Has anyone ever did something with that? it could be nice.
Great discovery. And that site Cutting Room Floor is also great, I've only recently encountered it.
Might as well throw in this list of unused Maxis stuff made functional by @kirlicues:
I could not find this in The Cutting Room Floor, so here's some info. I noticed one of the models years ago but only looked for more resources recently. I'm not a 3D artist, so forgive me if I say something nonsensical (and correct me in a comment!).
This is a list of the resources I could find:
The meshes are incomplete in the sense that they are not assigned to any bones, and they appear at floor level, near the auskel joint.
There were at least two types planned, "ring" and "post". The mesh for the post is separated into two groups: "uuaccessorybellybuttonpost_gold" for the metallic part, and "uuaccessorybellybuttonpost_red" for the plastic/stones part. The ring only has one group, "gold".
The material definition files for the "gold" groups reference "shineymetal2" and "nightreflection2-envcube" as the base texture and cube map texture respectively. The "red" group doesn't reference any textures, so maybe it was meant to look like translucent red glass.
There are thumbnail cameras specifically for the piercings. By the names we can guess that they were planned for teens and adults (maybe elders too?).
I'm not sure why they weren't implemented, my only guess is they could not find a way to avoid clipping or warping during sim animations. Although if the meshes didn't even have bone assignments, maybe they didn't reach that stage in testing. Who knows.
It could be possible to restore these, you would probably need to make separate meshes for each life stage, gender and body shape.
Wip: Assassin Sims.
Since i've shared my resources list, I might as well share this too. Nothing is finnished, hence the wip. Ezio's outfit was converted by Daislia at GoS. Working dl at page 3.
I don't want to unfreeze this frame. In the pictures: some cafe furniture from Unity. Roofs, plants and wall from Brotherhood. The wall will be a 3 parter, and seamless of course, in the picture it's just one part. Not ideal but otherwise the texture would shrink badly. None of the materials is ready yet, the end result will look nicer, I hope.
Rb for larger sample size appreciated :)
Found it through github, it produces all types of maps. Haven't seen it being mentioned anywhere... I used a Maxis floor as an example. It produced very nice results on images of floors I got online.
Wayback Machine is a GREAT tool. It just has a few issues. The number one issue is that it isn't great at crawling. Normal HTML sites are no problem but more complex sites like forums and especially blogs are hard for it to navigate. It tends to get only very small pieces of LiveJournal for example. The entire official Sims 3 forum from 2009-2017(?) is just gone because Wayback wasn't able to access it.
As I've talked about over the past few years, I'm trying to archive a lot of CC with Archive.org. This works well for most older sites but not so well with newer ones. Plus, I'm focusing on custom content more than webpages and stories.
Stories, that people put hours and hours into, legacies, forum posts, pictures, blog posts, all things that are just TOO numerous for me to even make a dent in on my own.
Buuuut, if I could get a bunch of simmers who were actively viewing blogs and downloading content and reading forum posts to archive every post they viewed that could do something!
Wayback Machine Auto-Archiver is a bot that archives all PUBLIC webpages that you visit to the wayback machine. Think of it as a bot that follows you around taking a shot of every blog you visit. Obviously, this isn't just for Sims content but it would certainly help the community who may go looking for the content that you archived after it's LONG gone from the internet.
The auto-archiver is a simple extension. If you're running Chrome or Edge you simply install it like any other extension and then you surf the web like always.
The more simmers who use it, the more content gets archived. Also, it's entirely anonymous. If you're a lurker and you've never made or posted anyway, think of this as a way to give back!
Download it here and please reblog!
(I will be reblogging this post several times)
New suit for TS2 based on a model from Detective Pikachu Returns, combined with Wingtip shoes.
16 recolors, EM enabled
Download: SFS | BOX Polycount: 7383, has "fat" morph
Recolors make use of envcube mask, if you don't have Sim Standard Material shader edit by @crispsandkerosene in your game, shoes will look a bit different.
More pics under the cut:
*This is for The Sims 2
I've shared my Splatoon 2 Wingtips (brogues) conversion as creator resource HERE (SFS) or HERE (BOX) - archive contains shoes (1742 poly) plus naked AM bottom with morphs, bumpmaps and new textures.
I've struggled a bit with adjusting this suit for TS2 body, not super happy with the legs part but it's acceptable. Original shoes are not bad but not formal enough so I decided to ditch those (might do them as separate shoe resource) .
I've included TXMT settings for the shoes (matt / shiny) - white, brown and black texture included with the mesh, so you can easily change shoe colors in SimPe. Also, shine can be switched off by setting 'reflection' mode to 'none'.
Blue stripey suit is original texture with edited tie color.
Three recolors with jeans are categorized as Everyday, other recolors are Everyday & Formal.
So, after uh, whew, months(!) of experimenting with attempting to change the default face mesh in Sims 2, Iām here to basically share what Iāve found to be possible, what I still am struggling to get working, and what parts of my findings are still useful for a LOT of modding and custom content purposes, even if I couldnāt achieve my initial goal. Iām really tired of this project and Iād rather move on to doing stuff that are more doable (and more quickly doable) for my gameplay goals, rather than trying to do what seems to be a gargantuan task for my level of skills.Ā
In this post Iāll mostly focus on what is doable *in principle*. Thereās lots of subtleties and tricks in getting things to look decent (well, at least I think I got it to look decent) which I wonāt go into. Or try not to. I go into tangents a lot.
Iāll also not go into step-by-step details. Mostly because I suck at it but also because this post will be super long anyway. If you wanna know, ask!
For those who just want a brief summary: What I could get to work: a default replacement face mesh, with working templates and sliders, for adult sims. Though the procedures are the same for the rest of the ages.
What I still have trouble with:Ā Basically, getting the game to recognize different parts of the face. This means applying the templates to different parts of the mesh, and, of course, genetics, donāt work yet. I have ideas about what could get it to work, but Iāve failed to do it so far.
Awesome things you could still do: My major finding here is that face animations can be applied to *any* CAS object. Clothing, accessories, and of course, nude skins (see below, this was an outfit with a bit that changes with eyes, proof of concept). This means that you can have specific sims with additional face parts and/or accessories and clothing that respond to face animations, or alternatively, you can have skin tones/body morphs that have face pieces which will not mix together between the parents, but are still heritable (with some limitations)
Oh, and full disclosure, the tools I used were simPE and blender 2.9. Nothing else. Donāt know how to do other stuff.
Thank you @simnopke ,Ā @rudhira , @withlovefromsimtownāĀ and many others for your help and encouragement in all this! I think thereās potential for some really good modding here.
Keep reading
1000 likes! OK that is a cool round number. Glad people found my list useful. I am kind of surprised that this many people are interested in the things I share other than that. If anybody has more interesting stuff like that, like neatly organized sims info that's scattered around, do send it my way.
Oh, that's interesting. first time I'm hearing that claim. Now i understand what happened. in my legacy edition copy, I did notice a change to the graphic settings, but thought it was done by someone else, not EA. on the log it states that I have a slightly different card than what I actually have, and it did surprise me they didn't add mine to the pool, i was wondering what's that about. I tried to add mine manually, worrying its absence would cause issues, but it didn't change when I've added mine. I had no problems with it, so I just left it as it is.
Side note: I left this copy for testing (and forgot about it actually), I don't play it if I can help it, so there are hardly any mods on it.
Okay, I compared the Graphics Rules.sgr and Video Cards.sgr with the Ultimate Collection
They did EXACTLY what my brother has been saying for months but people have been debating him over it and didn't want to believe him
The new video cards.sgr doesn't include ANY new graphics cards. Wanna know why? Because the game doesn't fucking care. He has been saying for months that it doesn't care and that adding it via GRM doesn't do anything, it can actually potentially make it worse.
What they DID do is take out all the hacky stuff in the Graphics Rules.sgr to prevent the game from turning on and off certain settings depending on your hardware and software config. That's what I did as well, months ago, because he said it is the smarter solution.
Female, 30's. Sims 2.Elsewhere: CC Finds Side Blog, Art Reblogs, Dreamwidth (Main Sims Place), GoS, Simblr.cc, Pillowfort, Bluesky, Pinterest.
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