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Test Subject
Original Poster
#1 Old 13th Apr 2015 at 9:15 AM
Default I just want to move some vertices around to make a new shirt
I have absolutely no idea what I'm doing. All I want to do is take a shirt mesh I have from a .sims3pack file, or from the game itself, using a default clothing item, import it into blender, sculpt it and change the shape, and make it into a new item, preferably .sims3pack. It seems like that should be really simple, I'm not asking for a lot, but I'm getting the feeling EA just isn't a fan of making it easy for people to make their own content for free instead of having to buy all of it in the store (which seems likely given how much they charge for the base game and each expansion). I don't know coding in the least bit, and I get really confused reading explanations that have already been posted, and it seems like most if not all deal with more complicated things than I intend to do. I managed to do it before, when I had a bootlegged copy of milkshape, but I didn't use it for a while and ended up uninstalling it to speed up my computer. Also, I don't remember how it went at all.

I have:
blender 2.71 (I already figured out the plugins I downloaded don't work with this version, if I absolutely need to I'll download an earlier one)
TSRW
postal (it doesn't look like postal can use .sims3pack files. And I've tried to use some of the .package files I have, but the layout is so confusing. Some packages have no GEOM files, some have a bunch, with different vertex counts, I have no idea which to export.)

Somewhere I think I read that you can just export the .obj from TSRW, edit it in blender or any other 3d software, import it back to TSRW, and manually assign the joints, but I can't find where I read it (it might have been on the TSR wiki, but I can't locate the page), and when I try it on my own, TSRW crashes and says the index was outside the bounds. Also, I'm not sure if it's exporting the right mesh, I'm trying to get all the morphs down but it looks like it's just giving me the base mesh. But if I could just do that, it'd be great. Even if I have to tediously figure out which joint each vertex goes to, and manually reassign them, I'd do it in favor of navigating through all the technical details of the other methods.
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Mad Poster
#2 Old 23rd Apr 2015 at 12:13 AM
You need a TSRW .wso import/export plugin to get clothes meshes in and out of TSRW with joints assigned. I don't know about Blender, but I know TSRW has one for Milkshape.

Try using CmarNYC's Mesh Toolkit at http://modthesims.info/d/481950 quickly assign joints to .wso clothes files.

The TSRW tutorials are here: http://wiki.thesimsresource.com/ind...ating_Tutorials

The GEOM files are numbered; lod1 and 1-1 (if there is more than 1 Group in TSRW) are the High Level Detail, lod 2 is Medium Level Detail, and lod 3 is Low Level Detail. You REALLY need that lod1/high detail mesh to work even if the others don't act right. You can use the Mesh Toolkit to assign joints to .geom files, too. And WesHowe has the .geom import/export plugin for Milkshape too. I think these are the ones I have http://www.modthesims.info/showthread.php?t=357403

I don't know if TSRW can import .geom files though???
And using .obj files won't work for clothes needing morphs & joints; export the .wso files instead, and get the plugin from TSR. Packages with no Geom files in S3PE are probably not clothes, or have no morphs or something else strange.

I'm no expert though, so don't quote me! This creating crap gets too freaking confusing. :P
Test Subject
Original Poster
#3 Old 28th Apr 2015 at 1:00 AM
Quote: Originally posted by murfee
You need a TSRW .wso import/export plugin to get clothes meshes in and out of TSRW with joints assigned. I don't know about Blender, but I know TSRW has one for Milkshape.

Try using CmarNYC's Mesh Toolkit at http://modthesims.info/d/481950 quickly assign joints to .wso clothes files.

The TSRW tutorials are here: http://wiki.thesimsresource.com/ind...ating_Tutorials

The GEOM files are numbered; lod1 and 1-1 (if there is more than 1 Group in TSRW) are the High Level Detail, lod 2 is Medium Level Detail, and lod 3 is Low Level Detail. You REALLY need that lod1/high detail mesh to work even if the others don't act right. You can use the Mesh Toolkit to assign joints to .geom files, too. And WesHowe has the .geom import/export plugin for Milkshape too. I think these are the ones I have http://www.modthesims.info/showthread.php?t=357403

I don't know if TSRW can import .geom files though???
And using .obj files won't work for clothes needing morphs & joints; export the .wso files instead, and get the plugin from TSR. Packages with no Geom files in S3PE are probably not clothes, or have no morphs or something else strange.

I'm no expert though, so don't quote me! This creating crap gets too freaking confusing. :P


Thanks so much
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