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Yet another thing that has been sitting on the to-do list for years. I've had the messy prototypes of this in my files for ages but only just got around to making something uploadable. I pretty much don't use the food stand part of the food stands and just customize them with island counters/different barstools/whatever else, so I went the nuclear route and defaulted them by deleting all the mesh parts except for anything related to the stoves. I used a BV stove mesh for the AL diner stand and used the far east stove shadow meshes for all of them so there's no drop shadows for any bits of the stands aside from the stoves and to keep them looking consistent. Hood visibility was disabled. Stoves are also repo'd to the NL restaurant stove and have 2 recolorable subsets like it. I didn't think it was worth messing with the bhavs to stop barstools from spawning since they're easy to delete and replace.

Files go in the documents cep extra file since I had to make a combined cep-extra/default for this to work. I had to break the recolorability of the stand part of the food stands to have 2 recolorable ones on the stove. I didn't edit the textures. If there's any parts of the stands extracted as deco (I've seen this somewhere but can't remember where or if they're repo or standalone) that are repo'd to the stand around, they'll still work but won't be recolorable.

A couple of minor annoyances: I couldn't fully fix the thumbnail for the AL diner stand. The clickable area for the stand objects is larger than the the stove meshes. They seem to be resistant to the usual fixes for these issues

All files are compressed with included previews. Download | Alt

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The way the outdoor shadows make rugs and other low objects make them look dark annoys the shit out of me. I disabled the outdoor shadows for the the apartment door rug, the flowerbeds, and the rugs that look like they can be used outside. I made this for myself a few months ago but figure someone may want it. I merged the flowers based on whether they were the BG or MG ones, the rest are left separate to pick and choose. These edit the GMNDs so they would conflict in the improbable chance there are any CEP Extras floating around for these objects.

All files are compressed with included lazy preview.

download | alt

edit: forgot to mention that the rug files need to be used with the zomg rug fix to be of any use (as the shadow issue doesn’t happen with the unfixed sinking rugs), but I think almost everyone has it in their downloads already

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I repo’d all the community lot speakers to the residential speaker so there would be more color options with far less recolor files. For whatever reason Eaxis made the meshes have different mapping and slight mesh differences between various EPs. I ended up using the NL version (and defaulting the res speaker with it) since it had better mapping than the BG version. I left out the metal, jam band, and new age speakers since they had entirely different meshes.

I also split them into 2 subsets, like some of the later EP ones are, to have the metal  part be shiny without making the rest of it look weird. I made both recolorable and made 3 recolors because why not. 

I enabled the NL textures and recolors for the BG speaker since they had the same texture setup. The OFB+ textures have a different arrangement so I made plainish recolors based off of the original textures (since the patterns on them didn’t translate well with the different mapping). I’m not too happy with the indie wave checker recolor, but included it anyway. Swatch

In addition, I edited and repo’d zeroth’s college rock and jazz speakers. 

All files are compressed with included swatch and preview.

Download | Alt

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The void of doom has bothered me for a long time. I finally found the textures in the program files months ago, and it took me months to get around to making an upload. I also found out
 
how to get paint under the water, but I imagine there’s at least one person who would want the simpler way of using a default.

Here’s the preview/swatch of all 3 options:

 

As shown in the first picture, the terrain.ini can be edited to get rid of the sand edge (which shares it’s texture with the beach texture). Editing this file is optional, but I personally recommend it. I included a terrain.ini in the download, which is from the MG program files.

I haven't seen any differences between various EP/SP combos, but you may want to edit your own if you're way pre-MG or have your own
configurations already in your own terrain.ini. Open the terain.ini file in the program files of MG or your newest EP of you don’t have MG. The file path will be something like 
InstallLocation/Sims 2/Most Recent EP\TSData\Sys. 
For example mine is C:\Program Files (x86)\Origin Games\The Sims 2 Ultimate Collection\Fun with Pets\SP9\TSData\Sys

These are the values I used:

ShallowPaintDepthMin=-0.35
DeepPaintDepthMin=0
ShallowPaintDepthMax=5
DeepPaintDepthMax=2BeachPaintPeakDepth=0
BeachPaintEndDepth=0
BeachPaintMaxAlpha=0

Any terrain.ini edits won't apply to existing ponds, although this is pretty easy to fix. Just redig around the pond edges (some objects may need to be moved)
then undo it. The pond paint will be updated. Then fix any terrain painting/objects/deco that got messed up.

All files are compressed with included swatch and preview. I also included the terrain.ini instructions.

Download | Alt

Credit to Nilxis for the textures.

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 I figured I’d get the next round of these out. This time, the defaults are: bridge (since an arch and that plumbob statue thing are slaved to it), cooling tower, dutch windmill, farm fields, lighthouses, monorail track, observatory, power plant, radio telescope, radio tower, silo, stone bridge, streetlight, sunken ship, the 4  terrain effects, water tank, water tower, and both wind turbines. I also defaulted the neighborhood cliffs with the textures from 
greatcheesecakepersona’s placeable cliffs (although the maxis rocks just pick up the non-snow texture). I had to nuke effects on 2 cres’es and rename 2 deco pieces, otherwise these just replace textures and/or meshes.

Only 2 weird defaults this time: the stone bridge is a shed and the streetlight is a trashcan. The rest of the mesh replacements are similar to the originals in type. I did salvage some of the eaxis deco with retextures and mesh tweaking, although I’m not 100% happy with them. Monorail track has options between a retexture and invisible track. The trees are just silent-dragon’s egg hunt oak and walnut tree defaults with more vibrant fall leaves; the other states are unchanged.

The only slightly high polycount mesh is the 4.5k power plant. The main possible issue is that many textures are kind of high-res

All files, compressed with included ‘’’’swatch’’’’ for the defaults that have a choice of different texture options and previews. 

Download | Alt

Credits for the meshes and textures I mangled to make these:  Criquette, Chimerical, DeeDee, Freepik, Hafiseazale, Icad, Limonaire, misty-fluff, myfreetextures.com, nuttydazesublime, Shasta, Slig, Subtlepatterns, Suicideloversims, texturise.club, and anyone I forgot to list

Update Dec 18: Redid the default for the non-effect wind turbine. This version is a mesh replacement with a rename and it won’t effect the in-lot functional turbine’s texture like the previous version.

Rest of Previews Under Cut )
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I don’t have much since I got started too late, but everything is functional at least. I’ll just do the put the candy bowl out thing since I’d lose my shit with the porch light system. All is either TS4 conversions I did or edits of other’s TS3/TS4 conversions:

4T2 pan de muerto and separated spooky cookies as edible objects. They’re cloned from pizza slices. They’re found in appliances/misc.

4t2 Soloriya’s dark nights bedroom spiders as a ceiling lamp instead of plain deco like the original. Recolored in random Halloweenish colors. Swatch

3T2 crystal wand and 4T2 crystal broom turned into defaults for the witch/warlock wands and brooms with alignment-complimenting colors. Preview of other 2 versions

Known issues: Sim’s hands bleed into the brooms a bit, food will have to to be repurchased when you need to restock it in a sim-owned business.

All files are compressed with included swatch and previews.

Download | Alt

Credit to Shasta and Decat for their conversions since I don’t have TS3 and only have BG TS4.

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(Includes 10 billboards not pictured)




The next installment of the hood deco defaults finally exists after more off than on working on it for months. This batch is larger than the previous; the defaults are for: ancient henge, ancient Ruins, billboards, concrete breakwater, moai, some rocks, the rest of the signs, street banners, telephone poles, gate arch/flank, row of pilings, train track, and dino dig. As last time, metal is colored to almost-match criquette’s road signs, and either just mesh/texture defaults or more involved with custom txmt/txtr with default shpe/mesh and some thumbnail fixes. Some this time were renamed due to drastic changes between the vanilla and defaults. 

The train track is just an invisible mesh if anyone else wants to use cc tracks with just the train effect, probably not the most useful thing. The rock and sand peninsula had everything but the rock hacked off. It and the will stone replacement have a  choice of being slaved to the cliff rocks or BV beach rocks. There’s also a default of the 2 beach rocks to slave them to the cliff rocks instead since I’m anal about matching boulders (no change of the original texture for these two). The pennant string is my first mesh conversion. I don’t have TS3 so I converted this 3t4 version

Note that the ruins and henge meshes are 7.1k and 3.1k polys respectively, and the billboards are bit high res. The rest shouldn’t be anything computer-busting.

All files, compressed, included is a ‘’’’swatch’’’’ for almost everything this time since some defaults have nothing to do with the originals (like gates becoming public bathrooms). 

Download - Alt

Credits for the meshes and textures I mangled to make these:  Criquette, Chimerical,  Deeleesstuff,  Freepik, Hafiseazale, Krindershot, Limonaire, Lowedeus, Mustluvcatz, Simsinsania, Suicideloversims, Simsnowtato,  texturise.club, and whoever I forgot

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IMO, the brick chimneys are ugly and a pain to retexture. While deleting the chimneys with moveobjects still allows the fireplaces to function overall, the jump bug when lighting them and no fireplace flames annoy the crap out of me. I defaulted the meshes for them (since some chimney textures are used for the fireplaces and default txtrs would mess them up too) and removed the smoke effect so deco chimneys can be used instead. The defaults for the not as ugly pipe chimneys are of questionable usefulness, and I haven’t seen any suitable deco ones for them, but I did them anyway. Three of the fireplaces (red ember, snugglems, ignito) also had their meshes shortened to not poke through the floor above them. A bit of a downside is the loss of  the chimney smoke effect when the fireplaces are lit although that doesn’t bother me for some unknown reason.

Download - Alt

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I could’ve saved myself hours of time over the past several months , but no I had to nitpick the hood terrains to the point of making a set of them for my own use. Straight up dirt and concrete are useless for the hoods I make, so dirt is replaced with a mossy-ish terrain for my taiga hoods, and concrete is beachy sand. Lush and desert are more typical stuff. 

All of them have 512x512 in-lot textures with the rest being 1024x1024. I didn’t make a maxis road default to match these. I personally like Dreadpirate’s road defaults, but any ‘universal’ default would work with these (or if someone wants to make maxis roads with my terrains, that’s fine too). 

I also made matching terrain paints for most of the textures, 2 of which were previously made for the floating islands set. The only textures I left out are 3 of the ‘drydry’ textures for the lush terrain since they’re all very similar. I would’ve liked to make them more different, but Eaxis decided to make those tile instead of blend gradually into each other.

All files compressed with included previews and swatch.

Terrain Paint Swatch | Download - Alt 

Credits: CuriousB,  Voeille, Simsinsania, suicideloversims for the TS3 conversions, TS2 (I think that’s all of them?)

More (unedited) previews under the cut:

Read more... )
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I got tired of looking at floating fire hydrants. They're defaults of the bus stop, construction horse, dumpster, fire hydrant, grate, intersection sign, manhole, parking sign, stoplight, stop signs, and traffic cones. Most of the replacement meshes are a few hundred polys or fewer. The stoplight and group of traffic cones are a bit higher, being in the 1k range. The majority of the metal is colored to almost-match criquette’s road signs. The bus stop, intersection, and stop signs are technically the only ones with texture defaults. The rest of the originals shared a single texture so they have custom txmt/txtr with the shpe defaulted to use them instead of the shared one. Several also have a cres default to fix thumbnail sizes.

All files, compressed, included is a ‘’’’swatch’’’’ for the defaults that have a choice of different texture options.

Download - Alt

Credits for the meshes and textures I mangled to make these: Criquette, Cyclonesue, Deeleesstuff,  HarrisonFordFanClub, joninmobile, limonaire, texturise.club 


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