Attention--post failure, how to do?
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Items Tutorial

1.          Open SIMPE! v' L' @' s& ?7 v) E# k/ I# ^9 g/ V

' \9 M  w- `8 C1 w2 DPlease open Object Creation in Tools and wait for itto load.
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2. After loading, click the Object Workshop button on theright, a list of categories of items in game will load, you can select an item fromthe list to CLONE.: H# |1 T! l0 D* p# e
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. c0 ?' o: Z4 ?Take the LoveSeat, for example, find a Love Seat and clone it, pay attention to the red boxesin the following picture. , N) V0 N% e1 E( e/ l  }! K

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* P7 \* n  {, [Please payattention that TITLE is the item name that you want in your game, andDESCRIPTION will be the description of the item. (Both of them can be modifiedhere or later----refer to step 25). PRICE will be the price of the item in thegame.
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As seen in thepicture, you can name it however you like, for example, my custom is to do AuthorName—Item Name—Date, update Ok, then there is a Dialogue Box for you to
save the file in the folder.
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7 ~2 |! P9 Z' f0 l; t5 g7 @) j+ yClick onGEOMETRIC DATA CONTAINER, export OBJ.
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Now you canmake your mesh using your favorite software: MAYA
,3DMAX orMS3D.(This tutorial does not explain how to make meshes). The following three steps such as theseventh, eighth, ninth can also be operated. Since most peole use MS3D,we only provide the procedure for that program. 9 |, f! h5 `2 g+ f! b
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8. Open MILKSHAPE3D, import the “OBJ” file, which wasexported from SIMPE.) u5 y# Z7 h9 u% q7 g
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You will be toldto delete the shadow groups in other tutorials. But we suggest that you keepSOUTHWALLSHADOW and GROUNDSHADOW to at least make the items look moreauthentic. The two groups refer to the back wall shadow and the ground shadow.
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; _! f9 |; y% |10.Adjust the size of your self-made mesh to be similar tothe items cloned from the game. And keep the projection location set. Otherwiseyour item or shadow may intersect the wall, the ground or the avatar. (the redshows the size of the original item)
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11. 11. Group your self-madeitems. You will find that the items can be divided into two groups: CUSHIONSand WOOD, except the shadow, after previewing the exported original items. Wesuggest that your sofa be classified into two groups in this format, and usethe same name.1 E( Z1 |  T7 X' ?- _4 M9 o
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12. This is my group classification. I combine all thesofa meshes into one group named cushions, and others in another group namedWood. Why?  
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5 z/ _* ]7 P& Y2 G( [8 p% F$ t3 E/ z& Z13. All the meshes in Cushions are made without ALPHAtexture. They are solid, but others, including separate polygon planes, aremade in ALPHA texture. 6 P2 k+ R9 b' z! C9 h/ O5 R& f
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Definition of ALPHA texture: when some complicated figures are partof your mesh, (like the patterns in the picture above), you may waste much surface and point if it is made ofmesh. Our principle is saving. So we utilize a verge-transparent ALPHAtexture to create this decal.1 p/ f. V; u9 l" Y4 M# F$ F
Some transparent or semi-transparent items need ALPHA textures. For example,chiffon, lace, gauze etc.would be things I suggest classifying as meshes withALPHA texture into a group and solid parts without ALPHA texture into anothergroup.

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3 e5 F4 ?1 g: S# Z( @After meshesand textures are classified into groups, the referred SIMS items
can be deleted.
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% [8 Q" {3 P1 x4 H9 K16. About projected textures. Projection is a white andblack texture, where the shape iscolored grey. The darker grey means lighter shadow color, whereas the lightergrey means darker shadow color. (Tip: The verge should be a little bit vague tofeel more authentic.) This is my projected texture: the upper one is the projectionof SOUTHWALL, that is, the sofa projection on the wall; the lower square one isprojection on the ground, GROUNDSHADOW.6 _/ ?7 H3 w% W, W/ }8 W! K! N
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17. Now export your self-made items as OBJ. Give it a casualname and save it in a place you can find it easily.2X+ [3 x: t3 y  F, K$ Y' p$ v

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2 I. O' O* Q, L18. Go back to SIMPE. Open the file you made in Step 4,then choose the GMDC, click “IMPORT”whichimportsthe OBJ object you made, then click ‘OK’ on the pop-up dialog box. 8 a. y" `0 |: Z$ A1 b
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19. In ‘Object Data’, check the GUID. Taking this sofa asan example, it has 3 GUID.& k4 c$ S1 k. g
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. V& [; q/ u8 W4 E: ^0 ^20. On the website http://sims.ambertation.de/, registeran ID, and then apply GUID here. (You may use the button ‘GET GUID’ in ‘OBJECTSDATE’ to apply GUID directly. It’s the same.)
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6 c  A  S" ~- u  J2 `21. Apply GUID. You should apply as many new GUID as youhad of the old GUID to replace them. / ]  P( J3 ]) I' }0 {/ p

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22. Replace GUID. Replace the old GUID with the new GUID.Click UPDATE and COMMIT after that.9 \5 h' T4 K) z3 {- s1 i% m' W

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1 F# O: W/ i3 c1 W5 n23. Replace the texture. You should make a distinctionbetween CUSHIONS textures and WOOD textures. Right--click it to choose ‘buildDXT’.
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24.
' E' M7 |' w9 E# I, yOn the separatedialogue box, set Format and Sharpen as seen below and click ‘BUILD’
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25.
* g- }, `; I/ ]% ^0 W% P4 h- {By the way, thesize of the texture can be altered. Maybe the item you cloned has only a 128*128texture. It’s too small for you. You may alter the size this way:$ J6 H  y( p, }4 K( y
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8 t$ r+ s: @: u0 A9 G) u1)    Click “ADD”, you will see a new line for the parameter of thetexture.
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2)     Choose the new line, and then click “BUILD”. Inputnew size on the new dialogue box. “ADD” until you are satisfied.
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Tip: The size numbers are multiples of 64. Such as64*64, 64 X 128, 256 X256, 256 X 512, Y  512X 512, 512 X1024, 1024X 1024 and so on. Don’t create irregular shapes.$ k$ L( a# ?2 E0 U0 J: _! a
. h) o& I' v+ C- ?0 L" |26. Change the item name and description. Choose “catalog description” on theleft, then click “plugin view” below to modify. 0X0000 is the item name and0X0001 is description. When all the modifications are finished, don’t forget toclick “COMMIT FILE”.
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26. Change the item name and description. Choose ‘catalog description’ on the left, then click ‘plugin view’ below to modify. 0X0000 is the item name and 0X0001 is description. When all the modifications are finished, don’t forget to click ‘COMMIT FILE’.
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27. Save.' `& S. Q2 e1 w" J' x! t

. C. b$ D& l2 o5 E8 S28. The item is nowdone. Don’t forget to save it to “Documents and Settings \ My Documents \EA Games\ The Sims 2”, or else you won’t be able to see it in the game. For your convenience,we suggest that you create a new folder exclusively for self-made items insidethe ”Sims 2” folder named ‘my creations’, ‘my objects’, etc.

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. x% [, @8 }6 b/ n6 u6 a" A29.Start the game to see the results. Sometimes you will haveto repeat the above process several times to make it right. Be patient!
What a great tutorial! Thanks! But is the program free to download?
SimPE is free... Milkshape isn't... But you can use it for 30 days freely... Or use google.
What  About If You Use BodyShop And u Wanna Make Clothes??
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Here is a link to a bunch of Body Shop tutorials:  http://www.modthesims2.com/wiki. ... :Clothing_Tutorials
3 |  g/ H8 V/ \0 k# V  _+ N5 nThat's how I learned!   
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! N5 P3 x! E9 L! Z+ i# {If you have any questions, you can visit the site's FAQ: http://www.modthesims2.com/wiki. ... hop_Recolouring_FAQ
How wonderful!
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SimPE does not work for Sims 3 .. am I right ?
Wow thanks a lot for the information ^^!
SimPE does not work for Sims 3 .. am I right ?
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# F8 h: F% _/ [; K1 \/ S) @SimPE was developed for the Sims 2. They might update it to work for the Sims 3, but that might take a while longer still - the game is just officially out, and moderating works very differently in the Sims 3, because it's coded differently
not the best you've ever had, but you say I'm pretty close ...
Thank you for fantastic tutorial
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