simnopke
simnopke
simNopke
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simnopke · 4 days ago
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hello!
could you tell me where I could find a ms3d export/import plugging that is compatible with blender? I tired using some on the internet but it does not work with either blender 2.79 nor blender 4.1+
I put a lot of detail in mine animation so using milkshape...well...I break the rigs in milkshap emost of the time...please? T_T
I'm not sure what you mean.
A GMDC importer/exported compatible with Blender 4.1? Then check out my version.
Animation templates for Blender? Check out Jusmiha's templates.
If it comes to Milkshape (known also as ms3d) plugins, I only know UniMesh plugins by WesHowe.
Edit: It looks like I got it wrong. As @tricky-trait said:
There is one, but it's only compatible with Blender 2.66 to 2.79. You can get it in Blender's User Preferences > Add-ons > Import-Export.
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simnopke · 2 months ago
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Update (30 Apr 2025): If a mesh has 2 UV maps, the exporter should now include both of them in the file, instead of incorrectly duplicating the first UV map.
GMDC Importer/Exporter for Blender 4.1+
You might have noticed that the GMDC importer/exporter by DjAlex88 doesn't work with Blender 4.1+. So I made a compatible version… with a new feature I needed.
Download on GitHub
I've never made a Blender add-in or coded in Python before, so I hope I didn't break anything.
Please let me know if it works the same as before once you have tested it.
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simnopke · 2 months ago
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Update:
Improved loop grouping so that groups of nested loops are now more helpful than confusing – especially in large loops.
Added themes for the whole diagram area.
Added a diagram direction setting.
Slightly changed block and arrow styles.
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BHAV to Diagram Tool
I've just released a web tool for The Sims 2 modders that converts SimPe BHAV code to Mermaid diagrams. It's intended to make BHAV functions easier to understand, especially the big ones.
BHAV to Mermaid diagram (cosmatevs.github.io)
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simnopke · 3 months ago
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BLADET 3 Plant Pots Grass Fix
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simNopke-bladet3PlantPotsGrassFix
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simnopke · 3 months ago
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Switching between save folders without renaming them
See the tutorial on Mod The Sims
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simnopke · 4 months ago
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Hi!
Sorry if this has been asked before, but I couldn't find info on it. Would it be possible to see rain and snow from inside a house? Like when looking out the window from inside the house and it's raining/snowing outside (not when the roof is missing and there's actual snow indoors).
I've already answered this question. The short answer is: I have no idea how to do it.
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simnopke · 4 months ago
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Personal Cameras
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simNopke-personalCameras-freeCameras simNopke-personalCameras-lotCamera simNopke-personalCameras-neighborhoodCamera CamerasBackup
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simnopke · 4 months ago
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Hi there! I was wondering with the Legacy edition , if you know of any problems with the sliders not showing up. I’ve seen some people getting them to work I’m just not sure what I’m doing wrong. I made a download folder and a sub folder for some other mods. Would it happen to be where Legacy is downloaded on a certain drive or the cc was put too deep into the folders. Rn I’m redownloading legacy to retry. Again I’m sorry, and thank you. Love ur cc.
Unfortunately, I don't know why my sliders don't work in Legacy Collection, or how to fix it.
I probably found a way to make them work in the base game… over 3 years ago. I'm hoping to find the time and motivation to recreate them this year. The new way of making sliders has other technical advantages as well. I hope that Legacy Collection compatibility will be one of them.
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simnopke · 5 months ago
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The Sims 2 Legacy Collection: shadow fix
The rerelease of The Sims 2 introduced a fix for the black rectangles under Sims. You may have experienced this bug in the Ultimate Collection version.
As the creator of the Sims Shadow Fix, I was curious to know how it was done. But first, I'd like to explain what the problem with Sim shadows is.
What's the cause of the shadow bug?
When the game works as intended, a Sim shadow texture is a light bluish blob on a white background. It also has transparency, but it's unused. It looks like this:
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However, many modern graphics cards render the texture as plain black with transparency:
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That's why black rectangles appear under the Sims.
What does my mod do?
My mod is only a workaround for the bug. It uses the transparency to recreate the shadows.
The first versions released in 2015 and 2016 were achromatic, while the original shadows were bluish. Back then I didn't even know why and how my mod worked.
On 2 January 2025 I released new versions based on my research into shaders. I also recreated the original bluish shadows.
How does the Legacy Collection fix the shadow bug?
Thanks to @ivycopur I was able to examine the code. It uses a workaround, just like my mod.
In fact, it looks almost exactly like the really not misty 0.4 version of my mod, which, ironically, is now legacy. The shader code in the Legacy Collection contains the same nonsense. And a bit more.
Code comparison
The left side is the original code extracted from the Materials.package file in The Sims 2 Ultimate Collection. The right side is my code or the Legacy Collection code:
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The differences between my code and the LC code:
the debug part: I removed it from my code as players will never see it. The LC has this feature untouched.
alphaBlend srcFactor: despite the difference, it actually changes nothing. Explained later.
The identical changes:
alphaBlend dstFactor,
the same colorScalar has been added,
textureBlend.
Nonsense #1: textureBlend
The textureBlend defines how the colors of the incoming texture are transformed. The first argument is responsible for the color channels, the second – for the transparency.
Originally it's just:
textureBlend select(texture) select(texture)
And it means that the texture is taken as it is.
My and LC code transforms it though. The colorScalar is defined as a partially opaque (40%) black color. The transparency argument takes the transparency of the original texture and darkens it with the 40% factor:
multiply(colorScalar texture)
And this makes sense. The color channels argument takes the transparency part of the texture and makes it pure black, because the color scalar is black:
multiply(colorScalar texture:alphaReplicate)
It's pointless. I could go:
select(colorScalar)
instead. It would be effectively the same.
The texture after the transformations looks like this:
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Nonsense #2: alphaBlend
The alphaBlend defines how to mix the source colors (in this case the transformed texture from the textureBlend step) with the destination colors (in this case, the ground under Sim's feet).
The srcFactor argument defines the source color transformations, the dstFaction – defines the destination color transformations. And then they're put together.
Originally it's:
alphaBlend srcFactor(destColor) add dstFactor(zero)
The srcFactor says that the shadow colors are darkened with the ground colors. The dstFactor doesn't really matter because it's multiplied by zero (black). Also, transparency isn't used.
If I understand correctly, you could achieve the same effect with:
alphaBlend srcFactor(zero) add dstFactor(srcColor)
And the final effect is:
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My and LC code had to do it differently. The dstFactor says to darken the floor color with inverted transparency:
dstFactor(invSrcAlpha)
It sounds complicated, but the inversion actually means that black becomes white and vice versa. So the transparency texture, which is a dark gray blob on a black background, becomes a light gray blob on a white background.
The srcFactor is actually useless because the shadow texture (from the textureBlend step) is black. So it doesn't matter if you use:
srcFactor(one)
like I did, or:
srcFactor(destColor)
as in the LC code, it will always be black because you can't make black any darker. To make the intention clear, I'd personally go with:
srcFactor(zero)
instead. The final effect would always be:
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It's different from the original intended effect. You can even see the difference in the official screenshots:
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Source 1 | Source 2
Conclusion
It doesn't look like a coincidence. The cause of the shadow bug hasn't been fixed, and I doubt that an experienced shader creator would come up with such a workaround. There are better ways.
Before you point out that it's against my terms of use to take my code and sell it, especially without credit, hear out. It doesn't matter – EA's policy allows it. And I'm not even angry. It's just funny that they trusted such a messy code. I wouldn't be surprised to see other creators' fixes in the Legacy Collection.
The good thing is that EA has addressed the shadow issue at all. 🙃
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simnopke · 5 months ago
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Hey SimNopke, I was wondering if you knew how to get a cc eye that I edit the genetic & flag value (so that it was genetic and townie enabled) have a chance of appearing as a eye color range, instead of needing at least one parent have the custom eye in order to appear on the child.
Example of what I mean. In my download folder I have a modified cc eye that has the same genetic value as the default green eyes (2). Now I have some sims I made just to test:
Parent A (has default in-game green eyes) + Parent B (has the same default green eyes) = Their babies will always only use default green eyes, the same gentic value cc green eyes never pops up.
However it appears if I do the following: Parent C (default green eyes) + Parent D (custom green eyes) = 50 / 50 that their child will have default or custom green eyes.
The range behavior you've described only applies to skin tones.
I've explained how eye and hair color genetics work in the description of my Genetics DIY.
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simnopke · 6 months ago
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Update (2 Jan 2025):
Recreated the mod to make it as compatible as possible with different graphics cards. There's no longer a split into regular and really not misty versions.
Renamed the 0.4, 0.3, 0.2 versions to dark, medium, and light respectively.
Added a maxis match version.
Sim Shadow Fix
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simnopke · 6 months ago
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Is it possible to create layerable accessories for pets? So a cat can have - for example - whiskers accessory and a collar, simultaneously? Every pet cc I found so far is not layerable, which is a bummer.
The trick that works for human accessories (changing the bin value in the accessory's mesh overlay xml resource) prevents pet accessories from appearing in the collar section.
I suspect it's not possible to make a pet accessory both visible in the collar catalog and layerable without additional changes to the game.
Edit: It is indeed possible for fur accessories. As @thesugarhole pointed out, there is a whisker fur accessory created by @angelapleasant.
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simnopke · 6 months ago
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Update (24 Dec 2024): Fixed a few more issues.
Crepes Suzette Fix
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simnopke · 6 months ago
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Is it possible to make a mod (e.g. a token or an inventory object) that causes Sim A to be visible only to Sim B? Kind of like a controlled Social Bunny / Therapist situation
It is possible, but not easy if you want to implement a solid solution. I think it would require at least:
a token for the hidden Sim, containing a reference to the Sim who can see them,
something to assign that token,
a controller to keep track of which Sim is currently selected and update the visibility of Sims with tokens – or perhaps reuse an already existing controller,
something to prevent others from interacting with the hidden Sim,
something to prevent the hidden Sim from visiting lots when there's no Sim to see them.
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simnopke · 6 months ago
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Served Omelettes Fix
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simnopke · 6 months ago
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Update (13 Dec 2024): Added a mannequin color to the base game color pack.
Heterochromia
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simnopke · 7 months ago
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Update (28 Nov 2024): Fixed compatibility with the game versions older than Pets. Added a semester changes version compatible with Semester Changes by Cyjon.
"Go To College" Want Satisfied Before Growing Up
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simNopke-goToCollegeWantSatisfiedBeforeGrowingUp updated 28 Nov 2024 simNopke-goToCollegeWantSatisfiedBeforeGrowingUp-semesterChanges added 28 Nov 2024
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