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Honeywell

@honeywell-mts / honeywell-mts.tumblr.com

I originally created this account just to follow other simmers but now that I'm a little more familiar with tumblr I thought it would be nice to post my own content. Since I rarely play these days, it'll probably be mostly links to my CC.
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The Sims 2 Legacy Collection: shadow fix

The rerelease of The Sims 2 introduced a fix for the black rectangles under Sims. You may have experienced this bug in the Ultimate Collection version.

As the creator of the Sims Shadow Fix, I was curious to know how it was done. But first, I'd like to explain what the problem with Sim shadows is.

What's the cause of the shadow bug?

When the game works as intended, a Sim shadow texture is a light bluish blob on a white background. It also has transparency, but it's unused. It looks like this:

However, many modern graphics cards render the texture as plain black with transparency:

That's why black rectangles appear under the Sims.

What does my mod do?

My mod is only a workaround for the bug. It uses the transparency to recreate the shadows.

The first versions released in 2015 and 2016 were achromatic, while the original shadows were bluish. Back then I didn't even know why and how my mod worked.

On 2 January 2025 I released new versions based on my research into shaders. I also recreated the original bluish shadows.

How does the Legacy Collection fix the shadow bug?

Thanks to @ivycopur I was able to examine the code. It uses a workaround, just like my mod.

In fact, it looks almost exactly like the really not misty 0.4 version of my mod, which, ironically, is now legacy. The shader code in the Legacy Collection contains the same nonsense. And a bit more.

Code comparison

The left side is the original code extracted from the Materials.package file in The Sims 2 Ultimate Collection. The right side is my code or the Legacy Collection code:

The differences between my code and the LC code:

  • the debug part: I removed it from my code as players will never see it. The LC has this feature untouched.
  • alphaBlend srcFactor: despite the difference, it actually changes nothing. Explained later.

The identical changes:

  • alphaBlend dstFactor,
  • the same colorScalar has been added,
  • textureBlend.

Nonsense #1: textureBlend

The textureBlend defines how the colors of the incoming texture are transformed. The first argument is responsible for the color channels, the second – for the transparency.

Originally it's just:

textureBlend select(texture) select(texture)

And it means that the texture is taken as it is.

My and LC code transforms it though. The colorScalar is defined as a partially opaque (40%) black color. The transparency argument takes the transparency of the original texture and darkens it with the 40% factor:

multiply(colorScalar texture)

And this makes sense. The color channels argument takes the transparency part of the texture and makes it pure black, because the color scalar is black:

multiply(colorScalar texture:alphaReplicate)

It's pointless. I could go:

select(colorScalar)

instead. It would be effectively the same.

The texture after the transformations looks like this:

Nonsense #2: alphaBlend

The alphaBlend defines how to mix the source colors (in this case the transformed texture from the textureBlend step) with the destination colors (in this case, the ground under Sim's feet).

The srcFactor argument defines the source color transformations, the dstFaction – defines the destination color transformations. And then they're put together.

Originally it's:

alphaBlend srcFactor(destColor) add dstFactor(zero)

The srcFactor says that the shadow colors are darkened with the ground colors. The dstFactor doesn't really matter because it's multiplied by zero (black). Also, transparency isn't used.

If I understand correctly, you could achieve the same effect with:

alphaBlend srcFactor(zero) add dstFactor(srcColor)

And the final effect is:

My and LC code had to do it differently. The dstFactor says to darken the floor color with inverted transparency:

dstFactor(invSrcAlpha)

It sounds complicated, but the inversion actually means that black becomes white and vice versa. So the transparency texture, which is a dark gray blob on a black background, becomes a light gray blob on a white background.

The srcFactor is actually useless because the shadow texture (from the textureBlend step) is black. So it doesn't matter if you use:

srcFactor(one)

like I did, or:

srcFactor(destColor)

as in the LC code, it will always be black because you can't make black any darker. To make the intention clear, I'd personally go with:

srcFactor(zero)

instead. The final effect would always be:

It's different from the original intended effect. You can even see the difference in the official screenshots:

Conclusion

It doesn't look like a coincidence. The cause of the shadow bug hasn't been fixed, and I doubt that an experienced shader creator would come up with such a workaround. There are better ways.

Before you point out that it's against my terms of use to take my code and sell it, especially without credit, hear out. It doesn't matter – EA's policy allows it. And I'm not even angry. It's just funny that they trusted such a messy code. I wouldn't be surprised to see other creators' fixes in the Legacy Collection.

The good thing is that EA has addressed the shadow issue at all. 🙃

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Sims Crafters is having a community lot building contest

Well, maybe more of a friendly "lets do this together" type event is more accurate. Generally here are the important parts.

  1. Join Sims Crafters if you haven't already.
  2. The build is occurring between September 1 and September 21, 2024.
  3. The goal is to produce functional (in some way) community lots that are common in real life but not normally build or supplied items for in game. Think out of the box. Gas stations, photography studios, banks, pharmacies, doctor's office, etc. Also keep it as cc free as possible. Shoot for no more than ten types of cc. Yes, odd wording but that means if you want to use the torrox build set as a whole, you can do that. custom recolors of a certain object, go wild, etc. The goal is to use your creativity and imagination and share ideas with others.
  4. This is for Sims 2. Please check in for a contestant host or contestant role if you haven't got one already.

Question for Builders Re: Dormer Windows Lighting Fix

Not sure if there's anyone building/playing the Sims 2 who'd be interested in this but I'm "fixing" the lighting on some Maxis windows so they don't get the weird dormer shadows from intersecting a roof.

I need to make duplicate windows to fix them--which is a lot of work and a lot of catalog clutter. So I'm just picking out a few Maxis windows to remake.

If this is something you'd download... Does this look like a good selection of Maxis windows? Too many? Did I miss a favorite?

I'm either going to price these for $0 so they don't get mixed in with the other windows or make them available by collection file only so they're not in the catalog at all. Right now I'm leaning towards a collection file. Do you have a preference?

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DEFAULT INVISIBLE GREENHOUSE ROOF

Remember this trick that Criquette posted three and a half years ago? Well, I bring to you: Criquette’s invisible greenhouse roof updated to be invisible in hood view, as well!

Please note that this default will make both the walls and the roof of your chosen greenhouse texture invisible, and that they will be invisible in both hood and lot view. This means that placing the roof can be tricky, because you literally won’t be able to see what you’re doing. I’d suggest taking this file out when you’re building and placing it back in your downloads folder once you’ve got your roof adjusted to your liking.

I’ve made a separate file for each default greenhouse color. The file for the green texture has the same name as Criquette’s original default, so that you can just overwrite it. Or, if you’d prefer to keep the green texture, you can choose one of the other two files instead. Happy Simming!

DOWNLOAD

CREDITS: @criquette-was-here for the original file; @honeywell-mts for inspiring me to figure this out for the sake of her lovely Bespoke Lot Pack II; @tvickiesims whose defaults I used to reverse engineer the solution

Any requests for Bespoke Roof Trim?

The gable trim comes in 45°, 35° and 15° angles and I’m adding a 20° angle to the set.  If you use the trim and need another angle now is the time to ask.  Chances are good you’d get it this weekend.

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Anonymous asked:

can you share a lil bit about your neighborhood building? btw your gameplay gives me such a serene vibe! <3

Hi Anon!

Thank you and I will gladly share what I do which is not a lot, but I do have some things I cannot play without:

1. Super basic but super helpful for decorating a neighborhood are camera mods: I currently use Gunmod´s Camera Mod 3.1 which lets you pull all the way to the edges of your neighborhood terrain and zoom in/out infinitely more than maxis cameras.

2. The next thing is seriously a game changer, sky boxes and skylines: holy simoly, when custom skylines came out for sims 2 my gameplay experience went to a whole new level. It makes your game look so pretty and gives you that open world view with the slightly faded horizon in the distance. @greatcheesecakepersona´s Seasons Ready Skylines are a must and currently I pair these with @dramallamadingdang´s  Rural Agricultural Horizon. So pretty:

3. Equally as important as skylines are trees: I love my game green, so I put trees EVERYWHERE. If I had to choose to live with one set of trees in my game forever I would without a doubt choose the almighty @criquette-was-here´s linden trees. I have yet to find any other tree that fits my game’s aesthetic more than her amazing set! I love placing them on my sims lots as well, instead of placing trees inside the household, it just looks so good (I recommend this mod that lets you place NH deco everywhere)! Other than that I use a few edits of maxis trees and shrubs, as well as some small base game rocks here and there, but mostly criquettes linden trees.

4. Next are default replacements: I currently use the Rural Charm Terrain & Road Replacement by @criquette-was-here for neighborhood terrain and @honeywell-mts´s Lush Terrain Default Replacement for lot view. In addition to that I use Voielle´s Cliff & Beach Default Replacement. I used to play with sea and pond water defaults too, but my game crashes every time I try to use them😭. But I love Voielle´s Pond&Sea Water Overhaul.

5. Last but not least: deco objects. I used to have tons and tons of neighborhood CC but currently am using a very minimal amount. It also depends on what style you are going for with your hood. Currently I like a rural, green and natural look, so skyscrapers and big city buildings are not my thing, but there's plenty out there. Here's a list of my favourite things:

- these cute cows

- Chimerical´s Hood Deco Set´s (hay, wood piles, scarecrow, water tower, etc)

5. When decorating: I am actually not professional at all when it comes to planning and decorating my hoods, I just go with the flow and try different things till an area looks good. I know other simmers plan and divide their hoods into different areas and really put thought into how their lots are placed and how everything comes together, which is so not me. My hood just grows with my sims since I almost always start with a single household because I am too lazy for a BACC🙈 and I just place deco around that lot and go on from there. I do recommend looking at other players hood decorating and get inspired, you will find what you like best by trying out different things and sticking with what works for you and I bet you will have your own style in no time (which is always evolving anyways).

6. When taking pictures: it’s all about the angle! Literally, there are many nooks and corners of my hoods that simply don't look like much. I like spending some time just cruising around in tab mode finding scenery angles that I like and trying different things like bird views or getting real close trying to shoot out of the perspective of an imaginary sim.📸

Well, that's all I can think of right now. Hope this answers your question. 

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LeeFish

Sad news coming out of the sims community today. We have learned of the passing of LeeFish. This is a sad loss for the community, she was a wonderful person and talented creator. May she forever rest in peace ♥♥

We had such good times together--so many laughs and good memories.  You touched my life, Lee, and I’ll never forget you.  Rest in peace.

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I've only recently downloaded Murano's reflective floors (with view interaction disabled by @honeywell-mts). I love grungy floors so didn't think it would be useful in my game BUT I've discovered that reflective layers actually do great job at imitating ice surface. So I've made these two.

✦Reflective Overlays for Skating Rinks | Download (SFS)

Please note: Murano's shader is required !

You can get it here (file is called millenium-reflectivewallsfloors.zip) or here, on their T$R account

🎀

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