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Ohnoes, Not another mural! - New Meshes [EDecoMural1-3]

SCREENSHOTS
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Uploaded: 14th Mar 2007 at 6:49 AM
Updated: 14th Mar 2007 at 6:54 AM
A set of 3 wall hangings used as murals.

Having a ton of "murals" like wallpaint/textures/walls in a plethora of different sets, alphabetically named and datestamped (and any other attempt at organizing) but still showing up ingame as utter chaos and with no chance to paint them on properly other than careful scrutiny and pulling up one texture at a time...*draws breath*

...I decided to approach the problem differently. This would surerly have been done by others before, but I couldn't find any "just right" so meh, if you need something done...=) These are common mural type nature scenes (or anything, really), but instead of wallpaint, applied as textures to wall-size "paintings" in the same style as my previous meager canvas attempts (here: http://www.modthesims2.com/showthread.php?t=223238).

Near pixel thin simple "layers" stuck on the wall as a painting. So, instead of applying one by one wallpaint texture to make up a scene, simply pick the right size, slap it on the wall, and use the design tool to choose recolors/scenes. The murals cost 50, and the design tool 15 for each change. Works like a breeze for my photographer/painter sims, and hopefully for yours too =)



The imagemaps used in these are 1024x512px. Half the size of a sim-skin/clothing texture, and thus could have an effect on your game in terms of speed. I wouldn't reccomend covering your entire house with these, or converting your family photoalbums directly. Recolors seems to end up around 150-250k. It's quite possible to reduce the imagesizes, but I can't vouch for the existing uv staying correct unless you redo it for personal use. The same goes for even larger imagemaps, but I wasn't able to produce any noticable better detail with even double the resolution.

These are meant as bases for recolors. All cloned from basegame paintings. Shadows are included, but not visible. Exporting the texture via SimPE shows the exact size of the front, and the ratios are correct (no stretching). The scenery is the same for all 3 meshes, and if you have some smashingly beatiful scenes, I'd love to see them =)

EDecoMural1
Single tile placement (1 tile painting base), and covering 5 segments from the center, the equivalent of placing 5 wallpaints next to eachother.
12 polygons (+2 for shadows)
1024x410px size in the imagemap (1:2,5)

EDecoMural2 (in attached image)
Double tile placement (2 tile painting, centered), and covering 4 segments from the center. The same as painting down 4 wall textures.
12 polygons (+2 for shadows)
1000x500px in the imagemap (1:2)

EDecoMural3
Double tile placement (2 tile painting, centered), and covering 6 segments from the center. You get it.
12 polygons (+2 for shadows)
1024x342 px in the imagemap (1:3)