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Instructor
Original Poster
#1 Old 24th Mar 2025 at 7:26 PM
Default How to use CMAR meshes in creating CC clothing
I had a question yesterday (answered) about creating CC using default replacement meshes. I figured out how to do that, in general. I have a specific issue I can’t figure out. I have CMAR’s default replacement meshes for teen on up, to enhance the groin to look less Ken-like. But it appears that the packages are merged, because they apply to more than one mesh. For example, how do I use CMAR’s mesh to replace the EA/Maxis mesh for boxer shorts? CMAR’s package file includes geomes (sp?) for boxers, boxer briefs, briefs and swim briefs, but these are all separate meshes. I tried to unmerge, but that didn’t work. The file doesn’t show up at all in S3OP - it’s just blank. I posted this over at Sexy Sims too, in the discussion for the meshes, but I don’t know how active CMAR is on there or on here. Can anyone who understands what I’m trying to accomplish assisted me? If so, thanks in advance!

Todd

goderguy
Scholar
#2 Old 24th Mar 2025 at 9:39 PM
Quote: Originally posted by goderguy
I had a question yesterday (answered) about creating CC using default replacement meshes. I figured out how to do that, in general. I have a specific issue I can’t figure out. I have CMAR’s default replacement meshes for teen on up, to enhance the groin to look less Ken-like. But it appears that the packages are merged, because they apply to more than one mesh. For example, how do I use CMAR’s mesh to replace the EA/Maxis mesh for boxer shorts? CMAR’s package file includes geomes (sp?) for boxers, boxer briefs, briefs and swim briefs, but these are all separate meshes. I tried to unmerge, but that didn’t work. The file doesn’t show up at all in S3OP - it’s just blank. I posted this over at Sexy Sims too, in the discussion for the meshes, but I don’t know how active CMAR is on there or on here. Can anyone who understands what I’m trying to accomplish assisted me? If so, thanks in advance!

Todd


Cmar left us in Oct 2023.

I'm not understanding what you are trying to do. I don't remember, but Cmar's meshes were usually defaults.

Shiny, happy people make me puke!
Instructor
Original Poster
#3 Old 24th Mar 2025 at 10:36 PM
Quote: Originally posted by LadySmoks
Cmar left us in Oct 2023.

I'm not understanding what you are trying to do. I don't remember, but Cmar's meshes were usually defaults.


Left the Sim community, left Mod The Sims, or left planet earth?

Yes I know the meshes are meant to be defaults. But they only affect pre-existing Maxis clothing parts. I want to use them in CC clothing parts that I create. There is a way to merge Maxis files with custom meshes to be able to edit and use them as new CC. That’s the part I figured out thanks to the answer to my post yesterday. But CMAR’s file isn’t for just one article of clothing, it affects multiple. So I can’t use the process I briefly described above, because their CC default file isn’t a stand-alone mesh. So I’m trying to figure out how to extract the individual meshes from the file they posted.

goderguy
Forum Resident
#4 Old 24th Mar 2025 at 11:36 PM
Sadly passed on, you can read about it here.

If the meshes don't have names in S3PE for exporting individually, the same process can still apply from my previous response.
Clone (without renumbering) a package of the part you do want and import Cmar's package into it (even though it contains more resources than required). When you clone this package in your preferred program for making CC, the extra loose GEOM won't be included. Just like it does for cloning EA items, which the data for is all in one big package in the install location, cloning one item only grabs the resources referenced in the CASP and ignores whatever else may happen to be there.

thecardinalsims - Cardinal has been taken by a fey mood!
Instructor
Original Poster
#5 Old 24th Mar 2025 at 11:47 PM
Quote: Originally posted by CardinalSims
Sadly passed on, you can read about it here.


Oh that is sad. Condolences to anyone that knew her personally, and a loss to the Sims community for sure.

goderguy
Instructor
Original Poster
#6 Old 25th Mar 2025 at 12:13 AM
If the meshes don't have names in S3PE for exporting individually, the same process can still apply from my previous response.
Clone (without renumbering) a package of the part you do want and import Cmar's package into it (even though it contains more resources than required). When you clone this package in your preferred program for making CC, the extra loose GEOM won't be included. Just like it does for cloning EA items, which the data for is all in one big package in the install location, cloning one item only grabs the resources referenced in the CASP and ignores whatever else may happen to be there.[/QUOTE]

I have tried that, and when I load it back into TSRW, I get an error message that states "Index was outside the bounds of the array." The preview doesn't load, and there's nothing in the textures section. I haven't tried doing anything with the modified file in s3pe, because that's were I get confused when I try to modify textures. The file doesn't show a preview in s3oc. So I'm stumped. I'm stuck with it only modifying existing textures in game; any textures I create using the textures that should be affected by it, default back to the EA/Maxis mesh, which prompted me asking for help yesterday. Any other suggestions? I do greatly appreciate your assistance.

goderguy
Forum Resident
#7 Old 25th Mar 2025 at 12:52 AM
This doesn't look related to the fact the files are merged, but rather that the meshes are simply incompatible with TSRW. Which can happen with CC that was made in other programs.
One could futz around exporting and converting the meshes to fix this, but a simple retexture shouldn't require anything more than S3PE.

I found a download and the meshes do have names, so that makes it even easier.
  • In S3OC, I cloned amBottomBriefs with renumber unticked. The resulting package is a default replacement for this CAS part, but is currently identical to EA's original.
  • In S3PE, I exported Cmar's amBottomBriefs_lod1 and amBottomBriefs_lod2 (right-click > Export > to file). Then I imported them into the new package and allowed it to overwrite- you should see two resources striked out. They'll disappear when you save. This is now EA's original using Cmar's meshes.
  • Open this package in S3OC again, and clone it with renumber ticked. Now you have a unique package that will appear as CC in CAS.
  • The textures can be replaced (right-click > Replace) in S3PE. The amBottomBriefs_m _IMG resource, for example, is the main multiplier texture.
    If you aren't seeing a preview in the left-hand pane, make sure they're enabled on the 'Preview:' setting on the bottom pane.

thecardinalsims - Cardinal has been taken by a fey mood!
Scholar
#8 Old 25th Mar 2025 at 4:11 AM
Quote: Originally posted by goderguy
If the meshes don't have names in S3PE for exporting individually, the same process can still apply from my previous response.
Clone (without renumbering) a package of the part you do want and import Cmar's package into it (even though it contains more resources than required). When you clone this package in your preferred program for making CC, the extra loose GEOM won't be included. Just like it does for cloning EA items, which the data for is all in one big package in the install location, cloning one item only grabs the resources referenced in the CASP and ignores whatever else may happen to be there.


I have tried that, and when I load it back into TSRW, I get an error message that states "Index was outside the bounds of the array." The preview doesn't load, and there's nothing in the textures section. I haven't tried doing anything with the modified file in s3pe, because that's were I get confused when I try to modify textures. The file doesn't show a preview in s3oc. So I'm stumped. I'm stuck with it only modifying existing textures in game; any textures I create using the textures that should be affected by it, default back to the EA/Maxis mesh, which prompted me asking for help yesterday. Any other suggestions? I do greatly appreciate your assistance.[/QUOTE]

Yes, as CardinalSims said, Cmar has passed. Sorry I wasn't more clear.

If meshes aren't named, you can try using Meshing Tool Kit> Package Tools> Name Those Files. I think I used it a long time ago with a merged package, and when the window popped up, just put 1 for the first, 2 for the second, etc. If that works, the fies will be named and numbered when you open in s3pe.

The error could be if you try to open a package with multiple CASP in TSRW. Not 100% sure. Note that Cmar used geom morphs, which is probably part of the problem you're having. TSRW does not auto convert geom morphs to .wso. IF MTK named the files, you should see the morph meshes named. To use them in TSRW, you'll need to convert the base mesh with it's morphs to .wso, in MTK.

TSRW will assign new ID numbers to everything on import, so a package made there won't carry the same internal info and won't use the game textures.

Shiny, happy people make me puke!
Instructor
Original Poster
#9 Old 25th Mar 2025 at 12:26 PM
Ok so I got that to work; the test file showed up in CAS in the game! Thanks so much. Final (I hope) question. I’m used to TSRW, where you have multiple presets, and can adjust pattern tiling. How do I do that in s3pe? I only see one of each (mask, multiplier, specular). Can I make a clone package in TSRW, fiddle with the presets, then use that clone after I make my changes to merge in S3PE with the CMAR mesh? I hope I’m using the right terms/making sense. I’m soooo close to understanding what I need to do!

goderguy
Scholar
#10 Old 25th Mar 2025 at 4:38 PM
Quote: Originally posted by goderguy
Ok so I got that to work; the test file showed up in CAS in the game! Thanks so much. Final (I hope) question. I’m used to TSRW, where you have multiple presets, and can adjust pattern tiling. How do I do that in s3pe? I only see one of each (mask, multiplier, specular). Can I make a clone package in TSRW, fiddle with the presets, then use that clone after I make my changes to merge in S3PE with the CMAR mesh? I hope I’m using the right terms/making sense. I’m soooo close to understanding what I need to do!


Simple answer, yes. If you have a working package, TSRW should be able to open it, just as most other single item packages.

Shiny, happy people make me puke!
Instructor
Original Poster
#11 Old 25th Mar 2025 at 4:50 PM
I’m talking pre-merge of file and mesh. Post-merge, I’ve established that TSRW won’t open up any package with CMAR meshes attached. I’m hoping I can use TSRW to make my texture edits, then use that file to merge with the CMAR mesh in s3pe. And if not, I’m looking for advice to do the texture edits in S3PE that I’m used to doing in TSRW.

goderguy
Forum Resident
#12 Old 25th Mar 2025 at 10:54 PM
The renumbering will get in the way of most attempts to swap resources between two files, as they are functionally unique at that point.

I personally use the program CTU to modify and preview presets, as I do not use TSRW at all for making CAS items. It's an older program that doesn't come up often these days, but still solid. Just make sure to use 'Save' when tweaking an existing package, as 'Save As' will make a standalone recolour.
They're technically accessible in S3PE, too, but there is no user interface for looking up patterns and such so it would be very meticulous to manually edit :p

thecardinalsims - Cardinal has been taken by a fey mood!
Instructor
Original Poster
#13 Old 26th Mar 2025 at 3:06 AM
Quote: Originally posted by CardinalSims
The renumbering will get in the way of most attempts to swap resources between two files, as they are functionally unique at that point.

I personally use the program CTU to modify and preview presets, as I do not use TSRW at all for making CAS items. It's an older program that doesn't come up often these days, but still solid. Just make sure to use 'Save' when tweaking an existing package, as 'Save As' will make a standalone recolour.
They're technically accessible in S3PE, too, but there is no user interface for looking up patterns and such so it would be very meticulous to manually edit :p


I downloaded CTU and I'm trying to get the hang of it. What seems to be missing is the ability to edit/display anything but the main channel when the mask has more than one. Will the different channels still show up and be editable in CAS once the file is uploaded to the game? Obviously, I can test in the game myself to find out (no time for that tonight), but just curious if I'm missing something, or if that's beyond the capabilities of CTU.

goderguy
Forum Resident
#14 Old 26th Mar 2025 at 3:45 AM
They're under the Designs > Patterns tab, from the Patterns: dropdown menu. Pattern A, B, C, and D are the potential 4 channels. You'll want to make sure to tick 'Enable' if you've added new ones, then they should display correctly both in the preview and in the game. You can double check in the Texture tab if the correct Mask is in use, as well.

The only issue I ever encounter with CTU is that some patterns don't take to certain colours, ie. after saving they'll be set to black, or nudged to a nearby colour. Not sure if the issue is the EA pattern, or a limitation of the software itself. There are a couple of workarounds I have thought of but not tested, so if you do run into that particular issue just let me know

thecardinalsims - Cardinal has been taken by a fey mood!
Instructor
Original Poster
#15 Old 27th Mar 2025 at 10:29 PM
Quote: Originally posted by CardinalSims
They're under the Designs > Patterns tab, from the Patterns: dropdown menu. Pattern A, B, C, and D are the potential 4 channels. You'll want to make sure to tick 'Enable' if you've added new ones, then they should display correctly both in the preview and in the game. You can double check in the Texture tab if the correct Mask is in use, as well.

The only issue I ever encounter with CTU is that some patterns don't take to certain colours, ie. after saving they'll be set to black, or nudged to a nearby colour. Not sure if the issue is the EA pattern, or a limitation of the software itself. There are a couple of workarounds I have thought of but not tested, so if you do run into that particular issue just let me know


I just wanted to thank you for basically providing me with a personal tutorial. I got the results I wanted by following all the various steps you recommended. I’m still trying to figure out how to get the thumbnails in CAS to actually reflect the clothing I created, but I’m sure I can figure that out myself. I’m going to spend this weekend creating CC underwear and swimwear for my male Sims with the CMAR meshes. Again, thanks so much!

goderguy
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