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Featured upload! Blender 2.7 TS3 Tools v3.02 updated 5-2-14

by cmomoney Posted 15th Feb 2011 at 8:32 PM - Updated 2nd May 2014 at 4:08 PM by cmomoney
214 Comments / replies (Who?) - 9 Feedback Posts, 6 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
Blender 2.7 TS3 Tools


Blender is a free open source 3D program. With Blender and this set of tools, you can create 3d meshes to be used in TS3 as objects, i.e. chairs, tables, ect. You can get Blender 3d 2.65a here.

THIS WORKS FOR BLENDER 2.63-2.7+ AND IS ONLY FOR OBJECTS.

Features:
  • Import/export - import/export MLOD and MODL files(.s3m2b)
  • Geostate Editor - editor for geostates(multistate objects)
  • EZ Bake - bake multiplier, rgb, and specular images with just a few clicks
  • Image Loader - apply images to objects and get and idea how they will look in-game(including alphas)
  • Mesh Swap - swaps your mesh with the imported EA mesh.
  • Create ShadowMesh - makes a mesh into a sunshadow mesh by correctly sizing and positioning
  • Fix Seams - fix unsightly seams created when splitting vertices/edges(aligns vertex normals)
  • Make Glass - automagically give a group a glass material with one click(Blender viewing only)
  • Hide Bones - hide/show the bones in an object with one click
  • Add Lights - adds a four point lighting set up for checking specularity
[*]Drop Shadow Strength - adjust the strength of dropshadows

Installation:

1. Download and extract the "io_TS3_tools.py" and put it where you can find it.
2. Start Blender and go to File->User Preferences(or press CTRL+ALT+U).
3. Click the "Add-Ons" button at the top of the User Preferences window.
4. Click the "Import/Export" button on the left, then click the "Install Add-On" button at the bottom.
5. Navigate to where you extracted the file and select the "io_TS3_tools.py" and click "Install Add-On". TS3 Tools is added to the the list.
6. Click the check box to the right of the TS3 Tools in the list. The importer/exporter is added to the File->Import menu, and the TS3 Tools and TS3 Image Loader panels are added to the Properties Editor under Scene.
7. Close the User Preferences window, and hit CTRL+U to save as default(if you want TS3 Tools to be there next time you start Blender).

Importing/Exporting:

You will need the latest QA version of S3PE to use this script. and the latest MeshExpImpHelper

Importing:
1. Select the MLOD/MODL in s3pe, right click on it, and select "to s3m2b". Save the file in it's own folder.
2. Start Blender, and in the Properties editor under Scene, click the Import button in the TS3 Tools panel or go to File->Import->Sims 3 MLOD/MODL. Navigate to the your folder and select the name_filebase.s3m2b file.

When creating you new mesh, to keep sharp edges, you will have to use the Edge Split modifier. Also, UV mapped parts that are separated on the map should be split in the mesh. The exporter only exports changes made in Edit Mode, changes made in Object Mode are ignored.

To assign a new mesh to a group:

1. Right-click on the new mesh(s), the hold SHIFT and right-click on the mesh you want to replace.
2. Click the 'Swap' button.

To assign vertices to the joints:
1. Right-click on the mesh and press TAB to go into Edit mode.
2. Select the vertices you want to add to a joint. In the Properties editor, select the "Object Data" panel(button with triangle/w dots at the corners).
3.In the "Object Data" panel under 'Vertex Groups', select the joint you want to assign to, and click assign.

Exporting:
1. In the Properties editor under Scene, click the Export button in the TS3 Tools panel or go to File->Export->Sims 3 MLOD/MODL. If you haven't triangulated your meshes(CTRL+T in Edit mode), click the Triangulate checkbox in the export options panel(bottom-left of the file select window). Navigate to the folder you imported from, select the name_filebase.s3m2b file, and press "Export MLOD/MODL".
2. In s3pe, open the package. Right-click on the MLOD/MODL you exported from and select 'from s3m2b'. Navigate to your newly created .s3m2b file and click 'Open'.

Exclude from Export
This function allows you to specify groups to be left untouched on export. Any groups with this setting will be skipped during export, leaving the original group unedited. This is perfect for making beds, as you can exclude every group but the frame and dropshadow, and edit them without having to worry about borked normals on the mattress due to Blender recalculations. Just select the group(on at a time) to exclude and press the 'Exclude from Export' button. Do the same to re-include a group.

EZ Bake:


note: You must have a UV/Image editor window open in your scene. Also, Material mode must be set to GLSL and Shading method to Textured to view the results on the mesh. See this tutorial.

Multiplier:
1. Select the groups you want to bake.
2. In the TS3 Tools panel in the EZ Bake section, select the size of the image, and the baking method you want to use.
3. Click the Bake button. Press ALT+Z to change to Textured shading and see results on the mesh.
4. In the UV/Image editor, go to Image->Save As to save you image. Default format is .png. you will have to open your image in an graphics program to save it as a .dds.

RGB Mask:
TBA

Specular:
TBA

Image Loader


note: Material mode must be set to GLSL and Shading method to Textured to view the results on the mesh. See this tutorial.

1. Select a group. Click Open under whatever image you're trying to load(multiplier, mask, overlay, specular, or dropshadow).
2. Navigate to the image and click Open.
3. Press ALT+Z to change to Textured shading and see results on the mesh.
4. To remove an image, simply click the X next to that image.

To view the specularity(if specular image is loaded), make sure the 'Shadeless' box is unchecked and you have lights in your scene(or just use 'Add Lights').

Geostate Editor


Viewing
With an object containing geostates imported, and its images loaded, select the group containing the geostate. In the geostate editor panel, select the geostate you wish to view and click 'View'.

Editing
1. Make sure you're viewing the geostate you wish to edit and switch to edit mode.
2. Click the 'Show All' button to see the complete mesh.
3. Select the faces you want included in the geostate, deselect the the faces you don't want included in the geostate.
4. Click the 'Set' button to set the geostate.

Fix Seams:

note: If you use Fix Seams, you cannot go into Edit mode with the group you used it on, or Blender will recalculate the vertex normals and undo the fix. You can use Edit mode on other groups as long as you haven't used Fix Seams on them. Fix Seams Should probably be one of the last things you do before exporting. Also, the result may not be visible, and the only way to verify that it worked is to go into Edit mode and turn on the vertex normals. But then Blender will undo the fix once you go back to Object mode, so you'll have to do Fix Seams again. :P

1. While in Edit mode, select the only the vertices of the seam(it may be easier to select the edges in edge select mode). Do the same for all groups that have seams you want to fix.
2. While in Object mode, select all the groups that have seams to fix and click the Fix Seams button. If there were no problems, 'Alignment complete' will printed in the Console.


Create Shadow Mesh:
TBA

Show/Hide Bones:

Simply click the button to hide all bones in the object, and click again to show them. Bones are hidden by default.

Make Glass:

Select the group(s) you want to make glass and click Make Glass. Press ALT+Z to change to Textured shading and see results on the mesh.
note: This does not make your object glass in-game. It's is merely a representation for viewing in
Blender.

Add Lights

Simply click the button to add four-point lighting setup to the scene. (Needed to view specularity)

Issues:
Importing more than one MLOD/MODL can cause problems. You should start a new project.

Release history:

  • 3.02(2May2014)changelog
    -adjusted for 2.7 API(bpy.ops.mesh.select_loose())

    3.0.1(28January2013)changelog
    -Fixed error importing/exporting sunshadows(thanks Zed )

    3.0(22January2013)changelog
    -Fixed addon loading error

    3.0(18January2013)changelog:
    -Updated for Blender 2.65a.
    -rework of import/export, eliminating need for splitting at seams(is done programagically)
    -added dropshadow intensity

    2.5(11November2012)changelog:
    -Updated for Blender 2.64(still works in 2.63 though)

    2.4(27September)changelog:
    -fixed UI bug introduced in 2.1

    2.3(9September2012)changelog:
    -Fixed RGB and Specular Bake not being able to bake at 2048.

    2.1(30July2012)changelog:
    -added 'Exclude from Export' function to ignore specified groups from export(original group is left untouched).

    2.02(2June2012)changelog:
    -fixed: script wasn't getting all the associated bones

    2.01(29May2012)changelog:
    -oops broke vertex assignments in last update, now fixed :P

    2.0(28May2012)changelog:
    -updated for 2.63
    -fix to import multiple UVs, not just two.(some objects have three)
    -added dropshadow strength adjustment
    -geostate export is still broken by 2.63 :P

    1.45(17April2012)changelog:
    -fixed geostate editor ibuf miscalculation
    -added mesh flag checking(newest mesh helper needed)

    1.44(1February2012)changelog:
    -fixed bug - exporting missing tangents

    1.43(20January2012)changelog:
    -added export of tangents
    -added export of unknown6(was breaking objects with fullbright material setting, i.e. the inside of refrigerators)

    1.42(28October2011)changelog:
    -increased EZ Bake images size maximum to 2048x2048

    1.41(21September 2011)changelog:
    -added option to automatically triangulate all groups on export
    -makes sure all faces are selected before making into shadow mesh
    -makes sure in Object mode before export
    -fixed export error reporting
    -fixed version number not showing up in User Preferences
    -now uses .s3m2b exclusively(will no longer open .s3asc )

    1.4(14 September 2011)changelog:
    -added RGB mask baking to EZBake
    -added specular map baking to EZBake
    -added option to create sunshadow mesh
    -tweaks to speed up bake times
    -only main panel is available when no mesh object is selected(for less clutter)
    -fixed dropshadow recognition(was broken by new format)

    1.32(28 August 2011)changelog:
    -added support for new Blender 3d exclusive format(.s3m2b). .s3asc files can still be opened.
    -fixed file filtering for export, added .s3m2b to import/export filters.

    1.31a(3 July 2011)changelog:
    -Fixed 2nd UV export error

    1.31(1 July 2011)changelog:
    -Re-enabled ability to import/export multiple UVs (had been inadvertently removed)

    1.3(2 June 2011)changelog:
    -Added .s3asc filtering
    -Addon now removes from menus when disabled

    1.21(11 May 2011) changelog:
    -Fixed importer/exporter not showing up in menus

    1.2(28 April 2011) changelog:
    -Updated for 2.57(stable) release
    - Added compatibility for s3asc helpers
    -Adjusted baking settings for game-friendly bakes
    -Added Geostate editor
    -Added 'Add Lights' feature
    -Added specular and dropshadow slots to image editor
    -Added dropshadow recognition
    -Gave each major function its own panel for better visibility
    -Added Mesh Swap
    -Various other bits and pieces that i can't remember

    1.1 (2nd March, 2011) changelog:
    - Fixed bug that ignored second UV in objects with two UVs. Second UV is now included.


Additional Credits:
Thanks to Ciexari (used his scripts as a reference), Wes Howe, Inge and Peter Jones, orangemittens, and all the those who helped in testing.
Tags: #Blender, #import, #export, #2.5

Operating System: Windows
Utility Type: CC Editors Meshing Tools
Plugin Type: Blender

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 3
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
io_TS3_tools.rar 15.1 KB 17,207 15th Feb 2011
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Quick Guide:

1. Click the file listed on the Files tab to download the file to your computer.
2. Extract the zip, rar, or 7z file. Now you will have either a .package or a .sims3pack file.

For Package files:

1. Cut and paste the file into your Documents\Electronic Arts\The Sims 3\Mods\Packages folder. If you do not already have this folder, you should read the full guide to Package files first: Sims 3:Installing Package Fileswiki, so you can make sure your game is fully patched and you have the correct Resource.cfg file.
2. Run the game, and find your content where the creator said it would be (build mode, buy mode, Create-a-Sim, etc.).

For Sims3Pack files:

1. Cut and paste it into your Documents\Electronic Arts\The Sims 3\Downloads folder. If you do not have this folder yet, it is recommended that you open the game and then close it again so that this folder will be automatically created. Then you can place the .sims3pack into your Downloads folder.
2. Load the game's Launcher, and click on the Downloads tab. Find the item in the list and tick the box beside it. Then press the Install button below the list.
3. Wait for the installer to load, and it will install the content to the game. You will get a message letting you know when it's done.
4. Run the game, and find your content where the creator said it would be (build mode, buy mode, Create-a-Sim, etc.).


Extracting from RAR, ZIP, or 7z: You will need a special program for this. For Windows, we recommend 7-Zip and for Mac OSX, we recommend Keka. Both are free and safe to use.


Need more help?

If you need more info, see:
 
Page 9 of 9
214 Comments / Replies (Who?) - 149 Feedback Posts, 57 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Test Subject
#201 Old 25th Mar 2015 at 6:24 AM
Hi! First, and most importantly, thank you for all your valuable tools, and taking the time to give us detailed tutorials

I just want to point out a problem with Blender 2.73. When importing, I get:
IndexError: BMElemSeq[index]: outdated internal index table, run ensure_lookup_table() first
(for lines 1480 and 1478)

The problem looks like it's with 2.73 specifically (this thread discusses it: http://blenderartists.org/forum/sho...orting-add-ons).

I added ensure_lookup_table() and it seems to work now. I don't know python, so don't know if it has other repercussions or is needed other places as well.

Starting at line 1475:
else:
fdup.append(faces[i])
bm.verts.ensure_lookup_table()
if ds or ss:
v = bm.verts[faces[i][0]], bm.verts[faces[i][1]], bm.verts[faces[i][2]]
else:
v = bm.verts[cleanList[faces[i][0]][1]], bm.verts[cleanList[faces[i][1]][1]], bm.verts[cleanList[faces[i][2]][1]]
try: bm.faces.new(v)
except: pass

Thank you again for all your resources!
Test Subject
THANKS POST
#202 Old 29th Jun 2015 at 10:00 PM Last edited by FozzerBear : 10th Jul 2015 at 3:55 AM.
First of all, thanks for making this. But...I have a problem and I'm stuck. Exporting in S3PE gives me _filebase.s3m2b files of 0 kB and group00.s3m2bg files of some size which the Blender plugin doesn't load. Tried everything and Googled for hours.

EDIT: I've found the solution myself. Although I thought it was a totally different problem I edited the python script like the above poster did(thanks a 1000 times jen1731!). I opened the 0 kB file and I got...tadaaaaa! An end table in Blender. So it works. I don't know what the 0 kB file does. Does it only point Blender to the bg files? I mean, I can't see anything in it when opening them in a text editor???

But anyway, it works! I can finally get started trying to mod a Sims object. I hope I don't get stuck again as I'm a total n00b at modding Sims stuff and I just got started with Blender....

EDIT: For those that are also new to these tools: when exporting you have to save over the old .s3m2b files. The script can't generate new files itself.(Just something that puzzled me for a while).
Test Subject
THANKS POST
#203 Old 11th Jul 2015 at 7:38 PM
Nice to see that others are still modding Sims 3 while Sims 4 matures
minion of moderating
staff: moderator
#204 Old 21st Jul 2015 at 3:28 PM
Default Problems installing tools in Blender 2.75
I've tried installing your tools in blender 2.75 recently but when I do only the MLOD/MODL tool shows up. No idea what's happening to the others and why I can't see them :S

I'm probably doing something silly but I know I've managed this previously on version 2.63 (I think)
Test Subject
#205 Old 24th Aug 2015 at 6:53 PM
I've also tried installing the tools and only see MLOD/MODL
I'm using windows 10 now and I hope that doesn't have something to do with it.
I've installed several different builds of Blender and still only saw the MLOD/MODL tools.
Lab Assistant
THANKS POST
#206 Old 28th Aug 2015 at 12:48 PM
Can you make a plugin compatible with TSR Workshop please, I've tried every thing but it just doesn't seem to work for me.
Field Researcher
THANKS POST
#207 Old 10th Sep 2015 at 12:43 AM
Thank you!
Test Subject
THANKS POST
#208 Old 20th Dec 2015 at 9:34 PM
thank you
Test Subject
#209 Old 20th Feb 2016 at 11:45 PM
Én aztán nem leszek seggnyaló a faszt a szátokba !!!!!
Test Subject
THANKS POST
#210 Old 5th May 2016 at 11:45 PM
Way coooool!!!! Thanks so much!!!!
MakeNeedsStaticOn
staff: senior moderator
#211 Old 13th Jun 2016 at 1:58 PM
Quote:
Originally Posted by jen1731
Hi! First, and most importantly, thank you for all your valuable tools, and taking the time to give us detailed tutorials

I just want to point out a problem with Blender 2.73. When importing, I get:
IndexError: BMElemSeq[index]: outdated internal index table, run ensure_lookup_table() first
(for lines 1480 and 1478)

The problem looks like it's with 2.73 specifically (this thread discusses it: http://blenderartists.org/forum/sho...orting-add-ons).

I added ensure_lookup_table() and it seems to work now. I don't know python, so don't know if it has other repercussions or is needed other places as well.

Starting at line 1475:
else:
fdup.append(faces[i])
bm.verts.ensure_lookup_table()
if ds or ss:
v = bm.verts[faces[i][0]], bm.verts[faces[i][1]], bm.verts[faces[i][2]]
else:
v = bm.verts[cleanList[faces[i][0]][1]], bm.verts[cleanList[faces[i][1]][1]], bm.verts[cleanList[faces[i][2]][1]]
try: bm.faces.new(v)
except: pass

Thank you again for all your resources!


I know it's a reply that's old, but if you're facing this issue, please try this instead: http://www.modthesims.info/showthre...618#post5036618
Space Pony
#212 Old 22nd Jul 2016 at 7:39 AM
Has anyone gotten geostates to work with these tools? I can import an EA object with geostates and edit their meshes using the Geostate Editor, then export back into .s3m2bg without Blender showing any errors. However, when importing this back into S3PE, the import fails with "Object reference not set to an instance of an object". On inspection of the .s3m2bg files themselves, no geostates seem to have been written by Blender at all. Looking at the Python itself, the export code for geostates seems to have been commented out. What's going on?
Lab Assistant
#213 Old 6th Dec 2016 at 10:21 PM
Default s3mb2 export fails
I too had to edit the .py file to get the plugin to initially import s3mb3 files, according to jen1731's post. I currently use Blender 2.78.
Importing a s3mb2 file now works fine, but I can't get the file to export again
What I wanted to do is create a new children's toy by using the rigged teddy bear as a reference object. I made the mesh beforehand and exported it to .obj format. Then I created a new project in Blender and imported the teddy bear s3mb2 file with the importer. Then I imported the .obj mesh. I swapped the bear mesh for my edited mesh using the swap function provided with the mlod/modl tools, then edited the rig. My mesh has a different body structure than the bear, so I rearranged them to fit the new mesh. The bones also had no parents when initially loading the project, so I set up a parent/child status where it made sense to make the bones move with each other. I then recalculated the vertex weights (bone assignments) on the mesh according to the new rig.
Whenever I try to export by overwriting the original s3m2b file, according to FozzerBear' post, I get an error message. Exporting without overwriting does not work, either.
I also get this error message whenever I try to export the freshly imported teddy bear s3mb2 file without having made any changes to it, so I doubt it has something to do with my changes to the mesh and rig.
I put the error message in the attachment.
I apprecicate any thoughts or suggestions
Screenshots
Space Pony
#214 Old 23rd Dec 2016 at 11:40 PM
@Simlicious

I recently had a similar export error when I left some vertices unmapped by accident (on version 2.70). Perhaps the s3mb2 export or the Blender import messed up some of the UV assignments? Might be worth checking the UV/Image Editor before exporting from Blender.

Own Grandma's Canning Station? Check out the Canning Station Overhaul.
Test Subject
#215 Old 12th Jun 2017 at 6:26 PM
Hi! Question is this the blender They are using? I am really confused and I want to make a few poses for my new sims 3 Series! You see. I have the Sims 3 Version 1.69. So I really REALLY Don't know what to do, And here's the link ( I am not actually gonna make an intro I was gonna use it to make poses. This is just a reference link ) https://www.youtube.com/watch?v=yE84PMtHoAY
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