Haegemon
16th Nov 2004, 11:22 PM
By HAEGEMON
The proces it's easier than thought but needs some hard work. It works and don't produce crashes. The result can be added or removed easily from the ''../Mydocuments/Download/EAGames/TheSims2/Downloads'' folder.
Tools needed:
Bodyshop
SimPE
Hexeditor (unless your SimPE hexeditor could work, mine can't)
SOME BASICS
Custom skin:
In the Bodyshop build a custom skin. From: Create elements->start new project->genetics->skin tune->export.
(Notice that there are 4 slots by default skins, this has importance later)
Once exported the maps can be edited in the ''Projects'' folder, using a graphic editor. When ended compile from Bodyshop and you'll got a ''*.package'' file.
HARD PART
Lets work:
First we have to select the files we want. It's not necessary to pack all of them. We can pack only the female skins or only male skins for example. It depends what we wanna do.
The *.package file must be opened with the SimPE. Inside there are some ''folders'' and a lot of files, but we're interested only in two of them:
Material Description?
Texture Image
The second one contains the texture maps we edited before. The problem is how to know what files are those we want. Due to the package is a custom ''clon'' the names are unknown. For this reason we need the ''Material Description?'' folder.
Using SimPE (Uncompressed Data) on the text side, we can find 3 names:
1. The name of the image we edited. Ex. tfbodysoft-top (Between Rows 0x00000030-0x00000070)
2. The name of image texture in the package. (Is NOT the name around the row 0x00000040-60 that is the ''group'' which is common to all the files in the package. We need the internal name of the other file.) Look around the row 0x000001C0. Look for something called MatBaseTextureName. Next to it there is something like this ##0x7ff9598f for example. This is the name of a texture in the ''Texture Image'' folder.
3. The name of the default. (This way if something is wrong the program charges the default archive). Look at the end of the text around the row 0x00000590. Something like this afbodynaked-nudecut-s1 for example.
Write the names in a *.txt properly to remember better, and don't mix the file names.
Then you must go to the ''Texture Image'' folder. There you have to look file by file at the beginning of the text for those files you want. Those you wrote. The others can be deleted (You should have a backup).
Meanings of the default names (some guide):
afbodynaked-nudecut-s1 (Example)
The first 2 letters means age and gender (1one: a=adult, t=teen, e=elder. 2one: f=female, m=male).
The word after the line means body form (nudecut=in form, nude=normal, nudesoft=chubby).
The last line are the number of slots I mentioned at the beginning of the tutorial (s1=white, s2=tan, s3=med, s4=dark, there is a s5 but I'm not sure about what means, I think it's the alien skin.)
MAKING DEFAULT
The files you want must be extracted from the *.package file. You obtain two types *.simpe and *.xml, the second useless. You have to open the ''simpe'' files with a hexeditor (it's like the screen used until now with the simPE but lets you edit the file), and have to change the name of the files (edited map files) at the top of the text for the original default(gamecore) files. Remember you wrote them, as I said before. If not you must start again.
Example:
............l'J.
.CImageDatal'J..
....cSGResource.
........##0x7ff8
598f!0x3celbadd_
txtr............
This is something you can find. You must only change the undelined letters. The result must be something like this for example. (Remember that if you're naming the skin of a teenfemale the original must be the related skin.)
Example:
............l'J.
.CImageDatal'J..
....cSGResource.
........tfbodyna
ked-nudesoft-s1_
txtr............
Some times the default name is shorter that the space that the oldest name used.
Example:
............l'J.
.CImageDatal'J..
....cSGResource.
........tfbodyna
ked-nude-s1_txtr
................
IMPORTANT: The space left must be edited but not using the ''.'' button (it has diferent binary meaning). If you look at the left side of the SimPE screen, you'll see that there are in that positions ''00 00 00 04 00 00 02'' more or less. You have to put in the space left that kind of serie (it depends how looks you file). If you doubt put it ''00''.
Then re-pack the files again with the SimPE adding into a new file and save.
Thats all. It worked to me.
The proces it's easier than thought but needs some hard work. It works and don't produce crashes. The result can be added or removed easily from the ''../Mydocuments/Download/EAGames/TheSims2/Downloads'' folder.
Tools needed:
Bodyshop
SimPE
Hexeditor (unless your SimPE hexeditor could work, mine can't)
SOME BASICS
Custom skin:
In the Bodyshop build a custom skin. From: Create elements->start new project->genetics->skin tune->export.
(Notice that there are 4 slots by default skins, this has importance later)
Once exported the maps can be edited in the ''Projects'' folder, using a graphic editor. When ended compile from Bodyshop and you'll got a ''*.package'' file.
HARD PART
Lets work:
First we have to select the files we want. It's not necessary to pack all of them. We can pack only the female skins or only male skins for example. It depends what we wanna do.
The *.package file must be opened with the SimPE. Inside there are some ''folders'' and a lot of files, but we're interested only in two of them:
Material Description?
Texture Image
The second one contains the texture maps we edited before. The problem is how to know what files are those we want. Due to the package is a custom ''clon'' the names are unknown. For this reason we need the ''Material Description?'' folder.
Using SimPE (Uncompressed Data) on the text side, we can find 3 names:
1. The name of the image we edited. Ex. tfbodysoft-top (Between Rows 0x00000030-0x00000070)
2. The name of image texture in the package. (Is NOT the name around the row 0x00000040-60 that is the ''group'' which is common to all the files in the package. We need the internal name of the other file.) Look around the row 0x000001C0. Look for something called MatBaseTextureName. Next to it there is something like this ##0x7ff9598f for example. This is the name of a texture in the ''Texture Image'' folder.
3. The name of the default. (This way if something is wrong the program charges the default archive). Look at the end of the text around the row 0x00000590. Something like this afbodynaked-nudecut-s1 for example.
Write the names in a *.txt properly to remember better, and don't mix the file names.
Then you must go to the ''Texture Image'' folder. There you have to look file by file at the beginning of the text for those files you want. Those you wrote. The others can be deleted (You should have a backup).
Meanings of the default names (some guide):
afbodynaked-nudecut-s1 (Example)
The first 2 letters means age and gender (1one: a=adult, t=teen, e=elder. 2one: f=female, m=male).
The word after the line means body form (nudecut=in form, nude=normal, nudesoft=chubby).
The last line are the number of slots I mentioned at the beginning of the tutorial (s1=white, s2=tan, s3=med, s4=dark, there is a s5 but I'm not sure about what means, I think it's the alien skin.)
MAKING DEFAULT
The files you want must be extracted from the *.package file. You obtain two types *.simpe and *.xml, the second useless. You have to open the ''simpe'' files with a hexeditor (it's like the screen used until now with the simPE but lets you edit the file), and have to change the name of the files (edited map files) at the top of the text for the original default(gamecore) files. Remember you wrote them, as I said before. If not you must start again.
Example:
............l'J.
.CImageDatal'J..
....cSGResource.
........##0x7ff8
598f!0x3celbadd_
txtr............
This is something you can find. You must only change the undelined letters. The result must be something like this for example. (Remember that if you're naming the skin of a teenfemale the original must be the related skin.)
Example:
............l'J.
.CImageDatal'J..
....cSGResource.
........tfbodyna
ked-nudesoft-s1_
txtr............
Some times the default name is shorter that the space that the oldest name used.
Example:
............l'J.
.CImageDatal'J..
....cSGResource.
........tfbodyna
ked-nude-s1_txtr
................
IMPORTANT: The space left must be edited but not using the ''.'' button (it has diferent binary meaning). If you look at the left side of the SimPE screen, you'll see that there are in that positions ''00 00 00 04 00 00 02'' more or less. You have to put in the space left that kind of serie (it depends how looks you file). If you doubt put it ''00''.
Then re-pack the files again with the SimPE adding into a new file and save.
Thats all. It worked to me.