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#1 Old 6th Jun 2025 at 2:07 AM
Default Creating a new wall
Sorry if this is not the right place to put this. I am tearing my hair out trying to use S3OC, TSR Workshop, S3PE, etc to create some simple walls. I've looked at a bunch of tutorials and asked ChatGPT but nothing I try works. I just want a wall with three 256 by 256 blocks stacked, that are each recolorable. I am at my wits end. I am sure I am missing some vital step but I can't for the life of me figure out what. If anyone can help or point me in the direction of a step by step tutorial for a simple wall that would be great.
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Top Secret Researcher
#2 Old 6th Jun 2025 at 4:35 AM Last edited by aisquared : 6th Jun 2025 at 8:18 AM.
Making them in TSRW is actually pretty simple. You clone a wall, then replace the necessary textures. That RGB image you posted should go to the mask. The multiplier could be a simple plain gray 256x768 image (if you don't intend for it to have extra details on the wall texture). You can leave the specular as it is, or you could also use a black 256x768 image so that it won't shine in a highly lit room.

*Also some pointers..
- If you cloned a wall with one or two channels, don't forget to tick the remaining channels to 'true' so that your wall can be fully recolorable.
- Once you completed your project, export it then re-import. At the project title screen, change the text in the intended spaces. This makes sure the wall you created doesn't conflict with other cc walls ingame.
- Remove the normal map when necessary (found in 'mesh' tab then click the [...] button in the group 0 section). This makes the wall look flat without the extra details from the cloned wall (if there's any).

Some pointers taken from this tutorial (if you find my explanation a bit messy )
https://web.archive.org/web/2022051...king-walls.html

**edited the resolution sizes of the images - should be 256x768(sorry I'm half asleep while typing this)

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Original Poster
#3 Old 6th Jun 2025 at 4:58 AM
Default Creating a new wall
Quote: Originally posted by aisquared
Making them in TSRW is actually pretty simple. You clone a wall, then replace the necessary textures. That RGB image you posted should go to the mask. The multiplier could be a simple plain gray 256x256 image (if you don't intend for it to have extra details on the wall texture). You can leave the specular as it is, or you could also use a black 256x256 image so that it won't shine in a highly lit room.

*Also some pointers..
- If you cloned a wall with one or two channels, don't forget to tick the remaining channels to 'true' so that your wall can be fully recolorable.
- Once you completed your project, export it then re-import. At the project title screen, change the text in the intended spaces. This makes sure the wall you created doesn't conflict with other cc walls ingame.
- Remove the normal map when necessary (found in 'mesh' tab then click the [...] button in the group 0 section). This makes the wall look flat without the extra details from the cloned wall (if there's any).

Some pointers taken from this tutorial (if you find my explanation a bit messy )
https://web.archive.org/web/2022051...king-walls.html


Thank you so much! I know it should be simple and it's driving me nuts. That tutorial is the best I've seen yet. Thank you, thank you, thank you.
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Original Poster
#4 Old 6th Jun 2025 at 11:39 PM
Default Making Walls New Questions
Quote: Originally posted by aisquared
Making them in TSRW is actually pretty simple. You clone a wall, then replace the necessary textures. That RGB image you posted should go to the mask. The multiplier could be a simple plain gray 256x768 image (if you don't intend for it to have extra details on the wall texture). You can leave the specular as it is, or you could also use a black 256x768 image so that it won't shine in a highly lit room.

*Also some pointers..
- If you cloned a wall with one or two channels, don't forget to tick the remaining channels to 'true' so that your wall can be fully recolorable.
- Once you completed your project, export it then re-import. At the project title screen, change the text in the intended spaces. This makes sure the wall you created doesn't conflict with other cc walls ingame.
- Remove the normal map when necessary (found in 'mesh' tab then click the [...] button in the group 0 section). This makes the wall look flat without the extra details from the cloned wall (if there's any).

Some pointers taken from this tutorial (if you find my explanation a bit messy )
https://web.archive.org/web/2022051...king-walls.html

**edited the resolution sizes of the images - should be 256x768(sorry I'm half asleep while typing this)


I followed this and am getting a lot closer but the wall still doesn't work how I want it to in the game. The top tile displays correctly accept that the CAP I'm using has a green band across the top which is showing up translucent so the pattern behind shows through. The bottom 2 tiles are distorting the pattern size. If I put a particular pattern in the squares and then try to use a different pattern, there is still a "ghost" of the first pattern. I don't know what I am doing wrong. Also, what do the tiling options for patterns A, B and C at the bottom of the textures screen do? Particularly the part with the 1, 3 selection. And what do you mean by "Once you completed your project, export it and then re-import? And finally, what size are the patterns supposed to be? You originally said 256 x 256 and changed it to 256 x 768. (Thanks for answering even though you were half asleep!) The tutorial says they should all be 256 x 512. Thanks!
Top Secret Researcher
#5 Old 8th Jun 2025 at 6:27 PM
Quote: Originally posted by Hally
I followed this and am getting a lot closer but the wall still doesn't work how I want it to in the game. The top tile displays correctly accept that the CAP I'm using has a green band across the top which is showing up translucent so the pattern behind shows through. The bottom 2 tiles are distorting the pattern size. If I put a particular pattern in the squares and then try to use a different pattern, there is still a "ghost" of the first pattern.

To be honest I have no idea what the problem could be, so if you don't mind can you show how does it look in-game?

Quote: Originally posted by Hally
Also, what do the tiling options for patterns A, B and C at the bottom of the textures screen do? Particularly the part with the 1, 3 selection.

TS3 walls are 256x768 in texture size, in which 'tiling' here means 1=256, so a 1, 3 tiling would mean 256x768. In TSRW it's already by default, so it's best not to change it.

Quote: Originally posted by Hally
And what do you mean by "Once you completed your project, export it and then re-import?

Once you are done, you could export your project as .sims3pack, or export the project itself (in .wrk format). But that doesn't end there, as this export/re-import thing is a very important step so that your finished wall wouldn't conflict with other custom walls (don't ask me why though, it was a bug in TSRW's part). Import your wall again (Create new project > Import), and while at the Project details screen, edit the text in every text box before proceeding.
A detailed tutorial here: https://bioniczombie.tumblr.com/pos...e-catalog-names (I actually combined two methods here so do whatever works I guess..)

Quote: Originally posted by Hally
And finally, what size are the patterns supposed to be? You originally said 256 x 256 and changed it to 256 x 768. (Thanks for answering even though you were half asleep!) The tutorial says they should all be 256 x 512. Thanks!

This is actually confusing, because you see the EA standard tiling is 1, 3 which translates to 256x768, but most default wall textures have 256x512 sizes. However, in my past experiences in creating walls, I could use a 256x512 size while leaving the tiling in the default 1, 3 setting and would not result to texture distortion. So I'd suggest trying a 256x512 texture size first and if there's some distortion make it 256x768 instead.

Sorry for the late response, I just got a day off from work today.

Looking for something converted to TS3? Visit Xto3 Conversions Finds for all your xto3 needs.
Main simblr: aisquaredchoco ( ͡° ͜ʖ ͡°)
My downloaded cc: ts3ccreblogsbyaisquared
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Original Poster
#6 Old 9th Jun 2025 at 3:41 AM
Quote: Originally posted by aisquared
To be honest I have no idea what the problem could be, so if you don't mind can you show how does it look in-game?


TS3 walls are 256x768 in texture size, in which 'tiling' here means 1=256, so a 1, 3 tiling would mean 256x768. In TSRW it's already by default, so it's best not to change it.


Once you are done, you could export your project as .sims3pack, or export the project itself (in .wrk format). But that doesn't end there, as this export/re-import thing is a very important step so that your finished wall wouldn't conflict with other custom walls (don't ask me why though, it was a bug in TSRW's part). Import your wall again (Create new project > Import), and while at the Project details screen, edit the text in every text box before proceeding.
A detailed tutorial here: https://bioniczombie.tumblr.com/pos...e-catalog-names (I actually combined two methods here so do whatever works I guess..)


This is actually confusing, because you see the EA standard tiling is 1, 3 which translates to 256x768, but most default wall textures have 256x512 sizes. However, in my past experiences in creating walls, I could use a 256x512 size while leaving the tiling in the default 1, 3 setting and would not result to texture distortion. So I'd suggest trying a 256x512 texture size first and if there's some distortion make it 256x768 instead.

Sorry for the late response, I just got a day off from work today.


Thanks so much for the explanations. I got some walls to work how I wanted but the bleeding thing is definitely weird. I'll try to get a picture.
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