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

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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".
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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".
 
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! style="text-align:left" | compression
 
! style="text-align:left" | compression
 
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| 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.
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| 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.
 
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Revision as of 13:55, 22 November 2013

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

A

B

C

D

E

F

G

I

J

K

L

M

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

N

  • normal map

O

  • opacity
  • opaque
  • overlay

P

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

R

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

S

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

T

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

U

  • UV map

V

  • vertex

W

  • wireframe

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.


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