emhpb
3rd Aug 2010, 1:42 PM
This is a two part tutorial that will teach you how to make alpha accessories for Sims 3.
A short disclaimer before we begin, this tutorial DOES require TSRW, but Whiterider has kindly volunteered to write a CTU/s3pe version as well. To speed things along, I have attached a package file with all of the necessary textures linked, as well as helpfully labeled on the image. :)
The first part will deal only with retexturing/recoloring alpha accessories, making them is slightly more experimental, and therefore may require more research. :)
Fun With Alpha Accessories - Retexturing
This tutorial will walk you through retexturing my alpha wings mesh, this being the only publically available alpha mesh so far.
What this tutorial does:
-Teach you how to make proper textures for alpha accessories
-What this tutorial does not do:
-Teach you basic image editing
-Teach you basic texture creation
-Anything else
What you will need
-The Sims Resource Workshop
-An image editing program that supports DDS, such as GIMP or photoshop, and needed DDS plugins.
-Attached tutwings WRK.zip
-Basic knowledge of textures for TS3
Step 1
Download the attached tutwings WRK.zip, and IMPORT into TSRW. Why import? Because if everyone simply opened the WRK file and replaced the textures, any CC made with that WRK file would be replaced by any other CC made with that WRK file. So import.
How to import?
-Open TSRW
-Create Project
-New Import
-Browse
-Find wrk file
-Give new Project Title and Description
-Click Next
-Click OK
Done! you should see a sim with a bunch of random text behind her. This is because I conveniently labeled the DDSs for you, so ignore the preview for now.
Step 2
View the textures by clicking edit next to them in the textures tab. The backgrounds of the textures should be what the backgrounds of your textures will look like. The text on the textures will instead be wings or wings shapes on yours.
You can also download My recolors of the mesh (http://www.modthesims.info/download.php?t=412485) and look at the positioning of the wings. plus get a more precise example of what your textures should look like. Do NOT retexture the mesh included in this download. Why? because the mesh in the attached tutwings.wrk file is slightly updated, and works better for males. :)
Step 3 - A brief overview of the textures
All textures except for the overlay should have no alpha and be saved as DXT1.
Overlay
The overlay is the first texture you should see, if you don't want an overlay, click the edit button, and then the make empty button in the window. Otherwise, your overlay should be a colored image on a transparent background, saved as DXT5 or DXT3.
Mask
The mask should be the recolor channels you want to use, make it as usual and save as DXT1. if you are disabling all patterns, and just using an overlay for the color, don't even bother changing the mask, or use any mask.
Transparency Map
Most of the time, the transparency map is completely black and white. The white part is the shape of your wings, anything that's white is something you want to show up in game, and anything that is black is something you want to be invisible. If your transparency map is all black, you will see the wings as invisible. If your transparency map is all white, you will see a big square behind the sim. So don't make it all black or all white.
To easily get a transparency map in GIMP, hide/delete the background of your multiplier, so only the shape of the wings on a transparency background is visible. Then zoom out so you can see the entire image, go to the channels tab, and drag the alpha channel onto the image. Then save this layer as your transparency map, DXT1.
Multiplier
The multiplier should be a medium grey image of your wings as usual, but with a black background, saved as DXT1.
Specular
The specular should be the multiplier, but slightly darker. Just make it how you usually make a specular, and save as DXT1.
Other Textures
Ignore the other textures, unless you actually do know what to do with them. The only other texture you should be touching is the bumpmap, but only if you've done bumpmaps before.
Step 4
Import your textures to the right places.
-Click on edit next to the texture you want to replace
-Click Import, and select your texture from your computer
-Click done, and select Yes, you want to replace the texture. Do not select No, as this will create a new texture, and make your package bigger, plus the new textures will not be linked to the mesh.
You can check that you've done this correctly by going to the mesh tab, and clicking on the "..." next to materials. Your textures should show up as linked, instead of the labeled ones. Note the TSRW fails, and so the alpha map is in there twice instead of the multiplier. Ignore this.
Step 5
Recategorize as you wish.
Step 6
File>export as a sims3pack, and then if you like, convert to a package using Delphy's Multi Installer.
OR
Edit>Project Contents>Export>As Package, to get a package immediately, but the package will be larger then usual. Good lazy testing though.
Uploading
When you upload, be sure to credit me for the mesh conversion with a link to this thread, and Lord Dragonstone for the original Sims 2 mesh. (see Here (http://www.modthesims.info/download.php?t=412485) for details) Also, for god's sake, do NOT make 400 crappy wings retextures and upload them all. That would just be spam.
Also, note the texture issues pointed out Here (http://www.modthesims.info/download.php?t=412485) when/if you upload. :)
Uploads are not restricted to MTS, as long as credit is given.
And I'd love a link if you retexture, but it's not required. :)
Comments/Questions/Feedback/Suggestions/Problems/Virgin Sacrifices/Pictures of your home-made Alpha Panties:
Post 'em here. :)
Stay tuned for part 2 on how to make your own. :D
Also if I forgot anything, let me know.
A short disclaimer before we begin, this tutorial DOES require TSRW, but Whiterider has kindly volunteered to write a CTU/s3pe version as well. To speed things along, I have attached a package file with all of the necessary textures linked, as well as helpfully labeled on the image. :)
The first part will deal only with retexturing/recoloring alpha accessories, making them is slightly more experimental, and therefore may require more research. :)
Fun With Alpha Accessories - Retexturing
This tutorial will walk you through retexturing my alpha wings mesh, this being the only publically available alpha mesh so far.
What this tutorial does:
-Teach you how to make proper textures for alpha accessories
-What this tutorial does not do:
-Teach you basic image editing
-Teach you basic texture creation
-Anything else
What you will need
-The Sims Resource Workshop
-An image editing program that supports DDS, such as GIMP or photoshop, and needed DDS plugins.
-Attached tutwings WRK.zip
-Basic knowledge of textures for TS3
Step 1
Download the attached tutwings WRK.zip, and IMPORT into TSRW. Why import? Because if everyone simply opened the WRK file and replaced the textures, any CC made with that WRK file would be replaced by any other CC made with that WRK file. So import.
How to import?
-Open TSRW
-Create Project
-New Import
-Browse
-Find wrk file
-Give new Project Title and Description
-Click Next
-Click OK
Done! you should see a sim with a bunch of random text behind her. This is because I conveniently labeled the DDSs for you, so ignore the preview for now.
Step 2
View the textures by clicking edit next to them in the textures tab. The backgrounds of the textures should be what the backgrounds of your textures will look like. The text on the textures will instead be wings or wings shapes on yours.
You can also download My recolors of the mesh (http://www.modthesims.info/download.php?t=412485) and look at the positioning of the wings. plus get a more precise example of what your textures should look like. Do NOT retexture the mesh included in this download. Why? because the mesh in the attached tutwings.wrk file is slightly updated, and works better for males. :)
Step 3 - A brief overview of the textures
All textures except for the overlay should have no alpha and be saved as DXT1.
Overlay
The overlay is the first texture you should see, if you don't want an overlay, click the edit button, and then the make empty button in the window. Otherwise, your overlay should be a colored image on a transparent background, saved as DXT5 or DXT3.
Mask
The mask should be the recolor channels you want to use, make it as usual and save as DXT1. if you are disabling all patterns, and just using an overlay for the color, don't even bother changing the mask, or use any mask.
Transparency Map
Most of the time, the transparency map is completely black and white. The white part is the shape of your wings, anything that's white is something you want to show up in game, and anything that is black is something you want to be invisible. If your transparency map is all black, you will see the wings as invisible. If your transparency map is all white, you will see a big square behind the sim. So don't make it all black or all white.
To easily get a transparency map in GIMP, hide/delete the background of your multiplier, so only the shape of the wings on a transparency background is visible. Then zoom out so you can see the entire image, go to the channels tab, and drag the alpha channel onto the image. Then save this layer as your transparency map, DXT1.
Multiplier
The multiplier should be a medium grey image of your wings as usual, but with a black background, saved as DXT1.
Specular
The specular should be the multiplier, but slightly darker. Just make it how you usually make a specular, and save as DXT1.
Other Textures
Ignore the other textures, unless you actually do know what to do with them. The only other texture you should be touching is the bumpmap, but only if you've done bumpmaps before.
Step 4
Import your textures to the right places.
-Click on edit next to the texture you want to replace
-Click Import, and select your texture from your computer
-Click done, and select Yes, you want to replace the texture. Do not select No, as this will create a new texture, and make your package bigger, plus the new textures will not be linked to the mesh.
You can check that you've done this correctly by going to the mesh tab, and clicking on the "..." next to materials. Your textures should show up as linked, instead of the labeled ones. Note the TSRW fails, and so the alpha map is in there twice instead of the multiplier. Ignore this.
Step 5
Recategorize as you wish.
Step 6
File>export as a sims3pack, and then if you like, convert to a package using Delphy's Multi Installer.
OR
Edit>Project Contents>Export>As Package, to get a package immediately, but the package will be larger then usual. Good lazy testing though.
Uploading
When you upload, be sure to credit me for the mesh conversion with a link to this thread, and Lord Dragonstone for the original Sims 2 mesh. (see Here (http://www.modthesims.info/download.php?t=412485) for details) Also, for god's sake, do NOT make 400 crappy wings retextures and upload them all. That would just be spam.
Also, note the texture issues pointed out Here (http://www.modthesims.info/download.php?t=412485) when/if you upload. :)
Uploads are not restricted to MTS, as long as credit is given.
And I'd love a link if you retexture, but it's not required. :)
Comments/Questions/Feedback/Suggestions/Problems/Virgin Sacrifices/Pictures of your home-made Alpha Panties:
Post 'em here. :)
Stay tuned for part 2 on how to make your own. :D
Also if I forgot anything, let me know.