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Recolouring Objects with Object Workshop (NEW tutorial)
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>>> TUTORIAL <<<
RECOLOURING OBJECTS with OBJECT WORKSHOP ------------------------------------------------------------------------------------- SUMMARY This tutorial explains how to create an additional recolour for a Sims2 object, using SimPE's Object Workshop. This is an alternative, more complete procedure, than the Wizards of SimPE: the Wizards only work with Maxis objects, and doesn't let you to edit anything else than the textures, while the Object Workshop can be used for recolouring custom objects, add transparency to textures and many other things. NOTE: in the pictures, the RED references are related to the tutorial, while the GREEN text and boxes are informative only, and refer to the additional ![]() ![]()
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WHAT YOU NEED:
STEP 1 - START OBJECT WORKSHOP There are different ways to start Object Workshop; the best way is to use the "Object Workshop" button located at the bottom of the screen; if you can't see it, select the menu Window / Object Workshop. (Don't confuse this menu entry with the one located in "Tools / Object Creation": that is a different version of OW that doesn't provide all the features of the main one). Then click the Start button.
STEP 2 - CREATING THE RECOLOUR PACKAGE When you click the Start button, SimPE loads all the available objects (just wait a minute for SimPE to load them all). When the object list is ready, you can select the object you want to recolour; in this tutorial, we'll recolour the "4by4 Designer Chandelier", located into Lighting -> CeilingLamp. Open the "Lighting" category and "CeilingLamp" sub-category by clicking on the "+" mark, as shown in picture. Then click Next
After having hit "Next", you are given the choice to recolour or clone the chosen object. The default option is "Recolour": don't change it, just click Start. The "Save As..." window opens up: choose a suitable name for your recolour package and click "Save". In the "Subset Selection" window you can choose which parts of the object you want to recolour. NOTE: the "Subset Selection" windows doesn't appear if the object has only one recolourable part. In this tutorial, we are going to recolour only the "Shade" of the lamp, and therefore you have to uncheck the "Metal" subset; leave checked the "Shade" subset and click "OK".
STEP 3 - REPLACING THE TEXTURES In a matter of seconds, the recolour package is created and opened for you to edit. Select the Plugin button in the bottom of the screen, then select Texture Images (TXTR) in the Resource Tree. In the right part of the window, you'll see two "Texture Image" entries: they are two because, as we have seen, the lamp has two alternative textures, for the "lit" and "unlit" state. Let's begin selecting the first entry, that refers to the "unlit" texture; as you select it, the actual texture will be displayed in the bottom part of the screen. Click the Export button. Save the texture somewhere on your hard disk (you can optionally assign a custom name, but it's not necessary).
When you have edited and saved the texture, it's time to import it back into SimPE. Right-click on the image and choose Build DXT. The DDS Builder window will open up. Click Open and browse to your edited image. Before building the image, check the Format drop-down list, in the DDS window and choose DXT1 format. Then click Build, and your image will be loaded into SimPE, replacing the original one. COMMIT AND SAVE.
Repeat the step 3, replacing the second texture in the package, the one used for the "lit" state of the lamp. When editing it, remember to make it a little brighter that the "unlit" one. Import the edited image into SimPe using the DDS utilities, as explained above. COMMIT AND SAVE again. The recolour is finished ![]() Copy the package into the downloads folder and fire up the game: your brand new colour option will be available in the Buy Mode catalog, when selecting the "4by4 Designer Chandelier" ceiling lamp. -------------------------------------------------------------------------------------
OTHER USEFUL RESOURCES Designing Beddings (Double and Single) - Beginner Level - by Tiggerypum Recolouring object with Wizard of SimPE - Beginner Level - by DeeDee (at SimPE site) Enabling transparency on textures - Beginner level - by Mike190870 A broken glass for your windows - Beginner Level - by Numenor Creating animated recolours - Intermediate Level - by JWoods Understanding the TXTR and the MipMaps - Intermediate Level - by JWoods ------------------------------------------------------------------------------------- |
I would like to add that you should always recolor the two subsets of an object separately (two different packages), because otherwise, if you delete one of the recolor subsets inside the game, the remaining subset will "break", and it's impossible to know in the game which subsets came in the same package to prevent this.
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Well, in my opinion, recolouring one or both subsets is a choice that should be done on a per case basis. What you say is generally true, and technically it is always possible.
But in some cases the the recolours of the two subsets are aestethically bound: removing one subset would make the other meaningless. In other cases, both subsets use the same texture (you can spot this because in the "Subset Selection" window, both subsets show the same thumbnail: e.g. all the counters): though is technically possible to recolour them separately, this would lead to a duplicated texture in the game, with the consequent waste of resource and slower loading times. Anyway, in general your suggestion is good, and I will add it in post #2. Thanks. |
Quote: Originally posted by Numenor
With some recolors, apparently made with older versions of SimPE, the remaining subset after deleting the other one not only lost its texture, but became undeleteable in the catalog. The only way to remove it from the catalog was to put the original package into the game, start up the game to refresh the catalog, and then exit the game and manually delete the package from your downloads folder. It's too bad that the extra texture is a burden on the game. That's the only downside to recoloring the subsets separately that I can think of. With newer versions of SimPE, when you delete one subset, the other one remains in the catalog (at least during that game session), but if you try to use it, you get this error texture, black text on a white background, covering the object. At least the remaining, corrupt subset is deleteable, unlike with some older recolors. |
The problem you describe should be related to older non EP-ready recolours; but anyway, I agree that recolouring one subset at time is always safer (and the extra texture is a little burden, after all): I second your suggestion about this (that's why I included this hint in post #2).
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Quote: Originally posted by Numenor
Thank you for adding the hint ![]() |
Just want to post a quick "thank you" for doing an updated tutorial for OW. One has been needed for quite a while. Even though I know how to use OW I always read new tutorials. I always learn something new, or find my memory refreshed on some issue.
Personally, too, I have been using the Classic GUI, primarily because that is what I have been used to using. It was nice to go through your screenshots using the new GUI. Your efforts are appreciated! |
Yes, my intention is to bring more people toward the use of the new Object Workshop, because the Classic version, and even the OW that is started using the Tools menu in the graphic version, aren't complete: they lack some useful options.
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Thank you! I have officialy made my first object with RGiles' tutoril yesterday and I had a hard time with the recolour par. You helped me out! much easier now!
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RGiles' tutorial has been a great tutorial, but things (and SimPe in particular) evolve...
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Quote: Originally posted by Numenor
Personally I have been using the Classic GUI too. Thanks for yuor excellent tutorial about th new OW. Bye MaryLou |
Im trying and im confused. I don`t get it very well but I am at the saving part and I don`t know where to save it. Anyways ill keep trying. So slow! Ill die by the time it finishes! Thanks for the tutorial though. Adios!
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You can save anywhere you like. Only, I suggest not to save directly in the downloads folder: many creators have a "working folder", where you can put the packages, the textures and all the stuff that you need when creating something; and when the package is finished, you can copy it in the downloads folder.
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Build DXT
I followed the tutorial, but when I got to the "Build DXT" step it wouldn't let me select that option
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For the "Build DXT" option to work, you need the Nvidia DDS Utilities: get them from this page and install them, just like any Windows program; then, start SimPE, select the menu Extra / Preferences and fill in the field "Nvidia DDS Tools" with the exact installation path (you can use the "Browse" button to easier find the exact folder where the DDS Utilities are installed).
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Thank you Numenor :D
I've subscribed and hope I don't forget it's here so I can go over it later (again) ![]() You know me, bad memory issues. Thank you! xts |
All users please read the Hints & FAQs for an alternative, most accurate, method of importing textures.
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No matter what method I use, import or build dxt with .png or .bmp images, when I try to make a stained glass window my picture looks great until it is in the game (and until I re-open the package) then it looks blocky and blurry. I've seen pictures of beautiful ones that other people have done and I'd like to make some...
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Would you please post here a zip containing the package and the texture in .png? I'd like to see if some particular textures have problems, and how they can be imported correctly.
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Here's one that I still have. I've tried importing the .png with the transparency and also importing the image and the alpha seperately with pretty much the same results.
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Mage, I easily imported the image with the DDS utilities, and the result is good.
Remember that when you use the "Build DXT" menu, you don't have to "Update all Sizes". If you had pretty much the same result either using the Build DXT and using the standard Import functions, then you probably have updated all sizes in both cases. |
I'm sure I didn't... Thanks for taking a look at it. Next time I try this I'll pay strict attention to how I do it.
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Guess what! I just made some stained gleass windows that turned out great. I honestly don't know what I did differently from all the times it didn't work, but I'm sure I have you to thank for assuring me it could be done and reminding me how. I'm happy. Thanks you.
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There are a lot of things that we do "automatically", almost unknowingly... The error is always behind the next corner!
![]() It happened to me, too, countless times... |
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