at those brows! They’re fab! And those eyes! They look so much better than the EA defaults in TS3. Even the skin looks better (from what I can see, kinda hard to tell without close ups).
So my earliest memory is from my first time playing any sims game, it was sims 2 for console, I think I was 8 years old, and I think it was near my birthday too, or was easter, the memory is kind of fuzzy in those regards I just had got the copy, and I start playing, I think I went to free mode first and foremost, and I try to recreate the characters of this anime called Kaleido Star, which was airing at the time in a specific nacional kids channel, anyways, I don't think any of them look like the characters, but, long story short, they were all living in a single room house cubicle, and sims died and it was an overall mess, details are kinda vague on that. But I guess I still wanted more.
The earliest memory of the sims you have. On your mark, get set...go!
This is really exiting, just the fact it’s possible blows my mind!
I made a thing. Still quite wip.
I basically took earlypleasantview's dish controller and took it a bit further: what you see here is an accessory mesh controller and I'm stupidly excited about it
Big thx to @earlypleasantview for the concept and @logansimmingwolverine for the meshes
I've got to remember that it's perfectly okay to only share one or two things at a time. I don't need to release a freaking Stuff Pack of clothes or hair in one go.
Note: I'm really sorry for the cheap, bad pun, but i couldn't come with anything.
WCIF areas in a forum are the best source of ideas one can find, expecially those things no one has made and you think "Hey, this is actually a neat idea", One of Kimmi's WCIF was a version of the Store Basketball Hoop, withouth the floor marks and the pole, so i did it, then Cloudwalker asked if i could do a version withouth the Board, i said no problem, one/two weeks later, here it is (If it wasn't for Cloud to explain me how to import package files to Workshop, my guess would be that the boardless hoop wouldn't have been released)
(Sorry for the picture wonkiness, i required two floors to do this)
Details:
- They aren't attachtable to the wall, the reason for this is that if they were, the hoops would stand in the oposite direction of the wall, i recomend the use of the "Moveobjects on" cheat to place them right were you want.
- They require the ORIGINAL Store Basketball Hoop (be it .package or .sims3pack), it doesn't come with the file but... it shoudn't be hard to find ;)
Terms of use (Boring Part):
- You can use them for whatever you want, but don't claim it is yours and post them at paysites and the exchange, that is just cheap.
Credits:
-EA for the original mesh
-Me for the Edit
Download:
Mediafire: http://www.mediafire.com/file/p99p9hkh3t6m6u4/BasketballHoops.rar/file SimFileShare: http://www.simfileshare.net/download/563476/
Here it goes Kimmi and Cloud, hope you enjoy!
(He/Him) I share mostly Sims 2 content, not at a consistent rate. (Also known as Sonikku3 and jdps18 on different websites)
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