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

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! style="text-align:left" | bones
 
! style="text-align:left" | bones
 
|-
 
|-
| TS2 and TS3 meshes are animated by a base skeleton. This skeleton is made up of several joints that are interconnected by bones; Much similar to the human body. When meshing, you assign each vertex to a bone or a combination of bones. When the sim moves, the bones and consequently the mesh with it.  
+
| TS2 and TS3 meshes are animated by a base skeleton. This skeleton is made up of several joints that are interconnected by bones; Much similar to the human body. When meshing, you assign each vertex to a joint or a combination of joints. Assigning a series of vertices to a joint can form a "bone".
 
|}
 
|}
 
{| class="collapsible collapsed wikitable" style="width:100%"
 
{| class="collapsible collapsed wikitable" style="width:100%"
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Most people use Adobe Photoshop or Paint Shop Pro. However, there are free alternatives like GIMP or Paint.NET.  
 
Most people use Adobe Photoshop or Paint Shop Pro. However, there are free alternatives like GIMP or Paint.NET.  
 
|}
 
|}
* imaging program
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{| class="collapsible collapsed wikitable" style="width:100%"
* import
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|-
* in-game
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! style="text-align:left" | import
 +
|-
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| The textbook definition of import is to bring something in. In creation terms it has a similar meaning. When you import something, you are "bringing in" a file into a program. Textures and meshes are typically what get imported into various programs.
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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" | in-game
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|-
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| In CAS terms, to look at something "in-game" can have two meanings. One can simply mean to look at CAS part in CAS (Create-A-Sim). However, usually it means to look at something in actually gameplay (outside of CAS). You typically look at things in-game (outside of CAS) because the lighting and rendering in CAS is way different than what is actually shown in regular gameplay. What looks wonky in CAS can actually look perfectly fine in-game.
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|}
 
===J===
 
===J===
* joints
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{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
 +
! style="text-align:left" | joints
 +
|-
 +
| TS2 and TS3 meshes are animated by a base skeleton. This skeleton is made up of several joints that are interconnected by bones; Much similar to the human body. When meshing, you assign each vertex to a joint or a combination of joints. Assigning a series of vertices to a joint can form a "bone".
 +
|}
 
===K===
 
===K===
* key
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{| class="collapsible collapsed wikitable" style="width:100%"
 +
|-
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! style="text-align:left" | key
 +
|-
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| A key is a TGI string that identifies a resource in a package. Every texture, mesh, XML, .caspart, png, etc is assigned a unique key value.
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|}
 
===L===
 
===L===
 
* lasso tool
 
* lasso tool
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* RGB value
 
* RGB value
 
* repository
 
* repository
 +
* RES key
 
===S===
 
===S===
 
* scale
 
* scale
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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
 
Plugin

Revision as of 21:21, 16 August 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

E

F

G

I

J

K

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
  • RES key

S

  • scale
  • skin ambient
  • skinning
  • specular
  • stencil
  • S3PE

T

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

U

  • UV map

V

  • vertex

W

  • wireframe

X

  • XML




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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