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#The Sims 4 Tutorial
satureja13 · 4 months
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How to unlock the event rewards from that daily login desaster:
Click in the filters on -> Special and tick 'Event Rewards' Then click on -> Colors and tick all the color boxes!
In case they patch it out, make sure to save all the objects in a room in your gallery :3
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simandy · 2 years
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SOLUTIONS! CAUSE WE’RE ALL TIRED!
So today @isjao asked me if I could post a blender file containing a basic streak mesh to make everybody’s job easier, so I thought: “why not” and decided I would post a whole zip file instead, containing the mesh + all my base textures I use when I have no patience to scroll the whole sims4studio catalog looking for the perfect texture.
The .zip file contains:
The streak mesh (modifier on);
My hand-painted base texture (EA dirty blonde, 13th swatch);
The other 23 EA swatches (if you like my version. If you have your own actions, you can recolor the base again);
My 40 PuppyCrow swatches;
A hand-painted scalp texture, if you want it. (png and dds);
Bump map and Specular map ready to go!
A text file for troubleshooting and TOU.
💕 DOWNLOAD 💕
PLEASE CONSIDER DONATING ON KO-FI OR BECOMING A PATRON. I’m trying to pay for my new ADHD meds, antidepressants and therapy, also college. Please, consider sharing too, if you can’t pay. Thank you for the support :)
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bougiechloe · 6 months
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How To Create A Realistic Sims 4 Save File (Step-by-Step Tutorial + Tips) | The Sims 4
In this video, I demonstrate how I create my realistic and detailed save files, starting with the charming town of Henford on Bagley.
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blueberrymilkxo · 2 months
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h-emera · 1 year
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5th try at writing the guide on custom pet paint mode brushes, if tumblr manages to mess this one up i will have a fit
16/10/2023 Edited: Updated to add better hash ID generating practices.
Things you'll need:
Sims 4 Studio
GIMP
Notepad
Guide:
Tools that we will be using:
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We'll begin by creating a new, empty package.
Save it somewhere convenient and easy to access.
Once you've saved the package, you'll be met with this screen:
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From here, we'll go to Tools > Game File Cruiser
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We'll be working with Pet Coat Brush files and DST Image, but for now we'll only select Pet Coat Brush file, so that it's easier for us.
I've selected the first brush file and I've highlighted the piece of data we'll need to use.
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We'll have to use the Game File Cruiser search function, but first, press "Add to current package". When you've gotten the hang of this, you can explore the pre-existing brush files and decide which one you'd prefer to use as your base, all are different and correspond to different brushes/stamps in-game.
Once you've clicked on "add to current package" your package editor should look like this:
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Now we'll copy the Image1 ID and go back to Game File Cruiser, select DST Image from the file type list and enter the ID into the search bar:
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Now, click "Add to current package" and now the package file you're working on will look like this:
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Before we move further, we need to generate new instance ID's, we'll need 3 of them.
Go to Tools > Hash Generator
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Edited 16/10/2023: When generating your hash ID's, please use your creator name ie.: "[YourCreatorName/Blogname]TutorialCustomFurCoat1", this will give you a more unique hash code than hoping to be as descriptive as possible when generating the hashes (in this case instance ID's).
Thanks to Mizore Yukii for this advice, from Creator's Musings.
In the "text" field, enter whatever text you want, I just go with the item name/description + a number, to indicate which ID it is.
We'll need 3 of FNV64 hash codes.
These are the 3 ID's that I've generated:
514EF7FCFA080185
514EF7FCFA080186
514EF7FCFA080187
We'll use the first code for the Pet Coat Brush file, the second code for Image1 (Brush file) and the third for Image2 (Brush icon file).
Your Pet Coat Brush file should look like this now, with the updated ID's.
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Moving forward, we'll be changing the ID for the DST Image1 (Brush in-game) -
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Now that you've done this, you need to right click on DST Images > Duplicate, you'll be prompted with this window:
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In this window, you'll use the last hash code you generated for the Image2 new ID (in-game icon).
Now! It'll all look like this:
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To edit the brush we'll be seeing in-game, we'll now have to edit the image, begin by exporting the image available in DST Image.
Once that's done, open it up in whatever editing software you want to use, I'll be using GIMP, because it has built in DDS exporter, I recommend you do the same, however if not interested in doing so, make sure your program can export DDS images in L8 format, if not, edit in preferred software and use GIMP to export as DDS.
Once you've made your brush, you'll want to do as follows:
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IMPORTANT
It MUST be exported in the format L8, it will appear broken in-game otherwise.
Then, import your custom made brush into S4S package editor:
Do the same for the icon:
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You've got the easiest part down, now, comes the part with testing how well the brush works and behaves in-game.
The responsibility of this falls onto the values you may have seen in Pet Coat Brush file -
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These are the values responsible for how the brush works in-game.
I'll be upfront right now, I can't get the rotation value to work, I'm not sure if I'm doing something incorrectly, but if I figure it out, I'll add to the guide eventually. I haven't had time to test this further, but as far as I've been able to test it, it works like a charm.
These are the value meanings -
Sorry for how lazy this is presented, as once I figured out the basic meaning, I moved forward.
B1 is responsible for sorting on whether your brush is considered a Brush or a Stamp. 0 & 2 - Brush, 1 & 3 Stamp EDITED 24/10/2023: 0 is non-rotating brush, 2 is a rotating brush!
For F1, I do NOT recommend using 0 or 5, when I tested these values in-game, they were extremely laggy when attempting to paint. 1 - Smooth Painting, 2 - Spaced Apart Slightly, Overlap, 3 - Spaced One After Another, Some Overlap, 4 - Spaced One After Another, No Overlap
F2 changes the size of the brush in-game, meaning how small it can be, I believe. 0 - 1px smallest size brush, scaling up changes how small the brush can get.
F3 I suspect is brush rotation, but I could not make it work on any of the brushes I tried making, so I'm not 100 sure. This is one of the brushes you'll have to look at values for in the existing in-game brush files, as I could not get this to work for myself.
F4 is the maximum the size of the brush will become. Maximum size the brush can get, I've tested it from 0 to 5, 5 is quite large, so I recommend that, but go for smaller as well.
F5 I'm not entirely sure, however during my testing, I found that this changes where exactly the brush appears in both stamps and brush tabs in-game. There may be more to it, however, I could not figure it out. The values I tested for this were 0, 1 and 2, this affected where the item appeared - 0 - First Row, First Item, 1, First Row, 2nd Item, 2 - 2nd Row, First Item, I've seen that these can go quite high, ie the base file I used being 44, so keep that in mind while changing this setting. For my personal brushes I use 0.
I recommend comparing existing brush files to the one you're looking to edit.
I believe this is it. If there are any questions, I'll try to answer as best as I can. If anyone wants to add anything to this, please do so, I'll be elated to update and credit you for the information shared.
This all came to be because I could not find a guide, but fortunately for me, I'm too good at figuring things out and even though I didn't quite understand how the Game File Cruiser worked a few days ago, I've consumed so much information it hurts my brain.
Forgot to add: Finished product
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Because I didn't edit the Pet Coat Brush file I was working on, I've made a stamp, I recommend messing around for a while though and finding what you prefer. The values themselves are pretty easy and forgiving to edit.
So account for that, you'll definitely want to edit the values responsible for the brush working correctly. If you have any questions, please let me know, I tried to make this as clear as possible, and I know this is probably over the top for a guide, but I'm the kind of person who needs every small direction, to even know what I'm doing, when I'm following a guide.
UPDATED AGAIN, I FORGOT TO ADD THE ACTUAL VALUES I FOUND.
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tiallussims · 10 months
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What's this? Only me dropping by because I wrote another tutorial. It wouldn't be me if I didn't share it with everyone who might be interested or uninterested. I want you to know that cool thing (tm), too.
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piixxa · 3 months
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sneak peak at my video releasing Friday!
( ๑‾̀◡‾́)σ"
Since I've gotten a lot of setup questions I decided to make a video to direct anyone confused about where to start and or upgrade their specs for pc gaming :) I give a tour of my recording setup, provide a complete guide to buying laptops, diy desktops, or prebuilts for the sims 4 and more!
link to channel I specs masterlist
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also 1k?!! I'm so happy that people enjoy my content so far. Your support means everything and gives me the motivation to keep going.
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plumbaleena · 3 months
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Hate everything default in The Sims like I do? Well, now here's a super easy way to replace default underwear and/or eyes that are originally face paint!
ALWAYS respect the creator's TOU's
Sims 4 Studio / https://sims4studio.com/ 
Slephora's Muddy Eyes Used / https://www.patreon.com/posts/muddy-eyes-105325507?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_fan&utm_content=web_share 
TSR's Sims House / https://www.thesimsresource.com/members/Sims_House 
PROTYPE ID code / 00001D8E
NOTE THAT IF FOR SOME REASON THE BRA IS SHOWN ON MALE FRAME SIMPLY GO INTO THE PACKAGE FILE IN S4S, CLICK ON CATEGORIES AND SCROLL DOWN TO WHERE IT SAYS RESTRICT OPPOSITE GENDER THEN CLICK SAVE
My CAS background can be found here I use #2 / https://www.patreon.com/posts/creamd-mirrored-95618469?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link 
Stand still in CAS mod found here / https://modthesims.info/d/630172/stand-still-in-cas-shimrod101-amp-shooksims.html 
⭐ Plumbaleena is an avid supporter of the NON gatekeeping community. Too many of The Sims community members gatekeep like their life depends on it. Around here, we believe that the more you know together, the better this community becomes.
⭐ Stop gatekeeping and letting egos get in the way. Practice humility.
"By sharing the things we love we can support creators and enrich our cultural landscape. The next time we're tempted to hide away our favorite finds, let's remember that true appreciation includes showing off the things we love".
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thestartome · 6 months
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TheStarTome A Sims 4 Lightmaptex tutorial. ✨💖✨
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Credits for tutorials that made this tutorial possible:
•orangemittens •@sp-creates •@alistu •sim_man123
This would not be possible without the help of
•@brainstrip •@aj-nebula •@itsonlythee-sims
I thank you all, I am ever grateful for your help!
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satureja13 · 1 year
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Tutorial
'Fenceless' goat/sheep enclosure Use the 'Hazard Tape', the goats/sheep won't cross it. Then decorate to your liking to cover up the tape :3
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EDIT: Chicken stay inside too!
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simandy · 2 years
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Express Tutorial: How to fix some weird Dirty Blonde textures made by EA or making Dirty Blonde from any texture ever (for recolors)
Hello, so I was asked questions about how to gradient the 13th swatch of the EAXIS palette for hairs to make the recoloring process easier. Therefore here I am with one more specific-ass thing for you to learn.
This tutorial will teach you: Photoshop Gradients Maping and how to disrespect EA color choices properly
Tutorial under the cut ♥
Ok lesgo
Step 1: Get your weird texture. Mine is this one, from the Island Living EP:
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I despise it. ANYWAY, as you can see, the colors are a bit off, the highlights are white and there’s a kind of a “halo” around them that is pretty saturated for no reason. This can make your recolor look weird. So let’s fix that.
Step 2: Open it in Photoshop. Mine is Photoshop CC with a .dds plugin (which makes it easier to work with gradients and not care about the white backgrounds. But if you’re used to the .png files and not flattening your layers, it will work normally.)
Step 3: GRADIENT MAP TIME, BABE. Find it here:
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So this nice cute layer will be created for you in some color (will vary depending on what color you have selected at the moment, don’t panic):
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Step 4: The Gradient messing up step. So now you have this big window open in your photoshop because you clicked the gradient in the previous step. What now?
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Well, now is when the fun begins. You have two sliders there: far left and far right. Far left is your darkest color, the shadows of your hair texture. Far right is the lightest point, the highlights. We still have only two shades, but we will need FOUR. To insert more color shades into your gradient map, simply click somewhere in the map, like this:
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Ok, make it to four and you will have this nonsense here:
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You can mess up with the slider positions as you please!
Step 5: Colors! So now you have a gradient map ready to use, all you have to do is to change it’s colors to your preferred tones. To change a slider color, you click it’s little box twice and the color selector will open for you. It’s this easy. Keep in mind that left is darker and right is brighter.
I have my values ready so you can copy and paste in the # section to the color selection:
Deep shadows (far left - value 1): 2e1b15 
Shadows (left - value 2): 523830 
Base color (middle - value 3): b08d68 
Highlights (right - value 4): fff3bd
After you put in your values, you will get this:
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“But Ellen!!! This is dark as hell and not even close to dirty blonde!!” I know dear, that’s why the sliders are for! You can change their positions so if you bring the lighter colors more to the left, the shadows will get lighter! (Notice the extra tip)
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Cleaner dirty blonde!!! Look how soft and pretty it is compared to the EA one:
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Step 6: Save it. No for real that’s all! Join the layers for png or flatten for dds (don’t forget the mipmap check) and save it as “base” of you’re here because you use my actions. Here’s a sims4studio comparison:
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See how it looks easier on the eye? It’s because now the colors are a perfect gradient of each other and they mix up well!
The best part if this, is that now you can grab any texture and turn it to dirty blonde by messing up with the gradient sliders! This makes everything easier, even recoloring clothes or build mode stuff if you want your favorite hair color palette in other parts of the game, assuming they all use dirty blonde as a base. Here’s an example using the teal hair swatch:
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Another tip: Don’t forget to save your new gradient for when you need it again!
That’s about it! Now go on with your recolors! See you in the next tutorial, xoxo
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myshunosun · 1 year
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Hi, sorry if you’ve already answered this but I was wondering how we use your texture resources? I’m new to cc making obviously haha — and I’m not sure how to bake them on in blender? Do you have a tutorial you can link me to or some tips? Thank you! 🌸☺️
Hey!
I actually don't bake these textures in Blender. I work with the baked ambient occlusion (AO) maps in image editing software (Photoshop CC in my case) and add textures as layers. I like this process because it's quite manual (which I enjoy) and it provides me with plenty of control over small details.
What I'd typically do is I manually place textures as layers over the baked AO using Soft Light and/or Multiply blending modes. I might combine these blending modes by duplicating texture layers. I also adjust the transparency and contrast ratios of the placed textures to match the look that I'm going for.
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As I described in my maxis match tips post, I then add various texture details, for example highlights, deeper shadows, fabric folds, etc.
Hope this helps!
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candledgrave · 1 year
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I'm sure I'm not the only one who wishes this gate was compatible with this fence, and while there is cc out there to make the gate bigger, I personally wanted to keep it 2 tile wide, so here's a quick and easy tutorial to force this gate into looking how you want, accessible to people who know exactly One (1) TOOL command (dont worry me too)
What you need:
Horse ranch (obviously)
Twisted Mexi's TOOL mod [here]
The pillar I used* comes from growing together (below), but you can use whatever you have available, as long as you're fine with the gate posts being bigger than the fence posts. Note that from close up the original posts may poke through a little, but it's easy to ignore.
*Can't confirm if the colours match decently to any other fence swatch, as I only used the black fence.
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To start off with, you obviously have to place down the gate where you want it. You can add in your pillars now, or after you've raised the gate. Now toggle TOOL with Shift + T.
To lift the gate, select it and use the elevate command. (If, like me, you've never touched TOOL before deciding you want to fix this gate, you'll know it's selected when it's green and seethrough.) Type in ".3" to raise the gate in line with the top of the fence. Unless you wanna mess with smaller decimals anything higher is too high, and if you wanna go lower that's personal preference.
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Now, onto the pillars. If you haven't whacked em down already, place your pillars onto either side of the gate, and select with tool. From my (limited) personal experience selecting and deselecting pillars with tool is a little finicky and its easy to accidentally move them, and if that happens just undo.
Again, we're using the elevate command, but in reverse to lower the pillars. In order to get them flush with the height of other fence posts, type in "-1.5". Making the command negative will lower the object. Make sure you do this on both pillars, obviously.
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Now, with all of that done, you should be able to exit tool mode and have a beautiful gate that spites EA's gate sizing.
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Cheers!
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customcontentnet · 1 year
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The Sims 4 Folder Overview When adding special content to your The sims 4 game, or if you downloaded a sim or house someone created, or if you want to play someone else’s save file, you need to add the files to the appropriate folders here.
To feel comfortable organizing your The Sims 4 folder, you should understand what all these different files do and which ones are needed to successfully add content created by the community sims 4 community.
Check out this article for detail: The Sims 4 Folder Overview
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ziachisims · 1 year
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Have you ever thought that the black hair colour just wasn't black enough?
If so, I've got an easy solution for you!
DISCLAIMER! I don't mean to be hateful or rude towards anyone. Everyone is free to do as they please with their own content (as long as it complies with EA:s TOS). The original black colour just doesn't fit my taste, that's all. I made this tutorial because I thought that there might be others who share my opinion but who might not know how to change the colour. With that said, I'd like to apologise in advance if this hurts or offends anyone.
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Art by Alex Espino.
The hair shown above was made by Kiara Zurk.
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Let's begin!
You'll need:
- Sims 4 Studio
- A photo editing program (e.g. Photoshop, Photopea, Gimp)
1) Open the hair you want to edit in Sims 4 Studio (double click on the package file).
2) Export the blue-black texture as a PNG and save it somewhere that's easy to access.
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3) Open the PNG you just saved in your editing program of choice. I'll be using Photopea for this tutorial.
4) Add a 'Black & White' adjustment layer.
5) Add a 'Brightness/Contrast' adjustment layer and bring it all the way down to -150 or whatever you prefer.
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6) Optional! You can flatten the image into one layer by right-clicking on any of the layers and then click on 'Flatten Image'. I personally don't bother though.
7) Save as a PNG and import it back into Sims 4 Studio. Save the package file.
That's it! Now you've got yourself a true black hair colour.
Important! If you use a Reshade preset, you need to take into account the way that preset changes colours, lighting etc. in the game. If you use a preset that darkens the colours, the hair colour might look odd if you adjusted the brightness exactly the way I did in this tutorial.
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Now I'll leave you to it. Happy Simming!
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rivalmoonlight · 1 year
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How to Dupe Real Onesies as Sims 4 CAS Onesie
This is the same process I used to make these Space Onesies.
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