Sunday, December 29, 2013

Step-by-step tutorial for making walls

This tutorial was originally posted at BPS. Almost same but minor corrections.


tools needed:

  • TSR Workshop
  • any graphic software able to edit png images

step 1: cloning EA's wall to create your new wall project



Open TSR workshop and click "Create New Project".



Click "Build item" and "Next".




Click "Walls and floors" and wait for a while, then thumbnails of floors and walls will appear.





Pick a suitable wall.  You can change wall category later.



then click "next".
"Project details" window will pop up. Input your project name, Title and Description.
I usually use a combination of my name, new object's description and date. In objects, project name must be unique. I don't know this is applied to walls as well, though.



Title and Description can be edited later.
Once you finished, click "next" and "OK". Then a message below will pop up.




Read message and click "Yes".
Now cloning is done. I recommend to save this project file at this point.



Step 2: preparing textures

Go to Texture tab, and you can see four textures, Overlay, Mask, Multiplier and Specular. These textures mainly define the appearance of the wall.
Overlay is not used in this tutorial. You have to make your Mask, Multiplier and Specular, and replace them with EA's textures. All these images are in png format in this tutorial.



Each texture image has a size of 256*512 pixel (height : width = 1 : 2). But straight walls in game has a ratio between height and width of 1 : 3. Please note that the heights of texture images will be stretched in game .



2-1: Mask
The Mask defines the area(s) which is / are recolorable in Create-A-Style. Red (R, 255; G, 0; B, 0), Green (R, 0; G, 255; B, 0) and Blue (R, 0; G, 0; B, 255) areas correspond to the first, second and third patterns in C-A-S mode, respectively.

I prepared this Mask image (.png) for an example wall of this tutorial.

(size reduced 50%)


2-2: Multiplier
The Multiplier is a gray scale image. It adds shading on the appearance of patterns.

I made this multiplier image for the example wall by only using the dropshadow filter in GIMP.



2-3: Specular
The Specular is a gray scale image too. It defines shining or reflective areas of the wall.

An easy way to make specular image is making a copy of your multiplier, and increasing contrast and / or brightness of the image.

My specular image for the example wall:




Step 3: replacing EA's textures with your images


For replacing mask, click "Mask" and "Edit" button on the right.



Then "Image Editor" window will appear. Click "Import" button.



Select "Bitmap Image(*.tif, *.png)" from pulldown menu, and open your Mask image.




Make sure the check box "keep current alpha" is checked, and click "Continue".





A message "Do you want to replace ......." will pop up. Click "yes".

Import Multiplier image in a similar way to Mask.



But in importing specular image,



Check the check box of "Fully transparent (black)".



Once you have finished replacing images, you can see your wall's preview on the left
You still need to set the patterns, though.



Step 4: variations


This example wall has three C-A-STable channels. Select the patterns you like for each channels.

In Texture tab, you can see "Pattern A", "Pattern B" and "Pattern C". These correspond to Red, Green and Blue areas in your Mask image, respectively.

Click the pattern to be changed, and click "Edit" button.



In Pattern Editor window, click folder icon in top-left of the window.



Select pattern category and the pattern you like.



The pattern you selected appears in Pattern editor window. In this window, you can change the colors used in the pattern.






Click HSVShift BG, 1, 2 or 3, and click pulldown arrow. Pick a color from the color palette.





Repeat this process for each patterns.
Now the first variation is done.

Look the pulldown menu under Texture tab.


This wall file has two variations. If you click the second variation, you can see another variation with patterns used in original wall.

Right-click on the second line (second variation), and select "delete" from the pulldown menu on the right.



If you want to have two variations in this file, click the line of first variation ("Wall_Tile_Bathroom") and select "Duplicate" from pulldown menu. Then a copy of first variation is added.
Edit the patterns in new second variation in similar way above.



Step 5: normal map

Many of EA's walls have a normal map. Walls look bumpy with normal map.

Go to "Mesh" tab, click the line under "Group 0" and click "..." button.



In "Material Editor" window, you can see normal map if the wall you cloned has normal map. If there is no normal map, just close the window.



You can replace the normal map with your own. Or if you have no idea how to make normal map, just remove it (right click and select "remove"). It would cause no problem.



I'd like to skip how to make normal maps. If you're interested, other tutorials would help you (for example, this tutorial @TSR Sims3Wiki)


Step 6: finish and export

Now your wall is almost done.

Before exporting the wall file, you can edit name, descriotion, price etc. in "Project" tab.



If you want to change wall's category, go to Texture tab, and select the category you like from pull-down menu.





From "File" menu, select "export" - "To Sims3pack". Save the sims3pack file of your wall, and test it in your game.




This is in-game screenshot of my example wall with various creator's patterns. 



Enjoy your original walls!       







2 comments:

  1. thank you for putting the tutorial here as well Pocci. It was a lot of help when I first started making custom walls. The tutorial was the most informative one I found at the time. I hope many more find it as helpful as I did :)

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  2. Thank you so much for kind comment!! I think walls are a good start to learn CC making. I hope more people find this tutorial helpful too. :)

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