Difference between revisions of "Sims 3:0x00B2D882"

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(Composite Texture Set-up)
 
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{{See also|[[Sims_3:0x00B2D882/CAW|Create A World DDS Files]]}}
 
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[[Image:EllaMeshTutorial_64.png|right|250px]]
 
[[Image:EllaMeshTutorial_64.png|right|250px]]
  
The Multiplier adds shading and details to meshes.  It is a greyscale image with an alpha channel.  The lighter gray will lighten the patterns used while darker grey to black will darken the patterns used.
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The Multiplier controls the brightness of applied patterns.  It is a greyscale image where darker grey is used to suggest shadowy areas, brighter grey for lighter, like the top of ledges.  An alpha channel can be used for semi-transparency when the shader supports itMost shaders support a complete cutout when the alpha channel pixel is black.  The rgb channels are used together to provide the grey scale.
  
*In clothing it is used to add fabric wrinkles and seams
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*Save as DXT5 if you need alpha channel transparency, else DXT1 without alpha channel.
*In objects it is used to add shading to corners
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*In build items it is used to add architectural details
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*This file is saved as DXT3 | explicit alpha with the alpha layer black.  
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[[Image:EllaMeshTutorial_65.png|right|250px]]
 
[[Image:EllaMeshTutorial_65.png|right|250px]]
  
The specular adds highlighting and shine or reflectivity to your mesh.  The specular is a brighter gray scale of the multiplier and has a black alpha channel.  The white to gray will produce more highlights and shine where the darker gray to black will not produce highlightsAltering the specular's alpha to a shade of gray/white will also add reflectivity and shine, almost milky white to the object.
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The Specular controls overall shininess of object.  The amount of shine is controlled by the alpha channel.  The whiter the pixel, the shinier that area.  Black alpha means no shine, white alpha means glaring shine.  Color in color channels influences color of shine.
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Shine of the specular is not a true reflection, nor is it actual light being reflected or emittedIt is a type of graphic effect.
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Some shaders do not support specular at all, and some objects don't even have a specular compositor, so you'd waste your time making a specular image.
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*Save as DXT5
  
*This file is saved as DXT3 | explicit alpha with the alpha layer black.
 
  
 
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[[Image:EllaMeshTutorial_66.png|right|250px]]
 
[[Image:EllaMeshTutorial_66.png|right|250px]]
  
The mask has four channels (RGBA) that define the three CASTable channels. Some objects have a fourth CASTable channel which is acheived by having the certain areas span more than one channel.
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The Mask controls how patterns are applied to an object using color to define 3 seperate channels.
  
When viewing the channels in your graphics program the color will be applied to areas that are white while the black area will be transparent for that channelYou can also create a fourth channel by having the white areas overlap on two channels.
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Red = patternA, Green = patternB, Blue = patternC. 
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An alpha channel is used for patternD (4th channel) when there is one. 
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For each channel, its pattern will show up to some extent anywhere the pixel is not pure black.  The usual is to have the pixel either completely black or completely white for any individual channel.  Variations can be used to interesting effect for those objects that support it. (depends on TXTC)
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Some objects are set up so that the channels can blend together where they overlap, ie. where the color applied is not pure red, pure blue, or pure green.  For those that are not set that way, alpha overlays blue, blue overlays green, green overlays red.
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*Save as DXT5 if the object has 4 patterns, otherwise as DXT1
  
*This file is saved as DXT3 | explicit alpha.
 
  
 
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==Stencil==
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Mainly pointless.  Works like a overlay, and would lay over the top of an overlay.  Not all TXTCs support all 4 stencils, and some only support one enabled at a time.
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==Overlay==
 
==Overlay==
 
[[Image:TS3Overlay.png|right]]
 
[[Image:TS3Overlay.png|right]]
  
This has textures that are not CASTable and they will always remain on top of any patterns applied to your mesh. This is used to add details for smaller areas that don't necessarily benefit from being CASTable or where you want a static image such as a tattoo or stencil type image. The overlay has an alpha that allows the transparency, black is transparent and white is where your texture details are.
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The overlay controls non-CASTable texture additions.  It is applied over the top of any CASt patterns, but underneath any stencils.   Where the alpha channel is white the overlay will be visible and where it is black no overlay will show.  Use the color channels to create a normal color image in the area where the alpha is white. It doesn't matter what you do with the areas under black alpha pixels because they will not be visible in the game. 
  
*This file is saved as DXT3 | explicit alpha with the alpha layer black for areas with no texture and white with areas with the texture.  
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If you do not want an overlay at all, save file size by using a tiny image with black alpha and black picture, or link to EA's default blank overlay.
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*Save as DXT5
  
 
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==Composite Texture Set-up==
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The Mask comes first.  All images are subsequently stretched or shrunk to fit the Mask size.  If you set it as -1 it will take the actual mask image size, else it will obey your stated mask size and be stretched or shrunk to fit that.
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Next the patterns from the default preset (the one in the main xml)are applied to mask areas.
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Then the Multiplier greyscale (ignoring alpha channel) is applied to modify the brightness.
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Then th Overlay is applied, respecting its alpha channel.
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Then Stencils are applied, respecting their alpha channels.
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Finally, any area that has a black alpha pixel in overlay, Multiplier and all enabled Stencils will be cut away (made invisible) for objects that support it
  
 
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[[Category:Sims 3 File Types]]

Latest revision as of 11:46, 14 November 2013

Modding Reference by Category

Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference 

IMG
TypeID:0x00B2D882
Game Version:The Sims 3



See also: Create A World DDS Files


[edit] Overview

The dds image file controls texturing and shading, shininess, and adds details as overlays and is saved in DXT format. For more information about DXT see S3 Texture Compression

[edit] Multiplier

EllaMeshTutorial 64.png

The Multiplier controls the brightness of applied patterns. It is a greyscale image where darker grey is used to suggest shadowy areas, brighter grey for lighter, like the top of ledges. An alpha channel can be used for semi-transparency when the shader supports it. Most shaders support a complete cutout when the alpha channel pixel is black. The rgb channels are used together to provide the grey scale.

  • Save as DXT5 if you need alpha channel transparency, else DXT1 without alpha channel.


[edit] Specular

EllaMeshTutorial 65.png

The Specular controls overall shininess of object. The amount of shine is controlled by the alpha channel. The whiter the pixel, the shinier that area. Black alpha means no shine, white alpha means glaring shine. Color in color channels influences color of shine.

Shine of the specular is not a true reflection, nor is it actual light being reflected or emitted. It is a type of graphic effect.

Some shaders do not support specular at all, and some objects don't even have a specular compositor, so you'd waste your time making a specular image.

  • Save as DXT5



[edit] Mask

EllaMeshTutorial 66.png

The Mask controls how patterns are applied to an object using color to define 3 seperate channels.

Red = patternA, Green = patternB, Blue = patternC.

An alpha channel is used for patternD (4th channel) when there is one.

For each channel, its pattern will show up to some extent anywhere the pixel is not pure black. The usual is to have the pixel either completely black or completely white for any individual channel. Variations can be used to interesting effect for those objects that support it. (depends on TXTC)

Some objects are set up so that the channels can blend together where they overlap, ie. where the color applied is not pure red, pure blue, or pure green. For those that are not set that way, alpha overlays blue, blue overlays green, green overlays red.

  • Save as DXT5 if the object has 4 patterns, otherwise as DXT1



[edit] Stencil

Mainly pointless. Works like a overlay, and would lay over the top of an overlay. Not all TXTCs support all 4 stencils, and some only support one enabled at a time.



[edit] Overlay

TS3Overlay.png

The overlay controls non-CASTable texture additions. It is applied over the top of any CASt patterns, but underneath any stencils. Where the alpha channel is white the overlay will be visible and where it is black no overlay will show. Use the color channels to create a normal color image in the area where the alpha is white. It doesn't matter what you do with the areas under black alpha pixels because they will not be visible in the game.

If you do not want an overlay at all, save file size by using a tiny image with black alpha and black picture, or link to EA's default blank overlay.

  • Save as DXT5


[edit] Composite Texture Set-up

The Mask comes first. All images are subsequently stretched or shrunk to fit the Mask size. If you set it as -1 it will take the actual mask image size, else it will obey your stated mask size and be stretched or shrunk to fit that.

Next the patterns from the default preset (the one in the main xml)are applied to mask areas.

Then the Multiplier greyscale (ignoring alpha channel) is applied to modify the brightness.

Then th Overlay is applied, respecting its alpha channel.

Then Stencils are applied, respecting their alpha channels.

Finally, any area that has a black alpha pixel in overlay, Multiplier and all enabled Stencils will be cut away (made invisible) for objects that support it

Modding Reference by Category

Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference 

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