This is the hands-on way to do it, designed for people who are comfortable in SimPE, binning their own creations, and don't mind a few extra steps. This is how I bin hair. However, if you are binning your downloaded hair, many hairs at once, or you would like something easier/quicker, try the Color Binning Tool, a plugin for SimPE: http://www.modthesims2.com/showthread.php?p=1190910
1. First, the files you are going to be editing. Select them and copy them to somewhere else, like a folder called Backup, or something equally easy to remember, just in case you mess up.
2. Secondly, your files. Seriously.
3. Now, open and in SimPE, open the .package file for the hair recolour you would like to properly bin. We're going to bin hair recolor by marie_fay
4. Often, one is binning a bunch of hair at once, and it can be confusing to remember which file is for which colour. However, you can take a glance at the textures in the recolour package by clicking on the Texture Image (TXTR) entry in the Resource Tree (A) and then looking at the textures contained in the file (B). Look under Plugin view to see the textures (C). If you already know what colour you intend to bin this hair recolour under, go ahead to the next step.
5. If a creator made the recolour based on a different default colour (i.e. they just exported a red version of the texture, then made their black, blonde, brown, and red versions on that), then the default colour will be wrong for all the other colours. Click on the Hair Tone XML (XHTN) in the resource tree (A), and again in the list of resources (B). Under Plugin View (C), look for the line "proxy (dtString)" (D) and change it to the desired one of the following (E):
Make sure you Commit once you've made the changes (F).
6. Now, under the Resource Tree, choose Property Set (GZPS) (A). Click on the first one listed in the list of property sets (B). Under Plugin View (C), look for the line "hairtone (dtString)" (D) and change it to the same thing you did for the eyebrows in the Hairtone XML (E).
Make sure you hit commit after you've made the changes (F).
7. Repeat Step 6 for all of the rest of the Property Sets in the file, making sure to Commit after changing each one.
8. For the elder Property Set only (the name will have "_grey" at the end) change the hairtone to:
9. File - Save to save your changes to the file.
10. Move your modified file into your SavedSims or Downloads folder and test to make sure it's working correctly in Body Shop and/or the game.
Alternately, if you want to use to do it and apply it to the existing recolour files, you'll have to find them in your downloads, open the files, and then look under the Hairtone XML. There should be only one. Find the "family" value and copy it. Open the first Property Set (there will be one for each age) and find the "hairtone" line. Paste the "family" value from the Hairtone XML over the hairtone value in the Property Set. Commit, and repeat for each Property Set in the file. Save when you've done all of them. That'll switch that binned hair back to custom.
If you plan on doing any recolours in the future of melodie9's meshes, and you want sims to grow up wearing them, don't remove the other ages or they'll age into the wrong hairstyle. But if you never really age sims from one group to another (like me - I only open the game to test stuff so nobody ever ages), you can remove the other ages by this method.
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The brow IS binned correctly if XTOL hairtone is changed to the desired hair color value.
If you have a custom browshape with all 5 regular colors, if the XTOL family is the same in all the packages, they will switch properly as you change the sim's haircolor.
If you want to bin an eyebrow with a custom haircolor, you need to copy the hairtone value from the hair's property set, and use it in the hair's XHTN proxy field. You also need to use the same value in the brow's XTOL hairtone field.
For all possible brow choices on your elder sims, you need to make sure the grey property set hairtone field for your custom hair is set to the grey hairtone value. This assumes your custom hair turns grey(white) when your sim becomes an elder.
Every color of your color binned brows will populate the grey brow bin with a copy of the brow if you use the packages as they default from the body shop. In order to stop this I did two things. First I made a copy of one of the colored packages and named it "grey". Next I deleted some of the resources in each of the packages. In the colored packages I deleted the texture overlay(XTOL) texture image(TXTR) and material definition(TXMT) for the male and female grey brows, leaving all the colored brows. In the grey package I deleted the same resources for all the colored brows, leaving only the two grey ones. This worked for me.
The last thing I want to note is that if you want to make a recolor of one (or all) of the maxis default eyebrows to match your custom haircolor, and you want it binned properly for your custom hair, and to switch properly when you change hair colors, then you need to use these family values in the brows (I have all the add on packs - I don't know if this changes)
I found these values in this file:
C:\Program Files\EA GAMES\The Sims 2\TSData\Res\Catalog\Skins\Skins.package - you can find hairstyle, brow, facial hair families there, in the XTOL file.
When I have more than one color of a hairstyle, I have also found that I need to remove the grey property set from all but one of the colors. I cloned and recolored some maxis hair, put the correct family on it (so it is associated with the hair it was cloned from) and then deleted the grey property set and they worked great - pulling the grey version of the style from the maxis default.
Well - I tested this with ugly blue hair (2 female, 1 male) and brows (1 custom, 1 maxis recolor) in bodyshop. They all use the same hairtone value. I can make sims with it in bodyshop - and import them into the game. They show up fine, play fine, and when they have babies, they have blue haired babies which cycle through the two different female hair styles if they're girls. Because the custom hair is dominant, the blue hair shows up whether they mate with someone with blue hair or not. It also carries a recessive behind it properly.
The problem is that I don't see the hair in the sim creation utility of the game itself. Since I make my sims in BodyShop, this won't effect me much, but it's a bummer to be fiddling in the game, and to not be able to choose your new haircolor properly.
If anyone knows why they don't show up I'd like to know.
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I cannot do this.
How do I know which files are hair files from crazy names like 5a943ifje4_848000e8uw?
I have no idea how to do this.
Binning I don't think modifies those sims' genetics if the recolour's already used on 'em... but I don't think it messes them up either. You're not changing the actual parts of the file that the sim's info is pointing to, so it should be okay. I'd suggest trying to the binning before using any files in future, and backing stuff up if you try it on an existing sim, but I'm about 85% sure I've done it before myself and it worked okay.
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Mods rock my sox.
And thank you for this tutorial. This is so awesome!
Great tutorial! Just what I need. I have one stupid question, though.
You mentioned renaming files. Do you mean I can go to Windows Explorer and rename them by using F2, just like any other type of renamable file?
If so, that's awesome!
"Undertake something that is difficult; it will do you good. Unless you try to do something beyond what you have already mastered, you will never grow." - Ronald E. Osborn
Thanks: 7112 in 29 Posts
this is great it really helped alot but i have a question. (sorry if this is in the wrong place it seems to be the most hair colour oriented tutorial i can find, so again, sorry)
Iv finally finished a mesh that ive been working on for quite awhile but ive recently had to re-install my game, but having lost uni i only could install nightlife (which is what i created the new mesh in) i re-bought uni and managed to attach the mesh to the YA hair but it wont recolour, its just stays blonde. Is there anything i can do?
thanks in advance
It is a very long process if you have lots of hair and i am an obsessive hair collector so i have hundreds of Meshes (yes just meshes not even including textures).
I am also in process of logging every Hair mesh i have installed to possibly make a "Master Hair Mesh Text File". Which i can post on websites for others. So wish me luck.
After a massive crash and the ensuing rebuild of my Downloads folder, I decided to give binning a try. I was intimidated at first but have just binned my first hair following your tutorial (tested in BodyShop and it's exactly where it should be now, whoot!). I think it took me all of four minutes to do my first one? And that was going extra slowly and reading each step two or three times before touching anything.
It may be time-consuming to go through all my hairs to be binned, but I'm confident I should be able to handle it easily, thanks to this tutorial. Tossing may thanks and roses in your general direction!
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However, I was wondering - when I finish binning a file, another file appears in the same folder, with the same name, but with a '.bak' at the end. Is this normal? If so, is it important - can I delete one? If I want to upload the hair, do I upload the .package or the .bak? Thanks in advance