View Full Version : how do i make custom paintings and posters
mrfizzy
28th Jun 2009, 11:57 PM
has anyone figured out how to make custom paintins and posters for the sims 3 yet? if so can you point me in the right direction?
TigerM
29th Jun 2009, 12:03 AM
Well you could always have your sim start painting a life portrait, then open up your save game and replace the resulting DDS file. You don't even have to wait for your sim to finish painting it, they can "paint" the loaded picture after you do it.
Snaitf
29th Jun 2009, 2:03 AM
I know how to do buyable paintings and posters, not the ones your sims paint themselves tho. I'll explain briefly, if you don't understand, you need more know-how before attempting this:
1 - Find and extract the .object file and corresponding .dds file that you want to clone.
2 - Edit the .dds image they way you want it.
3 - Open the .object file in a hex-editing program, and do a search-and-replace of the .dds's instance id # to a new id # of your choice. (The instance id # will appear backwards in the file, for example '0x1234567890abcdef' would be 'ef cd ab 90 78 56 34 12', make sure to type your new id # in backwards too)
4 - Import the .object file and .dds into a new package, giving the .dds file the instance you put into the .object file (this time not backwards). Also give the .object file a new instance so you don't replace the original buyable object, but add a new one instead.
That's it, and as far as editing the price, description, room values, title, etc, I don't know how to do that without changing the original's as well.
mrfizzy
29th Jun 2009, 5:16 AM
thank you both for the info:)
Creon
29th Jun 2009, 9:34 AM
To make the sims paint your pictures, what you have to do is start your sim painting a picture such as Paint-->Large, then remember which picture they are starting to paint.
You then open up your Package3. file using S3PIDemoFE if i remember correctly and extract the painting that they are starting to paint, you then have to edit it in GIMP with a dds add on, and then import it into your Mod/packages folder, using S3PIDemoFE again.
The files are named Small, Medium and large paintings.. there are also some called masterpieces. You can easily find them if you tick "resource names and sort" on S3PIDemoFE.
There was a tutorial on this some where but I cant find it. :|
My sims Paint naughty porn0s :rofl:
tedw
2nd Jul 2009, 1:30 PM
I'm about to try this out to see if I can get it to work, but while I'm sorting out teaching myself, a question: does this cause the new items to show up in the category separately to the original objects? Or do they appear as recolors when you click on the paintings?
Sadisticpyro
2nd Jul 2009, 3:31 PM
Tedw -
They show as completely separate objects, which is a little annoying because I have a TON of art I'd like to see ingame that all use the same frame. Why couldn't EA just have enabled recolours?
JEPC32
7th Jul 2009, 1:14 AM
i'm really confused... is there not just a way to swap out part of the file that IS the old picture, easily put in your NEW picture, and save it as something else?
I'm new to the whole modding and Customizing the sims. For Sims 2, I usually just got other peoples work... and thanks again to everyone for your help... i just don't see why it has to be so complicated...
JEPC32
7th Jul 2009, 1:19 AM
<--- am dumb... because i can't find ANY .dds files
Snaitf
7th Jul 2009, 1:30 AM
is there not just a way to swap out part of the file that IS the old picture, easily put in your NEW picture, and save it as something else?
The problem is that the objects are in a file, the object descriptions/title are in another file (with the rest of all the object title/descriptions), the object pictures are in yet another file, etc, etc. And the way the files 'point' to eachother seem to be different from object to object...
i just don't see why it has to be so complicated...
You'd have to ask Maxis/EA that...
i can't find ANY .dds files
They are in FullBuild2.package
TigerM
7th Jul 2009, 2:16 AM
The problem is that the objects are in a file, the object descriptions/title are in another file (with the rest of all the object title/descriptions), the object pictures are in yet another file, etc, etc. And the way the files 'point' to eachother seem to be different from object to object...
Hence why I suggested doing a life portrait and just swapping out the DDS in the save game. Only one thing to change, all in one file, and there should be few enough DDS files in a save game that you can just visually sort through the DDS inside the save. (Save games are the same format as packages so you can still use s3pe or whatever you like.)
I've got it on my to-do list to make an actual picture swap tool, which will list all the life portraits made to date in a game (By given name/in progress and artist) and let you load in a new picture.
coltraz
7th Jul 2009, 2:18 AM
I know how to do buyable paintings and posters, not the ones your sims paint themselves tho. I'll explain briefly, if you don't understand, you need more know-how before attempting this:
1 - Find and extract the .object file and corresponding .dds file that you want to clone.
2 - Edit the .dds image they way you want it.
3 - Open the .object file in a hex-editing program, and do a search-and-replace of the .dds's instance id # to a new id # of your choice. (The instance id # will appear backwards in the file, for example '0x1234567890abcdef' would be 'ef cd ab 90 78 56 34 12', make sure to type your new id # in backwards too)
4 - Import the .object file and .dds into a new package, giving the .dds file the instance you put into the .object file (this time not backwards). Also give the .object file a new instance so you don't replace the original buyable object, but add a new one instead.
That's it, and as far as editing the price, description, room values, title, etc, I don't know how to do that without changing the original's as well.
Does there happen to be a more blatantly described tutorial for this hanging around anywhere? I didn't know creating your own wall hangings was figured out... I *need* more wall hangings.
Srikandi
7th Jul 2009, 2:27 AM
I've got it on my to-do list to make an actual picture swap tool, which will list all the life portraits made to date in a game (By given name/in progress and artist) and let you load in a new picture.
That would rock, Tiger. But then, I hate to think how long your to-do list is at this point ;)
HugeLunatic
7th Jul 2009, 3:29 AM
If the objects/descriptions reside in different files, has anyone extracted that as a csv to import into a spreadsheet? I would be willing to help with the spreadsheet end of it, Excel usually does a decent job of importing. I'm interested in finding the plants and the associated files, but I can't get the dds images to display fully on my old computer. I get mostly black, so to be able to search a spreadsheet would be easier. I unfortunately don't have a strong enough computer to browse those files.
JEPC32
7th Jul 2009, 6:19 AM
Hey TigerM,
I think, no... i know this is way to hard for me to understand... but i will say, if you get that "To-Do pic swap" tool finished... you will have a friend in me!! i have a ton of pics that i would love to see in my game instead of the crappy ones EA Games gave... alot of them being stensils for/from tattoo's...
Can't wait to use it... thank-you in advance from Simmers everywhere!!!
babu357
12th Jul 2009, 1:50 AM
To make the sims paint your pictures, what you have to do is start your sim painting a picture such as Paint-->Large, then remember which picture they are starting to paint.
You then open up your Package3. file using S3PIDemoFE if i remember correctly and extract the painting that they are starting to paint, you then have to edit it in GIMP with a dds add on, and then import it into your Mod/packages folder, using S3PIDemoFE again.
The files are named Small, Medium and large paintings.. there are also some called masterpieces. You can easily find them if you tick "resource names and sort" on S3PIDemoFE.
There was a tutorial on this some where but I cant find it. :|
My sims Paint naughty porn0s :rofl:
where do you get these programs..S3PIDemoFE and GIMP ?
Babu
coltraz
12th Jul 2009, 6:18 AM
If it's possible to make custom wall art, why aren't there any around for D/L?
Srikandi
12th Jul 2009, 7:59 AM
where do you get these programs..S3PIDemoFE and GIMP ?
Babu
S3PIDemoFE is now S3PE, and it's here: http://www.simlogical.com/Sims3ToolsForum/index.php?topic=171.0
For GIMP, you can google ;) It's a freeware graphics app which will accept a DDS plugin. You can also use Adobe Photoshop with the DDS plugin, or another graphics app and a standalone DDS converter. You just need some way to save an image file in the DDS format.
You'll find explicit instructions about converting to DDS from various apps in the tuts in the CAS Parts and Patterns forums.
daluved1
12th Jul 2009, 9:47 AM
When we change the instance, we din't have to use the hex view part, right? Can we just use the little check box area thingy (for lack of better words obviously) instead?
Misty_2004
12th Jul 2009, 5:49 PM
Various versions of Paint Shop Pro also work with the DDS plug-in. There are two versions of the plug-in available, one is called the Legacy version. I think it works with PSP 7. I use PSP 9 and the newer version works with it. The only problem I ever run into is that PSP 9 won't open files with mile-long names, so sometimes (not all of the game's DDS files are too long, just some of them) I end up making a copy of the original image and giving it a shorter name. Then after I'm finished, I copy and paste the name from the original image file to the copy (I keep them in different folders). I don't know if either PhotoShop or GIMP has that problem with extremely long file names since I can't afford PhotoShop and since I have PSP9 and it works, GIMP would just give me another stumbling block. :lol:
TigerM
12th Jul 2009, 6:56 PM
You can also download ATI's Compressonator (http://ati.amd.com/developer/compressonator.html) to convert other image formats from/to DDS and use whatever graphics program you want with no plugin required.
Srikandi
13th Jul 2009, 1:32 AM
If it's possible to make custom wall art, why aren't there any around for D/L?
Snaitf just pointed me to this, which I had also missed earlier ;) http://www.modthesims.info/download.php?t=348002
So yeah, just need more folks to work through it. A more detailed tut would be great ;)
Edit: yup, Snaitf's method works :) Got him to fill in a few of the missing bits for me, and I'm writing up a tut right now.
simmilk
14th Jul 2009, 6:55 PM
This tutorial: "How To Make A Simple Texture Replacement For The Sims 3" by Thomas Riordan found here at MTS: http://www.modthesims.info/showthread.php?t=345670 has included at the end of his tutorial these directions which relate to personalizing paintings:
"Ammendment
While custom paintings may not be possible via game option or the classic trick of pausing the game before they start painting still life and replace it with your own texture, you can however replace the paintings they do paint using the methods above.
The paintings are named 1_1_small, 1_2_Small, etc. and for the most part appear in the beginning of Fullbuild2.package. The only exception I've found so far is the masterpiece paintings which are named Masterpiece_1_Large, Masterpiece_2_Large, etc.
Now there's a bunch of paintings for each painting due to the traits painting different paintings. So there's usually around 10 files you need to replace. I've found the easiest way to test paintings is to start painting in game and then go find the painting that matches up with what you're painting in game and replace it. That way any changes to it are shown immediately so you can see that it's working.
For the different painting types via traits I recommend using a program that has filters and scripts that can be applied to the original painting. Don't worry about trying to match up with EA's idea of what each trait should look like because I've found they don't have a good grasp on insanity which I find rather shocking. Just try to make each painting interesting and unique. Try mixing and matching filters and see what you come up with.
The number 1_1, 1_2, etc. is the skill level Sims can start painting that painting at. So if you knew the skill level of your Sim and the size of the painting it makes tracking it down a bit easier since you don't have to look thru 1500 pictures to find the one you want.
Once you've got all your textures. Package them up. Put them in the mods/packages folder, grab your paintbrush and paint away.
I replaced this kitten painting with Vigo The Carpathian."
coltraz
14th Jul 2009, 6:57 PM
Edit: yup, Snaitf's method works :) Got him to fill in a few of the missing bits for me, and I'm writing up a tut right now.
THANK YOU! I can't wait.
TigerM
14th Jul 2009, 7:44 PM
While custom paintings may not be possible via game option or the classic trick of pausing the game before they start painting still life and replace it with your own texture, you can however replace the paintings they do paint using the methods above.
I don't know what classic trick it is that doesn't work, but you certainly CAN change the still life painting. I just did it last night, and it doesn't even require any searching around for the right resource. It takes about 5 minutes to do using a combination of my save game viewer and your favorite package editor (Postal, s3pe, etc) once you have the replacement DDS made.
1. Launch save game editor and open your saved game with a sim painting a still life
2. Using the tools menu select Find Objects and use the tree to find Sims3.Gameplay.Objects.HobbiesSkills.Easel.
3. Use the drop down on the right to look through the list of easels in your game until you find one with a + by mCurrentCanvas.
4. Click the + to expand mCurrentCanvas and make sure the painter is the correct sim
5. Make note of the value of mPictureKey (For example 00b2d882:00000000:33e33d9c72c51c9a)
6. Launch your favorite package editor and open the same saved game (It's in My Documents\Electronic Arts\The Sims 3\Saves, you might need to select show all files)
7. Import the DDS of your new painting. For the resource key to import as, enter 0x00b2d882 for the type, 0x00000000 for the group, and the last part of the picture key from your save (With a 0x added on the front) for the instance, so 0x33e33d9c72c51c9a for that example key above. Do not select compressed.
8. Save the package and close the package editor and (If its still open) the save game editor.
9. Go back to playing and enjoy watching your sim paint your own creation!
The first part also works for finding the EA pictures, rather than searching for the one your sim is painting, you can use the save game editor to find the specific picture key your sim is painting to replace in the fullbuild packages.
I'll leave finding pictures already painted as an exercise to the reader. (Though not for long, as I plan to include the ability to replace painted pictures in my next save game editor release.)
Srikandi
14th Jul 2009, 10:49 PM
THANK YOU! I can't wait.
There's a draft of the tut here: http://www.sims2wiki.info/wiki.php?title=Tutorial:_Custom_Paintings_in_Sims_3 . What's missing is screenshots, and the instructions on setting the price and catalog name/description (which involves creating a new STBL, and cross-referencing it with the painting object). Working on that with snaitf, may take a couple days because our schedules have to coincide.
Still, you can get a functioning painting with the steps already there :)
coltraz
15th Jul 2009, 3:45 AM
There's a draft of the tut here: http://www.sims2wiki.info/wiki.php?title=Tutorial:_Custom_Paintings_in_Sims_3 . What's missing is screenshots, and the instructions on setting the price and catalog name/description (which involves creating a new STBL, and cross-referencing it with the painting object). Working on that with snaitf, may take a couple days because our schedules have to coincide.
Still, you can get a functioning painting with the steps already there :)
From the tutorial...Generate one using the hash generator, by typing in a unique string and then clicking Encode; that translates your string into a hexadecimal number. If you use a string that contains your name, the date and time, it is unlikely to ever conflict with somebody else's ID. I type in Sri_Giraffe_Painting_070709_22:35, and get out 8AAFF83C1BB5A6E6 .
HUH? Where do I type in this unique code? Where do I find an Encode button? I have Fsum Frontend running and I see not how to do either thing. So I'm stuck here. Did I download the wrong program? I clicked the one you liked to.
Srikandi
15th Jul 2009, 4:53 AM
lol ok, I should probably not have linked that tut till it was done ;) Hang on, almost finished with the stbl stuff. We found an easier method :)
coltraz
15th Jul 2009, 5:02 AM
Eeeeeeee! Easier is good.
But I used Snaitf's generator for the hex code stuff. And guess what! http://img.photobucket.com/albums/v80/castrostaal/sims%203/Screenshot-86.jpg
OH YEAHHHHH! :D
I'm so happy.
I'll be awaiting the new tutorial with easier methods & catalogue customization with bated breath. But thank you so much for what you gave me/us. I was so unsure about every step I took that I was certain the picture would not turn up in buy mode.
When I replaced the hex values with the painting I selected though, it only replaced 4 values, not 7. I guess it's different for every painting?
Srikandi
15th Jul 2009, 6:16 AM
Woot coltraz gratz :D Yeah the process is kind of error-prone, I was shocked when mine came out properly too ;)
Tut should be done tonight, finished going through everything with snaitf.
coltraz
15th Jul 2009, 6:40 AM
Just a couple things: I tried changing the catalogue descriptions and neither of them worked when I tested. They simply retained their default name and description. I followed the instructions properly. I also cleared my cache files and tested them again.
The other thing is that if you use CAST on the paintings, the images themselves change. It's kind of cool sometimes, but if you want a light frame, then your image also needs to be light/washed out. Is that supposed to happen/unavoidable?
Maybe I am using the wrong compression. The tutorial says to use DXT5, but in GIMP I have three DXT5 options. Alpha Exponent, YCoCg, and YCoCg Scaled. Which of these should I be using? The alpha one makes my final product look SLIGHTLY transparent. The other two make it look almost invisible but for some outlines.
Srikandi
15th Jul 2009, 11:59 AM
Not sure Coltraz, will have to look into this :/ I don't have GIMP atm, will pick it up. Try an option with less compression?
Also, after coming in on the home stretch with the current version of our tut, have just had it pointed out to us that Peter Jones has just released an alpha version of an object cloner :) THis could reduce the steps required drastically, if it actually works, so project is on hold till we test it out.
coltraz
15th Jul 2009, 4:19 PM
Not sure Coltraz, will have to look into this :/ I don't have GIMP atm, will pick it up. Try an option with less compression?
Also, after coming in on the home stretch with the current version of our tut, have just had it pointed out to us that Peter Jones has just released an alpha version of an object cloner :) THis could reduce the steps required drastically, if it actually works, so project is on hold till we test it out.
I used no compression - just left it as default. The images no longer go transparent. I still had no luck with altering the catalogue description but that's not extremely important to me.
TigerM
15th Jul 2009, 7:02 PM
The thing with no compression is it takes up a LOT of video memory. A single uncompressed 512x512 texture takes up around 1.5mb. Bump that up to 1024x1024 and one little texture takes around 5mb. Even on modern video cards, that's a significant chunk, considering that has to co-habitate with all the other video data TS3 needs.
Using DXT1 compression (Which is actually much better for this application than DXT5, with identical results) reduces that to a mere 170kb for 512x512 and 682k for 1024x1024. (DXT5 compression doubles that number to offer better transparency quality, but for paintings there typically isn't any transparency anyway.)
Srikandi
16th Jul 2009, 3:08 AM
Using DXT1 compression (Which is actually much better for this application than DXT5, with identical results) reduces that to a mere 170kb for 512x512 and 682k for 1024x1024. (DXT5 compression doubles that number to offer better transparency quality, but for paintings there typically isn't any transparency anyway.)
Thanks Tiger, didn't know that :)
TigerM
16th Jul 2009, 3:15 AM
NP :) There aren't a lot of places that really explain the difference between the different compression types, so it's easy to assume that since DXT5 is greater than DXT1, that 5 must be better. I probably wouldn't really understand it either if I hadn't had to write my own decompression code to deal with DXT1 and DXT5 awhile back.
Srikandi
16th Jul 2009, 6:10 AM
Tut finally up. Discussion thread here: http://www.modthesims.info/showthread.php?p=2707877&posted=1#post2707877
misukisu
16th Jul 2009, 8:26 AM
I used Tiger's method (post #25) and it was quick and easy. I also like the fact that other sims are not able to re-paint the same paintings than my artist sim. Other nice thing is that you do not have to exit the game to get it done, just exit to the main menu (the one where you select town/family) and the game reloads the save game when you reload your family. If there would be possibility to refresh data from save game during the play, the replacements could be done on the run. Nice.
One comment though, what probably is obvious to old modders, but got me stumbling for a long time. Between the steps 6 and 7, use the filters (e.g filter with instanceid) in the S3pe to find the original painting DDS and export it as a base for the new DDS.
I tried several times, but I was not able to import DDS freshly created in Gimp, even though I had the correct size and settings for the file. After I had the exported DDS as a base, everything went fine.
IrresistibleAshGirl
27th Oct 2011, 2:59 AM
geez all this and I just want some posters...
I don't understand this at all! I've never done my own custom content so I have no idea what you guys are talking about and how to do it. Could someone take me from the very very beginning? Or, like, make a YouTube video or something? I'd understand that way better.
I wanna buy it not paint it, btw
ShideKnight
27th Oct 2011, 5:27 AM
geez all this and I just want some posters...
I don't understand this at all! I've never done my own custom content so I have no idea what you guys are talking about and how to do it. Could someone take me from the very very beginning? Or, like, make a YouTube video or something? I'd understand that way better.
I wanna buy it not paint it, btw
Well first thing is making a custom poster is a different process... look under custom objects.
I'm not sure how to do it but it can't be that hard. Go over the object creation tutorials and think about it. Also if you have some poster items that other people created you can use S3PE to open up the packages and take a look inside at how the person put them together.
Srikandi
27th Oct 2011, 7:55 AM
geez all this and I just want some posters...
I don't understand this at all! I've never done my own custom content so I have no idea what you guys are talking about and how to do it. Could someone take me from the very very beginning? Or, like, make a YouTube video or something? I'd understand that way better.
I wanna buy it not paint it, btw
You could start by looking for more recent info than this thread... from THREE YEARS AGO... which takes me down memory lane (I miss Snaitf and Tiger!) but is not current ;) You gotta watch it when you turn stuff up with Google -- always check the dates. We have much better tools now, though it is still not completely mindless ;)
Try this very nice tutorial by Orangemittens: http://www.modthesims.info/wiki.php?title=Tutorials:TS3_Add_Change_Object_Images
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