Difference between revisions of "MTS2:Creator Guidelines/Sims 3 Objects"

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Have you made new objects or colour options for objects, EA or custom? This guide will walk you through every step of what we require on MTS. 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 new objects or colour options for objects, EA or custom? This guide will walk you through every step of what we require on MTS. 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.
 
  
 
==Quality==
 
==Quality==
  
 
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{| class="nicetable" style="width:100%"
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! style="text-align:left" | Textures
 
 
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* '''Duplication:''' Search MTS and see how many texture edits or meshes have already been done for the particular type of item you're creating - do not duplicate existing basic fixes and mesh edits.  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.
 
* '''Duplication:''' Search MTS and see how many texture edits or meshes have already been done for the particular type of item you're creating - do not duplicate existing basic fixes and mesh edits.  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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'''For new/modified meshes:'''
! style="text-align:left" | Meshes
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* '''Polygon Counts:'''  Polygon counts for new meshes must be reasonable for the item.  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.
 
* '''Polygon Counts:'''  Polygon counts for new meshes must be reasonable for the item.  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.
  
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*'''Proper shadows''': Objects should have the same number of shadows as the corresponding EA object. The shadow shapes should match the object.
 
*'''Proper shadows''': Objects should have the same number of shadows as the corresponding EA object. The shadow shapes should match the object.
 
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! style="text-align:left" | CAST Presets
 
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|Uploads which are purely of Create-a-Style presets (no new textures or meshes made yourself) must be done as a useful, versatile set: carefully thought out and with some sort of theme (for example, a full set of wood recolours of base game dining tables and chairs, or basic colours for all the curtains).  The presets should be of good quality - not too bright or too dark, colours matching and looking nice, etc.
 
 
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==Information==
 
==Information==
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[[Image:UVMapandChannel-hugelunatic.jpg|right|200px]]You will need the following screenshots:
 
  
* '''Meshes - CAST Presets:''' For presets on a new object mesh you've made yourself, you should show your presets.  Swatches rather than full-size pics of the presets are fine.  We require that objects have at least one preset that makes sense. For example: when it's a sofa pillow, its preset probably shouldn't be bricks! 
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[[Image:UVMapandChannel-hugelunatic.jpg|right|200px]]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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* '''CASt Presets:''' It's a nice idea to show any special presets you have made and we do require that objects have at least one preset that makes sense. For example: when it's a sofa pillow, preset shouldn't be wood + masonry ;)
  
 
* '''Show mapping and channels:''' You will need pictures of each and every object, showing it in multiple colours (to show how the channels work) and at least one picture per item with a tiling pattern that makes it obvious that your UV map is not distorted.  Use a plaid or checker pattern for this - it may not be the prettiest style for the object, but it will show that it takes patterns well. This is also applicable to conversions from TS2 - often an object will require remapping to pattern correctly in TS3.  The picture to the right is a good example of how to do your channel and tiling pictures.
 
* '''Show mapping and channels:''' You will need pictures of each and every object, showing it in multiple colours (to show how the channels work) and at least one picture per item with a tiling pattern that makes it obvious that your UV map is not distorted.  Use a plaid or checker pattern for this - it may not be the prettiest style for the object, but it will show that it takes patterns well. This is also applicable to conversions from TS2 - often an object will require remapping to pattern correctly in TS3.  The picture to the right is a good example of how to do your channel and tiling pictures.
  
* '''CAST Preset Sets:''' If you're sharing a set of just CAST presets, where all the items are variations on the same textures (like hair or eye colours), it's okay to show decent-sized swatches of each preset, rather than full-size pics of everything.
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Please remember, for your required pictures:
  
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* '''No photoshopping:''' Do not apply filters like sharpen, contrast, etc. to the required pictures, as downloaders want to see what your object(s) will look like in their game, not your skills at using Photoshop. 
  
 
{{Guidelines-ScreenshotsBigClearEtc}}
 
{{Guidelines-ScreenshotsBigClearEtc}}

Revision as of 10:10, 29 November 2013

Contents

Guidelines for Sims 3 Objects

Have you made new objects or colour options for objects, EA or custom? This guide will walk you through every step of what we require on MTS. 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.

Quality

  • 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. The textures should fit the item and look nice.
  • Appropriate specular/multiplier channels: The multiplier and specular channels will affect how the object looks in game. Your multiplier should not have too much contrast (resulting in unpleasant heavy shadowing) and your specular should not be too bright (giving a milky glow which doesn't look right on most objects).
  • Duplication: Search MTS and see how many texture edits or meshes have already been done for the particular type of item you're creating - do not duplicate existing basic fixes and mesh edits. 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.

For new/modified meshes:

  • Polygon Counts: Polygon counts for new meshes must be reasonable for the item. 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.
  • Undistorted: If you have made or modified a mesh, the item's texture/UV map should be correctly scaled and not distorted. Make your mapping so your object is versatile in Create-a-Style.
  • Good material options/CAStability: Remeshes of original TS3 items must have at least the same number of recolourable parts as the originals unless you have a very good reason to reduce the number of channels. Objects should be made as versatile as possible with the channel options. "Fixed" or "unrecolourable" textures (that is textures which are not changeable in Create-a-Style) should be offered as an additional option, not as the only option.
  • Proper shadows: Objects should have the same number of shadows as the corresponding EA object. The shadow shapes should match the object.

Information

Title & Description
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.
Name, Catalog Location, Price
For new meshes, you must list the name that your object will have in-game, the catalog location(s) in which your object(s) will appear, and the in-game price of the objects. Tip: Try to keep object prices in line with prices for similar game objects.
Polygon counts
If your creation does include a custom mesh, then identify the number of polygons it has and list the counts separately for each LOD - don't just add them together!
Expansion Packs or Stuff Packs required?
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

Patch required?
Certain coding is changed with patch versions, which may render previously-working items broken. You may also need a certain patch and later to use certain features. This is especially applicable to modded objects that have extra scripting, but may also apply to features added in later patches such as additional sliders in Create-a-Sim, new build tools, or other features.

If a particular patch level is required for your creation, make sure to state it in the text of your post! Even just indicating that you always run your game updated and will only be creating items that work with the latest-released patches is enough - at least people know then that they need to be updated too.

Not Quite Perfect?

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.


Screenshots

Screenshots
UVMapandChannel-hugelunatic.jpg
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.
  • CASt Presets: It's a nice idea to show any special presets you have made and we do require that objects have at least one preset that makes sense. For example: when it's a sofa pillow, preset shouldn't be wood + masonry ;)
  • Show mapping and channels: You will need pictures of each and every object, showing it in multiple colours (to show how the channels work) and at least one picture per item with a tiling pattern that makes it obvious that your UV map is not distorted. Use a plaid or checker pattern for this - it may not be the prettiest style for the object, but it will show that it takes patterns well. This is also applicable to conversions from TS2 - often an object will require remapping to pattern correctly in TS3. The picture to the right is a good example of how to do your channel and tiling pictures.

Please remember, for your required pictures:

  • No photoshopping: Do not apply filters like sharpen, contrast, etc. to the required pictures, as downloaders want to see what your object(s) will look like in their game, not your skills at using Photoshop.

Keep the following in mind for your screenshots, especially the required ones:

  • Size: 800 pixels wide by 600 pixels tall is a good size for the smallest pic you would want to upload. Your images can be up to 2560x1440 pixels, and 800 kb, so you have lots of space to work with!
  • Lighting: For most things, it's best to take pictures in an interior room with good lighting. For lots, pictures should be taken during a nice sunny day, for floorplans, take the pictures with the lights ON.
  • Clarity: Neither blurry, nor pixellated/crunchy. Do not size up small pictures to make a large one as this will blur them, and make sure not to use too much compression/too low quality when saving your images.
  • Distance: Take your pictures so that your creation fills the screen without anything cut off at top or bottom - neither zoomed in too close, nor zoomed out too far.
  • Distortion: If you resize your images, retain the aspect ratio so they don't get stretched or squashed. Take care when zooming in and out with the camera that you do not create a fisheye effect on your pictures.
  • Photoshopping: Do not apply filters like sharpen, contrast, etc. to the required pictures, as downloaders want to see what your creation will look like in their game, not your skills at using Photoshop.
  • Attached: All required images must be attached directly to the MTS upload, not just inserted using the img tag, so that even if the pics get deleted from your Photobucket (or other host), the upload on MTS is still complete.
  • Show all items: For most areas, if you are uploading a set, you must take all the required pics for each item in the set. If there is an exception, it will be noted.
  • Picture limit: You may upload up to 100 pictures for a single upload thread, so feel free to add some additional pictures just to show off your work to its best. Of course, keep it reasonable - nobody needs 50 pics to show off one sim or hair.
  • Inline pictures: Inline pictures are those that use the [img] tag to show up in with the description text. So that it doesn't take too long to load, please keep this to no more than 4 pictures done inline, unless you put them inside an [infobutton] tag. To do this, see our guide on post formatting.


Files

Zip, Rar, or 7z
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.

  • Do not include multiple archives with the same contents - that is, please don't put your files in both a .zip as well as a .rar because some people only want .zip files. Choose one format.
  • Do not double-compress your files... a .rar file inside another .rar file (or any other archive inside another) doesn't compress it anymore, and it makes it so we can't see the contents without downloading, and also just makes an extra step for the people downloading.
  • The file size limit on MTS is 50 mb. If you exceed this limit you will need to split your archives. This should probably never come up except for large worlds for The Sims 3, or huge sets of smaller items.
File Types
You may upload your creation(s) as sims3pack files or package files within your rar/zip/7z file(s). You may also offer downloaders both types so they can choose which they prefer.


Other

Uploads not allowed on MTS
These items are not allowed on MTS in any category.
Pay/Pirated Content

Everything required or recommended for an upload must be freely available, without having to pay.

  • No uploads requiring pay content: We do not host content (for example, recolours of a pay hair or object mesh) that absolutely require pay content to function in-game.
  • No optional pay, pirated, or stolen content: Even for optional or recommended content not absolutely required for the creation to work (for example, hair on a sim or a couch on a lot), this means:
    • No content you must pay for. This means you cannot use items that are pay, donation, subscriber only, "special gift", etc. type content, anything accessible only when you pay money or subscribe.
    • No content from sites that are repositories of unmodified content when it is still available from the original creator, whether these items are pay or free (no Booty or Simscave, torrents, sites full of stolen content or similar, but the Graveyard and sites that offer recolours or modifications with the mesh are okay).
    • No EA content simply converted to base game use with no other changes.
    • No pirated EA Store content. EA Store content, linked to the legitimate EA Store, is okay though. TS2 store content may be included, with proper credit, since the store is no longer available.
Other content not allowed
  • Items that belong on the adult site: No content posted on MTS can have visible nudity, sexual content, or adult content, and instead must be posted on our adult site, Sexy Sims. This means on MTS, you may not post:
    • Content that contains nudity, which we define as exposing the female nipples, or the butt crack/genitals of either gender, including semi-transparent stuff like a sheer bra. Items that are merely "sexy" like skimpy miniskirts or string bikinis are fine on MTS. Transsexual/transgender items are also not considered adult content unless they contain nudity.
    • Skintones containing genital details - female nipples are okay on MTS but see below regarding screenshots.
    • Images of skintones with uncensored female nipples. Please blur or cover the nipples, butt crack, and genital area when taking screenshots of your skintones.
    • Fine art uploads containing visible nudity.
    • Items with specifically sexual content (sex toys, sexual poses).
    • Items containing swear/curse words
    • Items relating to illegal drugs. Prescription and over-the-counter drugs, alcohol, and tobacco are okay on MTS though.
  • Sexualized children: We do not allow any sexy/sexualized content for baby, toddler, or child sims in any way - no breasts whatsoever on child sims, no "sexy" outfits, etc. If you want to make preteens, make a less developed body for teen sims. Sexualized child content is not allowed at our adult site either.
  • Offensive content: Racist, sexist, homophobic, transphobic, bigoted, hateful or otherwise offensive content will not be allowed. Again, also not allowed at our adult site.
  • Gore/violence: We do not allow uploads which feature prominent, graphic violence and/or gore. Examples of things we do not allow would include items centred around mass shootings, images showing explicit violent imagery, cannibalism, and infanticide. Limited violence and gore may be featured if not the dominant focus of the upload, and not excessively graphic. Think a PG-13 movie. If uncertain whether your upload crosses this line, we suggest making a thread in the Creator Issues forum asking for feedback from a moderator before uploading.
  • EXE installers: Creators are not allowed to post exe (or other executable) files for any area of the site but Modding Tools. If your content needs to be installed to a certain directory, you can compress your files and leave the directory structure intact, so you can tell people to just install to Program Files, for instance, and the files will go where they need to. Executable installers can easily hold viruses, and are generally not needed for installing most content.
  • Preorder bonus content: Certain items were only available if you preordered certain expansions or stuff packs from certain retailers. It's unfortunate if someone missed out on getting them, but they can't be redistributed here as EA has made it clear that they do not allow it.
  • Unmodified EP/SP/Store content: While it is common practice to modify and use bits and pieces of game content to create custom content, extracting content from an expansion, stuff pack, or Store item and uploading it unmodified is not allowed on this site. You are welcome to upload significantly modified versions of expansion, stuff pack, or Store content, but you can't just be ripping it and changing one tiny thing (or nothing) just so people who didn't purchase it can still use it.
  • Stolen/reuploaded content: This should go without saying, but do not upload content made by others and claim it as your own, in whole or in part. Don't upload the work of someone else without their permission... if they wanted to share it at MTS, they can easily upload it here themselves.
  • Uncredited content/violating permissions: If any part of what you have uploaded (mesh, textures, alphas, bump maps, coding, etc.) comes from somebody else's work, you MUST provide a link and credit in the text of your post, for the original author. State what you've used of theirs, the author's name, and give a link back to them. You must check the author's policies to see if you can use their content in the way you want, and you may not violate any policies stated. If there are no policies or they don't disallow your type of usage, or the site is permanently offline, then you can assume it's okay. Please see here for more details: Updates and Remixes of Creations.
  • Redirects: If you want to move a creation to another site, please remove your upload from MTS, don't just edit the text to point to a different site.
Definitions

Objects are some of the most popular items to make for the Sims game and can be defined as new objects or recolors.

  • Object Mesh:You have created or edited the 3D shape in a 3D editor such as Milkshape or Blender.
  • Object Recolor: You have changed the overlay or other parts of an object's texture files - with or without editing the mesh.
  • CAST Recolor: Recolours of existing objects, done in-game using the Create-a-Style tool to change the colours/patterns applied. We do not accept CAST recolours at MTS.
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