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− | + | =Guidelines for Sims 2 Meshes= | |
− | + | Have you made a spiffy new object for your sims to use? This guide will walk you through every step of what we require on MTS. This information is relevant for all of Buy Mode, much of Build Mode (pretty much everything not wallpaper, floors, and terrain paint), and also for neighborhood decorations. Please make sure you read these guidelines carefully, as our standards have changed over the years, and there may be some items you weren't aware of before. | |
− | Have you made a spiffy new object for your sims to use? | + | |
− | === | + | ==Quality== |
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− | {| class=" | + | {| class="nicetable" style="width:100%" |
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− | ! style="text-align:left" | | + | ! style="text-align:left" | Textures |
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− | + | These quality guidelines apply to the texture part of your creation. | |
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− | + | * '''Texture Quality:''' Your textures should have some detail to them - not just a flat single-colour bucket fill, but with highlights and shadows in the right places. Even for flat, smooth items, you should have some detail. | |
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− | + | * '''Crisp, unpixellated textures:''' Your textures should look as clear and crisp as textures from the game (or better!). There shouldn't be any blurriness or pixellation to your textures. | |
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− | + | *'''UV Mapping:''' Ensure your texture is correctly scaled and not distorted. Avoid seams in your recolor texture. | |
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− | + | *'''Materials:''' Most objects have more than one part to them. Make sure you take a good look at the object before you start texturing and use appropriate materials. | |
+ | |||
+ | * '''Not Too Bright:''' Do not use over-bright colors. Even items meant to look neon in-game do not need to use full saturation on the texture. | ||
+ | |||
+ | * '''Black & White:''' For black you use dark grey, and for white you use light grey. That way you can still add lighter or darker for shadows and highlights, and your item will look right in the game - true black just looks like a dark hole, and true white is far too bright. | ||
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− | ! style="text-align:left" | | + | ! style="text-align:left" | Meshes |
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− | * | + | If you have made a new mesh to share, then these will also apply to your item, in addition to the textures requirements listed above. |
+ | |||
+ | * '''Color Enabled and Subsets:''' Very few objects should not be recolorable (foods, 'hood objects and fences), so please make sure that yours is. We have a [http://www.modthesims.info/showthread.php?t=103379 great tutorial] for how to make objects CEP ready. Also consider giving your object two subsets, especially if the object has different materials like a wood chair with a cloth cushion. | ||
+ | |||
+ | * '''Unique GUID and Script Numbers:''' New meshes need to have a unique GUID number. Some of the Build Mode items do not use GUIDs, instead they are installed with a unique script file. Modular stairs and Fireplaces with chimneys require a scriptfile. For more info, see: [http://simswiki.info/wiki.php?title=MTS2:Creator_Guidelines/Modular_Stairs_Numbers_Repository Modular Stair Number Repository] and the [http://www.modthesims.info/download.php?t=192613 Scriptorium] | ||
+ | |||
+ | *'''Proper shadows''': Objects should have the same number of shadows as the corresponding EA object. Particular attention should be paid to the shadow shape actually matching the object. For a tutorial, see: [http://www.modthesims.info/showthread.php?t=146169 Creating an Accurate Shadow for your Object] | ||
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+ | * '''Duplication:'''Search MTS and see how many meshes have already been done for the particular type of item you're creating - do not duplicate items. We would, however, accept the same kind of thing if your version had significantly improved features (better textures, uv mapping, etc.) than an existing item. | ||
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+ | * '''Polygon Counts:''' If you have created a new mesh it needs to have a polygon count (SimPE's 'facecount') which is reasonable for what it is. A curvy, complex item that would be used rarely can have a higher count than a blocky/boxy item that would be used frequently. Look at EA/Maxis items similar to the type you're making to get a good idea of what a reasonable poly count is for the game. Items with excessively high poly counts for no good reason will not be accepted at MTS. For tips on keeping poly counts low, see: [http://www.modthesims.info/showthread.php?t=289974 Low Poly Modelling: How and Why] | ||
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|} | |} | ||
− | == | + | ==Information== |
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− | {| class=" | + | {{Template:Guidelines-InfoFiles-TitleDescription}} |
+ | |||
+ | {{Template:Guidelines-NotPerfect}} | ||
+ | |||
+ | {| class="nicetable" style="width:100%" | ||
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− | ! style="text-align:left" | | + | ! style="text-align:left" | Information required for new meshes |
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− | | | + | |You will need to include the following for each new mesh you are sharing |
− | + | * '''In-game name''' | |
+ | * '''Catalog location''' | ||
+ | * '''In-game price''' | ||
+ | * '''Polygon count''', and the total count for each GMDC. | ||
+ | |||
+ | Tip: Try to keep object prices in line with prices for similar game objects, and categorize items so they show up in a logical place in the catalog. | ||
|} | |} | ||
− | {| class=" | + | {{Guidelines-InfoFiles-EPRequired}} |
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+ | |||
+ | |||
+ | ==Screenshots== | ||
+ | |||
+ | |||
+ | {| class="nicetable" style="width:100%" | ||
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− | ! style="text-align:left" | | + | ! style="text-align:left" | Screenshots |
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+ | [[Image:ICad-object-colors.jpg|right|300px]]Take some nice big (600 pixels or more on the smallest side is a good size to aim for), clear pictures of your objects. Your pictures should be taken in-game and should show the quality requirements are met. | ||
+ | |||
+ | * '''Show all objects:''' Show all objects in your upload. It is a good idea to put them in a room/lot setting with base game objects so that the size of your object is obvious. | ||
+ | |||
+ | * '''Show all recolor options:''' You will need pictures of each and every recolor, but you can use a swatch to show the colors. The picture to the right where the names of the colors and the texture effect in game using a portion of the object is a great way to do this. | ||
+ | |||
+ | |||
+ | {{Guidelines-ScreenshotsBigClearEtc}} | ||
+ | |||
+ | {{Guidelines-Screenshots-Tips}} | ||
|} | |} | ||
− | {| class=" | + | ==Files== |
+ | |||
+ | |||
+ | {{Guidelines-InfoFiles-ZipRar7z}} | ||
+ | |||
+ | {| class="nicetable" style="width:100%" | ||
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− | ! style="text-align:left" | | + | ! style="text-align:left" | File Types |
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− | | | + | | Upload your objects as package files. |
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|} | |} | ||
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− | + | ==Other== | |
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− | {{Guidelines- | + | {{Guidelines-NotAllowed}} |
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− | + | [[Category:MTS2 Creator Guidelines]] | |
+ | [[Category:Sims 3]] | ||
− | + | {| class="nicetable" style="width:100%" | |
+ | |- | ||
+ | ! style="text-align:left" | Definitions | ||
+ | |- | ||
+ | | | ||
+ | Objects are some of the most popular items to make for the Sims game and can be defined as new objects or recolors. | ||
− | + | * '''Mesh:'''You have created or edited the 3D shape in a 3D editor such as Milkshape or Blender. | |
+ | |||
+ | * '''UV Mapping:''' The way the flat, 2D texture is applied to the 3D mesh is its "UV Mapping" | ||
+ | |} |
Latest revision as of 00:20, 1 December 2013
Contents |
[edit] Guidelines for Sims 2 Meshes
Have you made a spiffy new object for your sims to use? This guide will walk you through every step of what we require on MTS. This information is relevant for all of Buy Mode, much of Build Mode (pretty much everything not wallpaper, floors, and terrain paint), and also for neighborhood decorations. Please make sure you read these guidelines carefully, as our standards have changed over the years, and there may be some items you weren't aware of before.
[edit] Quality
Textures |
---|
These quality guidelines apply to the texture part of your creation.
|
Meshes |
If you have made a new mesh to share, then these will also apply to your item, in addition to the textures requirements listed above.
|
[edit] Information
Title & Description |
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Give your upload a descriptive title and write a text description for your upload, describing what you're uploading. Your title and description must be in English or provide an English translation. If you are not a native English speaker, using Google Translate is okay. You can also ask for help writing your description in the Creator Feedback Forum. |
Not Quite Perfect? |
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Let the people know if there are unavoidable issues or weirdness with your upload that downloaders should be aware of. Nobody's perfect, but you need to let your downloaders know if there is something odd to watch out for. |
Information required for new meshes |
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You will need to include the following for each new mesh you are sharing
Tip: Try to keep object prices in line with prices for similar game objects, and categorize items so they show up in a logical place in the catalog. |
Expansion Packs or Stuff Packs required? |
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Particular items may be added with expansion or stuff packs, and depending on how your creation is made and the item you based it on, your creation may not work for users who do not own that expansion/stuff pack. You need to be sure of which packs are necessary for the items you have made. If users don't have the EP, your stuff may not work! If you are unsure of whether or not your creation will require an expansion or stuff pack, you can ask about it in the appropriate Create forum (under the Create menu on MTS) before uploading.
Make sure you only mark the EPs/SPs required that your upload actually needs! Don't just mark them all! For specifics, please read: MTS2:Creator_Guidelines/Compatibility |
[edit] Screenshots
Screenshots | ||
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Take some nice big (600 pixels or more on the smallest side is a good size to aim for), clear pictures of your objects. Your pictures should be taken in-game and should show the quality requirements are met.
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[edit] Files
Zip, Rar, or 7z |
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To upload your file(s) to MTS, you will need to compress them into an archive file, which makes them smaller and allows you to include many files in one download. The archive file formats we currently accept are .zip, .rar, and .7z.
For instructions on compressing your files into an archive, please see: Creator Guidelines: Creating Archive Files.
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File Types |
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Upload your objects as package files. |
[edit] Other
Uploads not allowed on MTS | ||||
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These items are not allowed on MTS in any category.
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Definitions |
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Objects are some of the most popular items to make for the Sims game and can be defined as new objects or recolors.
|