Hi there! You are currently browsing as a guest. Why not create an account? Then you get less ads, can thank creators, post feedback, keep a list of your favourites, and more!
Test Subject
Original Poster
#1 Old 28th Jun 2009 at 11:57 PM
Default how do i make custom paintings and posters
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?
Advertisement
Lab Assistant
#2 Old 29th Jun 2009 at 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.
Sir Not Appearing In This Film
#3 Old 29th Jun 2009 at 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.
Test Subject
Original Poster
#4 Old 29th Jun 2009 at 5:16 AM
thank you both for the info
Test Subject
#5 Old 29th Jun 2009 at 9:34 AM Last edited by Creon : 29th Jun 2009 at 9:48 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
Field Researcher
#6 Old 2nd Jul 2009 at 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?
Instructor
#7 Old 2nd Jul 2009 at 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?
Test Subject
#8 Old 7th Jul 2009 at 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...
Test Subject
#9 Old 7th Jul 2009 at 1:19 AM
<--- am dumb... because i can't find ANY .dds files
Sir Not Appearing In This Film
#10 Old 7th Jul 2009 at 1:30 AM
Quote: Originally posted by JEPC32
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...

Quote: Originally posted by JEPC32
i just don't see why it has to be so complicated...


You'd have to ask Maxis/EA that...

Quote: Originally posted by JEPC32
i can't find ANY .dds files


They are in FullBuild2.package
Lab Assistant
#11 Old 7th Jul 2009 at 2:16 AM
Quote: Originally posted by Snaitf
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.
Alchemist
#12 Old 7th Jul 2009 at 2:18 AM
Quote: Originally posted by Snaitf
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.
Eminence Grise
#13 Old 7th Jul 2009 at 2:27 AM
Quote: Originally posted by TigerM
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
Me? Sarcastic? Never.
staff: administrator
#14 Old 7th Jul 2009 at 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.
Test Subject
#15 Old 7th Jul 2009 at 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!!!
Lab Assistant
#16 Old 12th Jul 2009 at 1:50 AM
Quote: Originally posted by Creon
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

where do you get these programs..S3PIDemoFE and GIMP ?
Babu
Alchemist
#17 Old 12th Jul 2009 at 6:18 AM
If it's possible to make custom wall art, why aren't there any around for D/L?
Eminence Grise
#18 Old 12th Jul 2009 at 7:59 AM
Quote: Originally posted by babu357
where do you get these programs..S3PIDemoFE and GIMP ?
Babu


S3PIDemoFE is now S3PE, and it's here: http://www.simlogical.com/Sims3Tool...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.
Mother Function
retired moderator
#19 Old 12th Jul 2009 at 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?

"Holy Shift! Check out the asymptotes on that mother function!"
Theorist
#20 Old 12th Jul 2009 at 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.
Lab Assistant
#21 Old 12th Jul 2009 at 6:56 PM
You can also download ATI's Compressonator to convert other image formats from/to DDS and use whatever graphics program you want with no plugin required.
Eminence Grise
#22 Old 13th Jul 2009 at 1:32 AM Last edited by Srikandi : 13th Jul 2009 at 4:40 AM.
Quote: Originally posted by coltraz
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.
Test Subject
#23 Old 14th Jul 2009 at 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."
Alchemist
#24 Old 14th Jul 2009 at 6:57 PM
Quote: Originally posted by Srikandi
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.
Lab Assistant
#25 Old 14th Jul 2009 at 7:44 PM
Quote: Originally posted by simmilk
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.)
Locked thread
Page 1 of 2
Back to top