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Lab Assistant
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#1 Old 21st Jul 2024 at 3:52 PM

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Default Changing colors of objects with S3PE
The title is pretty self explanatory. I heard that it allegedly could be done, but I'm a technological boomer and IT retarded and cannot work a non-user friendly program to save my life. So is there anyone who could help me out with this?

In particular, if I have an object downloaded and in my mod folder as a package file, and I open the file with S3PE, and I want to change that object's color, which is the tag (or whatever category that's relevant) that I need to edit?

My screenshot attached.
Screenshots
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#2 Old 1st Aug 2024 at 1:54 AM
If the object isn't recolourable ingame with Create a Style, you'll want to click on each _IMG and check the preview until you see the one that is the main colour texture and export it to make your changes in an image editor like GIMP or Photoshop.
If it IS recolourable and you want to change the presets themselves, they're usually in an _XML resource- but those you'd likely want to tweak in TSRW in order to preview the changes.

fwiw, I think S3PE can be very user-friendly, it just has a bit of a learning curve to the interface if you're brand new to modding It's more the nature of gutting an object into its loose parts that makes it intimidating to know what it all does.
Lab Assistant
Original Poster
#3 Old 15th Aug 2024 at 5:21 PM
Quote: Originally posted by CardinalSims
If the object isn't recolourable ingame with Create a Style, you'll want to click on each _IMG and check the preview until you see the one that is the main colour texture and export it to make your changes in an image editor like GIMP or Photoshop.
If it IS recolourable and you want to change the presets themselves, they're usually in an _XML resource- but those you'd likely want to tweak in TSRW in order to preview the changes.

fwiw, I think S3PE can be very user-friendly, it just has a bit of a learning curve to the interface if you're brand new to modding It's more the nature of gutting an object into its loose parts that makes it intimidating to know what it all does.


Is there a program that I should use to "check preview"? Where would I find the "_IMG" if not through S3PE?
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#4 Old 16th Aug 2024 at 1:29 AM
Sorry for the confusion, all of the instructions were for S3PE.
The right-hand pane in S3PE is a preview window. When you click on each resource, it will show there- so when you click on resources with the _IMG tag, you will be able to see what they look like.
Many objects contain more than one texture, so it's helpful to look at each one in the preview to find the one you're looking for.
Scholar
#5 Old 16th Aug 2024 at 6:10 PM
Quote: Originally posted by CardinalSims
Sorry for the confusion, all of the instructions were for S3PE.
The right-hand pane in S3PE is a preview window. When you click on each resource, it will show there- so when you click on resources with the _IMG tag, you will be able to see what they look like.
Many objects contain more than one texture, so it's helpful to look at each one in the preview to find the one you're looking for.


So you know... This was an object that I made recolorable a while ago. I saw similar post on another site, and directed OP to my dl.

Shiny, happy people make me puke!
Lab Assistant
Original Poster
#6 Old 20th Aug 2024 at 8:35 AM
Quote: Originally posted by LadySmoks
So you know... This was an object that I made recolorable a while ago. I saw similar post on another site, and directed OP to my dl.


Yes, thank you for that. Though with all due respect, the texture seems to be different from the original; I was able to get the color I want with yours, but I was hoping to also see if I can get the shiny texture of the original.
Scholar
#7 Old 20th Aug 2024 at 9:28 PM
Quote: Originally posted by mythik1988
Yes, thank you for that. Though with all due respect, the texture seems to be different from the original; I was able to get the color I want with yours, but I was hoping to also see if I can get the shiny texture of the original.


There is a bit to objects that is very different from garments. I have learned to manipulate much, regarding garments, but not so much with objects. To make that piece recolorable, I had to clone an object that was already recolorable, then change the script. Not sure what I cloned from, as most older work is on thumbdrive... if not lost.

Shiny, happy people make me puke!
Lab Assistant
Original Poster
#8 Old 24th Apr 2025 at 3:30 PM Last edited by mythik1988 : 28th Apr 2025 at 1:52 PM.
Quote: Originally posted by CardinalSims
Sorry for the confusion, all of the instructions were for S3PE.
The right-hand pane in S3PE is a preview window. When you click on each resource, it will show there- so when you click on resources with the _IMG tag, you will be able to see what they look like.
Many objects contain more than one texture, so it's helpful to look at each one in the preview to find the one you're looking for.

So what do I do after I click on the "_IMG" tag? And how do I edit the colors from it (if it is not recolorable ingame & I created a new Img)?

Quote: Originally posted by CardinalSims
If the object isn't recolourable ingame with Create a Style, you'll want to click on each _IMG and check the preview until you see the one that is the main colour texture and export it to make your changes in an image editor like GIMP or Photoshop.

How exactly do I "export" it?
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#9 Old 25th Apr 2025 at 5:37 AM
Quote: Originally posted by mythik1988
How exactly do I "export" it?

Right click the _IMG and choose Export > To file..., which will prompt where to save the individual image(s).
It will most likely be in the .dds format, a type of texture that can be edited in GIMP or Photoshop (or some other image editors, but those are the common choices).

thecardinalsims - Cardinal has been taken by a fey mood!
Lab Assistant
Original Poster
#10 Old 25th Apr 2025 at 7:48 AM
Quote: Originally posted by CardinalSims
Right click the _IMG and choose Export > To file..., which will prompt where to save the individual image(s).
It will most likely be in the .dds format, a type of texture that can be edited in GIMP or Photoshop (or some other image editors, but those are the common choices).


OK, so I've done that, & I think I changed the color of the shade of that image. So how do I apply it back to the package file of that object?
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#11 Old 25th Apr 2025 at 11:22 PM
You right-click the same _IMG resource and this time choose Replace, and choose the modified file.

One other thing to note is the settings when saving a .dds are important too.
Very generally, you want to use DXT5 compression for images that have transparency and DXT1 for everything else. (5 can also be used for higher quality). In S3PE's preview at the top of the window, you can see what level the original used.
And you'll want the option to Generate Mipmaps to be on.

Good luck

thecardinalsims - Cardinal has been taken by a fey mood!
Scholar
#12 Old 26th Apr 2025 at 3:19 PM
Quote: Originally posted by mythik1988
OK, so I've done that, & I think I changed the color of the shade of that image. So how do I apply it back to the package file of that object?


IF this is the object I made recolorable for KW, and is found on the site where I now upload, there are 3 img files, light gray (multiplier), dark gray (specular) and red (1 color mask). Export all 3, so you have back ups. In s3pe, right click the dark gray, then click "replace". Select the light gray you have saved, and see if that is shiny enough for you. If not, import one of the gray textures to GIMP or PS and increase brightness to a lighter gray scale. You may need to adjust and test several times to get the shine you want. The reason I made the specular darker is to better match skin.

Shiny, happy people make me puke!
Lab Assistant
Original Poster
#13 Old 4th May 2025 at 5:45 PM
Quote: Originally posted by CardinalSims
You right-click the same _IMG resource and this time choose Replace, and choose the modified file.

One other thing to note is the settings when saving a .dds are important too.
Very generally, you want to use DXT5 compression for images that have transparency and DXT1 for everything else. (5 can also be used for higher quality). In S3PE's preview at the top of the window, you can see what level the original used.
And you'll want the option to Generate Mipmaps to be on.

Good luck


Great! I think it worked. Thanks for the help.

Now I need to do is to change the objects color in the thumbnail of my object's package file. Is it the same process?

Quote: Originally posted by LadySmoks
IF this is the object I made recolorable for KW, and is found on the site where I now upload, there are 3 img files, light gray (multiplier), dark gray (specular) and red (1 color mask). Export all 3, so you have back ups. In s3pe, right click the dark gray, then click "replace". Select the light gray you have saved, and see if that is shiny enough for you. If not, import one of the gray textures to GIMP or PS and increase brightness to a lighter gray scale. You may need to adjust and test several times to get the shine you want. The reason I made the specular darker is to better match skin.

Thanks for the advice
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#14 Old 5th May 2025 at 12:36 AM
Quote: Originally posted by mythik1988
Now I need to do is to change the objects color in the thumbnail of my object's package file. Is it the same process?

Yes, you can edit it directly if you want. It will be in .png format, so no need to worry about .dds stuff.

If the object is CC, you can also just delete the thumbnails from the package and the game itself will generate new ones for you.

thecardinalsims - Cardinal has been taken by a fey mood!
Lab Assistant
Original Poster
#15 Old 18th May 2025 at 9:24 AM
Quote: Originally posted by CardinalSims
Yes, you can edit it directly if you want. It will be in .png format, so no need to worry about .dds stuff.

If the object is CC, you can also just delete the thumbnails from the package and the game itself will generate new ones for you.


Sorry, very unfortunate I need to ask this question, but after that time I downloaded then uninstalled Adobe Photoshop, I for some reason unable to re-download Adobe Photoshop again.

I am trying to change the color of the .dds texture via a specific RGB shade, but when I tried using Gimp to change the color of the .dds texture, Gimp’s color changing function seems to be more of adding a colored filter (of the color I am trying to change to) over the original .dds texture rather than changing the actual color of the texture.

Do you have any other recommendation of photo editing programs to use? I asked my IRL computer savvy friend & that IRL friend recommends Affinity as a “Photoshop alternative”. Would you (or anyone here) happen to know if Affinity would be able to change the actual .dds texture color by specific RGB as you could with Adobe Photoshop?

Thanks for the help.
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#16 Old 19th May 2025 at 2:58 AM
Both GIMP and Affinity may have the feature you're looking for, but it may be done with a different tool. I don't personally have much experience with either, but if you know what the option is called in Photoshop you may be able to google for it + whichever program to find the equivalent.

Affinity has a free trial you can experiment with.
It doesn't have .dds support, but you can save as .png and convert to .dds using the NVIDIA Texture Tools, found here: https://developer.nvidia.com/texture-tools-exporter
If that program works for your purposes, I can explain what options to use in Texture Tools to convert

thecardinalsims - Cardinal has been taken by a fey mood!
Lab Assistant
Original Poster
#17 Old 21st May 2025 at 4:07 PM Last edited by mythik1988 : 21st May 2025 at 4:36 PM.
Quote: Originally posted by CardinalSims
Both GIMP and Affinity may have the feature you're looking for, but it may be done with a different tool. I don't personally have much experience with either, but if you know what the option is called in Photoshop you may be able to google for it + whichever program to find the equivalent.

Affinity has a free trial you can experiment with.
It doesn't have .dds support, but you can save as .png and convert to .dds using the NVIDIA Texture Tools, found here: https://developer.nvidia.com/texture-tools-exporter
If that program works for your purposes, I can explain what options to use in Texture Tools to convert


OK, so I've figured out the GIMP/Affinity/Photoshop thing & i've created a new package file; and I've edited the .dds file to the color I want, but I've decided to do two versions (of two different colors) of the edited .dds. However when I implemented the new .dds file in my first new CC I created, my new CC package file that i've created has replaced the original CC package file while in game buy mode; but initially, I didn't notice the issue until I decided to implement the 2nd .dds file in the 2nd CC, and I've noticed that my 2nd CC replace my 1st CC in buy mode (and after purchasing the items, the colors of the two .dds skins seems to have merged).

Is there a way I'm suppose to save my new package files so that they would be separate items (along with the original) when you go into ingame buy mode * purchase them (i.e: not replace/merge-with the original CC)?

Thanks in advance with your patience towards this boomer-level-technologically-illiterate-techno-dinosaur.
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#18 Old 22nd May 2025 at 12:53 AM
To make a standalone object, you can clone the package.

For this you can use a tool called S3OC (Sims 3 Object Cloner). Which you may have already used to get the package you started with, but I'll link just in case.
The most up to date download is here (scroll down to Project Activity, click the first /s3oc/17 link), there's also an older one at Simlogical just in case the new one doesn't work with your PC.

You open S3OC, select the File menu in the top-left, and open your package from there.
It's important that you choose the package that contains the entire object (and not, for example, one that only contains replacement textures) or nothing will appear in the list to clone.
You click the object in the left pane, then the 'Clone or Fix' button in the right pane.

The default options in the options that appear are usually fine. You can change the internal name to whatever you want, as long as it's different from the original.
Then click Start, and save your new package
Anything you edit in the new package will not affect the original.

thecardinalsims - Cardinal has been taken by a fey mood!
Lab Assistant
Original Poster
#19 Old 22nd May 2025 at 2:13 AM
Quote: Originally posted by CardinalSims
To make a standalone object, you can clone the package.

For this you can use a tool called S3OC (Sims 3 Object Cloner). Which you may have already used to get the package you started with, but I'll link just in case.
The most up to date download is here (scroll down to Project Activity, click the first /s3oc/17 link), there's also an older one at Simlogical just in case the new one doesn't work with your PC.

You open S3OC, select the File menu in the top-left, and open your package from there.
It's important that you choose the package that contains the entire object (and not, for example, one that only contains replacement textures) or nothing will appear in the list to clone.
You click the object in the left pane, then the 'Clone or Fix' button in the right pane.

The default options in the options that appear are usually fine. You can change the internal name to whatever you want, as long as it's different from the original.
Then click Start, and save your new package
Anything you edit in the new package will not affect the original.


So i've loaded S3OC but for some reason the program won't open. There is a "Starting S3OC" pop up that pops up for a few seconds, then nothing :/
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#20 Old 22nd May 2025 at 3:19 AM
Quote: Originally posted by mythik1988
So i've loaded S3OC but for some reason the program won't open. There is a "Starting S3OC" pop up that pops up for a few seconds, then nothing :/

From the Simlogical link, there is a requirement you'll also need to install (Microsoft's .Net Framework 4). Here's a working link to that: https://www.microsoft.com/en-us/dow...s.aspx?id=17851
If that doesn't fix it, try the S3OC version from the other link.

Alternatively, I think opening packages in TSRW and exporting them also has the same effect as cloning.

thecardinalsims - Cardinal has been taken by a fey mood!
Lab Assistant
Original Poster
#21 Old 22nd May 2025 at 6:34 AM
Quote: Originally posted by CardinalSims
From the Simlogical link, there is a requirement you'll also need to install (Microsoft's .Net Framework 4). Here's a working link to that: https://www.microsoft.com/en-us/dow...s.aspx?id=17851
If that doesn't fix it, try the S3OC version from the other link.

Alternatively, I think opening packages in TSRW and exporting them also has the same effect as cloning.


So I tried downloading the Microsoft's .Net Framework 4, it gives me this message (pictured).

The 1st S3OC link redirects me to that first site, and the 7z link same affect; the "Starting S3OC" popup shows for a few seconds, then nothing.

Considering it's a NSFW item, it's probably not a good idea to upload it to TSRW
Screenshots
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#22 Old 22nd May 2025 at 12:27 PM
Try downloading the file I attached and unzipping it into the S3OC folder (I found an older thread mentioning this as the solution).
Sorry that it's so convoluted- one of the occupational hazards of modding a game where most of the modding software was made a decade ago, if not longer

As an aside, you don't have to upload anything to use the TSRW program for making CC.
You can export to a .sims3pack, or there's a more hidden .package option from Edit > Project Contents > Export
Attached files:
File Type: zip  GameFolders.zip (2.3 KB, 2 downloads)

thecardinalsims - Cardinal has been taken by a fey mood!
Lab Assistant
Original Poster
#23 Old 23rd May 2025 at 5:58 AM
Quote: Originally posted by CardinalSims
Try downloading the file I attached and unzipping it into the S3OC folder (I found an older thread mentioning this as the solution).
Sorry that it's so convoluted- one of the occupational hazards of modding a game where most of the modding software was made a decade ago, if not longer

As an aside, you don't have to upload anything to use the TSRW program for making CC.
You can export to a .sims3pack, or there's a more hidden .package option from Edit > Project Contents > Export


It worked!! Thank you soo much
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