Difference between revisions of "Tutorials:CAS Creation From Start-To-Finish - Glossary"

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! style="text-align:left" | Blender 3D
 
! style="text-align:left" | Blender 3D
 
|-
 
|-
| Blender 3D is a free 3D modeling software that can be used for meshing in TS3. While it is less popular in the sims community, it is equally (if not more) powerful as Milkshape 3D.
+
| Blender 3D is a free 3D modeling software that can be used for meshing in TS3. It is more powerful than Milkshape 3D.
 
|}
 
|}
 
{| class="collapsible collapsed wikitable" style="width:100%"
 
{| class="collapsible collapsed wikitable" style="width:100%"
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! style="text-align:left" | bones
 
! style="text-align:left" | bones
 
|-
 
|-
| TS2 and TS3 meshes are animated by a base skeleton. This skeleton is made up of several joints that are interconnected by bones; Much similar to the human body. When meshing, you assign each vertex to a bone or a combination of bones. When the sim moves, the bones and consequently the mesh with it.  
+
| TS2 and TS3 meshes are animated by a base skeleton. This skeleton is made up of several joints that are interconnected by bones; Much similar to the human body. When meshing, you assign each vertex to a joint or a combination of joints. Assigning a series of vertices to a joint can form a "bone".
 
|}
 
|}
 
{| class="collapsible collapsed wikitable" style="width:100%"
 
{| class="collapsible collapsed wikitable" style="width:100%"
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| In the context of imaging programs, a channel is where your program stores color information about an image. All TS3 textures are composed of three main channels Red, Green and Blue (RGB for short). Some textures, such as base textures (multipliers) also have a fourth channel called the alpha. We also use the three base RGB channels to make masks for our CAS parts.
 
| In the context of imaging programs, a channel is where your program stores color information about an image. All TS3 textures are composed of three main channels Red, Green and Blue (RGB for short). Some textures, such as base textures (multipliers) also have a fourth channel called the alpha. We also use the three base RGB channels to make masks for our CAS parts.
  
In the context of CAS parts, channels are also another name for the recolorable palattes in game. For example, if someone asks how many channels you item has; If it has three separate parts that can recolor, then you would say "my _____ has three channels".
+
In the context of CAS parts, channels are also another name for the recolorable palettes in game. For example, if someone asks how many channels you item has; If it has three separate parts that can recolor, then you would say "my _____ has three channels".
 
|}
 
|}
 
{| class="collapsible collapsed wikitable" style="width:100%"
 
{| class="collapsible collapsed wikitable" style="width:100%"
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! style="text-align:left" | compression
 
! style="text-align:left" | compression
 
|-
 
|-
| When talking about compression, we're usually refering to what type of DDD we want to save our textures in. DDS compression comes in various types, but the one used for CAS creations is DXT. DXT comes in three subtypes: DXT1, DXT3 and DXT5.
+
| When talking about compression, we're usually referring to what type of DDS we want to save our textures in. DDS compression comes in various types, but the one used for CAS creations is DXT. DXT comes in three subtypes: DXT1, DXT3 and DXT5.
 
|}
 
|}
 
{| class="collapsible collapsed wikitable" style="width:100%"
 
{| class="collapsible collapsed wikitable" style="width:100%"
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|}
 
|}
 
===E===
 
===E===
* export
+
{| class="collapsible collapsed wikitable" style="width:100%"
* extract
+
|-
 +
! style="text-align:left" | export
 +
|-
 +
| In a 3D modeling program, exporting mesh means to save it in a certain file formate (.simgeom in our case). Likewise, in CTU and S3PE, exporting a texture means to save a copy of that texture on your hard drive so that you can edit it.
 +
|}
 +
{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | extract
 +
|-
 +
| Extract is a synonym for export, except usually it only applies to CTU and S3PE. You can't really "extract" a mesh from a 3D modeling program.
 +
|}
 
===F===
 
===F===
* face
+
{| class="collapsible collapsed wikitable" style="width:100%"
* flag
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|-
* fuzzy select
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! style="text-align:left" | face
 +
|-
 +
| In terms of meshing, a face is a plane whose boundaries are defined by three vertices. These vertices interconnect to form a "web" of faces, namely our 3D mesh.
 +
|}
 +
{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | flag
 +
|-
 +
| ''see '''category flag'''. ''
 +
|}
 +
{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | fuzzy select
 +
|-
 +
| ''see '''magic wand'''. ''
 +
|}
 
===G===
 
===G===
* geom
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{| class="collapsible collapsed wikitable" style="width:100%"
* GIMP
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|-
 +
! style="text-align:left" | geom
 +
|-
 +
| ''see '''simgeom'''. ''
 +
|}
 +
{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | GIMP
 +
|-
 +
| The [http://www.gimp.org/ GIMP 2.0] is a free imaging program that can be used to edit TS3 DDS texture files. In order to import and export DDS files, you will need a [http://code.google.com/p/gimp-dds/ DDS plug-in].
 +
|}
 +
 
 
===I===
 
===I===
* imaging program
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{| class="collapsible collapsed wikitable" style="width:100%"
* import
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|-
* in-game
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! style="text-align:left" | imaging program
 +
|-
 +
| An imaging program (also known as an image editor) is any program that can create and edit image files. However, your everyday run of the mill imaging program like MS Paint or Paintbrush will not suffice for TS3 texturing.
 +
 
 +
'''Instead you'll need a program that at least has these basic features:'''
 +
* RGB Mode
 +
* Channel View
 +
* Layers
 +
* Image Adjusters (i.e. desaturate, colorize, etc.)
 +
 
 +
Most people use Adobe Photoshop or Paint Shop Pro. However, there are free alternatives like GIMP or Paint.NET.
 +
|}
 +
{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | import
 +
|-
 +
| The textbook definition of import is to bring something in. In creation terms it has a similar meaning. When you import something, you are "bringing in" a file into a program. Textures and meshes are typically what get imported into various programs.
 +
|}
 +
{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | in-game
 +
|-
 +
| In CAS terms, to look at something "in-game" can have two meanings. One can simply mean to look at CAS part in CAS (Create-A-Sim). However, usually it means to look at something in actually gameplay (outside of CAS). You typically look at things in-game (outside of CAS) because the lighting and rendering in CAS is way different than what is actually shown in regular gameplay. What looks wonky in CAS can actually look perfectly fine in-game.
 +
|}
 
===J===
 
===J===
* joints
+
{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | joints
 +
|-
 +
| TS2 and TS3 meshes are animated by a base skeleton. This skeleton is made up of several joints that are interconnected by bones; Much similar to the human body. When meshing, you assign each vertex to a joint or a combination of joints. Assigning a series of vertices to a joint can form a "bone".
 +
|}
 
===K===
 
===K===
* key
+
{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | key
 +
|-
 +
| A key is a TGI string that identifies a resource in a package. Every texture, mesh, XML, .caspart, png, etc is assigned a unique key value.
 +
|}
 
===L===
 
===L===
* lasso tool
+
{| class="collapsible collapsed wikitable" style="width:100%"
* layer
+
|-
* lod
+
! style="text-align:left" | lasso tool
 +
|-
 +
| In an imaging program, the lasso tool allows you to freehand select any area on your image by drawing (or lassoing) with your mouse.
 +
|}
 +
{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | layers
 +
|-
 +
| In an imaging program, layers are the different levels at which you can place an object or image file. You can stack, merge or define layers to create on final image file. For the purpose of texture editing, working with layers allows you to go back and make individual changes within a layer as you work.
 +
|}
 +
{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | lod
 +
|-
 +
| The word "lod" is an acronym that stands for Level of Detail. Lod 1 is the highest level of detail, where as lod 3 is the lowest. You will see lod 1 during normal - up close - gameplay. But when you are viewing sims from a distance or the game is still rendering sims, you will most likely see them in lod 2 or lod 3 form.
 +
|}
 +
 
 
===M===
 
===M===
* magic wand
+
{| class="collapsible collapsed wikitable" style="width:100%"
* marquee
+
|-
* mask
+
! style="text-align:left" | magic wand
 +
|-
 +
| The magic wand tool is undoubtedly one of the most used tools in an imaging program. This tool allows you select pixels of similar color hue within a layer. You can fine-tune the color range by adjusting the threshold value.
 +
|}
 +
{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | marquee
 +
|-
 +
| In a imaging program, when you make a selection (via any method) the program displays a dashed box around you selection. The dashes dance around the selection, hence the term marquee.
 +
|}
 +
{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | mask
 +
|-
 +
| A mask is a texture file that maps out what pieces of the CAS item recolor together, and also in some cases, how they recolor (i.e. transparency/overlapping).
 +
|}
 
* material
 
* material
 
* mesh
 
* mesh
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* png
 
* png
 
* polygon
 
* polygon
 +
* polygon tool
 
* preset
 
* preset
 
===R===
 
===R===
* RGB mask
+
* RGB mask - see mask
 
* RGB value
 
* RGB value
 
* repository
 
* repository
 +
* RES key
 
===S===
 
===S===
 
* scale
 
* scale
 
* skin ambient
 
* skin ambient
 +
* skinning
 
* specular
 
* specular
 
* stencil
 
* stencil
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Image Editor
 
Your everyday run of the mill image editor like MS Paint or Paintbrush will not suffice for TS3 skinning. Instead you'll need a program that at least has these basic features:
 
RGB Mode
 
Channel View
 
Layers
 
Image Adjusters (i.e. desaturate, colorize, etc.)
 
Most people use Adobe Photoshop or Paint Shop Pro. However, there are free alternatives like GIMP or Paint.NET.
 
  
 
Plugin
 
Plugin
 
Many imaging programs do not initially know how to save/handle DDS files, so you'll have to install a plugin for them. Here are two of the most common ones.
 
Many imaging programs do not initially know how to save/handle DDS files, so you'll have to install a plugin for them. Here are two of the most common ones.
Photoshop
+
 
GIMP
+
Packages
[edit]Packages
+
 
The CTU saves your finished creations as .packages, similar to what was used with The Sims 2.
 
The CTU saves your finished creations as .packages, similar to what was used with The Sims 2.
 
  For help with installing .packages, see Installing Sims 3 Package Files
 
  For help with installing .packages, see Installing Sims 3 Package Files
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Parameters
 
Parameters
 
To help quicken the search for a mesh, you can dial up the type of mesh you wish to use by setting the age/gender/type parameters.
 
To help quicken the search for a mesh, you can dial up the type of mesh you wish to use by setting the age/gender/type parameters.
[edit]Mesh
 
Once you set the parameters, you can either pick the mesh you want to use from the drop-down list or you can select it using the Quick Find box by clicking on the thumbnail.
 
  
Bump Maps
 
Additionally bump maps may be found under the Meshes tab. To extract, click on the appropriate TGI link then hit the find button. When the DDS preview window comes up, click the export button at the bottom right corner of the screen.
 
  
[edit]Textures
+
 
The easiest way to extract textures is to use the "Extract Textures" button in the Find a CAS tab. However this will give you all the game textures linked to that mesh.
+
 
|}
 
|}
 
|}
 
|}

Latest revision as of 00:28, 26 October 2014

CAS Creation With Daluved1: From Start-To-Finish

Planning | Meshing | Creating A New Package | Texturing | Finishing Up | Glossary

The Glossary

Here are some words used throughout this tutorial that may need a little more explanation. Click the More Info button to expand the definition.

Contents

[edit] A

[edit] B

[edit] C

[edit] D

[edit] E

[edit] F

[edit] G

[edit] I

[edit] J

[edit] K

[edit] L

[edit] M

  • material
  • mesh
  • meshing
  • Milkshape 3D
  • multiplier

[edit] N

  • normal map

[edit] O

  • opacity
  • opaque
  • overlay

[edit] P

  • package
  • Paint.NET
  • parameter
  • part mask
  • Photoshop
  • plugin
  • png
  • polygon
  • polygon tool
  • preset

[edit] R

  • RGB mask - see mask
  • RGB value
  • repository
  • RES key

[edit] S

  • scale
  • skin ambient
  • skinning
  • specular
  • stencil
  • S3PE

[edit] T

  • tag
  • texture
  • texture linking
  • texturing
  • TGI
  • thumbnail
  • translucent
  • transparent
  • type

[edit] U

  • UV map

[edit] V

  • vertex

[edit] W

  • wireframe

[edit] X

  • XML




Plugin Many imaging programs do not initially know how to save/handle DDS files, so you'll have to install a plugin for them. Here are two of the most common ones.

Packages The CTU saves your finished creations as .packages, similar to what was used with The Sims 2.

For help with installing .packages, see Installing Sims 3 Package Files

Parameters To help quicken the search for a mesh, you can dial up the type of mesh you wish to use by setting the age/gender/type parameters.


Personal tools
Namespaces

Variants
Actions
Navigation
game select
Toolbox