Oh this is absolutely a game changer on the task of mesh repositoring!
Repository Wizard
The Repository Wizard is a utility for automating the repository technique for objects and clothing.
Object Mode
This mode of the Repository Wizard automates the process described by HugeLunatic in their Repository Technique tutorial.
Clothing Mode
This mode of the Repository Wizard creates new re-colours for a new/modified mesh based on an existing mesh with its own set of re-colours.
This is NOT the simple approach to the repository method of linking the dependant's TXMT resource(s) to the donor's TXTR resource(s), but a new, more advanced, approach of linking via the 3IDR resource.
See the application’s web page for extensive details about both modes.
If you do not know what the repository technique is, or why you would want to use it, this application is not for you!
S3 to S2 Conversion of Baufive/B5Studio’s Grant Park Windows & Doors and Pocci/Garden Breeze 3’s Grant Park Curtains
by Tinkle at Black Pearl Sims
DOWNLOAD at BPS (registration required)
I've been working on this since the whole situation from February, but I have a Neocities Page Now! This is where I'll be uploading most of my CC that isn't Historical, Medieval or Fantasy related, so far, I've reuploaded most of the stuff that is already on my simblr, but I do have plans to reupload the stuff that was in my defunct livejournal and other places. It's still very much a work in progress, and i'll still be posting updates here for convenience, but feel free to follow me if you have a neocities page, and if you use and RSS Feed Reader, I did finish setting my RSS Feed.
Hey, does anyone know if this got reuploaded somewhere, I’ve archived most of the files, but this is the only one missing
After long months of spamming you guys with reblogs and questions, I have something of my own to post at last.
I don’t know why, but suddenly combining nebulae and the new gothique oval conversion by Delonariel justhadtobedone and after a lot of browsing and a bit of clicking in SimPE, viola, here they are! I hope you like them, I sure do; all the nebulae are just so darn pretty. Honestly, I recommend taking some time out to browse Tumblrs like this and this.
OK, here’s a swatch. This is a recolour of a conversion by Delonariel, found here (thanks!) and the mesh is included. Everything is clearly labelled and compressed ❤
DOWNLOAD
Okay, so i’ve been away for a while (what, 4, 5 years...), at least on Tumblr, i’ve still been showing up on some forums, Mostly The Keep, where i use my old moniker of Sonikku3, The Sims Daily, been there for the last days, will be missed and a couple more here and there, so I wasn’t away, away, just slightly inactive
I have been posting on the Keep for a while, my livejournal has recieved updates, although not as daily, and I haven’t been making as much CC as i’d like, And as much as i’d like to say I want to start doing thins again, it’s probably going to be in small spurts
Probably it will be more sims 2 focused, might go back to 3 CC someday, Sims 4 in not out of the realm of possibilities, but my relationship with that game is... I don’t want to say complicated, but for a lot of features it moves two steps forward, it goes 3 steps back on others... and it just miffs me in a sense, I want to like the game, but then I do get nitpicky with things, oh well, Seasons are coming i’ve seen
i’l probably make a more general tumblr for other games and stuff, and another one for my endeavors as a game dev (been studying game design in college folks, for those of you who’ve been wondering)
other than that, i’ve been doing fine, so, yeah, i’ll be seeing you around
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?)
Hello! Thank you for all your hard work. I was wondering if there are any resources for learning about how to make custom crafting stations in general, and I was also wondering how difficult it is in terms of modding abilities. Have my own sci fi setup that I wanna build crafting stations for, and I wan a know where to start learning. Thanks!
Hey there, long answer here, so I've divided it up into sub-sections. See below the cut
There are no tutorials for making crafting stations specifically. Honestly, the difficulty depends on your experience making custom objects, modding BHAV's, testing and the complexity of what you want to make.
The first thing you will want to start with is learning basic object creation, there are plenty of tutorials on every aspect of this. Remember: object creation is not just about SimPE! It also involves meshing and creating textures.
Then once you have a handle on that, you will want to learn BHAV modding. Resources for this type of modding are rarer, documentation can be spotty, but good places to start are Echo's BHAV tutorial @midgethetree's Resources page and @picknmixsims' Primitives page on his site.
Another good way to learn BHAV modding is to look at other people's code. See if others have made code that might be useful to you. Look at how they did it and try to understand why it was made this way. Screenshot a BHAV, label every node with what it does.
Seeing as you're interested in crafting stations in particular, you can take a look at custom crafting stations. A few you could look at are Nadira's Sculpture Manufactory at MTS or anything "descended" from Beck's crafting stations like @deedee-sims' Woodworking station, @nixedsims' Blacksmith Crafting station or @fireflowersims' Candle Crafting station. You could also look at our code for insights, though we do not support straight-up cloning.
But, before you can get to actually making a station, it's important to get a good idea of what you intend to make. The planning stage is as important as the development. What will the station make? Will it require resources a la Sun&Moon? Money a la EAxis OFB stations? Or perhaps the only investment is time and motives? Each of these options are different in coding. And if it needs resources, you'll have to create those resources too. Can the action be interrupted? That'll add some complexity. Autonomy and/or trait options are other things to consider. We like to have the basics planned out before we begin coding in earnest. This gives us a good idea of whether we can do this with our current arsenal or if we need to develop some more parts.
What I've found useful in this stage is reducing the station down to its basic steps: sim goes to the station, does animation, x things get removed from their inventory, then y other thing gets added. This is a very basic example, most stations are more complex than that, but it can help you get a general idea of how to structure your code.
It's also good to remember that crafting stations are not just code... We put a significant amount of time into the visuals. Sourcing meshes and textures or creating them from scratch, mapping said meshes to look good with the textures, optimizing them so they perform well without sacrificing quality. It's an entire development process that takes time.
Testing is another important aspect. We test when developing new code, we test before we duplicate code, we test after we duplicated code. We have some amazing beta testers that help out a lot with this, but even then, things will probably slip past that'll require fixing later on. I cannot understate how important testing is.
When learning how to do any modding, especially BHAV modding, It's a good idea to find a Discord server with experienced modders to join up. @gayars' Sims Crafters is an excellent place for this, as is the PBK Discord. I have also heard good things about @lazyduchess' server.
The important thing is that you have a place where you can ask people for help; both with testing your stuff and figuring out how to resolve that stubborn bug. There is no shame in it, we've all been there. Do not expect people to fix all your issues for you - you'll still have to do the majority of the heavy lifting yourself - but they may just point you in the right direction. Just stay polite and be willing to learn.
So well, Crafting Stations involve quite a bit, but I highly encourage you to dive in and see what you can achieve. Remember: it's not a race, it's a journey. Enjoy the process, errors are your friends. Don't be discouraged if it takes months, so do some of our projects. Laundry took 1.5 years.
The best of luck!
@mrs-mquve-cc did a general tag to anyone who saw the post, and I decided to be like... sure, why not?
Why did you choose your url?
You know those times when you are in your teens, and you have that one stage you’re obcessing over a thing, and you merge that thing with another one of your favorite thing and you kinda go for that vibe... that’s my url in a nutshell I guess, too much into Wolverine, but it is still a simblr. How long have you been on tumblr?
A good while... 8-9 Years I think
Do you have a queue tag?
Nope
Why did you start your blog in the first place?
Because I wanted to make CC specifically for Sims 3 and Sims 2, now I only want to do CC for 2, so... yeah
Why did you choose your icon/pfp?
Because it goes back to what I explained in the first question, also it’s the cover of the first wolverine comic I’ve ever owned, and there’s also a bit of... “Ow the Edge” teen vibe as well... probably need to change that now that I’m thinking about that
Why did you choose your header?
It’s like... default stuff, I liked it, it’s functional... I might change it too eventually
What’s your post with the most notes?
That has to be my coffeesmith project post with all the custom espresso bars and their espresso machine counterparts, aparently people really like those, though I might be concerned not everyone downloaded the proxy GUID mod that let’s the espresso bars spawn npc baristas if the lot is unowned... but hey, it’s other people’s games, not mine.
How many mutuals do you have?
Unsure and afraid to count, probably not that many, although I do try to follow back most people who follow me and also have a Sims 2 Simblr... so who knows
How many followers do you have? How many people do you follow?
207 Followers, and I’m Following 574 people.
Have you ever made a shitpost?
Oh have I ever made a shitpost... I’ve done a lot of shitposting, not here, but I have
How often do you use tumblr each day?
Daily, I have a tab open to check, specially to check fresh new CC
Did you have a fight/argument with another blog once? Who won?
I haven’t, and I’d rather not throw hands, want to avoid conflict as much as possible, I’m not a very conflictuous person, it might happen, but I try my best that it doesn’t
How do you feel about ‘you need to reblog this’ posts?
Well, on one hand, I understand that people want the issues highlighted in those posts to have a broader reach, on the other, not everyone has to reblog everything, specially if they are trying to keep their blogs under certain themes, they’re fine, maybe a bit pushy, but they are fine, nonetheless.
Do you like tag games?
Depends of the game and if I’m feeling it to be honest, but for the most part, yeah
Do you like ask games?
Same response as the last, depends of the game and if I’m feeling it, but yeah, I do them too
Which of your mutuals do you think is tumblr famous?
I don’t check, probably there’s a couple of my mutuals with a larger following, but I see it more as a vast community rather than someone being Tumblr famous, Also, fame is subjective, I might think a lot of people I know have a large following, while in fact that might not be the case.
Do you have a crush on a mutual?
Nope
Alright, that wraps this up, I’m also gonna do a general tag, If you see this, feel free to consider yourself tagged.
Welcome to the First Actual installment of the Coffeesmith project, this first part is all about (Mostly) Espresso Bars, and it is the core foundation this project was developed over:
So the options I have to offer are the Sims 3 Espresso Bar (with and without the counter) Nynaeve’s Espresso Bar that was converted by Mari, the Sims 4 Big Espresso Machine + Grinder, Fallout 4′s “The Sicilian” Espresso Machine and the Fallout 3 + New Vegas Coffee Urn, originally converted by ThatScaryChick, aside from the ones where credit was given, these were mostly converted by me, and are all working Espresso Bars (And compatible with Barista Plus *hint hint*)
The Sims 4 one comes with 7 Recolors for both the Machine and Grinder so you can mix and match
The Sims 3 Bar comes with 3 Recolor options for the Bar itself and 2 Recolor options for the machine
And the Fallout 4 one comes with two Recolor Options. Btw, the counterless ones are floating because they are based off of HugeLunatic’s Espresso Machine CEP, so please do put a counter beneath these if you don’t want a case of floating cups (but if you do, by all means go ahead). However, remember I said that mostly these were espresso bars? well, as a throw in extra, here, have some Regular espresso machines for home espresso:
Yeah, these are the same as the espresso bars, but these do require counters and don’t spawn any baristas (and the grinder is just deco), but while I was at it, it would be a shame to not make the regular home version of these.
the Nynaeve espresso and the coffee urn are slaved to the Deco Originals, which are included for convenience, the rest are slaved to the Espresso Bar versions.
At least two stations were cut from this, but it is because they are yet to be meshed, so expect 1.2 later down the line
But without further ado: Download Special Thanks: HugeLunatic for the Espresso Bar CEP and a lot of the Resource Material I checked for this, Fireflower, Frac and probably a lot of people from The Keep who gave me help and support for doing this.
Learn how to: -> Change which hobby’s enthusiasm is gained upon viewing a deco object. -> Change which hobby’s enthusiasm is gained from an interactive object. -> Add hobby enthusiasm gain to an interactive object.
Keep reading
Heya!
This is a small mod for TS2 that fixes the intense lag you get when you're in step 4 of CAS (makeup/accessories/jewelry/etc)
If you have Sims2RPC, disregard the included "dsound.dll" file, simply copy the .asi file into your TSBin/mods folder.
If you don't have Sims2RPC, you will need The Sims 2 Mansion & Garden, and you must have a No-CD executable for it.
Move both the .asi and the "dsound.dll" files into your TSBin folder of your M&G installation.
(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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