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cmomoney
10th Nov 2009, 3:34 AM
Tutorial: Creating Paintings with Multiple Images

There is a much easier way to way and a tool to do this. See this tutorial: http://dino.drealm.info/den/denforum/index.php?topic=681.0

This tutorial will show you how to add multiple images to a cloned painting, so you can have one frame with a selection of different paintings. This assumes you already know how to change the image in a painting. If not, try Meshing - General - Tutorial: Change EA Painting Image - For Those New to S3 Object Modification (http://www.modthesims.info/showthread.php?goto=lastpost&threadid=392299) by orangemittens before attempting this tutorial.


What you need:

* S3PE (http://www.modthesims.info/showthread.php?t=362412)
* S3OC (http://www.modthesims.info/showthread.php?t=362413)
* Graphic editing software with appropriate DDS plugins
* FNV hash generator (S3pe has its own, under Tools)

Let's start

We will be using the car painting.

1. Clone the car painting and open the clone in S3pe. Select the overlay image (PaintingCars_o) and export it. Close S3pe for now. http://thumbs.modthesims.info/getimage.php?file=1025093


2. Open the image in you graphic program and edit. Save with the same name BUT use a FNV generator and change the sixteen digit number in the name (instance number).

In s3pe, Ctrl+F opens the FNV tool.
You just plug-in some text - anything with your creator name would ensure its uniqueness, click on Calculate button and then paste the string it came up with to the designated field you need to edit.

Compare the length you'd need to use with other packages to see which to copy.
http://thumbs2.modthesims2.com/img/1/5/1/5/0/0/2/MTS2_ellacharm3d_1020159_fnv_hash.png
In our case, use the FNV64
Repeat this step for each painting.
http://thumbs.modthesims.info/getimage.php?file=1025094


3. Open S3pe again, and import your edited painting files. Select the PaintingCars_OBJD, and click the GRID button. Select "Materials" and click the little square that appears on the right.
http://thumbs.modthesims.info/getimage.php?file=1025095
In the new window, in the right pane, is a list of the materials. Since we only want three paintings, select and delete the last three paintings (via "Delete" button).
http://thumbs.modthesims.info/getimage.php?file=1025096


4. Now select the first material ([0]Material) and select "TGIBlocks" and click the little square that appears on the right (see previous pic). In the TGI Block List Editor, Select the _IMG with the same instance number as the original paintings image (5th in the list).
http://thumbs.modthesims.info/getimage.php?file=1025097

On the right, change the instance number to the instance number of your first painting's image and click "SAVE". Select the second material, and do the same, replacing the original instance number with the instance number of your second painting. Repeat this step on the third material using your third painting's instance number. Click "OK" and "COMMIT".


5. Save your package, renumber in S3oc, install, and test in-game.
http://thumbs.modthesims.info/getimage.php?file=1025098

Thanks to Orangemittens (for the idea) and the creators of all the TS3 modding tools/programs.

Feeling confident? Try part 2 (http://www.modthesims.info/showthread.php?t=377883) of this tutorial. :)

Cmo

orangemittens
10th Nov 2009, 11:44 AM
What a perfect tutorial Cmo...clean and simple. Great work!

For all the blondes in the crowd (like me...lol) the FNV generator in the s3pe tool Cmo mentioned is under the Tools button at the top and is called FNV Hash. You just type in the name you want to call the painting image in the "text to hash" line and click the calculate button. Then when the numbers pop up in the line below pick the longer number as the hash you will use...it's the one in the FNV64 line. Just highlight that number with your mouse and hit ctrl C to copy it. Then click ctrl V to just paste it right into the Instance Line of your Resource Details box when you import your IMG.

Ellacharm taught me this and she kindly posted pics of how to do it in Cmo's original thread about all of this here:
http://www.modthesims.info/showthread.php?t=375638&page=2

(Also, you don't have to thank me Cmo...this was all your doing and your work.) :)

OM

cmomoney
10th Nov 2009, 4:47 PM
Thanks, OM. I added her post to the tutorial.
(Also, you don't have to thank me Cmo...this was all your doing and your work.) ...but you brought it up...

hazuitokage
11th Nov 2009, 12:02 AM
*jumps ups and down hand in the air* :bunny: :bunny:
I'm blonde ! I'm blonde !!
… Therefore, I will give this tutorial a try as soon as possible. (…Because of course, that's a logical chain of events).
If blonde OM can do it, then so can I. :P


Thank you Cmomoney ! :)

orangemittens
11th Nov 2009, 1:50 AM
Well, I just told you what all of us meshers were hoping to have...Sims 2 style paintings in Sims 3. It's very kind of you to give me credit for that and I thank you. :)

Lol HT...that's Blondie to you. :p

OM

Ghost sdoj
3rd May 2010, 8:38 PM
I discovered a shortcut so that you don't need to keep opening the hash tool. Open Notepad and copy the name of your exported painting. Now paste that into your document once for each image you intend to use. Then open the Hash tool and generate enough random numbers for each line past the first. Paste those in too, including the 0x, making sure each one is on a separate line. Also paste the 16 digits without the 0x into the instance number of each of the picture names. Now you can edit your images in your favorite graphics editor, and give each of them one of the names on the list. And when it comes time to edit the grid, you have your instance numbers handy to copy and paste from your Notepad document as well.

orangemittens
4th May 2010, 1:00 AM
Great idea! Thank you :up:

Iris56
27th May 2010, 2:17 AM
This tutorial is awesome. I've been using it to cut down on the number of CC paintings I have by combining them, but I've run into a problem with some of the other paintings. On step 3, some of the paintings do not have anything under the list of materials (for example the goth and popstar posters, and the triptych). You can add a slot using the add button, but there isn't anything there to replace. When I tried to just add the texture it didn't work. So, what am I missing? It's probably something obvious, because I'm a complete noob at making stuff in sims 3. There must be a way to do it because one of the triptychs I downloaded has multiple images, but I can't figure out how they did it! I can clone that one and change the images, that doesn't help on the posters. I'd appreciate any help or suggestions. Thanks in advance!

cmomoney
29th May 2010, 8:04 PM
In posters like that, the image used is applied in the MLOD. IMO, the easiest way to make a poster w/multiple images would be to move the mesh/images into a painting that already has a material and presets.

lwavery7
1st Jun 2010, 12:44 AM
I'm sorry. I don't get how S3PE imports the second and third images into the package.,..I get changing the instance numbers, but where are the .dds files stored?

cmomoney
1st Jun 2010, 2:51 AM
The .dds files are the _IMG resources in the package.

lwavery7
2nd Jun 2010, 3:53 PM
Thank you for your patience, I go nuts when I can't figure out something. I cloned a pic with four materials, and didn't change the instance number for the fourth, which obviously showed as the original picture in the game. But in the game, the first three are the same, i.e. my third imported picture. The _IMG resource can only store one .dds, can't it. Lynn

cmomoney
2nd Jun 2010, 5:19 PM
Yes, the IMG resource is only one .dds, which means if you have 3 .dds files you should have an IMG resource for each of them.

Plum
15th Jul 2010, 1:19 AM
In posters like that, the image used is applied in the MLOD. IMO, the easiest way to make a poster w/multiple images would be to move the mesh/images into a painting that already has a material and presets.

I have no idea what that means. *cry*

Is there a tutorial for that step or shall I just fux around until it works or my head explodes?

I must turn the "goth painting" into a series of Disney princess posters! For great justice!

ETA: Oh damn, I'm even more stupid than I thought; I can't get this to work at all! I can only get it to display the main image. xP

Oh well. Back to being useless.

cmomoney
15th Jul 2010, 4:19 AM
Well, that goes beyond the scope of this tutorial. Why don't you use the giraffe painting? It would be easier than trying to convert the goth painting to something you can use.

Plum
15th Jul 2010, 6:54 AM
I tried it with the modern painting, but every image was just the same as the first one. Something in step four has me confused.

I open the TGI Block List Editor for each of the "Materials" and I see that list, but I don't see any IMGs with the Instances of the DDS files that I imported. So I just copy/pasted the Instances I made anyway right into that field, but it didn't appear to be the correct thing to do.

I also wanted to put more images than in the original file, so I hit "Copy" a few times to add new Materials and changed the "Unknown3" by +1 since... I dunno, that seemed to be the thing to do.

Regardless, when I loaded it into my game it was showing all nine variations I wanted, but the poster inside of the frame remained the same.

Thanks in advance if you're able to help. If not, thanks for pondering on it at least. ;)

orangemittens
15th Jul 2010, 11:35 AM
Hi Plum :) The EA paintings with multiple frame choices (multiple materials) have a single image to start (as you know) but a different material for each of the frame choices you see in-game. Each of those material choices is set up so it will reference the same instance of a dds IMG...that is, each is referencing the main image you see when you hang that painting on your wall in-game. Because they all reference the same instance number you see the same IMG in the game.

So what you're doing in this tutorial is 1. adding new dds IMG's with unique instance numbers and then 2. opening up each material choice in s3pe so you can change the instance number of the dds IMG it is referencing from the old EA main image to one of the instance numbers you assigned to your new dds IMG's that you added.

So in step four you will not see the new instance numbers of the dds IMG's that you added until you change them manually. The key is changing the right line in the TGI Block List Editor.

To figure out which line that is you need to look at the name of the IMG that has the EA painting image on it that you're trying to change. Find the instance number right before the actual name of the painting as illustrated above in the tutorial in step 2. Write that number down or copy/paste it into a TXT document.

Then, after you've imported your new, renamed IMG's open the TGI Block List Editor and look for the line that has the same instance number as the main EA dds IMG has. This will be the number you have written down. This is the number you need to replace with your new instance number. If you replace any of the other numbers or just add your new one this will not direct the game to look at your dds IMG. It will still be using the line that has the old instance number sitting there unchanged.

I would try that first before moving on to adding new painting images to your package. Once you've successfully done that, copy that package and put the copy away so you can pull it out and try again should something go wrong when you try to add new IMG's to the painting.

As far as hitting copy and adding you were right to change the Unknown 3 number. It's unclear exactly why that didn't work...it could be you didn't change the right instance number and so the game is still looking at the unchanged main dds IMG number. But it also could be that when you changed the Unknown 3 number that this change didn't "take". I had a version of s3pe that, for whatever reason, was not making this change stick. When I updated to the latest QA version that problem went away.

But anyway, try making one change at a time. Get the method for just changing the images down first before trying to add them...that's my advice.

Plum
20th Jul 2010, 5:53 AM
Alright, let's give this another go...

Ooooooh, I see. Your explanation helped me better understand what I was doing, so when I went back and read the step I realized I hadn't processed a few important words:

In the TGI Block List Editor, Select the _IMG with the same instance number as the original paintings image (5th in the list).
I selected it, then pasted the new instance number. I was a little confused and thought I was looking for my imported instance numbers on that list, and so I suppose I was pasting the new instance numbers into the wrong field. Shame on me.

And copying the material, changing the Unknown 3 by +1 and adding the rest of the instance numbers gave my painting the nine variations I desired.

Thank you so much for your help!

Now lets see if I survive the next tutorial... :anime:

ETA: And here (http://thegrownupsarelying.blogspot.com/2010/07/sims-3-federation-for-advancement-of.html) is what you helped me with! Thanks again!

LoserInc
1st Aug 2010, 2:19 AM
*sigh* I just cannot get this to work. I'm trying to use the jazz thing in 3 parts, don't know if that one is different or something. When I get to the step where you are in sp3e and click on the OBJD and grid, no materials show up. Tried adding them to no avail, still not showing up at all in game. This may be over my head though, I just learned how to make one picture replacement.

orangemittens
1st Aug 2010, 3:07 AM
The Jazz painting has no Materials because it does not have any parts that are recolorable in-game. To use this tutorial you have to select a painting that has at least one part that is recolorable.

LoserInc
1st Aug 2010, 3:24 AM
ooooh, ok. I thought I was going crazy. I'll try with a different painting next time. I was getting so frustrated almost to the point of tears. I was like..what the heck am I doing wrong, I am following step by step.

LoserInc
1st Aug 2010, 6:52 AM
I Did It!!!!!!!!!!!!!!!!!!!!

***edit***
nope, I didn't. thought I did. For some reason, the same picture shows up in every frame. I think I may finally give up on this :cry:

***edit edit***

Found the problem. When using the FNV hash, I was copying those numbers to notepad to paste into the block editor thing. I did not realize that when I imported them into s3pe that those numbers changed. *whew* so, yeah, I DID IT!!!!

hamshow123
8th Aug 2010, 6:50 PM
In step 3, I can't find the OBJD or anything. I imported the pictures and now I'm stuck. I'm using the modern painting, if that has anything to do with it.

Chez
8th Aug 2010, 6:59 PM
I'm somewhat confused on the 3rd section of the tutorial - do I highlight all the dds files I want to import and import them at once, and if so when the Import files pop-up box comes up do I need to change anything on it?
I tried importing them at once and simply clicked ok not changing any of the settings of the Import files pop-up boxed, followed the rest of the tutorial and saved, although again I am not sure what you mean by renumber in S3oc, so missed that out.
Then tested it in my game - the 3 pictures do show up once placed on a wall, but when viewing the image beforehand (the spinning icon) and when I'm about to put the image on the wall, it only shows up as a wooden frame with no picture on, and so even though once the picture is actually placed the image appears, I can't help but worry that there is some kind of problem/something I haven't done that is causing the image to only show up as a pictureless frame at first.

Chez
8th Aug 2010, 7:01 PM
In step 3, I can't find the OBJD or anything. I imported the pictures and now I'm stuck. I'm using the modern painting, if that has anything to do with it.

OBJD is under the TAG column like the _IMG files.

If the Tag column doesn't show up, simply drag what looks like the end of the Name column out to the right as though you are making the column wider, the Tag column should appear then.

orangemittens
8th Aug 2010, 7:20 PM
When you're importing your new dds IMG files I think you're going to need to do each one separately. If you've already changed the FNV hash on them you don't need to change anything during the import step into s3pe.

Renumber in s3oc means you open your package using s3oc and click "clone or fix" on the bottom right panel and then make sure the renumber box is checked in the left panel. Then click the start button. This will internally renumber your files and also make it so that the thumbnails should show up correctly in-game. It also means that if you want to change any of the files you will have to re-export them using s3pe or rename the old ones to match the new ones.

Hmm...ETA: I tried importing multiple image files and it seemed to work ok. The dialogue box that popped up for that didn't have the Use Resource Name box checked off although I don't know if that should matter.

bardsmanship
9th Aug 2010, 6:53 AM
Hi, I have a question. The custom object I cloned already comes with multiple images (6 to be exact), and what I'm trying to do is to add another image to make it 7. Does this mean that in step 3, I should add another Material?

I followed the steps more or less exactly but th 7th image didn't show up ingame.

cmomoney
9th Aug 2010, 1:34 PM
You would need to click the Copy button, which adds a copy of the selected material. Then change the Unknown 3 by +1 and proceed to step 4.

Ninjakitten
5th Sep 2010, 11:33 PM
First of all, this tutorial is awesome. Thank you for it! I successfully got one working with two images, and then decided to add two more images, which also worked, so I added some more... and now I have an odd problem. The picture has a total of 10 images, and 1-5 work exactly right. However, 6-10 have the same thumbnail as 5. When you click them, the rotating preview shows the right picture, and the painting that appears at your cursor is correct... until you try to move it. Then the image on the painting changes to the same as #5.

I can't figure out why this happens. I've changed the Unknown 3 numbers so they increment (from 0x00000001 through 0x0000000A), and they all have the right images attached, and yet...

Thanks for any help.

orangemittens
6th Sep 2010, 1:26 PM
Have you tried running the painting through S3oc to "fix" it? I've had issues like this if I add new images to a painting I've already saved once before but running it through s3oc to renumber it has always solved the problem.

Ninjakitten
6th Sep 2010, 4:03 PM
Have you tried running the painting through S3oc to "fix" it? I've had issues like this if I add new images to a painting I've already saved once before but running it through s3oc to renumber it has always solved the problem.I have, but I think I must be doing it wrong. I open the package, click "Clone or Fix...", tell it 'Start', and...

...and this time it worked. >_> Ha! One sec, let's see if that did it.

...yes! Success! Thank you. :)

Previously, every time I told it to start, it told me something about an unhandled exception because that key was already used. I couldn't find any information on that error anywhere. Hm. Oh well, it works now! Thanks again. :)

celebkiriedhel
9th Nov 2010, 5:34 AM
http://www.simthing.net/images/poster02.jpg
http://www.simthing.net/images/poster03.jpg

In CAST, the thumbnails match the actual posters.

However in Buy Mode, when it's being selected - it shows just the first image each time. I thought it might be because I haven't deleted the cache, so I did.

But then I realised - that the frames are different on each thumbnail, so it's generated the thumbnail with the different frames.

I have run the package through S3OC, but I'm thinking there was a box I should have ticked or something?

orangemittens
9th Nov 2010, 12:26 PM
When you run it through s3oc you want to have the renumber/rename box checked. This is the default so I'm guessing that you probably did have that one checked. By that I mean that you want a checkmark in the box to select that option.

Which caches did you delete? There are 4 major ones: CASPartCache.package, compositorCache.package, scriptCache.package, simCompositorCache.package. Also there are the World caches which could be the issue although I can't remember ever having them be the root of this kind of problem.

In looking at the picture you've posted I'm having a tough time figuring out what the posters are supposed to look like and how they work. Are these frames recolorable in CAS or are they a part of the overlay IMG that has the painting image on it also? Are the painting images you've shown when the painting is hanging in-game solid color like that because they are tests?

In making the paintings you followed the directions of this tutorial and the painting recoloring tutorial I wrote right?...that is...you didn't do anything to the thum resource in your package and you didn't attempt in any other way to alter the thumbnails? There were no other tutorials involved?

celebkiriedhel
10th Nov 2010, 10:43 AM
That was it!! The renumber/rename box wasn't checked! I don't know why - I haven't unchecked it. I'm not that familiar with S3OC so it wasn't something I noticed. I will from now on though!

Nope - the only tutorials I've followed were yours and this one.
The frames in the picture were recasted - the pictures I did just as a testing thing were block colours apart from the first one. I thought it would make it easier to work out what it was doing.
The Cache that I deleted were the 4 major ones. I didn't touch the thumbnail ones.

Thanks again for your help OM! ((hug))

orangemittens
10th Nov 2010, 11:44 AM
I'm glad it was that since it's easy to fix. :) The runumber/rename gives your items unique instance numbers. If you create an obect that hasn't been renumbered it will basically act as a default replacement.

Deestar
1st Dec 2010, 4:10 PM
Is there a list of the EA paintings with multiple matierals available?

cmomoney
1st Dec 2010, 4:14 PM
Not that I know of, but you could always check the paintings in-game.

SHOWER_SCREAM
16th Dec 2010, 10:35 PM
And copying the material, changing the Unknown 3 by +1 and adding the rest of the instance numbers gave my painting the nine variations I desired.



This is an extremely important step. Why isn't this mentioned in the actual tutorial?

Doczott
19th Feb 2011, 10:08 AM
Did your tutorial and tried to take it to the next "level". I tried to make a painting to be many movie posters. 37 movie posters to be exact.

http://img26.imageshack.us/img26/3672/ts3sp032011021903032971.jpg

As you can see I am mostly successful. But 22 images in, the game doesn't make thumbnails anymore for the posters. The Star Wars and James Bond posters are 2 without thumbnails. So the images are linked properly it would seem.

Any suggestions?

Edit: Yes, I just noticed I misspelled "Stood".

cmomoney
23rd Feb 2011, 9:50 PM
SHOWER_SCREAM: Because in the tutorial I only used the existing presets, I didn't add to them.

Doczot: Maybe there's a limit? I've never made that many.

yuichen
26th Feb 2011, 6:19 AM
It took me a while to get it right, but eventually the additional painting options worked. Thank you for a great tutorial :)

However, I seem to have an issue with the painting/photo quality. Far away it looks decent, but up close it's kinda crunchy looking. Is there a way to improve them? The original images are considerably cleaner.

orangemittens
26th Feb 2011, 10:50 PM
If you changed the IMG size from the original you might get some improvement by changing the mask width and height. Another way of getting your painting to look better is to give the actual painting image you're sticking onto the IMG more room on the map. I usually sharpen my images somewhat also even if they already look sharp enough.

Doczott
10th Mar 2011, 9:56 PM
Yes it may be a limit. It just seems that 22 is an odd number for a limit. I could easily understand limits like 7, 8, 15, 16, 31, 32... Anything based on the binary/hexadecimal/decimal system. 22 is just... odd.

These movie posters and others, coming soon in a package near you. ;-)

rchitawita
29th Mar 2011, 2:49 AM
Can I request an update to the tutorial? I'm lost at step 2.

orangemittens
29th Mar 2011, 3:10 AM
In step 2 what you're doing is:

1. editing the original overlay IMG so that it looks how you would like your new painting image to look in-game.

and

2. renaming that IMG so that you can later make the new painting image show up in-game.

I'm guessing your question refers to the renaming part. To do this you need to generate a 16 digit unique number (aka a new instance number). The easiest way to do this is to use s3pe's FNV hash generator.

To do this open s3pe and 1. choose Tools in the top bar then 2. from the dropdown choose FNV Hash.

http://jaue.com/om/fnv1.jpg

after you do this you will get a popup box. Fill a name into the Text to Hash line in that box. Use something that is long like "mynamepaintingnameofpaintingimagenumberhash" and then click the Calculate button. Copy the number that shows up in the FNV64 box.

Once you have that number you will use this number to replace the overlay IMG's number as shown in the tutorial pic. :)

I hope this makes sense. If this wasn't the question please post again :)

rchitawita
29th Mar 2011, 3:28 AM
Yes I was able to edit the painting in Paint.NET. Added a layer and pasted the picture I wanted. Merged the two layers and saved with new 16digit hash. The part that confuses me is adding more. When I reopen the original file to add another painting and save, it asks me to overwrite the existing file. So that part has me confused.

orangemittens
29th Mar 2011, 3:39 AM
If you're adding more than one new edited IMG you will need to generate a new hash number for each new edit. Edit the second one, rename it with a second hash number and save.

rchitawita
29th Mar 2011, 3:44 AM
Ah, that's where I'm wrong. I understood step two to mean use the same hash number for each as it didn't specify. So, only in the end do I give them the same number as the original? Did I understand that correctly?

orangemittens
29th Mar 2011, 3:50 AM
You don't want to ever give the new edited IMG's the same number as the original. This number is what's telling the game which IMG to use. So you're 1. renumbering your edited IMG to a new number and then 2. going into the TGI Editor box to tell the game to look at your new IMG by changing the original number to your new one.

If you were to use the original number it would simply point back to EA's painting which isn't what you're wanting.

rchitawita
29th Mar 2011, 3:58 AM
Thank you for clearing that up. I just started doing this a few days ago so I apologize for my ignorance. It should be easy enough now. You've been a great help. :luff:

orangemittens
29th Mar 2011, 4:01 AM
Np..and no apologizin...we all started out in s3 knowing nothing :) If you have more questions don't hesitate to ask :)

Miko09
16th May 2011, 2:21 AM
I followed everything closely but couldn't get the painting to show up in the game. Zilch! Nada!

Maybe i messed something up along the way, but I cant think of anything. I DID use a custom painting with a custom mesh instead of a painting out of the game, but I thought it was interchangeable. I'm assuming I messed up as the new painting didnt even come up. I didnt see a tutorial of creating new painting using a custom mesh, so I thought I could adapt this one.

Kinda bummed when I went into the game and didnt see the package there :(

orangemittens
16th May 2011, 2:58 AM
Miko, have you tried just recoloring the painting with one image first? Try that first...and once that painting is showing up in-game then edit that one to include your new images.

Miko09
16th May 2011, 3:33 AM
I could try that. I think I might know what I did wrong: I used a different fnv for EACH .dds image I changed/imported. So each painting had a different fnv hash. Was that the correct thing way to do it or was I reading the instructions? I was cross referencing this tutorial with your single picture tutorial and maybe I missed something.

I will try what you said first and see the outcome

orangemittens
16th May 2011, 3:42 AM
You do want a different hash for each painting image. But just put the single recolored one in first. Once you have that save a copy and have a separate copy to edit. Add one new image in at a time and test in-game until you're familiar with the process. Save the package after each successful change so you have it to restart on should something go wrong with the next one. If you make a bunch of changes all at the same time it's hard to figure out where the error is. If you make one change at a time you know right away where the problem is if you make a mistake. :)

Miko09
20th May 2011, 10:39 AM
Tried it with just one single recolored image and it still didnt appear :( ho hum.

I guess I could just use a painting from the game and recolor it, but that's been done a thousand times already. Is there a tutorial for creating paintings on a custom mesh?

orangemittens
20th May 2011, 11:05 AM
Which user-made painting did you try this on? Did you renumber your new clone using s3oc?

Creating a new painting object requires the same steps as making any standard custom object. There are a couple tutorials covering the basics of making a new mesh and putting it into the game.

Miko09
20th May 2011, 8:21 PM
It was Sweet Ambrosia's minimalist Superhero posters(part 1). I also made sure to renumber the new package in s3oc. Maybe I will try a different poster/painting to see if that work

orangemittens
20th May 2011, 9:22 PM
I'm unfamiliar with that painting...do you have a link for it?

Miko09
21st May 2011, 8:40 PM
I'm unfamiliar with that painting...do you have a link for it?

Sorry for not responding sooner. I have family coming in to town so it's busy busy busy. It's right here: http://sweet-ambrosia1.blogspot.com/2010/08/here-is-set-1-consisting-of-8-posters.html

I have seen people use other meshes by her, but just not this one

orangemittens
21st May 2011, 8:45 PM
It looks like that was made with TSRW. I think that might be your issue. Try starting the project again but use a different painting to recolor. I've got several at my site Indigo that you're free to try this on if you like.

http://jaue.com/indigo/indigo-home.html

Miko09
21st May 2011, 9:02 PM
Ok now I understand. Damn TSRW! I will try with one of your paintings later today and give an update!

I have a question though: If the mesh was made in TSRW, does that mean it can be edited within the same program to get the result I am looking for?

Edit: It worked! Thank you so much OM!

orangemittens
22nd May 2011, 3:05 AM
Ok now I understand. Damn TSRW! I will try with one of your paintings later today and give an update!

I have a question though: If the mesh was made in TSRW, does that mean it can be edited within the same program to get the result I am looking for?

Edit: It worked! Thank you so much OM!Fantastic...I look forward to seeing you post your work :)

I've never used TSRW and don't keep up with the updates made to that tool so I could be mistaken. But my understanding of how it works is that once something is made into a file that can be put in game, that file, the one you put in the game, is no longer editable with any tool.

grubby1594
26th Feb 2012, 12:24 AM
CMO and OM thanks for all the help you have given me even though I never really asked these guides and your posts have helped me learn how to do custom paintings on my own without the guide and its pretty easy once you do it the first time. 2nd time through i leaned even more from it.

cmomoney
26th Feb 2012, 3:07 AM
Hi, grubby. I'm glad you got it working, but there is now a new tool and easier way to do this. See this tutorial: http://dino.drealm.info/den/denforum/index.php?topic=681.0

grubby1594
26th Feb 2012, 3:44 AM
not sure i like that one though it seems pretty hard to hunt objects down in the list because its not so big and you can't put them in order of name for example i like to put them in order so i can easily find the word painting that the beginning of the file name. this one seems as if i can only order them by type which wouldnt be bad if it said painting as a type too. but thats just not the case. hunting is not fun =/

orangemittens
26th Feb 2012, 3:54 AM
not sure i like that one though it seems pretty hard to hunt objects down in the list because its not so big and you can't put them in order of name for example i like to put them in order so i can easily find the word painting that the beginning of the file name. this one seems as if i can only order them by type which wouldnt be bad if it said painting as a type too. but thats just not the case. hunting is not fun =/I'm not sure what you mean. You still use s3oc to clone your object so the list of clonable objects you're looking through is the same as what you were using before for this tutorial. Only after the s3oc part, which is unchanged, you open the .package you cloned with the new tool. Could you explain a little more about what gives you trouble...I'd like to fix the tutorial if it is confusing :)

grubby1594
29th Feb 2012, 2:30 AM
I'm not sure what you mean. You still use s3oc to clone your object so the list of clonable objects you're looking through is the same as what you were using before for this tutorial. Only after the s3oc part, which is unchanged, you open the .package you cloned with the new tool. Could you explain a little more about what gives you trouble...I'd like to fix the tutorial if it is confusing :) yeah i forgot i clone it first lol thats why 1 of my paintings got messed up when i did my first custom painting i did it in the main build package and deleted one of the images....dont care the didnt like the image

orangemittens
29th Feb 2012, 1:20 PM
yeah i forgot i clone it first lol thats why 1 of my paintings got messed up when i did my first custom painting i did it in the main build package and deleted one of the images....dont care the didnt like the imageI'm guessing this happened when you were using s3pe. To avoid that kind of thing remember to tick the Readonly box when attempting to open fullbuild0 or any other EA game file in s3pe. The current test version appears to default to this setting but older versions may not. :)

perlerose
23rd Jul 2012, 4:59 PM
Hi! I managed to make a custom painting show up in my game, but the quality is deplorable! The frame is fine, but the image (which was over 1000 pixels wide originally) now looks pixelated and blurry. Did I miss anything? Am I supposed to crop/resize before placing it on the dds file or should I click/drag and then resize?

Thanks!

cmomoney
24th Jul 2012, 12:04 AM
Try using this tutorial :http://dino.drealm.info/den/denforum/index.php?topic=681.0 It is much easier because there is now a tool for this.

sims3user773
30th Jul 2012, 6:46 AM
THANKSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!! Now i can put more real look photos!