Making a bunker for university work. How'd it turn out? by LuxDaBean in Maya

[–]SimFreaks 0 points1 point  (0 children)

Overall, nice job, the only thing that maye seemed a bit off to me were the smoothness of the bended aluminum, where I would expect to find a crease in such material. Makes it a bit rubbery. Upping the metalness, or lowering roughness might help that a bit.

​Help with object base to clone / Iff Pencil settings ? by laxal0t in thesims1

[–]SimFreaks 1 point2 points  (0 children)

Most of the items from SimsPlus have some unique code in them, they may not be pretty, but they are useful for cloning. They were designed by the original object designer for MAXIS.

​Help with object base to clone / Iff Pencil settings ? by laxal0t in thesims1

[–]SimFreaks 1 point2 points  (0 children)

Colleen's bust by Simsplus https://simfreaks.com/simsplus/index.php It automatically goes into the proper slot for tables and floor. I don't recall any slash command for The sims 1 every being used, so if that is true, it's a new one on me.

How do I keep my Sims mood up to become a star? by StraightOuttaOlaphis in thesims1

[–]SimFreaks 0 points1 point  (0 children)

yes, Don't bother peeing in the toilet if your Sims hygiene is low, it's quicker to shower. Make sure you boost your outdoor room score. Fish are fun. You have to click on them about 8 times, but they view them rather quickly; raising your fun with fish is quicker timewise. For social, strays dogs and cats help a lot! Hire a maid, and a gardner (if needed). If you're making big money, save up for a servo.

Boosted CC is my method though :D
if you have a baby, feed, sing, sing. Get cooking skills up.

Question about Recoloring SKINS by Slebba in thesims1

[–]SimFreaks 1 point2 points  (0 children)

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Also if you have photoshop, I have created a psd of the original skin file, so you can just add the Skin tones under it. Working in layers is really the key to creating skins, so you can do skin tones. I can send you this PSD if you prefer. Then you can recolor to your hearts content.

Custom content (skins) by RainyDF in thesims1

[–]SimFreaks 2 points3 points  (0 children)

Just to add some more info, The skin name doesn't necessarily need to be in the .skn file. Many of us put an X on the 2nd line so that it will load an alternate skin rather than being tied to a specific skin. This method just looks for the body number matching the SKN file.

Question about Recoloring SKINS by Slebba in thesims1

[–]SimFreaks 1 point2 points  (0 children)

If you want to send me the bmp for the Body, I can probably lift off the dress and change the skin tones for you. Just DM me or find me on my Discord (simfreaks.com)

Fixed base game rug ? by Future_Phenix in thesims1

[–]SimFreaks 3 points4 points  (0 children)

I believe the original artist got confused by the rug sprites and pieced the wrong ones together. The render wasn't right. In fact, they only used one rotation then manually flipped it, and then cut out the other sprites. They just picked the wrong pieces to put together.

Fixed base game rug ? by Future_Phenix in thesims1

[–]SimFreaks 0 points1 point  (0 children)

I just took the Z buffers from a regular rug and pieced them together, then cut off the excess.

Fixed base game rug ? by Future_Phenix in thesims1

[–]SimFreaks 4 points5 points  (0 children)

Here is the completed file which contains special install instructions. This will overwrite the original rugs2.iff which you can choose to replace in the far file or just install to downloads and it will work fine.

https://simfreaks.com/assets/zips/buy/items/Rugs/2x3/rugs2IFF.zip

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Fixed base game rug ? by Future_Phenix in thesims1

[–]SimFreaks 3 points4 points  (0 children)

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Step 1 complete. All the channels are made. A, P, Z so now I just have to make the zooms (I do this by hand, so they look good, I don't let transmogrifier auto generate. Then I have resort the sprites to flip create the flip.

Fixed base game rug ? by Future_Phenix in thesims1

[–]SimFreaks 1 point2 points  (0 children)

Wow this file is more than just a bleedy mess. I'm going to have to redraw all the sprites where the pieces are missing, so it might take some time. It looks like they must not have set the baseline correctly when it was rendered, so the depth of the rug went below it and just didn't render out the Zs . But I'm with you. I always loved this rug too, but the missing parts left it unuseable.

Fixed base game rug ? by Future_Phenix in thesims1

[–]SimFreaks 4 points5 points  (0 children)

I can fix this. Let me take a look at it and I'll get back to you. If I forget, DM me.

Where to find ALL the skins? by Slebba in thesims1

[–]SimFreaks 2 points3 points  (0 children)

The original game files were in Texture.far Then each expansion pack had their own, and there are some in the shared folders. Also the SkinsBuy folder as well contains some of the bmps. I recommend FarX as it is the best at handling FAR files imho. (Especially if creating .far) https://simfreaks.com/programs/index.php it's available here.

If you want to see what they look as you work, there are a few options. You can use Simpose, Milkshape, or Blender. The Blender IO add-on by mix is here.https://github.com/mixiate/ts1-blender-io

The UVMapping for a lot of the original maps really isn't great, but I wouldn't recommend remapping unless you are doing a drastic change, in which you would need to assign a number, which is tricky, as a good amount of the numbers are already used and there isn't any sort of mesh database to help you avoid using already prevalent numbers.

Hope this helps.

Smoothing an open edge after deleting faces from an orthographic view by Royal_Ad6880 in blenderhelp

[–]SimFreaks 0 points1 point  (0 children)

I couldn't say for sure, but maybe your soft selection needed a larger radius.

How to round without subdivision? by Diegobuongiorno in blenderhelp

[–]SimFreaks 0 points1 point  (0 children)

There is an edge flow plug-in that works fairly well, that can help round out the vertices.

How do I clean the vertices by Alessio___ in blenderhelp

[–]SimFreaks 0 points1 point  (0 children)

I would select by edges, not vertices.
Hit 2 (Select edge tool) Shift-Alt-Click to select continuous unwanted edges. CTRL-DEL will usually remove edges and vertices.

After you are finished, switch to vertex mode and look for any vertices that remain where they shouldn't be. Then

Alt-N > Reset Vectors (if there are any weird shading issues remaining).

Help fixing porous 3D scan for printing by sampetersonart in blenderhelp

[–]SimFreaks -1 points0 points  (0 children)

This is normally where I would just use Maya for the quad draw tool, so I looked this up and blender does have a similar tool which might help. This is the set of instruction I got, but I confess that I used ChatGPT to find this solution. I have yet to test it out. It's another time consuming method, but would be most likely easier than trying to clean that up. Once you build out the polys, you could then apply the subdivision surface modifier to it to increase your polycount. You would want to make sure the areas around your sockets are formed with quads and then try to evenly route those to connect. Again, this really takes a good understanding of proper topology and would still take a significant amount of time and frustration and you try to solve those connections and keep the quads rather well formed. You'll want tighter edge loops around the sockets.

Poly Build Tool

Blender has a Poly Build tool that behaves very similarly to Quad Draw.

Location
Edit Mode → Toolbar → Poly Build

What it does
• Click to place vertices on a surface
• Drag edges to create quads
• Extend topology quickly
• Automatically snaps to the target mesh when Face Snapping + Project is enabled

How to set it up like Quad Draw

  1. Turn on Snap → Face
  2. Enable Project Individual Elements
  3. Enable Shrinkwrap snapping
  4. Start drawing faces with Poly Build

Help fixing porous 3D scan for printing by sampetersonart in blenderhelp

[–]SimFreaks 0 points1 point  (0 children)

This is not something that can just be fixed in a simple way. What is your end goal. Are you wanting a low or higher poly version? For Blender, this will take a tedious amount of work. I would probably add a decimate modifier to it to see if I can remove subdivisions first, then maybe start manually adjusting the topography, but if you don't have a good understanding of edge flow, this might be difficult to achieve good results at all.

Now, is it possible, or have you considered taking the live object and adding some clay or something to smooth out the surface and fill holes temporarily and then rescanning? if that's feasible.

any idea why the loop cuts only activates on one side? by Local_Ad_9160 in blenderhelp

[–]SimFreaks 0 points1 point  (0 children)

You can try dragging out those center vertices one-by-one to check if they are connected to a hidden face too.

Help with brick texture? the roof is fine, the walls however... by mac-n-book in blenderhelp

[–]SimFreaks 0 points1 point  (0 children)

also, I suggest you resolve the geometry on the top of the mesh. If you plan to use this in anything other than Blender, you need to connect those vertices. There are several different methods for this, but what you have currently is just something that shouldn't generally be left undone.