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Recolour Template for "WallWindows" sets

by Numenor Posted 27th Apr 2005 at 5:20 PM - Updated 21st Jan 2007 at 8:15 PM by Numenor
11 Comments / replies (Who?) - 11 Feedback Posts
This is a new mesh recolour, and means that you will need to download the particular mesh itself in order for this to show up in your game. See the Meshes Needed section or read the text for more information.
I've prepared a template that can be used as a base for your custom recolours; the "recolourable" part is marked in red in the template texture (the door handle has its own, separate texture).
In the template texture, I've marked the sides (up, down, left, right) that apply to the normal window; large objects like the double door have a "mirrored" UVmapping. Look at the screenshot (that includes only the basic items) to see the actual appearance in game of the template texture.

How to create recolours:
Due to the recolours being shared by the entire Seamless set and the entire Standard set, the procedure to be followed in order to create new recolours is different than with any other object.

First off, you need the Recolour Template (attached below, and also included in the “Recolour Pack” from the main WallWindow thread).

When you have located the Recolour Template, do the following:
1) Start SimPE and clone the Recolour Template; you don’t have to create a recolour package for it, and you can’t simply create a copy of the template package: you have to clone it!
2) Your clone will contain 2 textures: one for the glass, and one for the “brass” (i.e. the metal handles). If you are going to create a recolour for the glass only, delete all the files that contain “brass” in their name (4 in total).
3) Replace the texture(s) with the one(s) that you have created; I strongly suggest to use “Build DXT” function of SimPE for importing the new textures.

When done, your recolour will apply automatically to the entire sets, windows and doors.[/B]
Tags: #wallwindow

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 2
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date

Size: 4.0 KB · Downloads: 205 · 21st Jan 2007
4.0 KB 205 21st Jan 2007
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Meshes needed! This download requires one or more meshes to work properly. Please check the Description tab for information about the meshes needed, then download them below:
Basic Download and Install Instructions:

1. Download: Click the download link to save the .rar or .zip file(s) to your computer.

2. Extract the zip, rar, or 7z file.

3. Place in Downloads Folder: Cut and paste the .package file(s) into your Downloads folder:
  • Origin (Ultimate Collection): Users\(Current User Account)\Documents\EA Games\The Sims™ 2 Ultimate Collection\Downloads\
  • Non-Origin, Windows Vista/7/8/10: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads\
  • Non-Origin, Windows XP: Documents and Settings\(Current User Account)\My Documents\EA Games\The Sims 2\Downloads\
  • Mac: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads
  • Mac x64: /Library/Containers/com.aspyr.sims2.appstore/Data/Library/Application Support/Aspyr/The Sims 2/Downloads
Need more information?
11 Comments / Replies (Who?) - 10 Feedback Posts
Lab Assistant
#2 Old 27th Apr 2005 at 5:39 PM
More awesome work from you, Numenor.

You're quickly becoming one of my favorite modders here.

#3 Old 27th Apr 2005 at 5:47 PM

**I will try again**
Thank you for replying.

Field Researcher
#4 Old 28th Apr 2005 at 4:46 AM
YAY!! Thank you Numenor!!
Field Researcher
#5 Old 28th Apr 2005 at 7:47 AM
Thanks Numenor :thumb:
The frosted one will be great for shower rooms
Test Subject
#6 Old 28th Apr 2005 at 8:30 AM
thanks Mate your way to good for us thanks for sharing love your work heaps
#7 Old 28th Apr 2005 at 8:37 AM
These look awesome, thanks for sharing them.
Field Researcher
#8 Old 3rd May 2005 at 11:24 AM
wow numenor ^^ the red template looks good on its own ^^
(i cant moddie but i dl it cause it will look great anyway ^^ imagine shops or a mars colony with those walls n doors ^^ heheh)
The ModFather
retired moderator
Original Poster
#9 Old 3rd May 2005 at 11:53 AM
Rayea, in the original package there is already a red recolour (well... less "red" than the template) that hasn't the text on it, and it's therefore more usable. Anyway, create a recolour is a matter of clicks with SimPE There is a good tutorial by RGiles in the tutorial forum.
Test Subject
#10 Old 4th May 2005 at 10:27 AM Last edited by WinterLily : 4th May 2005 at 10:30 AM.
Oh thank you for explaining how to recolor these. I never got the chance to go back thru the orginal one and ask. I had TONS of ideas when the original came out. Thank you again!

_edited to remove stupidity_
[email protected]! I didnt see the red one had guides on it. Im tired..what can I say.
#11 Old 24th Jan 2006 at 8:33 AM
very nice,looks good
Thanks for sharing

Wanna see me whiz?
Mad Poster
#12 Old 3rd Mar 2006 at 5:51 PM Last edited by niol : 21st Jan 2007 at 3:48 AM. Reason: more infos to +
Just to show my measurement for the template location for the seamless textural base map of the regular counterparts.

1. the normal template location is 102px wide and 495px high in the middle of the red region (140px wide and 495px high).
2. The left of the normal template location is 19px away from the left of the red region.
3. The right of the normal template location is 19px away from the right of the red region.
4. The top & bottom of the normal template location are the same as those of the red region. The height of the normal recolour is the same as that of the diagonal one.

As for the diagonal counterparts, they pick the graphic of the whole red region.

If the difference in width between the diagonal and the normal one is the same as the width of the texture unit,
diagonal recolour - normal recolour = 19px = the modular unit of the recolour texture ;
then a smooth recolour for both versions is possible.
Surely, you can try an approach I've tried before as in
The extended silvery tubings are for the diagonal version. So, the diagonal version will look a bit different from the normal version!

The whitish region is non-functional. So, no need to edit at all.

Sorry, I don't mean to advertise my dls, but I can't find a faster instance and explanation than that .