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

From SimsWiki
Jump to: navigation, search
(Textures and Shadows)
(Quality)
 
(6 intermediate revisions by 4 users not shown)
Line 1: Line 1:
=Creator Guidelines - Objects and Object Recolours=
+
=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.  You can click any heading to get more information on that topic.
+
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.
  
Please note that while some guidelines are common to all sections (such as having nice big clear screenshots), others are specific to this section.  Those that are specific to objects and object recolours are noted with a (*) symbol.
+
==Quality==
  
 +
{| class="nicetable" style="width:100%"
 +
|-
 +
|
 +
*'''Recolor/Swatch''' Don't create a full clone for every new texture
  
 +
* '''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.
  
==Definitions==
+
* '''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).
  
'''Object Mesh:''' You have created or edited the 3D shape in a 3D editor such as Milkshape or Blender.
+
* '''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.
  
'''Object Recolour:''' You have changed the overlay or other parts of an object's texture files - with or without editing the mesh.
+
'''For new/modified meshes:'''
  
'''CAST recolour:''' Recolours of existing objects, done in-game using the Create-a-Style tool to change the colours/patterns applied. As these are easy for anyone to do in-game, we do not accept CAST recolours 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.
  
 +
* '''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.
  
==Quality/General==
+
* '''CAStability:''' Objects should be made as versatile as possible with the channel options, and the location of the channels should make sense.  "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 first thing moderators look for when moderating uploads is quality - simply, is the item well-made or not?
+
* '''CASt Presets:''' Use appropriate materials for your CASt presets - e.g. a dining chair with a cushion should not be all wood. Please also try to avoid clashing or blinding colours.
  
{{Guidelines-Quality-TimeandEffort}}
+
*'''Proper shadows''': Objects should have the same number of shadows as the corresponding EA object. The shadow shapes should match the object.
 
+
*'''Painting Recolors:''' Painting recolors should be in game style and the images used should be your own work or clearly attributed. Make sure the mesh is appropriate to the image you use: photos in photo frames, posters on poster meshes, art in painting frames/canvases. Do pay attention to what original artists say about reusing their art/photos etc - if they say you can't use their work then please respect that artist's wishes.
{{Guidelines-Quality-Duplication}}
+
 
+
{| class="collapsible collapsed wikitable" style="width:100%"
+
|-
+
! style="text-align:left" | Painting recolours (*)
+
|-
+
|[[Image:Rightway.jpg|right|thumbnail|300x300px|MTS no longer accepts painting recolours that are not your own artwork or in the game's style.]]
+
Slapping a picture you found on some website onto a painting takes little to no effort. It can be good for a first project just to learn how to do painting recolours, but we will no longer be accepting random real-life photos, pics of celebrities, someone's art you found on deviantART or Google Image Search, etc...  It takes very little effort to make these things and they simply do not fit the style of the game whatsoever. Try making your own artwork or a friend's artwork (with permission) into paintings, or take some pics in-game of sims in interesting poses, or try something like the SimRealism stuff - something that actually matches the game style. Simlish text instead of English is not required, but greatly preferred. For examples of what we mean, see: [http://www.modthesims.info/download.php?t=375154 Baba Yaga's Fruit crate Labels], [http://www.modthesims.info/download.php?t=374934 Chapa10117's Art Cuisine].
+
<br style="clear:both" />
+
 
|}
 
|}
  
{{Guidelines-Quality-PolyCounts}}
+
==Information==
  
{{Guidelines-Quality-ContentNotAllowed}}
 
  
 +
{{Template:Guidelines-InfoFiles-TitleDescription}}
  
==Textures and Shadows==
+
{| class="nicetable" style="width:100%"
 
+
{| class="collapsible collapsed wikitable" style="width:100%"
+
 
|-
 
|-
! style="text-align:left" | Good shading (*)
+
! style="text-align:left" | Name, Catalog Location, Price
 
|-
 
|-
|[[Image:Chairs-BucketFill.jpg|right|300x300px]]
+
|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.
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.  This is especially important on cloth items such as couches or bedding, but it applies to all items. Texture shading in TS3 is done using the multiplier.
+
 
+
[[Image:RightArrow.gif]] For more information on making textures, see: [[Tutorials:TS3_Meshing_FAQ#Textures|TS3 Meshing FAQ: Textures]]
+
<br style="clear:both" />
+
 
|}
 
|}
  
{| class="collapsible collapsed wikitable" style="width:100%"
+
{| class="nicetable" style="width:100%"
 
|-
 
|-
! style="text-align:left" | Not too bright/dark/shiny/shadowed (*)
+
! style="text-align:left" | Polygon counts
 
|-
 
|-
|In TS3 the contents of an objects Multiplier or Specular Channel will affect how the object looks in game. A high contrast on your multiplier will result in heavy shadowing, whereas a too bright specular will give your object a milky glow.
+
|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!
 
+
If you're showing your object in a colour, try not to use too bright colours.  Even if you're making something you want bright lime green, you don't have to use the brightest, most saturated colour possible in the game.
+
+
[[Image:RightArrow.gif]] 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!]]
+
 
|}
 
|}
  
{| class="collapsible collapsed wikitable" style="width:100%"
+
{{Guidelines-InfoFiles-EPRequired}}
|-
+
! style="text-align:left" | Proper shadows (*)
+
|-
+
|There are three kinds of shadows in TS3: sunshadows, interior dropshadows and dynamic indoor shadows - most buy objects have all three shadows.
+
  
* ''Sunshadows'' are generated using the shadow LODs or you can use TSR Workshop to generate sun shadows.
+
{{Guidelines-InfoFiles-PatchRequired}}
* ''Dropshadows'' are a texture mapped onto a floor or wallshadow mesh and mapped to a shadow file.  Your object needs both these shadows to look its best in game.
+
* ''Dynamic shadows'' are the big shadows that move relative to light sources such as lamps, windows etc.
+
  
Particular attention should be paid to the shadow shape actually matching the object.
+
{{Template:Guidelines-NotPerfect}}
  
[[Image:RightArrow.gif]] For more information on creating proper shadows, see: [[Tutorials:TS3_Meshing_FAQ#Shadows|TS3 Meshing FAQ: Shadows]]
 
|}
 
  
{{Guidelines-Textures-CrispUnpixellatedTextures}}
+
==Screenshots==
  
{{Guidelines-Textures-Photoskinning}}
 
  
{| class="collapsible collapsed wikitable" style="width:100%"
+
{| class="nicetable" style="width:100%"
 
|-
 
|-
! style="text-align:left" | Undistorted (*)
+
! style="text-align:left" | Screenshots
 
|-
 
|-
|[[Image:MTS_uvmap_tiling_TS3.jpg|right]]If an object is not properly UV/texture mapped so that a printed texture will work properly on it, looking stretched, distorted, repeat strangely, or are otherwise wrong/weird... then you may have to choose a different object, or a different texture.  If you're uploading a mesh, then you should make the UV map such that textures will not be distorted.  Distortion can also be caused by using an incorrect scaling factor for textures somewhere in the object.
+
|
  
[[Image:RightArrow.gif]] 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!]]
+
[[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.
<br style="clear:both" />
+
|}
+
  
{| class="collapsible collapsed wikitable" style="width:100%"
+
* '''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 ;)
|-
+
! style="text-align:left" | Good material options/CAStability (*)
+
|-
+
|[[Image:MTS_uvmap_tiling_TS3.jpg|right]]Most objects have more than one part to them.  In TS3, you can colour different parts separately in Create-a-Style (CASt).  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. This gives you some creative leeway! An example would be a remesh which is a simpler version of an EA item that might work just fine with fewer channels.
+
  
|Bear in mind that "fixed" textures (that is textures which are not castable) should be offered as an additional option, and not as the only option. CAStable items are one of the main features of TS3.
+
* '''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.
  
|Example: If the original has a part that has its own channel, like perhaps the expensive double bed with the high frame and the textile on top, and someone removes that part to make a no-high-frame version, it would be logical to remove the corresponding channel as well. It would be "better" to reuse that channel if possible.  Newly made items should have a logical number of recolourable parts, depending on the item.
+
Please remember, for your required pictures:
  
|Examples:
+
* '''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.
|Windows and doors should always have four channels (unless there is a very good reason not to - there are some EA windows with only 3 channels, using an overlay in the alpha channel)
+
|Sofas and chairs at least two channels - usually the hard and soft materials are separate channels
+
|Deco objects such as books, small ornaments, etc. can be a combination of overlays/stencils and castable colours.
+
<br style="clear:both" />
+
|}
+
  
==Screenshots==
+
{{Guidelines-ScreenshotsBigClearEtc}}
  
People want to see what they're downloading!  Your screenshots sell your upload - if people don't like the look of your screenshots, they're not going to download - and if your screenshots are too bad, you won't get your upload approved.
+
{{Guidelines-Screenshots-Tips}}
 +
|}
  
{{Guidelines-Screenshots-BigEnough}}
 
  
{{Guidelines-Screenshots-InGame}}
+
==Files==
  
{{Guidelines-Screenshots-WellLit}}
 
  
{{Guidelines-Screenshots-Angle}}
+
{{Guidelines-InfoFiles-ZipRar7z}}
  
{{Guidelines-Screenshots-WholeThing}}
+
{{Guidelines-InfoFiles-FileTypes}}
  
{{Guidelines-Screenshots-CloseEnough}}
 
  
{{Guidelines-Screenshots-Detail}}
+
==Other==
  
{{Guidelines-Screenshots-NeutralBackgrounds}}
 
  
{{Guidelines-Screenshots-AllItemsInSet}}
+
{{Guidelines-NotAllowed}}
  
{{Guidelines-Screenshots-Photoshopping}}
+
{| 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.
  
{{Guidelines-Screenshots-InlineandAttached}}
+
* '''Object Mesh:'''You have created or edited the 3D shape in a 3D editor such as Milkshape or Blender.
  
{{Guidelines-Screenshots-Tips}}
+
* '''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.''
 
+
===Required Screenshots===
+
 
+
Certain screenshots are absolutely required when uploading TS3 objects.
+
 
+
{| class="collapsible collapsed wikitable" style="width:100%"
+
|-
+
! style="text-align:left" | Channels (*)
+
|-
+
|[[Image:MTS_TS3_Objects_Channels.jpg|right]]When uploading an item to MTS it is a requirement that the object is shown so that downloaders can see which channels are which; this can be done using different coloured textures, or using the colours red,green and blue and a fourth colour for the fourth channel.
+
<br style="clear:both" />
+
 
|}
 
|}
  
{| class="collapsible collapsed wikitable" style="width:100%"
+
{| class="nicetable" style="width:100%"
 
|-
 
|-
! style="text-align:left" | CASt Presets (*)
+
! style="text-align:left" | Helpful links
 
|-
 
|-
|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 can't be wood + masonry ;)
+
|
|}
+
* Start to finish making an Object: [http://www.den.simlogical.com/denforum/index.php?topic=830.0, Object creating tutorial ]
  
{| class="collapsible collapsed wikitable" style="width:100%"
+
* For more information on making textures, see: [[Tutorials:TS3_Meshing_FAQ#Textures|TS3 Meshing FAQ: Textures]]
|-
+
! style="text-align:left" | Tiling
+
|-
+
|If you are uploading a mesh you made yourself, you need to show it in at least two Create-a-Style colour options.  One of these must show 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. See the example picture. This is also applicable to conversions from TS2 - often an object will require remapping to pattern correctly in TS3.
+
|}
+
  
 +
* 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!]]
  
==Right Info and Right Files==
+
* 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!]]
  
Once you have your creation made and screenshots taken, you need to make sure you have the correct files and information ready to do your upload.
+
* For more information on creating proper shadows, see: [[Tutorials:TS3_Meshing_FAQ#Shadows|TS3 Meshing FAQ: Shadows]]
  
{{Guidelines-InfoFiles-Packages}}
+
* For more information on updating other creator's items, see: [[MTS2:Creator_Guidelines/Updates_and_Remixes_of_Broken_or_Abandoned_Creations]]
  
{{Guidelines-InfoFiles-ZipRar7z}}
+
* How to find your game version/patch level : [[Game_Help:TS3_Patching_Find_Gameversion]]
 
+
|}
{{Guidelines-InfoFiles-UploadinSets}}
+
 
+
{{Guidelines-InfoFiles-PolyCounts}}
+
 
+
{{Guidelines-InfoFiles-Title}}
+
 
+
{{Guidelines-InfoFiles-Description}}
+
 
+
{{Guidelines-InfoFiles-EPRequired}}
+
 
+
{{Guidelines-InfoFiles-PatchRequired}}
+
 
+
{{Guidelines-InfoFiles-InGameNames}}
+
  
  
 
[[Category:MTS2 Creator Guidelines]]
 
[[Category:MTS2 Creator Guidelines]]
 +
[[Category:Sims 3]]

Latest revision as of 09:23, 23 April 2018

Contents

[edit] 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.

[edit] Quality

  • Recolor/Swatch Don't create a full clone for every new texture
  • 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.
  • CAStability: Objects should be made as versatile as possible with the channel options, and the location of the channels should make sense. "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.
  • CASt Presets: Use appropriate materials for your CASt presets - e.g. a dining chair with a cushion should not be all wood. Please also try to avoid clashing or blinding colours.
  • Proper shadows: Objects should have the same number of shadows as the corresponding EA object. The shadow shapes should match the object.
  • Painting Recolors: Painting recolors should be in game style and the images used should be your own work or clearly attributed. Make sure the mesh is appropriate to the image you use: photos in photo frames, posters on poster meshes, art in painting frames/canvases. Do pay attention to what original artists say about reusing their art/photos etc - if they say you can't use their work then please respect that artist's wishes.

[edit] 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.


[edit] 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.


[edit] 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.


[edit] 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.
Helpful links
Personal tools
Namespaces

Variants
Actions
Navigation
game select
Toolbox