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thebleedingwoodland · 10 months ago
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THE SIMS 3 TUTORIAL
HOW TO CREATE DEFAULT REPLACEMENT MOD USING CUSTOM MESH & TEXTURE FOR SIMPLE OBJECT
⚠️ Tumblr has 30 pictures limit, so I cannot include too many pictures. If you want to zoom in the pictures, click the pictures to enlarge, or save the pictures into your PC, zoom the pictures on picture viewer or zoom in the pictures on your mobile phone. ⚠️
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I create this tutorial to make easier to follow because there are older tutorials available before but scattered on internet and usually only say "Export to replace s3asc" without explaining how to export the edited object properly.
My method is using TSR Workshop instead of exporting the object using Sims 3 Object Export/Import plug in because exporting to replace the s3asc using that plug in always giving error notification "ERR: Model has 1 groups; original had 0" and cannot be exported.
For beginners who are very new using s3pe and haven't created default replacement mod before, better start from simple object first.
Simple objects I mean in-game object that has single MODL and single texture with no morphs, no GeoStates, no presets, no CAS colour channels, and easily cloned from OBJD on catalogue. Usually as utensils that Sims holding in their hand, not buy/build objects. For example: Pencil, pan, fork, spoon.
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Tools to prepare:
s3oc
s3pe
Milkshape 3D for bone assignment (Version I use 1.8.5 beta, discontinued by its developer, therefore feel free to download the full version with its license key provided).
Sims 3 Object Export/Import 1.01 by Wesley Howe (Milkshape plug-in. Download msS3ObjPluginsV101.rar ) 
TSR Workshop (Older version for TS3 only version 2.0.88)
TSR Workshop plug-ins for export.import TSRW Object.
3D Program (Blender/Maya/3dsMax)
Editing images software (Photoshop, make sure you have to install .dds plugin by Nvidia. For free software alternative, you can use GIMP with its .dds plugin)
This tutorial will not teach you how to:
Meshing object ❌
Create alpha texture ❌
Change thumbnails in-game ❌
Install programs and plug-ins ❌
This is how I created Chinese chopsticks replacement mod using custom mesh and texture.
In summary, this tutorial has 10 steps:
Step 1. Clone the Object using s3oc
Step 2. Open S3PE to Copy the Original Resource Code and Export the Files
Step 3. Export the Original Mesh as Base Mesh to .obj format
Step 4. Create Your Custom Mesh
Step 5. Bone Assignment & Create Group
Step 6. Create custom Texture
Step 7. Import the .wso of Edited Mesh on TSR Workshop & Export the package
Step 8. Export MODL file from Package saved from TSR Workshop
Step 9. Finalizing in s3pe & Replacing the Original file with Edited File & Correcting the Code As Same As Default Code
Step 10. Test the CC in your game.
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✳️ Step 1. Clone the Object using s3oc
Before cloning the object, check the Game Folder for in-game object file location. Settings > Game Folders...
Take a look if the Base Game or Expansion Pack for object file you want to clone is in the right folder. For example, my The Sims 3 game are all bought from Steam, so the location is D:\SteamLibrary\steamapps\common\The Sims 3
If you want to clone object from Expansion Pack, make sure input the folder location. For example, the location for World Adventures EP is D:\SteamLibrary\steamapps\common\The Sims 3\EP1
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If you are done, close the pop-up box. You can continue click Cloning then choose Normal Object...
Wait until you get the whole catalogue. Click Search...
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For example, I clone object from World Adventures Expansion Pack. You can clone object from Base Game or other Expansion Packs as long it is considered as "utensil" that Sim holding on hand. For example: "Pencil" or "Pan"
Search for text: chopsticks
or if you want to clone object from Base Game, search: utensil
Tick check marks for Resource Name, Object Name, Object Desc then click "Search button"
Search result gives you results with name "chopsticks". Here is the object we are looking for: UtensilChopsticks
We need the OBJD file to clone. OBJD = Object Data.
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Click "Clone or Fix" at the right bottom. Then you see the next page to determine if you want to clone with renumber or not. If you want to make default replacement, then do not check the Renumber box. Keep it blank.
Tick check box means the s3oc will generate new resource code for new item. Not tick the check means the s3oc will overwrite the same resource code, it is to replace object you cloned in-game.
I am personally a detailed person, so I usually tick as many as I want: tick "Deep clone" "Missing String Tables" and "Include Thumbnail" to include more details. Then click "Start" to proceed.
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It will give you file name [CreatorName]_ObjectName_Number
Then save your package file in "DBPF Package" format in your project folder. Always make folder for any file to make everything organized.
✳️ Step 2. Open S3PE to Copy the Original Resource Code and Export the Files
Open S3pe, locate your package file you cloned from s3oc. Find the MODL of Utensil Chopsticks, Right-Click, "Details..."
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On Resource Details, click "Copy TGI" to copy the Resource Code. Type, Group, and Instance will automatically be copied on clipboard. Then open Notepad, Right-Click to "Paste".
Click GRID on bottom of the s3pe (I mark it red on picture), it will give you pop-up box with Data Grid. Click "Resources", it will be highlight blue and there's 3 dots button appeared on the right side. Click the 3 dots button. It will give you TGI Block List Editor.
Inside MODL's TGI Block List Editor only has IMG. You may wondering why, but that's how the game coded. Type, Group, Instance of _IMG inside TGI Block List Editor should be the same as _IMG on the package.
Copy the TGI, Group, Instance to your Notepad.
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After you copied code of MODL, do the same for the texture image (_IMG), but only copy the code from Resource Details. You cannot edit TGI Block List Editor for _IMG as the Grid button for _IMG is greyed out.
The main task is the code of your edited mesh and texture should be the same as the code you copied now from original package you cloned with s3oc.
Keep the code on notepad. You will need this code later.
Export the MODL file. Right-Click, "Export to s3asc". The file appears in long string such with name for example: S3_01661233_08000001_B619DB2238C3430B%%+MODL_filebase
Do not rename the file. Save.
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Export the texture file. Right-Click "Export > To File..." The file will be saved in .dds format. Do not rename the file. Save.
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✳️ Step 3. Export the Original Mesh as Base Mesh to .obj format
Open Milkshape. Import the s3asc file you saved before.
More steps click spoiler tag "Read More / Keep Reading" below
File > Import > Sims 3 Object Import v 1.01 by Wesley Howe
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Locate the s3asc file, then the original chopsticks mesh appears.
Click the "Joints" tab. It has 4 codes. Check box "Draw vertices with bone colors" It will show Bone Assignment colors on the original mesh. Yellow on top chopstick and light blue on bottom chopstick. The colours are to make the object has rig and movement following the Sim's interaction.
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Take a look at the 4 codes on Joints Tab. You can play around to see which colour of the code will appear, after that copy paste the code to Notepad to make it easier to comprehend.
Click Select from Tools menu, Select Options: Face. On "Right/Left/Top/Bottom 2D View", Left-click make selection of one part of chopsticks. While the part of object being selected (Red), click Joints then Choose "Assign".
0x96239247 --> Yellow 0xFEAE6981 --> Purple 0xCD68F001 --> Light Blue 0xD0DECA8E --> Red
Your edited mesh must have the exact same Bone Assignment colour later. Check again if the code and colour are correct.
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You can save object mesh as .obj to other 3D software such as Blender or any other 3D software.
✳️ Step 4. Create Your Custom Mesh
Use the original .obj as base model. While you can create longer mesh or any edited version as you wish.
Make sure the scale and position of the edited mesh is same as base original mesh, because the edited mesh will be used on Sim's hand.
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If you are done editing the mesh, export the UVmap.
You can export the uvmap in higher resolution, as long as it is Power of 2. 64x64, 128x128, 256x256, 512x512, 1024x1024, 2048x2048, 4096x4096. I export in 1024x1024 pixels to make the size of texture larger and have more details.
Then export the mesh object in .obj format.
✳️ Step 5. Bone Assignment & Create Group
Open Milkshape. Import the original mesh.
Check the Groups Tab. Original mesh has 1 group, "group 00". Group 00 means it is the main mesh. There is no shadow beneath the object.
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Import the edited mesh as .obj file.
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My edited mesh has one single name "default" name on the Group Tab. While edited mesh may have a lot of file name scattered on Group Tab. Regroup the file name to simplify your edited mesh into one single name. Select > Regroup.
The main task is replacing the EA's original mesh with your edited mesh.
Before you delete anything, you must do Bone Assignment first to the edited mesh you created.
Your edited mesh does not have Bone Assignment, so it appears white.
Remember the 4 codes you copied earlier in Notepad.
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Copy Bone Assignment from original mesh to your edited mesh.
This case, your want to Bone Assign Yellow colour.
Select > Face to select one part of chopsticks of your edited mesh. On Joints Tab, double click the appropriate code 0x96239247 in blue highlight then the code box on the right side of "Rename" will appear 0x96239247. Make sure the code is correct. Then you can click "Assign".
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Your edited mesh will appear in Yellow colour. Then do the same for another part of chopsticks.
Select another part of chopsticks of your edited mesh. On Joints Tab, double click the appropriate code 0xCD68F001 in blue highlight then the code box on the right side of "Rename" will appear 0xCD68F001. Click "Assign".
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Your edited mesh will appear in Light Blue colour.
Then what's the other code for? With colour purple and red?
Leave them. Let the codes have the same exact codes as appear in original mesh and let the colours only assigned Yellow and Light Blue. The colours are to determine rig for interaction in-game, which only use Yellow as upper part of chopstick and Light Blue as bottom part of chopstick.
You can safely delete the original mesh with name group00 until it remains your only your edited mesh.
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Rename your edited mesh to group00. Type group00 on the box then click "Rename" on the left side.
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Export to TSRW Object in .wso format. .wso is format with bone assignment on object attached.
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Save your .wso in your project folder.
✳️ Step 6. Create custom Texture
Import original texture you exported from s3pe to your editing image software.
Look at the original texture made by EA. 32x64 pixels. It is very low resolution, blurry and stretched, because the texture should be compressed as low as possible by game designer. As player you want it has higher detail to look realistic as possible and your PC of course can handle high resolution content, sure you can make the resolution much higher than EA's.
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Import the UVMap you saved from 3D software. For example, UVmap I imported has 1024x1024 resolution. Add your custom texture. Then save it to .dds format in the same name as original texture. Save in separate folder, name it "Edited Texture" to keep it separated from original texture.
✳️ Step 7. Import the .wso of Edited Mesh on TSR Workshop & Export the package
Open your TSR Workshop.
Create New Project > New Import >Next...
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Then Browse original mesh by EA in package format in your project folder.
On Open file box, you cannot see .package file because the filter is .wrk (TSR Workshop Project). Choose the .package dropdown.
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Then you can see .package file.
Open the .package. After the file is located, then Next. On Project Details I usually skip without giving name of Project Name and Title. Next.
You must have seen green land with white blank sky.
Where's the mesh? It is actually there... just being zoomed in too close. You need to zoom out by scrolling down mouse.
You can see the original chopsticks mesh by EA. You can save the project file in .wrk format. After you save the file, import the .wso of your edited mesh. Mesh tab > High Level detail. Click green arrow folder icon to import. Then your edited mesh will appear replacing the original EA mesh.
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As you see, the texture is messed up because the texture is still using original EA's texture. But then you check Textures tab and it has blank dropdown...
I cannot change the texture on this TSR Workshop!
Don't worry, we can replace the texture on s3pe later.
No need to change anything other than importing mesh. Click Edit > Project Contents to save as package.
You will see pop up box with number or files DDS, FTPT, LITE, MODL, OBJD, OBJK, etc. Export > To. package. Give name such as "EditedChopsticks_TSRW"
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✳️ Step 8. Export MODL file from Package saved from TSR Workshop
Open S3PE, File > Open package "EditedChopticks_TSRW" that you saved from TSR Workshop.
Export MODL. Right-Click, export. It gives you file name with [StringOfNumber] .model .
Save it on project folder. Keep it organized and separated from original MODL. Name the folder "Edited MODL". Do not rename the file.
✳️ Step 9. Finalizing in s3pe & Replacing the Original file with Edited File & Correcting the Code As Same As Default Code
Open s3pe, File > Open original package that you cloned from s3oc. [CreatorName]_ObjectName_Number
Find the MODL. Right-Click > Replace...
Locate to your edited MODL with filename .model .
Then click Open.
The original MODL of the package should be replaced with your edited mesh.
Do the same for the texture.
Locate to your edited texture with filename .dds
Then click Open.
The original texture of the package should be replaced with your edited texture.
Take a look at MODL's Type, Group, Instance. It has the same code as original MODL in the original package cloned with s3oc (because it has been replaced)
Don't forget to see the code inside TGI Block List Editor.
Repeat step 2 how to check the code. Right-Click on MODL/IMG > Details... and click GRID > Resources > TGI Block List Editor.
The Type, Group, Instance of the _IMG are different compared from IMG from original package clone, which means that is the evidence of edited mesh replaced the original.
Rename the Instance with default/original Instance you copied on notepad from Step 2. Type, Group, Instance should be the same as default/original Type, Group, Instance.
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Open notepad with resource code you copied from Step 2. Make sure the Type, Group, and Instance are all the same.
If the codes are the same, then your edited mesh and texture will overwrite the default mesh and texture with the same code in the game. Save, Commit, Save the package.
Check again if the texture is replaced properly. Right-Click on _IMG > ViewDDS.
ALTERNATIVES!
Yes, you can delete unwanted files in your edited package, to keep the package clean. Simply Right-Click>Deleted.
The only files needed in package are: MODL, _IMG, _KEY
They are the only files with your edited mesh/texture including codes to overwrite the default codes.
You can Start new fresh blank s3pe. Right-Click>Import from file...
Locate your edited MODL and _IMG (texture) file.
On Resource Details box, tick mark "Use resource name" > OK.
Make sure all the Type, Group, and Instance of MODL and _IMG including in the TGI Block List Editor are all the same as the code in original package.
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Save the package.
✳️ Step 10. Test the CC in your game.
Put the package to your CC folder in your The Sims 3 document folder to see if the CC is working or not.
If the CC is working as your intended, with your custom mesh and texture, then test the animation. Are the chopsticks animation working as the same as original EA's? If the animation are working well too, then congratulations!
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Your default replacement are working. Give applause to yourself. 👏
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QUESTIONS!
Q:
Can I use this tutorial for making default replacement for buy/build object?
A: This tutorial covers basic method of using TSR Workshop and replacing the default codes (Type, Group, Instance), so you will understand the basic principle of doing default replacement mod.
Keep in mind that different object has different case. Buy / build object has MLOD (not just MODL) more than one, texture images more than one, has presets, and CAStable colour channels.
The TGI Block List Editor for buy/build object has a lot of codes, so have to spend a lot of time to do trial-and-error to make the default replacement working properly, because a lot of times the texture doesn't work (still using default EA's texture), or when the object appears right with your edited mesh and texture, after you choose the presets, the object reverts back to your edited mesh with default EA's texture.
Q:
Help! The texture is black! / still using same EA's texture when tested in the game!
A: The texture codes must be not the same. Check the Type, Group, Instance of _IMG. Do the codes are the same like codes in original package? Check the TGI Block List Editor for MODL, is the _IMG inside has the same Type, Group, Instance as in original package.
Q:
Help! The object disappears when tested in the game!
A: You must be replacing OBJD in your package. Do not replace OBJD. Just MODL and texture only.
119 notes · View notes
joehomps3 · 7 years ago
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A review of the VBOT S30C (in English)
After my beloved Roomba stopped working, My wife surprised me with a brand new Robot Vacuum. She was so please as she found one that was much more inexpensive than the robot brand. Without further ado, heres my review of the Bot s30c
0 notes
ny-sims · 4 years ago
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Tutorial: Recategorizing CC Using S3OC
This is part 1 of Recategorizing CC, a quick tutorial on how to use S3OC to recategorize package files and game content. See part 2 here.
What you will need:
TS3 .package framework - This is the easiest way to smoothly and easily install, organize, and remove cc. Find the framework files at MTS.
Sims 3 Object Cloner - This is used to clone or change the game data for objects. It the most user friendly way to do this however, it doesn’t always work on custom content. 
If you want to convert a .sims3pack file to a .package, you’ll need this.
Using S30C:
So now that you have everything you need, here are the steps: 
Either open a package you already have in S3OC or you can find an existing object in the game using the “Tool>File Search” option: 
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Select the object you want to modify and click “Clone or Fix” to make changes. 
If you only want to fix or make a change, deselect “make clone”. This will work for files that are not already in the game, for example if you opened a package file in S3OC that you already had instead of searching the game for one. The reason for this is because any game object you want to change must be cloned, it can’t simply be modified because the game still needs that original object. Cloning will give the object a new id and not replace the original. “Renumber/rename internally” will already be checked for game objects. Just create a unique name for it and click start when you’re ready to save the new package file.
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At this point you can modify the object info such as the catalog name, price, and flags. 
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“Topic Ratings” are linked to object scoring. Each one has a unique numerical code and there are up to 5 per object. For example an object with an environmental rating of 7 will have “0x00000001″ in the first box (left) and “0x00000007″ in the second box (right). In S3OC you’d have to know the actual numbers however, these can be modified easier in S3PE (Linked in part 2).
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“Room Flags” show objects for specific rooms like “Kitchen” and “Living”. 
For example, if you want to have all deco bedding to show up under the “Bedroom” section under “Beds”, you can simply check the “Bedroom” Room Category and then check the “Beds” Sub-category. 
“Function Flags” work the same way, just under specific object categories such as “Entertainment” or “Comfort”.
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“Misc Flags” are meant to classify what an object is and how it behaves. 
Keep in mind that these are restricted based on the kind of object. For example, you cannot make a deco object be categorized as spiral stairs unless it’s ID has been changed. This can only be done in S3PE.
Be careful when meddling with these because if a mistake is made, the package can cause the game to crash. Any major changes to a mesh or how an object behaves should be done in S3PE.
I’d recommend this for anyone to has a hard time finding things in the game. Make collections for things you want easy access to and move things around so that you can find objects that are meant to go together. It’s also just generally helpful for:
Changing prices 
Changing the speed of cars
Fixing object scoring
I hope this is helpful! 
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juliettespencerus · 7 years ago
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A review of the VBOT S30C (in English)
After my beloved Roomba stopped working, My wife surprised me with a brand new Robot Vacuum. She was so please as she found one that was much more inexpensive than the robot brand. Without further ado, heres my review of the Bot s30c
0 notes
uavaerialphotography · 7 years ago
Text
A review of the VBOT S30C (in English)
After my beloved Roomba stopped working, My wife surprised me with a brand new Robot Vacuum. She was so please as she found one that was much more inexpensive than the robot brand. Without further ado, heres my review of the Bot s30c
c30s
0 notes
Text
A review of the VBOT S30C (in English)
After my beloved Roomba stopped working, My wife surprised me with a brand new Robot Vacuum. She was so please as she found one that was much more inexpensive than the robot brand. Without further ado, heres my review of the Bot s30c
0 notes
love-hector-herrera · 7 years ago
Text
A review of the VBOT S30C (in English)
After my beloved Roomba stopped working, My wife surprised me with a brand new Robot Vacuum. She was so please as she found one that was much more inexpensive than the robot brand. Without further ado, heres my review of the Bot s30c
0 notes
hickoryd · 7 years ago
Text
A review of the VBOT S30C (in English)
After my beloved Roomba stopped working, My wife surprised me with a brand new Robot Vacuum. She was so please as she found one that was much more inexpensive than the robot brand. Without further ado, heres my review of the Bot s30c
t270
0 notes
goultrasivaposts-blog · 7 years ago
Text
A review of the VBOT S30C (in English)
After my beloved Roomba stopped working, My wife surprised me with a brand new Robot Vacuum. She was so please as she found one that was much more inexpensive than the robot brand. Without further ado, heres my review of the Bot s30c
0 notes
wakellblr-blog · 8 years ago
Text
A review of the VBOT S30C (in English)
After my beloved Roomba stopped working, My wife surprised me with a brand new Robot Vacuum. She was so please as she found one that was much more inexpensive than the robot brand. Without further ado, heres my review of the Bot s30c
positive
0 notes
thebleedingwoodland · 2 months ago
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THE SIMS 3 TUTORIAL
HOW TO CREATE CUSTOM FOOD DEFAULT REPLACEMENT MOD USING CUSTOM MESH & WORKING GEOSTATES (FULL, HALF, EMPTY)
This is default replacement replacing existing food in Base Game or Expansion Packs using EA's recipe and custom mesh & texture. If you are not satisfied with EA's existing mesh and texture, sure you can replace them with this easy-to-follow tutorial with pictures explained one by one. No custom recipe, no CCLoader, no scripting.
This is how I created Authentic Chinese Spring Rolls Replacement Mod using custom mesh and texture.
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This tutorial is for intermediate, which means already know the basic principle of doing default replacement mod.
If you are beginner, haven't tried default replacement mod mesh & texture before, recommended to try the Default Replacement Tutorial for Simple Object first. TSRW Workshop, Milkshape, etc. Tools to prepare on that tutorial as well.
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I created this tutorial because there is no tutorial about default replacement food mod using custom mesh and explaining about how to do the GeoStates properly. I did trial-and-error and accidentally found the method how to replace EA mesh with edited mesh, and the GeoStates are fully working.
The challenge of doing food default replacement is that food mesh cannot be cloned simply on s3oc. There's no OBJD for "EggRolls" "Stir-Fry" etc. other food. The only OBJD available for clone on s3oc is Burger.
Sims 3 Object Export cannot replace s3asc because it keeps throwing error and cannot make 3 working GeoStates (Full, Half, Empty).
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Note: You need World Adventures Expansion Pack to use my example, Egg Rolls. You can replace food from Base Game or any Expansion Pack.
✳️ Step 1: Find all Egg Rolls file strings: Cook, Eat Serve files on S3PE
Instead of cloning from s3oc, we have to find the file from game file package on s3pe.
Why? Because the food cannot be cloned simply from OBJD. You cannot find file "Egg Rolls" no matter how careful you inspect every file filtered "WA" (World Adventures Expansion Pack) on s3oc catalogue.
The only food you can clone its OBJD on s30c is Burger. You will clone that Burger OBJD later. Right now you have to find every file with word "Egg Rolls" on game package.
⚠️I suggest you make duplicate of game package for modding purpose instead of using package that is readable by game when the game is running. It is to avoid corruption because you accidentally replaced the files. If corrupt happens you have to re-install the game. ⚠️
Make duplicate of game package you find on your game installation path.
Base game:
The Sims 3> GameData > Shared > Packages > FullBuildep1.package
Expansion Pack:
The Sims 3> GameData > Shared > DeltaPackages>p02 > DeltaBuild_p02.package (Depending the release of Expansion Pack & Stuff Pack)
My duplicate of game package folder looks like this.
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Open s3pe. Open FullBuildep1.package.
Type Name "EggRolls" on box.
Tick besides Name and Filter Active, then click "Set" button. It will give your result "EggRolls" filtered by its own.
Select all files until they are in blue selected, Right Click > Copy.
File > New. Right Click > Paste...
Then your files are all pasted into new S3PE document. You can delete ticks on Egg Rolls filter, as the package is no longer filtered.
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File > Save .package. Give the name of the package such as "[Your username]_AmericanEggRollsEA". For my own example, "TBW_AmericanEggRollsEA."
We will use this package as a base to be replaced with new resource codes later. Put this package on Folder such as "Original EA American Egg Rolls" to make you easier to find the file which is original, which is edited.
✳️Step 2: Export Egg Rolls .s3asc and texture files from S3PE & copy the original resource codes.
Export foodEatEggRolls, foodCookEggRolls, foodServeEggRolls to s3asc.
If you are asking why this MODL should be export to s3asc, it is because we cannot clone OBJD of original EA Egg Rolls from S3oc and imported as .wso format from The Sims Workshop (TSRW). The only mesh of EA Egg Rolls we can get is from .s3asc file we can get from s3pe.
Save the s3asc file: "Cook","Eat", "Serve" on separate organized folder, name it "Original s3asc EA Egg Rolls"
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⚠️Warning! The strings too long can cause error when export it.
Sometimes you tried to export the .s3asc but then disappeared and you cannot find where you save it. It is because the S3PE application crashed when you exported it because the strings are too long.
In this case, the original .s3asc you want to export is S3_01661233_08000001_0000000008780D94_foodEatEggRolls%%+MODL_filebase.s3asc
You can delete the long string then leave the "FoodEatEggRolls_filebase.s3asc" for example. Yes, you must add _filebase so it can be saved as .s3asc format.
Save, then the .s3asc will add additional files such as:
foodEatEggRolls_group00.s3ascg foodEatEggRolls_group01.s3ascg
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Export the original EA .dds textures "All" and "Used" .
Copy all resource codes of each file to Notepad. Right-Click>Details...
Click Copy TGI to easily copy the codes (Type, Group, Instance) to Notepad.
Click GRID > Resources (3 Dots) > TGI Block List Editor You will see the list consists of 8 lines of_IMG, copy all TGI (Type, Group, Instance) codes to Notepad for easy copy paste later.
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✳️Step 3: Copy original GeoStates codes (0, 1, 2, 3)
Click "FoodEatEggRolls" MODL. See the 4 GeoStates on the right side.
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GeometryStates[0]: 0x95A36FFE
GeometryStates[1]: 0xD8918A76
GeometryStates[2]: 0x4DB2D3D2
GeometryStates[3]: 0x35B26CCB
Copy all these GeometryStates to Notepad for easy copy paste later.
GeoStates are in three forms.... Full, Half, Empty? But why are 4 GeoStates now?
You will find out later by cloning the base food OBJD in the next Step.
✳️ Step 4: Clone Burger mesh using s3oc & Open the Burger Mesh on TSR Workshop
More steps click spoiler tag “Read More / Keep Reading” below
Search "food" on s3oc.
You will get results like this. Food that can be cloned are Hamburger, Hotdog, Fries (Seasons EP). I choose Hamburger because it's Base Game and it's resembling custom food we want to create.
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"Clone or Fix..."> Don't tick Renumber > Start.
Save the package. Open the package on TSR Workshop.
Open TSR Workshop > Create New Project > New Import> Next > Browse EA Burger .package > Next > Next > OK.
You will get Burger mesh preview. Take a look at Mesh tab.
Then see the Group 0 and Group 1. Both have GeoStates.
What is Group 0? What is Group 1?
If you check the the burger's .s3asc exported from s3pe or .wso exported from TSRW
You will see Group 0 is the food mesh as main mesh and Group 1 is the plate.
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Go back to TSR preview. You see there are 4 GeoStates under Mesh from Group 0 tab.
By default, the Burger meshes (Full, Half, Empty) are combined into one.
Click each GeoState, from top to bottom.
0x95A36FFE is Full state
0x8A6C4E39 is Half state
0x4DB2D3D2 is Empty State
0x35B26CCB is Full state
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✳️ Step 5: Create your edited mesh
Import MODL file (with format .s3asc) of Egg Rolls you exported from s3pe from Step 2 into Milkshape 3D via Sims 3 Object Import by Wesley Howe. From Milkshape, export .obj file to your favourite 3D software to make .obj file as base mesh for your edited mesh.
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Create 3 States: Full, Half, Empty.
Export uvmap to editing image software to create the texture.
After you are done and satisfied with your mesh, export your custom mesh only without plate, Full, Half, Empty states in .obj format. Hide EA plate and EA's base mesh before exporting.
✳️ Step 6: Create texture
Import uvmap from your 3D software. Create texture, save in .dds format with the same name as original name of .dds exported from s3pe.
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✳️ Step 7: Bone Assignment, Make Group & Export to .wso
Open Milkshape 3D. Import .s3asc of original EA Egg Roll "foodEatEggRolls_filebase.s3asc" from Step 2. Click Joints Tab, tick box "Draw vertices with bone colors" to enable bone colours.
The food shows Purple colour, the plate shows Yellow colour.
*Note that this .s3asc was imported from year 2023, the original colours are like these. If in this recent year 2025 shows different colour such as the plate is Purple, please follow this example, assign the plate Yellow colour, because my method using this Yellow bone colour has been working successfully.
Then import .obj of your edited mesh from 3D software. Delete materials of custom mesh, select custom mesh, regroup, rename to group00.
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Your main task is copy Bone Assignment from original EA mesh to your edited mesh.
Check the codes on Joints tab, there are 3. Click each code then click "Assign" to see what is the Bone colour to determine rig for functionality of the object in the game.
0xFEAE6981 --> Yellow 0xCD68F001 --> Purple 0xD0DECA8E --> Light Blue
We will assign the custom mesh with Purple colour, therefore, select the custom mesh, select 0xCD68F001, assign. The custom mesh colour will turn Purple.
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After you are finished with the Bone Assignment (Main Mesh is purple, plate is yellow), make sure the groups are correct. Group 00 ---> main mesh. Group 01---> plate. Export them in .wso format.
✳️ Step 8: Import the edited mesh on TSR Workshop
Open Burger .wrk on TSR workshop, import your custom mesh in .wso format. Click folder with green arrow to import .wso.
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After importing, you will see your custom mesh and Geostate reset to 0 for all states.
✳️ Step 9: Create Geostates on TSR Workshop, Export to Package
If you click Geostate row, the custom mesh disappears. Because the face is 0. Click on ... dots on the right side of Geostate to open Face Selector. Face Selector is to create Geostates working, Full, Half, Empty. The mesh suddenly appears with grey colour.
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Left click to give colour to the face. Colouring faces based on Geostate. Be careful because the mesh is all joined into one. When give colour to Full state, do not give colour to Half state.
0x95A36FFE for the Full State
⚠️Warning! This is the trickiest part of creating Geostates: Texturing the Geostate. Cannot undo. If you wrongly click and want to undo, you have to restart from zero again. If you feel the texture is alright, then save it. You can start from checkpoint from last save if you wrongly clicked. Cancel then load the save to restart. ⚠️
Click 'n pick to click the colour one by one. Basic Square: Drag cursor to give colour in big area. Shift + Left Click: Delete 1 face. Click "Clear" to delete all the colour in one click.
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Rotate the camera to make sure all part of expected geostates are textured.
Give colour to other GeoStates.
0x8A6C4E39 for the Half State (half eaten)
0x4DB2D3D2 for the Empty State (crumbs)
After you are done with the texturing GeoStates, export to package. Edit > Project contents, Export> To .package
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✳️Step 10: Export MODL filefrom Package saved from TSR Workshop
Save the package with name "SpringRolls_TSRW"
Open s3pe, import package that you saved from TSR Workshop. "SpringRolls_TSRW"
Export MODL, save.
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✳️Step 11. Finalizing in s3pe & Replacing the Original MODL with Edited MODL & Correcting the TGI (Type, Group, Instance) Code As Same As Default Code
Open original package you cloned on s3pe "Your Username]_AmericanEggRollsEA"
I saved the package with different name to"[Your username]_SpringRollsDefaultReplacement." to make it modified package, while leaving AmericanEggRollsEA package as backup original base, just in case I need original file.
Replace "FoodEatEggRolls" MODL that you saved from Step 10: from SpringRolls_TSRW
Check if all resource code (Type, Group, Instance) are the same as the original. Check the resource codes inside TGI Block List Editor, are they as same as inside TGI Block List Editor in original package.
You can see the resource codes are different from original FoodEatEggRolls MODL codes you copy pasted to notepad. Delete MLOD, change the codes (Type, Group, Instance) with the original FoodEatEggRolls MODL codes on Notepad. Use "Add" to add one row, Delete to erase one row. After you are done, Save and Commit.
Replace textures with your custom texture in .dds format.
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Save package.
Test the package in game.
Wait until your Sims finish all their GeoStates, are the GeoStates working properly.
The geostates are working properly except at the Half Eaten state.
All states are combined into one and the plate colour are having spring rolls texture... 😱
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Don't panic. Your bone assignment is alright. Copying same codes on Data Resorce and TGI Block List Editor are working properly too.
What causing the Half Eaten state is not working is:
The "Half Eaten" geostate code you are cloning from Burger mesh is not the same as code from geostate of FoodEatEggRolls.
Burger= 0x8A6C4E39
FoodEatEggRolls= 0xD8918A76
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✳️Step 12. Correcting one GeoState that doesn't work because using EA's Burger mesh
Your main task here is using Default EA's Half Eaten state code to override your custom mesh Half Eaten state code.
Data Grid > ChunkEntries> [1] ChunkEntries > RCOL Block > Meshes > (on Tab [0] Mesh) > GeometryStates (then click ... Dots on the right side) > [1] GeometryStates
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Second row is [1] GeometryStates, indicates it is "Half Eaten" state.
[1] GeometryStates > Name
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Delete the code 0x8A6C4E39, replaced the code of the Burger with 0xD8918A76 from FoodEatEggRolls.
Click Done. You will go back to Tab [0] [1] Mesh and Geometry States
Don't forget to correcting the code for Plate as well. Plate is in the Tab [1] Mesh. Click [...] Dots on Geometry States once again, it will bring you to Geometry States for Plate.
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Repeat the step as you did for the Food State: On Row [1] GeometryStates > Name, Delete the code 0x8A6C4E39, replaced the code of the Burger with 0xD8918A76 from FoodEatEggRolls.
After you are done, click OK > OK > OK > Commit > Save the .package.
Test your package in your game again.
Half Eaten state should be working by now.
✳️Step 13. Replacing the Original "Cook & Serve" MODL with Edited "Cook & Serve" MODL & Correcting the TGI (Type, Group, Instance) Code
Create custom mesh & texture for Cook & Serve, export to TSRW, then export to MODL like Eat state before.
⚠️ Pay attention because this step is very important, otherwise the Custom Food will turn black/disappear, doesn't work in the game.
Repeat Step 11: Replace the MODL for Cook & Serve state.
If you see default TGI code you copied from "foodCookEggRolls" there are only 3 lines.
_IMG 0x00B2D882 0x08000000 0x6F93B613E7C91FD0 _IMG 0x00B2D882 0x08000000 0x6F93B613E7C91FD0 _IMG 0x00B2D882 0x00000000 0xA4D80FB45AE9066B
If you want the Cook state working in the game, you should use default TGI code of Serve you copied from "foodServeEggRolls"
_IMG 0x00B2D882 0x08000000 0x6F93B613E7C91FD0 _IMG 0x00B2D882 0x08000000 0x6F93B613E7C91FD0 _IMG 0x00B2D882 0x08000000 0x0E3D40D33CC70324 _IMG 0x00B2D882 0x08000000 0x6F93B613E7C91FD0 _IMG 0x00B2D882 0x08000000 0x6F93B613E7C91FD0 _IMG 0x00B2D882 0x00000000 0xA4D80FB45AE9066B _IMG 0x00B2D882 0x08000000 0x6F93B613E7C91FD0
instead of foodCookEggRolls, otherwise the Cooked food will turn to Black colour in the game.
Repeat Step 11: Copy all the TGI codes you copied from "foodServeEggRolls" for Cook and Serve.
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Commit, Save.
✳️Step 15. Check the Geostates for Cook & Serve
Check the Geostates for Cook & Serve.
Cook & Serve Geostates are working using Burger Geostates.
0x95A36FFE 0x8A6C4E39 0x4DB2D3D2 0x35B26CCB
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Leave the Geometry states, no need to change to default EA Egg Rolls (otherwise your mesh will disappear or black).
After you are done, click OK, commit, save the .package as usual.
✳️Step 16. Test the CC in the game.
If your Custom Food works well in the game: Full, Half, Empty Geostates are working without showing weird texture or black or disappear, then congratulations! Enjoy and have fun with your custom food default replacement mod👍
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24 notes · View notes
erezleviblog · 8 years ago
Text
A review of the VBOT S30C (in English)
After my beloved Roomba stopped working, My wife surprised me with a brand new Robot Vacuum. She was so please as she found one that was much more inexpensive than the robot brand. Without further ado, heres my review of the Bot s30c
irobot
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cgsprofessionals1-blog · 8 years ago
Text
A review of the VBOT S30C (in English)
After my beloved Roomba stopped working, My wife surprised me with a brand new Robot Vacuum. She was so please as she found one that was much more inexpensive than the robot brand. Without further ado, heres my review of the Bot s30c
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boyandhisdreams · 8 years ago
Text
A review of the VBOT S30C (in English)
After my beloved Roomba stopped working, My wife surprised me with a brand new Robot Vacuum. She was so please as she found one that was much more inexpensive than the robot brand. Without further ado, heres my review of the Bot s30c
positive
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getqcomtech · 8 years ago
Text
A review of the VBOT S30C (in English)
After my beloved Roomba stopped working, My wife surprised me with a brand new Robot vacuum. She was so please as she found one that was much more inexpensive than the robot brand. Without further ado, heres my review of the Bot s30c
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jcookie3121-blog · 8 years ago
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A review of the VBOT S30C (in English)
After my beloved Roomba stopped working, My wife surprised me with a brand new Robot Vacuum. She was so please as she found one that was much more inexpensive than the robot brand. Without further ado, heres my review of the Bot s30c
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