#Download Free Tool Software
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crackeadobaixar-net · 1 year ago
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frog707 · 1 month ago
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Overnight
Last night I downloaded the new release (26) of the Apache NetBeans development environment, intending to try it out. I noticed it wasn't seeing a few of my projects. Further investigation revealed it wasn't recognizing any projects with a particular combination of build files.
Opening an issue on NetBeans seemed like a daunting task, so I procrastinated it to today. And when the time came, I couldn't reproduce the bug at all.
I may never know whether the issue was solved by rebooting my laptop or by getting a good night's sleep!
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rvsdataconversion · 2 months ago
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health insurance Form filling auto typing software
Health insurance auto typer and Health insurance form filling auto typing software have become essential tools for professionals involved in data entry and large-scale health insurance form filling projects. These tools, such as data entry auto typing software and specialized health insurance form filling auto typers, help automate the repetitive task of manual typing by simulating keystrokes…
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filehulk · 5 months ago
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Krita for Windows
Krita is a free and powerful paint tool that competes head-to-head with other graphic design software like Paint.NET, MS Paint, and even the likes of AutoCAD. Despite being open-source and completely free to use, Krita offers a range of advanced features that make it a top choice for illustrators, designers, and digital artists worldwide. Whether you’re working on concept art, illustrations, or…
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optiostation · 6 months ago
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Apps for Managing Tasks to Save Your Time Productively
Find all the best free  task management apps - free of cost - to categorize your jobs, streamline tasks, and handle deadlines. From intuitively designed todo lists to intricate project tracking tools, these apps guarantee powerful features, all without setting a hole in your pocket. Ideal for teams, businesses and individuals looking at efficiency and saving time.
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pepminn · 9 months ago
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How PDF Software Can Streamline Your Document Workflow
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In today’s digital age, managing documents efficiently is crucial for both individuals and businesses. One of the most effective ways to enhance your document workflow is by utilizing PDF software. This versatile tool allows you to create, edit, share, and secure your documents, making it an invaluable asset for productivity. In this blog, we’ll explore how PDF software can streamline your document workflow and transform the way you manage information.
1. Simplified Document Creation
Creating documents in PDF format is straightforward with the right PDF software. Whether you're drafting reports, proposals, or presentations, you can convert various file types—such as Word, Excel, and PowerPoint—into PDFs with ease. This feature not only ensures compatibility across devices but also maintains the integrity of your original formatting.
2. Enhanced Editing Capabilities
Gone are the days when you had to return to the original document for edits. Modern PDF software offers robust editing features that allow you to modify text, images, and layouts directly within the PDF. This capability saves time and eliminates the hassle of juggling multiple file formats, making your workflow smoother and more efficient.
3. Streamlined Collaboration
Collaborating with team members is essential in any workflow. PDF software facilitates seamless collaboration by enabling you to add comments, annotations, and highlights to documents. Multiple users can review the same document simultaneously, ensuring everyone is aligned and reducing the back-and-forth often associated with traditional document sharing.
4. Efficient Document Organization
Managing numerous documents can be challenging, but PDF software provides tools for efficient organization. You can easily create folders, tag documents, and use searchable features to locate files quickly. This level of organization not only saves time but also enhances your overall productivity by reducing the frustration of searching for lost files.
5. Secure Document Sharing
Security is a top concern when sharing sensitive information. PDF software often includes encryption and password protection features that ensure your documents remain confidential. By controlling access to your files, you can confidently share important information with clients, partners, and colleagues without the fear of unauthorized access.
Conclusion
Integrating PDF software into your document workflow can significantly enhance your efficiency and productivity. From simplified creation and editing to streamlined collaboration and secure sharing, the benefits are clear. By adopting this powerful tool, you’ll not only save time but also create a more organized and effective way to manage your documents. Embrace the advantages of PDF software today, and watch your workflow transform!
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codeburnerblogs · 9 months ago
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PhotoRoom Pro: Elevate Your Image Editing Experience
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gagliandi · 1 year ago
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Discovering the Power of Reaper: My Go-To DAW for Music Production
In the expansive world of digital audio workstations (DAWs), Reaper stands out not just for its robust features and affordability but as my DAW of choice for all my music production needs. From the intricate beats crafted for the Garlic Farm project to the diverse soundscapes explored in my other works, Reaper has been an indispensable tool in my creative arsenal. Here’s why Reaper has earned its…
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newcodesociety · 2 years ago
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treasure-mimic · 2 years ago
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So, let me try and put everything together here, because I really do think it needs to be talked about.
Today, Unity announced that it intends to apply a fee to use its software. Then it got worse.
For those not in the know, Unity is the most popular free to use video game development tool, offering a basic version for individuals who want to learn how to create games or create independently alongside paid versions for corporations or people who want more features. It's decent enough at this job, has issues but for the price point I can't complain, and is the idea entry point into creating in this medium, it's a very important piece of software.
But speaking of tools, the CEO is a massive one. When he was the COO of EA, he advocated for using, what out and out sounds like emotional manipulation to coerce players into microtransactions.
"A consumer gets engaged in a property, they might spend 10, 20, 30, 50 hours on the game and then when they're deep into the game they're well invested in it. We're not gouging, but we're charging and at that point in time the commitment can be pretty high."
He also called game developers who don't discuss monetization early in the planning stages of development, quote, "fucking idiots".
So that sets the stage for what might be one of the most bald-faced greediest moves I've seen from a corporation in a minute. Most at least have the sense of self-preservation to hide it.
A few hours ago, Unity posted this announcement on the official blog.
Effective January 1, 2024, we will introduce a new Unity Runtime Fee that’s based on game installs. We will also add cloud-based asset storage, Unity DevOps tools, and AI at runtime at no extra cost to Unity subscription plans this November. We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed. Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share.
Now there are a few red flags to note in this pitch immediately.
Unity is planning on charging a fee on all games which use its engine.
This is a flat fee per number of installs.
They are using an always online runtime function to determine whether a game is downloaded.
There is just so many things wrong with this that it's hard to know where to start, not helped by this FAQ which doubled down on a lot of the major issues people had.
I guess let's start with what people noticed first. Because it's using a system baked into the software itself, Unity would not be differentiating between a "purchase" and a "download". If someone uninstalls and reinstalls a game, that's two downloads. If someone gets a new computer or a new console and downloads a game already purchased from their account, that's two download. If someone pirates the game, the studio will be asked to pay for that download.
Q: How are you going to collect installs? A: We leverage our own proprietary data model. We believe it gives an accurate determination of the number of times the runtime is distributed for a given project. Q: Is software made in unity going to be calling home to unity whenever it's ran, even for enterprice licenses? A: We use a composite model for counting runtime installs that collects data from numerous sources. The Unity Runtime Fee will use data in compliance with GDPR and CCPA. The data being requested is aggregated and is being used for billing purposes. Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs? A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data. Q: What's going to stop us being charged for pirated copies of our games? A: We do already have fraud detection practices in our Ads technology which is solving a similar problem, so we will leverage that know-how as a starting point. We recognize that users will have concerns about this and we will make available a process for them to submit their concerns to our fraud compliance team.
This is potentially related to a new system that will require Unity Personal developers to go online at least once every three days.
Starting in November, Unity Personal users will get a new sign-in and online user experience. Users will need to be signed into the Hub with their Unity ID and connect to the internet to use Unity. If the internet connection is lost, users can continue using Unity for up to 3 days while offline. More details to come, when this change takes effect.
It's unclear whether this requirement will be attached to any and all Unity games, though it would explain how they're theoretically able to track "the number of installs", and why the methodology for tracking these installs is so shit, as we'll discuss later.
Unity claims that it will only leverage this fee to games which surpass a certain threshold of downloads and yearly revenue.
Only games that meet the following thresholds qualify for the Unity Runtime Fee: Unity Personal and Unity Plus: Those that have made $200,000 USD or more in the last 12 months AND have at least 200,000 lifetime game installs. Unity Pro and Unity Enterprise: Those that have made $1,000,000 USD or more in the last 12 months AND have at least 1,000,000 lifetime game installs.
They don't say how they're going to collect information on a game's revenue, likely this is just to say that they're only interested in squeezing larger products (games like Genshin Impact and Honkai: Star Rail, Fate Grand Order, Among Us, and Fall Guys) and not every 2 dollar puzzle platformer that drops on Steam. But also, these larger products have the easiest time porting off of Unity and the most incentives to, meaning realistically those heaviest impacted are going to be the ones who just barely meet this threshold, most of them indie developers.
Aggro Crab Games, one of the first to properly break this story, points out that systems like the Xbox Game Pass, which is already pretty predatory towards smaller developers, will quickly inflate their "lifetime game installs" meaning even skimming the threshold of that 200k revenue, will be asked to pay a fee per install, not a percentage on said revenue.
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[IMAGE DESCRIPTION: Hey Gamers!
Today, Unity (the engine we use to make our games) announced that they'll soon be taking a fee from developers for every copy of the game installed over a certain threshold - regardless of how that copy was obtained.
Guess who has a somewhat highly anticipated game coming to Xbox Game Pass in 2024? That's right, it's us and a lot of other developers.
That means Another Crab's Treasure will be free to install for the 25 million Game Pass subscribers. If a fraction of those users download our game, Unity could take a fee that puts an enormous dent in our income and threatens the sustainability of our business.
And that's before we even think about sales on other platforms, or pirated installs of our game, or even multiple installs by the same user!!!
This decision puts us and countless other studios in a position where we might not be able to justify using Unity for our future titles. If these changes aren't rolled back, we'll be heavily considering abandoning our wealth of Unity expertise we've accumulated over the years and starting from scratch in a new engine. Which is really something we'd rather not do.
On behalf of the dev community, we're calling on Unity to reverse the latest in a string of shortsighted decisions that seem to prioritize shareholders over their product's actual users.
I fucking hate it here.
-Aggro Crab - END DESCRIPTION]
That fee, by the way, is a flat fee. Not a percentage, not a royalty. This means that any games made in Unity expecting any kind of success are heavily incentivized to cost as much as possible.
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[IMAGE DESCRIPTION: A table listing the various fees by number of Installs over the Install Threshold vs. version of Unity used, ranging from $0.01 to $0.20 per install. END DESCRIPTION]
Basic elementary school math tells us that if a game comes out for $1.99, they will be paying, at maximum, 10% of their revenue to Unity, whereas jacking the price up to $59.99 lowers that percentage to something closer to 0.3%. Obviously any company, especially any company in financial desperation, which a sudden anchor on all your revenue is going to create, is going to choose the latter.
Furthermore, and following the trend of "fuck anyone who doesn't ask for money", Unity helpfully defines what an install is on their main site.
While I'm looking at this page as it exists now, it currently says
The installation and initialization of a game or app on an end user’s device as well as distribution via streaming is considered an “install.” Games or apps with substantially similar content may be counted as one project, with installs then aggregated to calculate the Unity Runtime Fee.
However, I saw a screenshot saying something different, and utilizing the Wayback Machine we can see that this phrasing was changed at some point in the few hours since this announcement went up. Instead, it reads:
The installation and initialization of a game or app on an end user’s device as well as distribution via streaming or web browser is considered an “install.” Games or apps with substantially similar content may be counted as one project, with installs then aggregated to calculate the Unity Runtime Fee.
Screenshot for posterity:
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That would mean web browser games made in Unity would count towards this install threshold. You could legitimately drive the count up simply by continuously refreshing the page. The FAQ, again, doubles down.
Q: Does this affect WebGL and streamed games? A: Games on all platforms are eligible for the fee but will only incur costs if both the install and revenue thresholds are crossed. Installs - which involves initialization of the runtime on a client device - are counted on all platforms the same way (WebGL and streaming included).
And, what I personally consider to be the most suspect claim in this entire debacle, they claim that "lifetime installs" includes installs prior to this change going into effect.
Will this fee apply to games using Unity Runtime that are already on the market on January 1, 2024? Yes, the fee applies to eligible games currently in market that continue to distribute the runtime. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
Again, again, doubled down in the FAQ.
Q: Are these fees going to apply to games which have been out for years already? If you met the threshold 2 years ago, you'll start owing for any installs monthly from January, no? (in theory). It says they'll use previous installs to determine threshold eligibility & then you'll start owing them for the new ones. A: Yes, assuming the game is eligible and distributing the Unity Runtime then runtime fees will apply. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
That would involve billing companies for using their software before telling them of the existence of a bill. Holding their actions to a contract that they performed before the contract existed!
Okay. I think that's everything. So far.
There is one thing that I want to mention before ending this post, unfortunately it's a little conspiratorial, but it's so hard to believe that anyone genuinely thought this was a good idea that it's stuck in my brain as a significant possibility.
A few days ago it was reported that Unity's CEO sold 2,000 shares of his own company.
On September 6, 2023, John Riccitiello, President and CEO of Unity Software Inc (NYSE:U), sold 2,000 shares of the company. This move is part of a larger trend for the insider, who over the past year has sold a total of 50,610 shares and purchased none.
I would not be surprised if this decision gets reversed tomorrow, that it was literally only made for the CEO to short his own goddamn company, because I would sooner believe that this whole thing is some idiotic attempt at committing fraud than a real monetization strategy, even knowing how unfathomably greedy these people can be.
So, with all that said, what do we do now?
Well, in all likelihood you won't need to do anything. As I said, some of the biggest names in the industry would be directly affected by this change, and you can bet your bottom dollar that they're not just going to take it lying down. After all, the only way to stop a greedy CEO is with a greedier CEO, right?
(I fucking hate it here.)
And that's not mentioning the indie devs who are already talking about abandoning the engine.
[Links display tweets from the lead developer of Among Us saying it'd be less costly to hire people to move the game off of Unity and Cult of the Lamb's official twitter saying the game won't be available after January 1st in response to the news.]
That being said, I'm still shaken by all this. The fact that Unity is openly willing to go back and punish its developers for ever having used the engine in the past makes me question my relationship to it.
The news has given rise to the visibility of free, open source alternative Godot, which, if you're interested, is likely a better option than Unity at this point. Mostly, though, I just hope we can get out of this whole, fucking, environment where creatives are treated as an endless mill of free profits that's going to be continuously ratcheted up and up to drive unsustainable infinite corporate growth that our entire economy is based on for some fuckin reason.
Anyways, that's that, I find having these big posts that break everything down to be helpful.
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commodorez · 1 year ago
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Why Firefox?
Firefox isn't trying to take away my ad blocking software, forcing me to wade through advertisements to traverse the web. I rarely have to stop and put up with ads in my day to day browsing experience. Google has made it very clear that they don't want you to have that power.
I'm very used to a specific UI in my browser, and I'm able to tweak Firefox to my needs. I don't use tabs when I'm at home, and being able to eliminate the tab bar can totally be done with Firefox (I won't elaborate on that here). However, there are many other things I can add to Firefox to improve my experience!
You know how sometimes you want to download an image on a webpage, but you can't right click on it, or it's hidden behind another element? I've got a Firefox tool for that called Right-click boroscope.
Don't want scripts to load in on a page, and cause havoc? Firefox has me covered again with NoScript.
I want to immediately reverse image search something I find regurgitated here on tumblr, in search of the original? There's a TinEye extension for Firefox to do that and save time.
For using tumblr more efficiently, there's XKit Rewritten. In Firefox.
Sick of Youtube's shitty search suggestions, and shorts being pushed? There's a Youtube Search Fixer add-on for Firefox for that.
I've also got the Wayback Machine integrated into Firefox.
The thing is, whatever reasons I enumerate to use Firefox, there are another hundred good reasons that other folks can add to this list no problem.
In some ways, it sucks that I should have to make so many modifications to my web browser to make it suitable for taking control within the modern webscape, but it also says alot that I have the freedom to make those modifications to my browser should I so choose. At work I'm forced to use chrome, and even though I'm only browsing ad-free internal corporate pages to get my job done, I still can't stand that experience.
We should be free to control our web browsing experiences. If a company finds a mantra like "don't be evil" too restrictive, maybe I don't want to help perpetuate their advertising machine (and don't think for a second that chrome isn't part of said machine). The web is supposed to be this free and open place, and it sure as hell isn't helped by browser monoculture. I really don't like the idea of supporting a monopolistic browsing experience that is the sea of chrome clones. Everything else seems to have turned into another chrome.
Fuck that noise.
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So I will continue to use Firefox.
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asphaltwhims · 3 months ago
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Edit this screenie with me!
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This is an unused screenie of Penny Pizzazz and Marcus Flex. Feel free to save the screenshot (Dropbox link below) and follow along with the instructions, or play around with it and do your own thing! I’m going to keep the instructions as simple as possible; hopefully they make sense.
Note: My process is kinda involved, but it’s a relaxing hobby for me. You do not need to do all of these steps! If the process doesn’t bring you joy, don’t bother!
I’m using procreate, but I’m also a photoshop user. You can use any software that has layers and blend modes :)
Instructions and downloads under the cut!
Dropbox link to the screenshot, and overlays!
1. Let’s start with shadows. The first step is to create a new layer. Put the blend mode to “multiply” (this darkens anything you draw on the layer). Then select a soft brush. We’ll start with Penny’s face. Use the eyedropper tool to choose a shadowy color of her skin (hold your finger on the color you want).
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2. Decide where the light will be coming from (we’ll be placing it behind them on the top left). Deepen the shadows already made by the game, and add some shadows opposite to where the light will be. Choose a darker color to match each area you’re drawing on (Penny’s hair, her shirt, Marcus’ skin, his sweater).
When you’re finished drawing the shadows, go into your layer and lower the opacity. Less is more!
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3. Choose the eraser (set it to soft brush). With a light hand, soften any shaded areas that are too harsh. Basically you want to blend the shadow with the skin using the eraser. You can also use Gaussian blur!
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4. Let’s add some background lighting. This will also be our guide as we add bolder highlights in the next steps. Make a new layer and set the blend mode to “add.” Take your soft brush and a yellowy-orange color, and draw some glowy light coming from the top left.
Lower the opacity and take the eraser and erase much of the light on the right side of Marcus, and erase a bit of the light on their skin/ hair/ etc (like we did with the shadows). You can use Gaussian blur here too!
Note about lighting and highlights: experiment with the color of light, because some will look better depending on the environment and the sims skin tones. Because Penny and Marcus have dark skin, a bolder or darker yellow/orange will look much better than a pale yellow.
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5. Let’s start adding more highlights! Make another new layer and change the blend mode to “add.” Choose a yellow-orange and paint some highlights on Penny’s hair, her left shoulder, her chest, cheekbone, and the left side of Marcus’ face. I made the image on the left a different color so you can see where I put the highlights.
Lower the opacity, and use the eraser or Gaussian blur to blend.
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6. More highlights! Make a new layer and set the blend mode to “overlay.” Overlay lightens while adding color. I use “light pen” for any outlined highlights (the outer left of Penny’s hair, Penny’s shoulder, the left side of Marcus’ face), and I use a soft brush for the rest. Lower with the opacity, and use the eraser to blend.
This is a great time to play around with other highlight colors! I’m sticking with yellows, so I chose a peach color. Note: the red is to show what I drew.
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7. We’re going to import a light leak overlay, and set the layer to “screen.” Then take your eraser, and erase any areas where you don’t want there to be too much light (red areas).
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Finally, I’ll merge the layers together and bump up the highlights by going to adjustments > curves. Then I’ll add noise, and a vintage dust overlay. Sometimes I do more than this, sometimes less. I also like to draw hair strands and stuff, but that’s a whole second tutorial.
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theliteraryarchitect · 6 months ago
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Hi, this is a really specific situation, but I'm at a loss. I had an accident that left me with lasting brain issues, and my writing has taken a hit. I went from being able to churn out a 3k word chapter in a day to needing an hour to write 50 words. I have so many ideas but can't express them, and I hate writing as a result. I know practice and just pushing through are going to be the main pieces of advice, but do you have any other suggestions or resources for someone who is having to re-learn how to be a writer?
Hey there! First off, I’m so sorry this response took me so long. Your Ask really stuck with me, and I wanted to give it the thought and care it deserves.
I can’t imagine how frustrating and heartbreaking it must be to go through such a big shift in your writing process. Losing that ease and flow—especially when you have so many ideas—is a huge adjustment. It’s a testament to your creativity and drive that you’re still thinking about how to keep writing despite the challenges.
You’re absolutely right that practice and pushing through are often the go-to advice, but I think it’s equally important to give yourself permission to grieve what’s changed. Writing can feel like such a core part of who we are, and when it’s harder than it used to be, it’s natural to feel a sense of loss.
Here are a few suggestions that might help as you navigate this:
1. Try Different Mediums: If typing feels like slogging through mud, maybe experiment with dictation software or voice-to-text tools. Speaking your ideas aloud could help you capture more words without the same strain.
2. Focus on Smaller Goals: Instead of trying to write full chapters, set tiny, manageable goals—like jotting down a single image or one sentence that excites you. Those little wins can add up and feel more achievable.
3. Explore New Ways of Outlining: If you’re struggling to get the words out, focus on the ideas instead. Create bullet points, mind maps, or even doodles to capture the essence of your story without the pressure of fully fleshed-out prose.
4. Be Kind to Yourself: This is the hardest one, but it’s so important. Writing isn’t just about the final product; it’s about the joy of creating. Even if the words come slower, every step you take is progress.
And don't forget to give yourself a ton of credit! Re-learning how to write in a way that works for you now is an incredible act of resilience. You’re still a writer, and your stories are still worth telling, even if the path looks different.
Hope this helps!
Bucket
/ / / / / / / / / / /
@theliteraryarchitect is a writing advice blog run by me, Bucket Siler, a writer and developmental editor. For more writing help, download my Free Resource Library for Fiction Writers, join my email list, or check out my book The Complete Guide to Self-Editing for Fiction Writers.
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meanstepdad · 5 months ago
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it's finally here! in celebration of the 25th anniversary of the sims series, i present my big, dumb labor of love.
"i really love the sims" is a 64-page love letter to the sims franchise, spanning all 4 mainline titles as well as a collection of my favorite sims spin-off games.
topics covered in the zine include:
the wild history of developing the sims 1 and how a rumored unscripted lesbian kiss saved the game from obscurity
the importance of a free and accessible modding scene for sims games and the necessity of archiving old sims content
how the sims games have always served as a tool for exploring gender and sexuality
a measured response to the sims 4
a celebration of my favorite sims handheld and console games
a bibliography with further reading, listening, and viewing recommendations
and much more!
the digital version of this zine is free/pwyw! part of what makes the sims series so special is the massive amount of work made available for free by passionate modders and custom content creators. from new hairstyles and clothing to entire gameplay expansions and custom software, their generosity has been foundational in fostering the creative community that surrounds these games and it's what has inspired me to release the full zine online for free. i spent dozens of hours writing, editing, and designing this zine, but it's nothing compared to the thousands of hours i've spent downloading custom content for the sims.
physical copies of the zine are also available for purchase! they've been gorgeously printed in black-and-white by a local printer and make a lovely, tangible token of affection for the series. the physical version of the zine is $10 and ships to anywhere in the united states (because i don't know how to ship/price for outside the US and i'm scared)
you can download the digital version here
or buy a physical copy here
and check out my other zines here
thank you so much for all your support and thank you to the amazing sims community online. the games wouldn't be the same without all your love and support ❤️
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simspaghetti · 7 months ago
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This has been a long time coming, I've been wanting to make something like this for ages and I finally had some time over the weekend to get it done - I dunno how useful this will be for anyone else, but hopefully at least a few other people might find this template handy!
Here's a full size picture of what the blank template looks like:
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I made a couple examples of what it can look like edited over screenshots - as you can see you can just resize the boxes & text as you like to get the ideal final product:
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Instructions for use:
This is a .psd file, and as such it needs to be opened in an editing tool that allows that file format - I personally use photopea which is a free online alternative to adobe photoshop - Disclaimer: I haven't tried using it any other editing software like photoshop / gimp but it'll probably work in there too, if you have any problems in those apps lmk and I'll try and fix it!
Each section of the template is separated into folders, open these up and you can edit the text / image elements for each section, you'll need to hide and unhide layers to be able to do this (the little eye icon next to a layer toggles it to be hidden / unhidden)
If you need to resize the boxes, make sure to hold down the shift-key so that you're able to do it more precisley
I have included icons for every career in the sims 3 including all of the expansion packs, however I have not included the skill images you might need as that would be a bit too extensive
For the skill images, I recommend downloading this ultimate icon collection from ModTheSims, as it'll almost definetly have everything you could possibly need to use :)
Terms of Use:
Please don’t claim as your own or reupload without my permission, I’d love to see you use them in your game if you do choose to tag me - but that's totally optional :) Alter and customize the templates literally however you want, but if you’re gonna reupload a downloadable variation of them I’d appreciate a link back to my blog
Download Here (Simfileshare, .psd file)
The font used for this template is DM Sans, it can be found in all variations here - I only used 'bold' & 'bold italic'
Credits: Heavily inspired by the gorgeous Clean UI created by JustMiha, as well as these promotion templates for TS4 by CupidJuice - and thanks to TheSpiritRealm on MTS for compiling all the icons I used - and total credit goes to EA / Maxis for the icon designs as well I did not make those lol
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lokis-wager · 2 months ago
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Robot girlfriend but you live in the country. So she can only do software updates when you drive into the biggest city in a 40-mile radius and sit inside McDonald's for a few hours to download over the free wifi.
She likes sitting in the bed of the truck when you drive, so she pretends to be de-activated scrap when there are other cars around in order to get away with it.
Begins to mimic a southern drawl in order to comfortably fit in with the humans around her. At first she only does it around you and your friends, but she begins to use it around people who don't have it either.
She has multiple gardening tools built into her limbs. She can also drive a tractor. She has an animal husbandry premium package that makes her a great vet or farmer's assistant with one purchase.
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