Sims 3:0x00B2D882

From SimsWiki
Revision as of 11:13, 14 November 2013 by Orangemittens (Talk | contribs)

Jump to: navigation, search
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


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

Multiplier

EllaMeshTutorial 64.png

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.

  • In clothing it is used to add fabric wrinkles and seams
  • In objects it is used to add shading to corners
  • In build items it is used to add architectural details


  • This file is saved as DXT3 | explicit alpha with the alpha layer white.


Specular

EllaMeshTutorial 65.png

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



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



Overlay

TS3Overlay.png

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.

  • 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.


Modding Reference by Category

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

Personal tools
Namespaces

Variants
Actions
Navigation
game select
Toolbox