Difference between revisions of "Tutorials:Sims 3 Custom Patterns"

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<big><big>Note from HP: I am currently rewriting major sections of this tutorial.  My apologies if anything is weird or unclear or unfinished for the time being.  I will be finishing it ASAP.</big></big>
 
<big><big>Note from HP: I am currently rewriting major sections of this tutorial.  My apologies if anything is weird or unclear or unfinished for the time being.  I will be finishing it ASAP.</big></big>
  
==Creating Custom Patterns for The Sims 3==
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==Introduction==
  
 
This tutorial explains how to make a custom pattern for The Sims 3 for use in Create a Style.  This tutorial covers both the basics of editing of the image as well as how to get it to work in Delphy's Pattern Packager.
 
This tutorial explains how to make a custom pattern for The Sims 3 for use in Create a Style.  This tutorial covers both the basics of editing of the image as well as how to get it to work in Delphy's Pattern Packager.
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[[Image:CustomPattern-1a.jpg|right|500px]]Here's an example, using one of the game's patterns.  You can see how the separate parts of the pattern are done as different pieces.  The red channel serves as a background, and each of the other channel (green, blue, and alpha) are layered on top of it.  The order of the layering is important - I'll go into that later.<br clear="all" />
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[[Image:CustomPattern-1a.jpg|center|500px]]
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Above is an example, using one of the game's patterns.  You can see how the separate parts of the pattern are done as different pieces.  The red channel serves as a background, and each of the other channel (green, blue, and alpha) are layered on top of it.  The order of the layering is important - I'll go into that later.<br clear="all" />
  
  
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See how the red is the background, and how the other channels layer on top of it?  Where the other channels were white, they show up.  Where they were black, they are fully transparent.  Though this pattern has no greyscale, you can also do shades of grey (instead of pure black/white) to do partial transparency.<br clear="all" />
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See how the red is the background, and how the other channels layer on top of it?  Where the other channels were white, they show up.  Where they were black, they are fully transparent.  Though this pattern has no greyscale, you can also do shades of grey (instead of pure black/white) to do partial transparency.
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'''Note: These are channels, not colours!'''  While they are called red, blue, and green channels, and while your finished DDS image will be colourful, a lot of people seem to get confused thinking of them as colours rather than channels.  They could be called anything - "red," "green," and "blue" are just names here.  When making your channels you will be working with only black, white, and shades of grey.  Never actual colours.<br clear="all" />
  
 
By using this channel separation, you can do just about any pattern you can imagine.  But getting a particular image set up channel-separated like that can be tricky, and that's what the bulk of this tutorial will cover.
 
By using this channel separation, you can do just about any pattern you can imagine.  But getting a particular image set up channel-separated like that can be tricky, and that's what the bulk of this tutorial will cover.
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====Necessity of Channel Separation====
 
====Necessity of Channel Separation====
  
'''<font color="red">For most patterns, you cannot just import an image directly without major editing!</font>''' You must have the channel-separated versions so that you can recolour each part of the image separately!
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'''For most patterns, you cannot just import an image directly without major editing!'''  
  
The only images that you do not need to channel-separate are single-colour patterns such as wood or wicker.  Even so, there are some tweaks that you should do to the channels before importing images of those type.
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You must have the channel-separated versions so that you can recolour each part of the image separately!  The only images that you do not need to channel-separate are single-colour patterns such as wood or wicker.  Even so, there are some tweaks that you should do before importing images of that type.
  
There is no "easy import" option - it just doesn't work that way!  Doing a custom pattern can be a time-consuming process that requires care and thought, as well as quite a bit of effort.  It is just NOT usually possible to just use any old pattern and just import it straight away without channel separating.  It looks crappy and doesn't work right.  Having done several, I can see why they didn't just give us a tool to make our own, as it's not easy or quick.
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There is no "easy import" option - it just doesn't work that way!  Doing a custom pattern can be a time-consuming process that requires care, thought, and effort.  It is just NOT usually possible to just use any old pattern and just import it straight away without channel separating.  It looks crappy and doesn't work right.  Having done several, I can see why they didn't just give us a tool to make our own, as it's not easy or quick in most cases.
  
 
So if you say "gosh that looks complicated, can't I just import my image?" I will come to your house and fill your computer with dirty socks.
 
So if you say "gosh that looks complicated, can't I just import my image?" I will come to your house and fill your computer with dirty socks.
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In this tutorial, there are a lot of references to vectors and rasters.  This may be the first time you have encountered these terms.
 
In this tutorial, there are a lot of references to vectors and rasters.  This may be the first time you have encountered these terms.
  
* ''Raster images'' are the most common type you will encounter.  These are things like gifs, jpeg/jpgs, pngs, bmps, etc., and just about every program that does images (Photoshop, Gimp, Paint.NET, Paint Shop Pro, etc.) can open and edit them.  They are one specific size and contain just the data on what pixels are present.  You cannot resize them larger than they already are without them looking bad and with a loss of quality.  If you size them down, you cannot size them back up again easily without that same loss of quality.  You cannot usually easily separate out parts of the image like a background vs. foreground, especially if the colours in the image for background and foreground are very similar.
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* '''Raster images''' are the most common type you will encounter.  These are things like gifs, jpeg/jpgs, pngs, bmps, etc., and just about every program that does images (Photoshop, Gimp, Paint.NET, Paint Shop Pro, etc.) can open and edit them.  They are one specific size and contain just the data on what pixels are present.  You cannot resize them larger than they already are without them looking bad and with a loss of quality.  If you size them down, you cannot size them back up again easily without that same loss of quality.  You cannot usually easily separate out parts of the image like a background vs. foreground, especially if the colours in the image for background and foreground are very similar.
  
* ''Vector images'' are less common.  They are created in programs such as Adobe Illustrator, Inkscape, and CorelDraw.  Rather than being just the pixels, they are more a set of instructions on how to create an image - the angles, spaces between, fills, and layering.  Raster images can be sized up and down easily with no loss in quality.  You can easily choose different parts of the image and hide them, change their colours, delete them, or move them around.  While vector images are extremely versatile in how they can be edited, you will usually have to convert a vector image to a raster in order to make use of it in a project - but if you ever need to edit it again, you still have your vector.
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* '''Vector images''' are less common.  They are created in programs such as Adobe Illustrator, Inkscape, and CorelDraw.  Rather than being just the pixels, they are more a set of instructions on how to create an image - the angles, spaces between, fills, and layering.  Vector images can be sized up and down easily with no loss in quality.  You can easily choose different parts of the image and hide them, change their colours, delete them, or move them around.  While vector images are extremely versatile in how they can be edited, you will usually have to convert a vector image to a raster in order to make use of it in a project - but if you ever need to edit it again, you still have your vector.
  
 
You will need to colour-separate different parts of an image with very clean separations to make patterns.  Because of this, many patterns will benefit from being recreated in a vector format first.  Having a vector version of your image will allow you to change the parts of the image black and white or greyscale quite easily, adjust layering, and go back and edit without having to mess about with selections.  Creating a vector image can be time-consuming, but the quality of the result is often worth it.  Plus, then you have a nice vector version of your pattern that you can use for a desktop background or whatever else you desire later on.
 
You will need to colour-separate different parts of an image with very clean separations to make patterns.  Because of this, many patterns will benefit from being recreated in a vector format first.  Having a vector version of your image will allow you to change the parts of the image black and white or greyscale quite easily, adjust layering, and go back and edit without having to mess about with selections.  Creating a vector image can be time-consuming, but the quality of the result is often worth it.  Plus, then you have a nice vector version of your pattern that you can use for a desktop background or whatever else you desire later on.
 
  
 
====DDS Files====
 
====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 usually contain one large image plus many smaller versions of the same image.  These smaller versions are called "mipmaps" and are used when zoomed out in-game, for better performance.  DDS files can be saved in a variety of formats, both compressed and uncompressed.  Compressed versions can be smaller in file size, but lower in quality.  Final versions of the files you save will usually need to be in DDS format for importing.  DDS plugins are available for most graphics programs.
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A DDS file is a type of raster image, commonly used by many games, including both Sims 2 and Sims 3.  DDS files usually contain one large image plus many smaller versions of the same image.  These smaller versions are called "mipmaps" and are used when zoomed out in-game, for better performance.  DDS files can be saved in a variety of formats, both compressed and uncompressed.  Compressed versions can be smaller in file size, but are often lower in quality.  You will need to save your images in DDS format for importing into Delphy's Pattern Packager.  DDS plugins are available for most Windows graphics programs. Mac users will have to use a separate conversion program such as SquishDDS or Graphic Converter.
 
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===Difficulty Level===
 
===Difficulty Level===
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==Needed Programs, Tools, and Plugins==
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===Needed Programs, Tools, and Plugins===
 
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* A vector drawing program such as [http://www.adobe.com/products/illustrator/ Adobe Illustrator] (pay) or [http://www.inkscape.org/ Inkscape] (free), if your image will need more than one channel/colour palette option, and the separate colours are not easily selectable.
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* A raster image program such as [http://www.adobe.com/products/photoshop/family/ Adobe Photoshop] (pay) or [http://gimp.org/ The Gimp] (free).  Other programs can be used, as long as they have a DDS plugin.
 
* A raster image program such as [http://www.adobe.com/products/photoshop/family/ Adobe Photoshop] (pay) or [http://gimp.org/ The Gimp] (free).  Other programs can be used, as long as they have a DDS plugin.
  
 
* DDS Plugins for your raster image program.  There's one for [http://developer.nvidia.com/object/photoshop_dds_plugins.html Photoshop] as well as [http://registry.gimp.org/node/70 The Gimp].  Both plugins are free.  To see if your image editor of choice has a DDS plugin, just Google for it - for example "Paint Shop Pro DDS plugin" is a good search.
 
* DDS Plugins for your raster image program.  There's one for [http://developer.nvidia.com/object/photoshop_dds_plugins.html Photoshop] as well as [http://registry.gimp.org/node/70 The Gimp].  Both plugins are free.  To see if your image editor of choice has a DDS plugin, just Google for it - for example "Paint Shop Pro DDS plugin" is a good search.
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* If your image will need more than one channel/colour palette option, and the separate colours are not easily selectable on your existing image, you will also need a vector drawing program such as [http://www.adobe.com/products/illustrator/ Adobe Illustrator] (pay) or [http://www.inkscape.org/ Inkscape] (free).
  
 
* [http://www.modthesims.info/download.php?t=342998 Delphy's Pattern Packager] and the [http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6 .NET Framework 3.5] needed to run it.  Make sure you install .NET Framework 3.5 before trying to run the Packager!  :)
 
* [http://www.modthesims.info/download.php?t=342998 Delphy's Pattern Packager] and the [http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6 .NET Framework 3.5] needed to run it.  Make sure you install .NET Framework 3.5 before trying to run the Packager!  :)
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==The Tutorial==
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==Image Editing==
  
First, you need to decide how you are going to do your image.  Exactly which method you use depends on the image you would like to make into a pattern, and the desired end result.  '''If you are a complete beginner at this, do a single colour pattern first!'''
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First, you need to decide how you are going to do your image.  Exactly which method you use depends on the image you would like to make into a pattern, and the desired end result.  '''If you are a complete beginner at this, do a single colour pattern first!''
  
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* [[Tutorials:Sims 3 Custom Patterns/Single Colour Patterns|Single Colour Patterns]]
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* [[Tutorials:Sims 3 Custom Patterns/Multi Colour Patterns 1|Multi Colour Patterns (Simplest Method)]]
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* [[Tutorials:Sims 3 Custom Patterns/Multi Colour Patterns - Vectored|Multi Colour Patterns (with Vectors)]]
  
==Single Colour Patterns==
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* [[Tutorials:Sims 3 Custom Patterns/Multi Colour Patterns - Dirt Layers|Dirt Layers]]
 
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The easiest pattern type is a single-colour such as a wood or textural fabric that you only want to have one colour palette option for.
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===Source Image===
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[[Image:CustomPattern-3a.jpg|right]]For my example, I will be using a wood texture that I generated using the very cool (and free) program, [http://www.spiralgraphics.biz/ww_overview.htm Wood Workshop].  It's automatically seamless, and thus will be really easy to convert.<br clear="all" />
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===Make Seamless & Resize===
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If your image is not already seamless, then now is the time to convert it to seamlessness.  See: [[Tutorials:Seamless Textures]] for instructions.
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Once your image is seamless, resize it to 256x256, the size used by the game's patterns.  If you're using Photoshop, make sure to change your resize type to Bilinear for best results.
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===Examine Channels===
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[[Image:CustomPattern-4a.jpg|right|300x300px]]Open up your seamless image in your graphics editing program.
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Then bring up the Channels window.  In Photoshop, this can be done by the Window menu -> Channels.
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You can see here how my image has separate channels.  RGB shows all three channels together and is the full image as you normally see it.  You can also click on each of the separate channels in the list (red, green, and blue) and see them individually.  They will usually look like varying greyscale versions of the same image.<br clear="all" />
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[[Image:CustomPattern-5a.jpg|right|300x300px]]Now, -could- you just import this image straight into the game with no changes?  Sure, but it wouldn't look very nice.  See this image to the right?
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That's the wood image, imported straight into game with no changes.  And while it doesn't look horribly crappy, it doesn't look great either.  That's with the colour set to fully white.  It should be nice and bright white, but instead it's very washed out and grey, with no areas that are nice and white.  And changed to dark, it loses detail very fast, becoming dull and uninteresting.<br clear="all" />
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===Adjust Red Channel===
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[[Image:CustomPattern-6a.jpg|right|300x300px]]So the image has to be adjusted.  Select the Red channel in the channels window. 
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Then, bring up the Levels adjuster.  In Photoshop, this is Image - Adjustments - Levels.  Pull the sliders in the top area around and get a feel for how the tool works.  Generally you want both sliders to be somewhere within the large chunk of black. 
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The idea here is to create greater contrast, so that there is some pure white and that most of the image is fairly light, but also lots of midtones and some dark areas too.  Try to adjust it so that it looks like you would want in-game if the colour was set to fully white.
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You can also try using the Brightness/Contrast adjustment (In Photoshop, Image - Adjustments - Brightness/Contrast) instead of Levels.  It all depends on your individual image and how you would like it to turn out.
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You only need to do this for one channel if you're doing a single-colour pattern.  While there is still stuff in the green and blue channels, we can basically ignore it (since the game will too).<br clear="all" />
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===Save===
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Single colour patterns are pretty easy - you mainly just need to adjust things, and then it's time to save!  Drop down to [[Sims 3:Custom Patterns#Saving Your DDS File|Saving Your DDS]] for info on how best to do that.  If you want to create a dirt layer (so people can easily make your texture look dirty or grungy) then drop down to [[Sims 3:Custom Patterns#Dirt Layers|Dirt Layers]] and do that before saving.
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==Multi-Colour Patterns - Simplest Method==
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Creating patterns with multiple colours is usually quite a bit more complex than single-colour patterns.  While it can range from fairly easy to somewhat challenging into downright enragingly difficult, I will try to go over some different options for how to do it, depending on the type and complexity of your pattern.
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This first method works quite well on images that are only two or three colours, with a high contrast between the two, and very clean lines. 
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===Source Image===
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[[Image:CustomPattern-7a.jpg|right|300x300px]]See my example at right, a teal and white.  There's a lot of contrast, and each colour stands out very well against the background.  This is an ideal pattern to convert this way.<br clear="all" />
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===Make Seamless & Resize===
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If your image is not already seamless, then now is the time to convert it to seamlessness.  See: [[Tutorials:Seamless Textures]] for instructions.
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Once your image is seamless, resize it to 256x256, the size used by the game's patterns.  If you're using Photoshop, make sure to change your resize type to Bilinear for best results.
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===High Contrast===
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[[Image:CustomPattern-8a.jpg|right|300x300px]]In order to separate the areas of the image, we're going to have to make the different component colours contrast as much as possible with each other. 
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Now, there are several ways you can do this, but for two-colour patterns, the easiest is to fiddle with the levels.  In Photoshop, this is Image - Adjustments - Levels.  Then drag the two little sliders under Input Levels as close to each other as you can, under the black area.  You want the lighter colour to stay as light as possible, and the darker colour to stay as dark as possible, without either one of them getting crunchy or icky looking.<br clear="all" />
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[[Image:CustomPattern-9a.jpg|right|300x300px]]In order to separate the areas of the image, we're going to have to make the different component colours contrast as much as possible with each other.  Then, desaturate the image.  In Photoshop, this is Image - Adjustments - Desaturate.  This gives you the white of the design over a black background.<br clear="all" />
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===Set Up Channels===
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Once you have the black and white version of the design you would like, you can set up the channels for your pattern so that it will work properly in game.
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[[Image:CustomPattern-10a.jpg|right|300x300px]]File - New and create a new document that's the same size as your texture - that is, 256x256 pixels.  Leave your existing document open - it's just easier to do this in a new document than your existing one.
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Then, bring up the Channels window.  In Photoshop, this is Window - Channels.  You should see that all of the channels are blank, probably filled with white.
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<br clear="all" />
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Switch back to your previous document, select all, and copy, to make a copy of the black and white version.
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Then switch to the new, blank document.
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===Vectorizing the Image===
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This is, by far, the most time consuming and complicated way of doing a pattern, but it can be the only way to create high-quality versions of some types of patterns.
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For the purposes of this tutorial, I will be demonstrating a 4-colour pattern using Illustrator.  You can do your patterns in any number of colours from 1 to 4 - 4 is the most complicated. 
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[[Image:Arches.jpg|300x300px|right]]I'll be creating a pattern inspired by this retro arches pattern I found on Shutterstock.  As you can see, it's a lot more complicated than just 4 basic colours, but I can simplify it as I work on it.<br clear="all" />
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====Step 1 - Import the Image====
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[[Image:CustomPattern-01.jpg|300x300px|right]]Start by importing the image into your vector program.  I only need a small part of it for what I'm doing here, so I haven't bothered to import the whole thing, just enough that I can trace it.<br clear="all" />
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====Step 2 - Vectorize====
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[[Image:CustomPattern-02.jpg|300x300px|right]]I'm skipping a lot of the fiddly work here, because every pattern is going to be different, and I'm not going to teach you how to do vector drawings all in one tutorial here.  You want to basically trace over whatever lines you've got in the image, simplifying where you can (your final texture will only be 256x256 so don't go crazy with tons of detail), and remembering that you will have a max of 4 colour sliders to work with.
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When you're done, you should have all the basic elements of the pattern roughed out in vector shapes.  Don't worry if they're not exact - nobody's going to see your original, only the result.  Make sure to group important parts as you go along.<br clear="all" />
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====Step 3 - Define Colours====
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[[Image:CustomPattern-03.jpg|300x300px|right]]It's about at this point that you should define the colours on your parts.  If you're doing a very simple design, you may not have to, but the more complex you get, the easier this will make things down the line. 
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It doesn't matter what colours you use here, just that you use no more than 4 of them and that they're different enough from each other that you can tell at a glance what's what.  You can define lighter and darker versions of the same colour, as you can see I've done - I'll explain further on how to handle those light/dark colours.
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So for mine, I have white, mustard yellow, red, and blue, with the blue in lighter and darker versions.<br clear="all" />
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====Step 4 - Tile====
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[[Image:CustomPattern-04.jpg|300x300px|right]]Then set up your pattern for tiling.  There are ways to do a tiling pattern directly in a vector program, but I find it easiest to just make a big swatch and crop later for most designs.  If you're doing the tile-in-vector method, here's a [http://www.trueup.net/?p=3261 good tutorial] on doing the tiling.<br clear="all" />
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===Rasterizing the Image===
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After you've got it all done in vector, you need to get it into a raster format...
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====Step 5 - Colour Separate====
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Now comes the annoying and tedious part - separating each colour into black and white/greyscale images.
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A note before we begin - there is a layering effect that happens with the separate colours, so arranging them in the proper order is important.  Red is the bottom layer, green above that, blue above that, and alpha on the very top.  You can overlap colours.
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[[Image:CustomPattern-05.jpg|300x300px|right]]We'll start with the white colour for mine.  I'm going to make the white colour, well, white, and all of the rest of my colours black.<br clear="all" />
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[[Image:CustomPattern-05a.jpg|300x300px|right]]Then I need to save the result as a raster image.  I find it easiest to just take a screenshot using Print Screen and paste each of the resulting images into a new Photoshop document on a new layer.  If you do it that way, it's important not to move my zoom level or the scroll bars in Illustrator though, or they won't line up.<br clear="all" />
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[[Image:CustomPattern-06.jpg|300x300px|right]]Undo so everything's coloured again, and now make the yellow parts white and everything else black, and again, screenshot and paste as new layer or save as raster.<br clear="all" />
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[[Image:CustomPattern-07.jpg|300x300px|right]]Undo again to colour, and then repeat for red - red should be white, everything else black.  Screenshot and paste as new layer or save as raster.<br clear="all" />
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[[Image:CustomPattern-08.jpg|300x300px|right]]Finally, the blue layer.  Now, you'll notice that for mine, I have -four- separate shades of blue - lightish, medium, darkish, and dark.  So for that, I'm going to change everything that isn't blue at all to black...  And then I'm going to make the blue parts greyscale - white for the lightest blue, and darker shades (20% black, 30% black, and 30% black) for each of the darker parts. 
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Screenshot and paste into your document as a new layer, so you should now have 4 layers above the background, each with a different set of colours as white/greyscale.<br clear="all" />
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====Step 6 - Finish Image====
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[[Image:CustomPattern-09.jpg|300x300px|right]]Take your raster drawing with the four layers, and make it seamless, cropping out edges or whatever you need to do.  Make sure to make all your layers seamless in the same way!  In Photoshop, Filter - Other - Offset is a great way to see that your image is seamless without having to tile it up yourself.<br clear="all" />
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Resize to 256x256.  If you're using Photoshop, make sure to change the resize setting to Bilinear or you'll get seams around the edges, which will be visible in-game.  It's usually okay if your image is a little bit distorted, if it wasn't perfectly square when tiling - again, nobody will be seeing your original image, just the result, so they wont' know it's distorted.
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[[Image:CustomPattern-10.jpg|300x300px|right]]Time to assemble your four parts into channels.  Make a new image the size that's 256x256, and bring up the Channels window.  If you're doing a 4 colour pattern, add a new channel, alpha1. In Gimp, you'll have to do Colors - Components - Decompose to separate your image into channels.<br clear="all" />
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Next, take each layer from your 4-layer tiled document and copy it, and paste the contents into a different channel in the new document.  Remember the layering if it's important to your pattern - red on bottom, alpha on top.
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If you're using Gimp, it's a little silly - once you've Decomposed to split into channels, you can paste your different images as new layers and then rename them - red, green, blue, or alpha.  You can't paste directly into the channels themselves.
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When you get them all pasted and look at the RGB channel, it should look, well, pretty weird.  You may not be able to see anything on the alpha channel very well.  Flip through your channels to make sure you've got it all set up properly. 
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If you're in Gimp, you'll have to do Colors - Components - Compose to smush it all back together, and it won't look right at all after that - Gimp's a little weird like that.<br clear="all" />
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[[Image:CustomPattern-11.jpg|300x300px|right]]Now save as a DDS file.  On the popup you get, change the top dropdown to 8.8.8.8 ARGB.  This is one of several formats that works (DXT formats work also) but it gives the best image quality - artifacts are seriously bad on most of the other file types with most image types. 
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In Gimp, Compression should be set to None, Format set to RGBA8, and tick Generate Mipmaps.  If you get an error complaining about volume maps, just ignore it.<br clear="all" />
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===Dirt Layers===
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Blah
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Once you have finished getting your image edited into a channel separated pattern, come back here to finish up your image and to get it working in the game.
  
 
===Saving Your DDS File===
 
===Saving Your DDS File===
  
Blah
+
When saving your .dds file there are several format options. DXT5 ARGB 8 works with Delphy's Pattern Packager.
 
+
  
===Make a Package===
+
==Make a Package==
  
 
Now you're ready to get your texture working in-game.
 
Now you're ready to get your texture working in-game.
  
  
====Step 7 - Pattern Packager====
+
===Pattern Packager===
  
 
Load up [http://www.modthesims.info/d/342998 Delphy's Pattern Packager].  If it's the first time you've used it, read the license agreement, enter your creator name, and click I Agree.
 
Load up [http://www.modthesims.info/d/342998 Delphy's Pattern Packager].  If it's the first time you've used it, read the license agreement, enter your creator name, and click I Agree.
Line 273: Line 109:
 
You can ignore the Background Filler swatch for most purposes - that's used for areas of the Red channel (background) where you have no background, but the Background Filler colour cannot be changed in-game using the colour palettes.
 
You can ignore the Background Filler swatch for most purposes - that's used for areas of the Red channel (background) where you have no background, but the Background Filler colour cannot be changed in-game using the colour palettes.
  
You can set your default colours for your pattern here on the Palette 1-4 options.  1 is Red, 2 is Green, 3 is Blue, and 4 is Alpha.  Note that the image displaying your texture will not change accordingly - if you need to preview these colours, it's best to do in your vector document, or just to save with whatever colours and decide on your colours in-game and then save a copy after with better colours.  You can always copy the RGB values into the blanks in the palette popup.
+
You can set your default colours for your pattern here on the Palette 1-4 options.  1 is Red, 2 is Green, 3 is Blue, and 4 is Alpha.  You can preview your colours here, but they may be slightly different from what you get in-game.  For best results, leave the Pattern Packager open, go in-game, tweak the colour choices, and then save a copy after with better colours.  You can always copy the RGB values into the blanks in the palette popup.
  
 
Leave the tickboxes for "use default specular map" and "make this pattern a decal" as default - specular ticked, decal unticked.
 
Leave the tickboxes for "use default specular map" and "make this pattern a decal" as default - specular ticked, decal unticked.
Line 295: Line 131:
 
There is a Q&A thread for this tutorial on MTS, found [http://www.modthesims.info/showthread.php?t=343139 here].  Or if you have general questions on pattern creation that don't directly relate to this tutorial, please post them in the main [http://www.modthesims.info/forumdisplay.php?f=595 Patterns Forum] on MTS.
 
There is a Q&A thread for this tutorial on MTS, found [http://www.modthesims.info/showthread.php?t=343139 here].  Or if you have general questions on pattern creation that don't directly relate to this tutorial, please post them in the main [http://www.modthesims.info/forumdisplay.php?f=595 Patterns Forum] on MTS.
  
[[Category:Sims 3]]
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{{TS3ModdingHeader}}
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[[Category:Sims 3 Modding Tutorials]][[Category:Sims 3 Pattern Tutorials]][[Category:Tutorials_by_HystericalParoxysm]][[Category:Unfinished Tutorials]]

Latest revision as of 11:39, 17 September 2012

Tutorials by Category

CAS | Patterns | Objects | Building | Worlds | Modding | Modding Reference 

Note from HP: I am currently rewriting major sections of this tutorial. My apologies if anything is weird or unclear or unfinished for the time being. I will be finishing it ASAP.

Contents

[edit] Introduction

This tutorial explains how to make a custom pattern for The Sims 3 for use in Create a Style. This tutorial covers both the basics of editing of the image as well as how to get it to work in Delphy's Pattern Packager.


[edit] Basic Concepts

Sims 3 custom patterns are constructed differently than most normal images. In order to allow you to change the colour of different parts of the image, the pattern must be separated into different colour channels: red, green, blue, and alpha.


CustomPattern-1a.jpg


Above is an example, using one of the game's patterns. You can see how the separate parts of the pattern are done as different pieces. The red channel serves as a background, and each of the other channel (green, blue, and alpha) are layered on top of it. The order of the layering is important - I'll go into that later.


CustomPattern-2a.jpg
You can see here how this separation and layering works for the pattern in-game. I have coloured each of the palette options to match their channel names - red, green, blue, and alpha (set to white). You can click this image for a larger version.


See how the red is the background, and how the other channels layer on top of it? Where the other channels were white, they show up. Where they were black, they are fully transparent. Though this pattern has no greyscale, you can also do shades of grey (instead of pure black/white) to do partial transparency.

Note: These are channels, not colours! While they are called red, blue, and green channels, and while your finished DDS image will be colourful, a lot of people seem to get confused thinking of them as colours rather than channels. They could be called anything - "red," "green," and "blue" are just names here. When making your channels you will be working with only black, white, and shades of grey. Never actual colours.

By using this channel separation, you can do just about any pattern you can imagine. But getting a particular image set up channel-separated like that can be tricky, and that's what the bulk of this tutorial will cover.


[edit] Necessity of Channel Separation

For most patterns, you cannot just import an image directly without major editing!

You must have the channel-separated versions so that you can recolour each part of the image separately! The only images that you do not need to channel-separate are single-colour patterns such as wood or wicker. Even so, there are some tweaks that you should do before importing images of that type.

There is no "easy import" option - it just doesn't work that way! Doing a custom pattern can be a time-consuming process that requires care, thought, and effort. It is just NOT usually possible to just use any old pattern and just import it straight away without channel separating. It looks crappy and doesn't work right. Having done several, I can see why they didn't just give us a tool to make our own, as it's not easy or quick in most cases.

So if you say "gosh that looks complicated, can't I just import my image?" I will come to your house and fill your computer with dirty socks.


[edit] Vectors and Rasters

In this tutorial, there are a lot of references to vectors and rasters. This may be the first time you have encountered these terms.

  • Raster images are the most common type you will encounter. These are things like gifs, jpeg/jpgs, pngs, bmps, etc., and just about every program that does images (Photoshop, Gimp, Paint.NET, Paint Shop Pro, etc.) can open and edit them. They are one specific size and contain just the data on what pixels are present. You cannot resize them larger than they already are without them looking bad and with a loss of quality. If you size them down, you cannot size them back up again easily without that same loss of quality. You cannot usually easily separate out parts of the image like a background vs. foreground, especially if the colours in the image for background and foreground are very similar.
  • Vector images are less common. They are created in programs such as Adobe Illustrator, Inkscape, and CorelDraw. Rather than being just the pixels, they are more a set of instructions on how to create an image - the angles, spaces between, fills, and layering. Vector images can be sized up and down easily with no loss in quality. You can easily choose different parts of the image and hide them, change their colours, delete them, or move them around. While vector images are extremely versatile in how they can be edited, you will usually have to convert a vector image to a raster in order to make use of it in a project - but if you ever need to edit it again, you still have your vector.

You will need to colour-separate different parts of an image with very clean separations to make patterns. Because of this, many patterns will benefit from being recreated in a vector format first. Having a vector version of your image will allow you to change the parts of the image black and white or greyscale quite easily, adjust layering, and go back and edit without having to mess about with selections. Creating a vector image can be time-consuming, but the quality of the result is often worth it. Plus, then you have a nice vector version of your pattern that you can use for a desktop background or whatever else you desire later on.

[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 usually contain one large image plus many smaller versions of the same image. These smaller versions are called "mipmaps" and are used when zoomed out in-game, for better performance. DDS files can be saved in a variety of formats, both compressed and uncompressed. Compressed versions can be smaller in file size, but are often lower in quality. You will need to save your images in DDS format for importing into Delphy's Pattern Packager. DDS plugins are available for most Windows graphics programs. Mac users will have to use a separate conversion program such as SquishDDS or Graphic Converter.

[edit] Difficulty Level

Difficulty depends on your pattern. Single-colour patterns will be easier than multi-colour ones. Complex patterns where you do not have a great source image will be the most difficult, as you will have to convert your pattern to a vector image.

No matter what type of pattern you are creating, you will need basic skills in your graphics editing program such as creating new files, opening windows, copy-pasting, resizing, using filters, etc.,

If you do need to create a vector to do a complex multi-channel pattern, you will need some pretty extensive knowledge on how to work a vector drawing program. I will explain how to setup your layers and channels and suchlike, but I will not be teaching you how to use your vector program. If you have no idea how to use Illustrator or Inkscape, google for basic tutorials.


[edit] Needed Programs, Tools, and Plugins

  • A raster image program such as Adobe Photoshop (pay) or The Gimp (free). Other programs can be used, as long as they have a DDS plugin.
  • DDS Plugins for your raster image program. There's one for Photoshop as well as The Gimp. Both plugins are free. To see if your image editor of choice has a DDS plugin, just Google for it - for example "Paint Shop Pro DDS plugin" is a good search.
  • If your image will need more than one channel/colour palette option, and the separate colours are not easily selectable on your existing image, you will also need a vector drawing program such as Adobe Illustrator (pay) or Inkscape (free).
  • An existing image you would like to convert, or a good idea for a pattern you would like to create. Not all patterns will be easy or quick to convert! It's recommended you start with a basic one-colour texture such as wood to get the hang of things.


[edit] Image Editing

First, you need to decide how you are going to do your image. Exactly which method you use depends on the image you would like to make into a pattern, and the desired end result. 'If you are a complete beginner at this, do a single colour pattern first!

Once you have finished getting your image edited into a channel separated pattern, come back here to finish up your image and to get it working in the game.

[edit] Saving Your DDS File

When saving your .dds file there are several format options. DXT5 ARGB 8 works with Delphy's Pattern Packager.

[edit] Make a Package

Now you're ready to get your texture working in-game.


[edit] Pattern Packager

Load up Delphy's Pattern Packager. If it's the first time you've used it, read the license agreement, enter your creator name, and click I Agree.

CustomPattern-12.jpg
Once you've got it open, File - New Pattern to, um, create a new pattern. Enter the URL of your site under your name.

Enter a pattern title and description, and decide on an in-game category and surface type. Surface type is thought to be used for the footstep sound when the texture is used for a floor. Choose something appropriate.

Click the Browse button and choose the DDS file you saved previously. Then choose the number of colours you want to be able to choose in-game under "number of recolourable palettes". I'm choosing 4 for mine. That will unlock the palette swatches below.

You can ignore the Background Filler swatch for most purposes - that's used for areas of the Red channel (background) where you have no background, but the Background Filler colour cannot be changed in-game using the colour palettes.

You can set your default colours for your pattern here on the Palette 1-4 options. 1 is Red, 2 is Green, 3 is Blue, and 4 is Alpha. You can preview your colours here, but they may be slightly different from what you get in-game. For best results, leave the Pattern Packager open, go in-game, tweak the colour choices, and then save a copy after with better colours. You can always copy the RGB values into the blanks in the palette popup.

Leave the tickboxes for "use default specular map" and "make this pattern a decal" as default - specular ticked, decal unticked.

When you've got it all set up, File - Save As, and save your file with whatever name you want. Go ahead and leave the Pattern Packager open in case you want to make changes to your pattern.


[edit] Step 8 - Test

CustomPattern-13.jpg

In order to get patterns working in game, you need to follow these instructions: Sims 3:Installing Package Files and then place your patterns in the Mods\Packages folder as instructed in that link.

Then load up, load a house or Create a Sim, and look under the category you chose for your pattern. With any luck, it should work nicely! If not, you can go back and edit.

For example, in mine, I decided it would work better if I made my red channel completely white, so the lines for the red channel showed through in the areas of the other channels that had gaps. That works a heck of a lot better on some designs.

You may also want to change the colours you defined for your pattern - in testing I found it easiest to just go in-game, choose a colour scheme that worked well for my pattern, and then copy the values into the Pattern Packager and re-save.

[edit] Having trouble? Have questions?

There is a Q&A thread for this tutorial on MTS, found here. Or if you have general questions on pattern creation that don't directly relate to this tutorial, please post them in the main Patterns Forum on MTS.

Tutorials by Category

CAS | Patterns | Objects | Building | Worlds | Modding | Modding Reference 

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