Difference between revisions of "MTS2:Creator Guidelines/Sims 3 Objects"
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− | = | + | =Guidelines for Sims 3 Objects= |
− | Have you made new objects or colour options for objects, EA or custom? | + | 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. |
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+ | ==Quality== | ||
+ | {| class="nicetable" style="width:100%" | ||
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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. 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. | |
− | The | + | *'''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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− | {{Guidelines- | + | {{Template:Guidelines-NotPerfect}} |
+ | |} | ||
− | + | ==Information== | |
− | + | {{Template:Guidelines-InfoFiles-TitleDescription}} | |
− | {| class=" | + | {| class="nicetable" style="width:100%" |
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− | ! style="text-align:left" | | + | ! style="text-align:left" | Name, Catalog Location, Price |
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− | | | + | |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. |
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− | {| class=" | + | {| class="nicetable" style="width:100%" |
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− | ! style="text-align:left" | | + | ! style="text-align:left" | Polygon counts |
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− | | | + | |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! |
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− | { | + | {{Guidelines-InfoFiles-EPRequired}} |
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− | + | {{Guidelines-InfoFiles-PatchRequired}} | |
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− | + | ==Screenshots== | |
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− | {| class=" | + | {| class="nicetable" style="width:100%" |
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− | ! style="text-align:left" | | + | ! style="text-align:left" | Screenshots |
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− | |[[Image: | + | | |
+ | [[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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− | + | * '''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. | |
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− | + | * '''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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− | + | {{Guidelines-ScreenshotsBigClearEtc}} | |
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− | + | {{Guidelines-Screenshots-Tips}} | |
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− | + | ==Files== | |
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− | {{Guidelines- | + | {{Guidelines-InfoFiles-ZipRar7z}} |
− | {{Guidelines- | + | {{Guidelines-InfoFiles-FileTypes}} |
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− | + | ==Other== | |
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− | {{Guidelines- | + | {{Guidelines-NotAllowed}} |
− | { | + | {| class="nicetable" style="width:100%" |
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+ | ! style="text-align:left" | 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. | ||
− | + | * '''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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− | {| class=" | + | {| class="nicetable" style="width:100%" |
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− | ! style="text-align:left" | | + | ! style="text-align:left" | Helpful links |
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− | + | * Start to finish making an Object: [http://www.den.simlogical.com/denforum/index.php?topic=830.0, Object creating tutorial ] | |
− | + | * For more information on making textures, see: [[Tutorials:TS3_Meshing_FAQ#Textures|TS3 Meshing FAQ: Textures]] | |
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+ | * For more information on setting up proper multipliers and speculars, see: [[Tutorials:TS3_Meshing_FAQ#My_mesh_is_shiny|TS3 Meshing FAQ: My Mesh is Shiny!]] | ||
− | + | * For more info on why textures may be distorted, see: [[Tutorials:TS3_Meshing_FAQ#My_texture_is_Distorted|TS3 Meshing FAQ: My Texture is Distorted!]] | |
− | + | * For more information on creating proper shadows, see: [[Tutorials:TS3_Meshing_FAQ#Shadows|TS3 Meshing FAQ: Shadows]] | |
− | + | * For more information on updating other creator's items, see: [[MTS2:Creator_Guidelines/Updates_and_Remixes_of_Broken_or_Abandoned_Creations]] | |
− | + | * How to find your game version/patch level : [[Game_Help:TS3_Patching_Find_Gameversion]] | |
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[[Category:MTS2 Creator Guidelines]] | [[Category:MTS2 Creator Guidelines]] | ||
+ | [[Category:Sims 3]] |
Revision as of 11:06, 28 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
For new/modified meshes:
|
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. |
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. |
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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. |
Name, Catalog Location, Price |
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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 |
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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? |
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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 |
Patch required? |
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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. |
Screenshots
Screenshots | ||
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You will need the following screenshots:
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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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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 | ||||
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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.
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Helpful links |
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