Open the .wrk file saved in Step. 4.
6.1 Replacing High detail mesh
Go to Mesh tab, make sure 'High level of detail' mesh is shown. Click 'Import' button and select your mesh file (wso format) saved in previous step.
Your mesh will appear in preview window. Its textures are still EA's.
You can see the dropshadow. If you don't like its shape or strength, go back to Milkshape and adjust it.
I recommend to save the working file frequently.
6.2 Replacing textures
Go to Textures tab, click Overlay and click 'Edit' button on the right.
Image Editor window will appear.
Then TSRWS will ask you whether update mask size or not. Select "No".
Next, click Mask and Edit. In the Image Editor window, click 'import' button on top-right.
When selecting your mask image file, select 'Bitmap Image (*.tif, *.png)' from pulldown menu. Then select your mask image.
This window will appear. Click 'Continue'.
The question about mask size will appear again. At this point, select 'Yes'.
Next, click Multiplier and replace it with yours.
When replacing Specular,
In this window, select 'Fully transparent (black)'.
Now all textures were replaced. At this point, the mesh should look like this:
Change preset patterns to those you like.
As I mentioned in UV-mapping section, I was planning to apply 2 x 2 patterns to this 512x512 mask.
Change the values 'x' and 'y' to 2.
Next, change pattern A. Click 'Pattern A' and 'Edit' button.
Pattern Editor window will appear. Click a folder icon on top-left.
Then Pattern Browser will open. Select a pattern you like. Category can be selected from pull down menu.
You can change colors used in the pattern you selected in Pattern Editor.
I set the pattern and colors shown above for pattern A of the cup&saucer.
Please note that the objects look brighter and the colors are a bit saturated in game than in TSRWS preview.
Once you set three patterns you like, click the pulldown menu under Texture tab.
There are five lines of "sculptureKitchenUtensilsCountry". This means the cloned object has five texture patterns (= variations) in this file. The first variation is that you set new patterns.
Select the second one.
Select 'Delete' from the small pulldown menu on the right.
Repeat this for remaining three variations, and leave only the first one.
Then select 'Duplicate' to generate a copy of the first variation as second variation.
Set the patterns you like in the second variation.
I picked the patterns shown below for the second variation. In this case, I set x=2 and y=3 for tiling of pattern B. You can change tiling as you like.
If you want to have three or more variations in your file, repeat 'Duplicate' as needed.
6.4 Medium detail mesh
Go back to Mesh tab, click the pulldown menu. You can see "High level of detail", "Medium level of detail" and "Shadow high level of detail".
In this case, sunshadow mesh (Shadow high level of detail) is blank. I'll explain about sunshadow and other shadows in another post.
Select "Medium level of detail" (I call this as medium detail mesh).
You can see this medium detail mesh has only one group. No dropshadow.
Medium detail mesh are used in game when camera (player's view) is distant from the object. For example, when your active sim is in their house, those objects in the neighbor's lot, which are viewed from active lot, would be rendered in medium detail mesh.
(I hope my explanation make sense...)
What is important is that the medium detail mesh should have lower polygons than high detail one to reduce the load on player's PC. If the high detail mesh's polycount is enough low, it's good to use high detail mesh as medium one, I think.
The medium detail meshes of EA's objects are usually have about half polycount of high detail one.
I usually use Metasequoia for making medium detail mesh. Save the Milkshape file of High detail mesh as another file, delete group 0 (dropshadow) and export group 1 as obj.
Using Reduce polygons command, I reduce the total vertices from 189 to 100 (350 to 187 faces).
Export this mesh as obj, and import it to Milkshape. After assigning bone and change group name to group 0, export it as wso file.
After importing it, the medium detail mesh looks like this in TSRWS.
The following two steps are optional. I think every creator should care, though.
6.5 Occlusion shadow (optional)
Go to Misc tab. If you click one of 'Light 56' under 'Lights', you can see big gray box over the object.
Objects in ts3 has three kind of shadows: dropshadow, sunshadow and these occlusion shadow. I think in most of objects, the occlusion shadows are too much. They generates unnatural too big shadows. So I usually edit the occlusion shadows in my CCs.
In this case, the object is a small decor. So I just remove them. I'm planning write a tutorial about how to edit to adjust their sizes.
Click 'Light 0' and edit button '...'.
Lite Editor window will appear. Select Entry 1 from pulldown menu and click '-' to remove the shadow. Do same thing for Entry 2, and click OK.
6.6 Glowing control (optional)
I don't like objects glowing brightly when they are close to lamps. So I usually adjust the level of glowing of my CCs.
Open Normals Editor window (Tools > Normals Editor).
In this window, you can adjust the glowing level of each mesh groups other than dropshadow.
Select Group 1 and move the slide bar to the value you like. In most cases, I set it to 0.75. Set the value of medium detail mesh to the same value, and click OK.
6.7 Other settings
In Project tab, you can edit various settings - name, description, price, categories in catalogue, etc..
Change them as you like.
Now your file is ready to export.
6.8 Testing in game
Export the file as sims3pack. (File > Export > To Sims3Pack)
I recommend to test your CC files in package format. It's hard to uninstall only one sims3pack, isn't it?
I use Delphy's sims3pack multi-extractor to convert sims3pack to package.
If you test your CC and find something to fix, you have to edit the file(s) and test the edited file again. At this point, please note that you have to delete cache file to remove previous file data.
Specifically, I recommend to delete compositorCache.package under The Sims 3 folder manually. This file seems to include the information about objects used in previous play.
Now all steps are done. My cup & saucer looks like this in game:
Applying custom patterns:
Credits for patterns:
Thank you for reading! I hope someone will start meshing with this tutorial. :)
Please leave a comment if you have a question or suggestion.