Difference between revisions of "Tutorials:CAS Creation From Start-To-Finish - Glossary"

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===C===
 
===C===
* CAS
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{| class="collapsible collapsed wikitable" style="width:100%"
* CAS Part
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|-
* caspart
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! style="text-align:left" | CAS
* category flag
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|-
* channel
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| The shorthand acronym for Create-A-Sim
* clipping
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|}
* cloning
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{| class="collapsible collapsed wikitable" style="width:100%"
* clothing ambient
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|-
* commit
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! style="text-align:left" | CASt
* compression
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|-
* contiguous
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| The shorthand acronym for Create-A-Style Tool; the tool that lets you customize colors and patterns of clothing/objects in game. CASt also refers to the actually act of customizing an object. E.g. "to CASt something" or "I CASted that chair".
* CTU
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|}
 +
{| class="collapsible collapsed wikitable" style="width:100%"
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|-
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! style="text-align:left" | CAS Part
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|-
 +
| CAS Parts are what a the game actually displays on the sim (i.e. shirts, shoes, watches, etc); this includes the mesh, shape, color, lighting, transparency or anything else that affects the look of the design.
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|}
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{| class="collapsible collapsed wikitable" style="width:100%"
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|-
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! style="text-align:left" | caspart
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|-
 +
| A .caspart file itself can be thought of as a "placeholder" in Create-A-Sim. By linking meshes, textures and other details to the .caspart, you create what is commonly know as a CAS Part.
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|}
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{| class="collapsible collapsed wikitable" style="width:100%"
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|-
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! style="text-align:left" | category flag
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|-
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| The category flag of a CAS part denotes properties of that item, such as what age it is foor, clothing category, etc.
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|}
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{| class="collapsible collapsed wikitable" style="width:100%"
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|-
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! style="text-align:left" | channel
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|-
 +
| In the context of imaging programs, a channel is where your program stores color information about an image. All TS3 textures are composed of three main channels Red, Green and Blue (RGB for short). Some textures, such as base textures (multipliers) also have a fourth channel called the alpha. We also use the three base RGB channels to make masks for our CAS parts.
 +
 
 +
In the context of CAS parts, channels are also another name for the recolorable palattes in game. For example, if someone asks how many channels you item has; If it has three separate parts that can recolor, then you would say "my _____ has three channels".
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|}
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{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | clipping
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|-
 +
| Clipping is when parts of your clothing mesh intersect (unintentionally) with other parts of the sim. It can also refer to abnormal animation of a clothing object. Clipping generally is caused by meshes with incorrect bone assignments. However, some clipping is unavoidable.
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|}
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{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | cloning
 +
|-
 +
| Cloning is the process of "copying" an existing clothing/object from TS3, and then changing its instances to make the item unique. Almost all custom content in game was cloned from something else. Cloning is done automatically by programs such as CTU, however it can be done manually by extracting files in S3PE and then changing instances by generating new hashes.
 +
|}
 +
{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | clothing ambient
 +
|-
 +
| The clothing ambient indicates lighting intensity of the CAS part. This is rarely used, even by EA, so most are left pure white.
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|}
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{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | commit
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|-
 +
| To store any changes in CTU, you must click the "commit" button before proceeding. If you are ever told to commit changes, this simply means to press this button: [[File:Commit.jpg|right]]
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|}
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{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | compression
 +
|-
 +
| When talking about compression, we're usually refering to what type of DDD we want to save our textures in. DDS compression comes in various types, but the one used for CAS creations is DXT. DXT comes in three subtypes: DXT1, DXT3 and DXT5.
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|}
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{| class="collapsible collapsed wikitable" style="width:100%"
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|-
 +
! style="text-align:left" | contiguous
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|-
 +
| In an imaging program, when using the magic wand/fuzzy select tool, enabling contiguous selecting allows for you to select one color section within your threshold, regardless if there are other pockets of the same color on the layer. If you don't have contiguous enabled, then when you fuzzy select a color, it will find every color within that layer.
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|}
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{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
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! style="text-align:left" | CTU
 +
|-
 +
| Create-A-Texture Unitool (CTU) is the CAS creation, developed by resident ModTheSimmers Delphy and Jonha. It creates finished projects in the form of packages, instead of Sims3Packs. As of now, its only competition is Workshop (TSRW) found at The Sims Resource.
 +
|}
 
===D===
 
===D===
 
* DDS
 
* DDS
 
* design
 
* design
 +
* DXT
 
===E===
 
===E===
 
* export
 
* export

Revision as of 02:52, 24 January 2012

CAS Creation With Daluved1: From Start-To-Finish

Planning | Meshing | Creating A New Package | Texturing | Finishing Up | Glossary

The Glossary

Here are some words used throughout this tutorial that may need a little more explanation. Click the More Info button to expand the definition.

Contents

A

B

C

D

  • DDS
  • design
  • DXT

E

  • export
  • extract

F

  • face
  • flag
  • fuzzy select

G

  • geom
  • GIMP

I

  • imaging program
  • import
  • in-game

J

  • joints

K

  • key

L

  • lasso tool
  • layer
  • lod

M

  • magic wand
  • marquee
  • mask
  • material
  • mesh
  • meshing
  • Milkshape 3D
  • multiplier

N

  • normal map

O

  • opacity
  • opaque
  • overlay

P

  • package
  • Paint.NET
  • parameter
  • part mask
  • Photoshop
  • plugin
  • png
  • polygon
  • preset

R

  • RGB mask
  • RGB value
  • repository

S

  • scale
  • skin ambient
  • specular
  • stencil
  • S3PE

T

  • tag
  • texture
  • texture linking
  • texturing
  • TGI
  • thumbnail
  • translucent
  • transparent
  • type

U

  • UV map

V

  • vertex

W

  • wireframe

X

  • XML


AS Parts A .caspart file itself can be thought of as a "placeholder" in Create-A-Sim. By linking meshes, textures and other details to the .caspart, you create what is commonly know as a CAS Part. CAS Parts are what a the game actually displays on the sim (i.e. shirts, shoes, watches, etc); this includes the mesh, shape, color, lighting, transparency or anything else that affects the look of the design. [edit]DDS Files A DDS file is a type of raster image, commonly used by many games, including both Sims 2 and Sims 3. DDS files can be saved in a variety of formats, both compressed and uncompressed. You will need to save your textures in DDS format for use in the CTU.


Image Editor Your everyday run of the mill image editor like MS Paint or Paintbrush will not suffice for TS3 skinning. Instead you'll need a program that at least has these basic features: RGB Mode Channel View Layers Image Adjusters (i.e. desaturate, colorize, etc.) Most people use Adobe Photoshop or Paint Shop Pro. However, there are free alternatives like GIMP or Paint.NET.

Plugin Many imaging programs do not initially know how to save/handle DDS files, so you'll have to install a plugin for them. Here are two of the most common ones. Photoshop GIMP [edit]Packages The CTU saves your finished creations as .packages, similar to what was used with The Sims 2.

For help with installing .packages, see Installing Sims 3 Package Files

Parameters To help quicken the search for a mesh, you can dial up the type of mesh you wish to use by setting the age/gender/type parameters. [edit]Mesh Once you set the parameters, you can either pick the mesh you want to use from the drop-down list or you can select it using the Quick Find box by clicking on the thumbnail.

Bump Maps Additionally bump maps may be found under the Meshes tab. To extract, click on the appropriate TGI link then hit the find button. When the DDS preview window comes up, click the export button at the bottom right corner of the screen.

[edit]Textures The easiest way to extract textures is to use the "Extract Textures" button in the Find a CAS tab. However this will give you all the game textures linked to that mesh.

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