Skintones-alternative importing method and template

DARK skintones-Alternative importing method+TEMPLATE

Introduction

This is not a tutorial on how to make darker skintone recolors.Usually I just play with hue/saturation , brightness/contrast and then apply a photofilter to balance colors if needed.There is a photoshop tutorial on making recolors by navetsea here

This is a tutorial on how to get your DARK (or other hard to get color) skintone recolor to game and avoid fugly pixelation which happens almost always (unfortunately) when you import via bodyshop.

This is a tutorial to use if anything else has failed and your skintone is very pixelated when importing via bodyshop.

What is the tutorial skintone template?

A skintone template package which when you open in SimPE you will be able to see what each image is because it’s typed(i typed it i mean) on the texture itself! So you will just need to browse and find the appropriate BMP/or PNG to replace with the BuildDTX method.

Level of Difficulty:

Medium if you aren’t familiar with SimPE and very easy(though a bit time consuming) if you are.It is worth it however .(Look at the comparing pictures on the end of this post to see the differences.)

What you will need

1.Your finished skintone recolor.( not an already imported and extracted from bodyshop one because the pixelation damage has already been done there)

2.SimPE which you can download here

3.Download the template>>>>

Skintone template

skintone template swatch Skintones alternative importing method and template

Let’s start!And please read carefully!

The pictures provided aren’t exactly step by step ones, obvious stuff are excluded, because well it’s obvious.Pictures are to help you if you have trouble following the tutorial.Also i will be able to help you if you have trouble so feel free to post your questions here.

!!!STEP 1: PREPARATION IN BODYSHOP!!!

Do not ever use the “TUTORIAL_SkintoneTemplate_corvidophile2 package” directly. Then your recolors will not work and you will only end up with duplicates.This template is just for use with the tutorial and for re-importing it to bodyshop to create a unique file and not a duplicate.

Here is how:

1. Unzip the TUTORIAL_SkintoneTemplate_corvidophile2 package in your downloads folder.
2.Open bodyshop and start a new skintone project by exporting the “skintone recolor template” skintone and not any other skintone.
3.Export it and give your project a unique name eg: DarkSkinREC so you can find it easily later in your saved sims folder.
4.Go to your projects folder and ONLY change the swatch of the template skintone with the one you will be using for your recolor.
5.Import back to bodyshop ( give again your project a name while importing, eg. skintone recolor by “Your name” ) and then exit .
6.Go to your saved sims folder and right click on the package you just created eg: DarkSkinREC(step3) , select open with SimPE and wait for SimPE to load.

:!!: if you want to create a second or third recolor without overwriting the previous ones ,repeat STEP 1 accordingly and then proceed.

STEP 2-Replacing the files in SimPE

Go to texture images(TXTR) then click the first file in the resource list on the left.

Then click plugin view.

You will see the skintone template texture image with the name of the file written on it.Right click then click BUILD DTX.

Open your Skintone project folder and select the matching BMP file.What you see in the texture template is what you pick there.

Then set format to DTX3format and sharpen to NONE and click BUILD.Wait a few seconds if it is a body texture ( which is huge) it will take a while.

Click commit and don’t save (saving here will remove the italics from the text and you might get confused, so it is better not to save if you are a beginner, save away if you know what you are doing.)

With exactly the same steps above BUILD DTX for all 39 texture files.

Then of course go to File> Save .

edit1 585x399 Skintones alternative importing method and templateedit2 585x399 Skintones alternative importing method and templateedit3 585x399 Skintones alternative importing method and templateedit4 585x399 Skintones alternative importing method and templateedit5 585x399 Skintones alternative importing method and template

STEP 3-Compressing the files

If you now check the saved skintone package you will see that it might be a whooping over 20mb one lol We need to compress the files to reduce the file size.

How to do that:

in TXTR , click on resource tab in the bottom of SimPE and select the first one on the resource list on the right above. Wait a second till it loads, then where it says” compressed” use the drop down menu and change it to “yes”.Some numbers will start changing and the file text will become blue bold italic.You know then that it’s changed. On to the next one and follow the same procedure for all of them!

After you have finished all 39 TXTR’s Save again . This time it may take a minute or two(or more didn’t count but it seemed like forever), just wait and don’t worry, your SimPE is not frozen.

Now if you check your saved package file you will see its filesize reduced dramatically.It will still be a bit more higher than your average skintone package but you will get a nice non-pixelated DARK skintone in return.

Now it is time to close SimPE and load game to see your recolored skintone.

compressing 585x399 Skintones alternative importing method and template

IF YOU FORGOT TO GIVE YOUR SKINTONE PROJECT A UNIQUE SWATCH AND NAME IN THE PREVIOUS STEPS YOU CAN DO NOW LIKE THAT:

Changing the swatch image

In the resource tree go to jpg/tga/png image (IMG).Right click and select replace (use open all files extension). Use the swatch you made for your skintone. Save.

swatch 585x399 Skintones alternative importing method and template

Editing string and package name
To do that go to Text lists and in plugin view simply edit the text where it says “string”. Save.

textstring1 585x399 Skintones alternative importing method and template

LAST BUT NOT LEAST:
I don’t suggest doing this for lighter skintone recolors because there the pixelation is most of the times not even noticeable and we DON’T want big file sizes unless absolutely necessary.

Then again who would want to repeat all these for so many skintones? I wouldn’t.

Hope you found this tutorial and the recolor template useful.

Corvidophile2

See the differences

eww1 585x343 Skintones alternative importing method and templateeww2 585x343 Skintones alternative importing method and template

Similar Downloads

 

8 Comments »

  1. Nina Says:

    Brilliant! This is as good as it gets without mip mapping. Thank you for a very insightful and inspiring tutorial.
    Actually, I play and create for Sims 2 on a Mac… to use SimPe I’ve had to transfer files between my mac and my partner’s VAIO, and her OS is Japanese; it’s like a puzzle wrapped in confusion. Until I read this page, I was simply doing Import & Commit for my skintone creations and edits… but this build DXT guidance has really helped me to get a better understanding of what SimPE can do for me, and I’m finding it a lot quicker to get the results I want.
    The only thing that didn’t work for me was compressing the textures… my test Sim turned out a weird multi-colour pattern. So I’ve left the packaged files at an uncompressed total of 14Mb. That’s okay; I’d rather have a few nice looking if large skins than a lot of smaller ones that look like leprosy.
    I’m currently replacing textures on a set of JW5 skins used in szielin’s custom skintone changer (from Insimenator) for the current crop of Warlokk/Bloom body shapes… improving the naughty bits and overall hue to better match my other skins… I was getting a bit fed up with the pixelation problems, but now I can’t wait to finish the project.
    A big thanks again!

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  2. admin Says:

    I’m glad this tutorial helped Nina! I don’t use a Mac so i have no way of figuring out why compressing doesnt work but you can try the compressorizer (a sims 2 program) to compress your skintones . I am not sure if it works on a Mac but you can give it a try.

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  3. Nina Says:

    No… I obviously made an error on my first attempt because my second project compressed with no problems. I wonder though, does compression degrade the images in any way?

    Actually, I have a couple of questions related to building skintones in SimPE; would you mind if I ask for your opinion?

    Thanks
    Nina XX

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  4. admin Says:

    Feel free to ask and if i can i will help :-) Compression doesn’t degrade the images however.

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  5. Nina Says:

    Okay… I was probably looking for an excuse not to have sit twiddling the VAIO’s touch pad, compressing files in turn… it really makes my hand ache!

    Anyway, thanks for offering to help. I should explain that I use a complicated skintone system in my game… Sims receiving new skins periodically according to an ageing system of my own devising. I don’t pay much attention to babies or kids, I have very few males in the game, and NO elders at all (any the neighbourhood throws up are likely to get a satellite dropped on them!), so all of those use a custom default I made ages ago.
    So, most of my own custom skins will only ever be used by females, in which case, if I replaced only those textures of importance in DTX3, could I safely leave all other textures as DTX1? This would save a lot of time and disc space.

    Secondly, for a long time, I’ve been editing and using a set of skins originally bundled with Warlokk body shapes. I like them because they only use one texture file for both adult and teen females and one for males (13 textures in total). I never managed to get an answer at Insim. as to how these were created… do you have any idea? I mean, could one delete all the textures in a package that weren’t absolutely necessary and have a single texture show up on say both female teens and adults of any fitness?
    Anyway, while you’re thinking about all that, I’m going to check out your fabulous array of cosmetics… it’s like pay day and I’m off to the department store!

    Thanks again
    Nina XXX

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  6. admin Says:

    I am not sure because i haven’t tried this myself but i think it’s perfectly ok leaving the other textures as DTX1 since it’s for personal use. It would just degrade the quality of the skintone for the other ages, but since you dont care..
    I’m afraid i can’t answer your second question because i never used or fiddled with custom bodyshapes and linked skintones. But the besy way to learn is experiment! Always worked for me :-)

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  7. Nina Says:

    Thank you… you were right; DXT3 and DXT1 mix quite satisfactorily.
    As for linked skintones, I found a tutorial on the SimPE site… it requires the plug-in Color Binning Tool, but I doubt I’ll bother now as I have enough editable downloads for my purposes. In fact, I’m really looking to minimise the number of skintones in my game and I am very pleased with the improvements your tutorial on this page have yielded in the way my Sims look.

    Thanks again
    Nina XXX

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  8. Nina Says:

    I know this isn’t strictly relevant to your tutorial, but you may find it of interest: regarding the minimal skintones I asked if you knew anything about…
    I have since found out that if one substitutes, for example, ALL female textures (teen to elder) with the same identical graphic texture before importing back via Body Shop, Body Shop will recognise this and compress the package using just one texture. In this way, I have been able to produce a fully functional skintone of just 8 texture files.

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