Difference between revisions of "Sims 3:CTU Guide Designing"

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<font size="5">This page is under construction :) - daluved1</font>
 
 
 
==Find a CAS Part==
 
==Find a CAS Part==
 
[[Image:param.jpg|right|400px]]
 
[[Image:param.jpg|right|400px]]
Line 7: Line 5:
 
*'''Parameters''' - Use the age, gender and type parameters to dial up a mesh category. Then select the mesh you want to use from the drop down list. The thumbnail to the right of the screen allows you to preview the mesh.
 
*'''Parameters''' - Use the age, gender and type parameters to dial up a mesh category. Then select the mesh you want to use from the drop down list. The thumbnail to the right of the screen allows you to preview the mesh.
 
*'''Quick Find''' - Once you dial up the age, gender and type, Quick Find allows you to scroll through thumbnails to pick which mesh you wish to use.</blockquote>
 
*'''Quick Find''' - Once you dial up the age, gender and type, Quick Find allows you to scroll through thumbnails to pick which mesh you wish to use.</blockquote>
 +
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
 +
<br clear="all"><br>
 +
  
 +
==Part Details==
 +
Part Details is for informational purposes only. More advanced users can use this list to help locate specific files and details of the package.
 
<br clear="all">
 
<br clear="all">
 
+
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
====Part Details====
+
Part Details is for information purposes only. More advanced users can use this list to help locate specific files and details of the package.
+
  
 
==Part Category==
 
==Part Category==
Line 18: Line 19:
  
 
<font color="red">Changing the age and/or gender of a CAS part can cause some pretty wacky results. So don't be shocked if you get something weird.</font>
 
<font color="red">Changing the age and/or gender of a CAS part can cause some pretty wacky results. So don't be shocked if you get something weird.</font>
<br clear="all">
+
<br clear="all"><blockquote>
{|class="nicetable" align="center"
+
{|class="nicetable"
 
! colspan="2"| Extended Category
 
! colspan="2"| Extended Category
 
! colspan="2"| Other  
 
! colspan="2"| Other  
Line 34: Line 35:
 
|-
 
|-
 
|class="shaded"| '''Is Hat'''
 
|class="shaded"| '''Is Hat'''
|Check if the CAS part to be considered a hat.
+
|Check if the CAS part is to be considered a hat.
 
|class="shaded"| '''Human'''
 
|class="shaded"| '''Human'''
 
|????
 
|????
Line 45: Line 46:
 
|Check if you want the CAS part to be hidden in Create-A-Sim.
 
|Check if you want the CAS part to be hidden in Create-A-Sim.
 
|-
 
|-
|}
+
|}</blockquote>
 
+
<br clear="all">
 +
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
  
 
====Commit====
 
====Commit====
[[Image:Commit.jpg|left]] By now you've probably encountered the commit button.  To save any changes to you've made, it is important that you click this button before moving on to something else.
+
[[Image:Commit.jpg|left]] By now you've probably encountered the commit button.  To save any changes you've made, it is important that you click this button before moving on to something else.
 +
<br clear="all">
 +
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
  
 +
==Designs==
 +
Designs are a collection of stencils, patterns and textures grouped together. Each design appears as one thumbnail in CAS. Therefore, to make a CAS part set in Create-A-Sim (one scroll box), add multiple designs in the CTU. <blockquote>
 +
===Add New Design===
 +
<blockquote>
 +
* Add New Blank - Adds a new design with the default texture (EA textures) and patterns/colors.
 +
* Copy All From Base - Copies all of the original designs from the original CAS part in the game.
 +
* Add New (Copy Last) - Makes a duplicate of the last design.</blockquote></blockquote>
 +
 +
<br clear="all">
 +
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
  
 
==Stencils==
 
==Stencils==
 
[[Image:Stencil.jpg|left|100px]]
 
[[Image:Stencil.jpg|left|100px]]
A stencil is a design that appears on top of the base texture of the CAS part. The stencil itself is not recolorable in Create-A-Sim. Stencils can must be saved in DXT1, DXT3 or DXT5 compression.
+
A stencil is a design that appears on top of the base texture of the CAS part, however the stencil itself is not recolorable.
 
: [[Image:RightArrow.gif]] ''For more information on how to add a stencil see [[Sims_3:Adding_Custom_Stencils| Applying Stencils]]''
 
: [[Image:RightArrow.gif]] ''For more information on how to add a stencil see [[Sims_3:Adding_Custom_Stencils| Applying Stencils]]''
 
<br clear="all">
 
<br clear="all">
 
+
<br clear="all">
 +
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
  
 
==Patterns==
 
==Patterns==
[[Image:Pattern.jpg|300px|right]]
+
[[Image:Patterncust.jpg|300px|right]]
Patterns are the recolorable regions in Create-A-Sim. Here you can set the colors/patterns you want displayed on your CAS part by default.
+
Patterns are the recolorable regions in Create-A-Sim. Here you can set the default colors/patterns you want displayed on your CAS part.
  
 
<blockquote>
 
<blockquote>
Line 68: Line 83:
 
|-
 
|-
 
|class="shaded"| '''Enabled'''
 
|class="shaded"| '''Enabled'''
| Tick this to allow the different regions (defined with the mask) to be recolored.
+
| Tick this to allow the pattern region (defined with the mask) to be recolored.
 
|-
 
|-
 
|class="shaded"| '''Linked'''
 
|class="shaded"| '''Linked'''
Line 75: Line 90:
  
 
====Type====
 
====Type====
Sets the type of color or pattern you want to use.  
+
Sets the type of color or pattern you want to use. Usually, the pattern browser will automatically select the correct pattern type.
<blockquote>
+
<blockquote>[[Image:Patternprev.jpg|left]]
 
=====Solid=====
 
=====Solid=====
 
A solid color. To change the color, click the little colored square under Solid Color Options.
 
A solid color. To change the color, click the little colored square under Solid Color Options.
 
=====Pattern (Colored)=====
 
=====Pattern (Colored)=====
Colored patterns, the kind the [http://www.modthesims.info/download.php?t=342998 Pattern Packager] makes, are the most common pattern type. They can have up to four different colors. To change the color, click the little colored squares under Pattern (Colored) Options.
+
Colored patterns, the kind the [http://www.modthesims.info/download.php?t=342998 Pattern Packager] makes. They can have up to four different colors. To change the color, click the little colored squares under Pattern (Colored) Options.
 +
 
 
=====Pattern (HSV)=====
 
=====Pattern (HSV)=====
HSV patterns are base images that are color shifted by a certain amount.<blockquote>
+
HSV patterns are base images that are color shifted by a certain amount. To change the color, click the little colored squares under Pattern (HSV) Options.<blockquote>
======BG Image======
+
</blockquote></blockquote><br clear="all">
BG Image is used for specifying a background image behind the pattern itself.
+
 
======Channel======
+
The channels are used to control how this image is shifted.
+
</blockquote></blockquote>
+
 
====Pattern Browser====
 
====Pattern Browser====
 
The Pattern Browser allows you to easily browse through both the in-game patterns and downloaded and/or user created custom patterns.
 
The Pattern Browser allows you to easily browse through both the in-game patterns and downloaded and/or user created custom patterns.
Line 96: Line 109:
 
====Tiling====
 
====Tiling====
 
[[Image:Tiling.jpg|400px|right]]
 
[[Image:Tiling.jpg|400px|right]]
Tiling allow you to change the number of patterns required to fill your CAS part. The default size is 4.0000,4.0000 which gives you 4 columns of 4 patterns each to fill your main texture (1024x1024 pixels).
+
Tiling allow you to change the number of patterns tiles used to fill a pattern region. The default size is 4.0000,4.0000; to use more tiles per region, increase the tiling number (see image) and vice-versa.
 
====RGB Mask====
 
====RGB Mask====
The RGB mask under the patterns tab is used to build a pattern from scratch, that is only used for that specific design and will not show as a usable pattern in Create-A-Sim/Style. To do this, you [[Sims_3:Custom_Patterns| create a pattern]] but instead of packaging with [http://www.modthesims.info/download.php?t=342998 Pattern Packager] (or any tool of choice), import the DDS here directly.
+
Changing the RGB mask under the patterns tab can be used to build a pattern from scratch, that is only used for that specific design and will not show as a usable pattern in Create-A-Sim/Style. To do this, you [[Sims_3:Custom_Patterns| create a pattern]] but instead of packaging with [http://www.modthesims.info/download.php?t=342998 Pattern Packager] (or any tool of choice), import the DDS here directly.
 +
 
 +
'''Note:''' it's much easier to use the pattern browser to import a custom pattern ;)
 +
 
 
====Specular====
 
====Specular====
The pattern specular is used to give the pattern shiny/reflected effect. Only use this if you're using a custom RGB Mask
+
Changing the pattern specular can alter the shinyness/reflectiveness of the pattern.
 
</blockquote>
 
</blockquote>
 
+
<br clear="all">
 +
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
  
 
==Logo==
 
==Logo==
The logo is unused at the moment. My speculation is that it'll be used to distinguish items from different EPs, like with The Sims 2.
+
The logo is unused at the moment. My speculation is that it'll be used to distinguish items from different EPs, like The Sims 2 did.
 
+
<br clear="all">
 +
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
  
 
==Textures==
 
==Textures==
Line 138: Line 156:
 
|-
 
|-
 
| class="shaded" |'''Overlay'''
 
| class="shaded" |'''Overlay'''
| An overlay is similar to a stencil except it can be placed anywhere, whereas a stencil is confined to the perimeter of the mesh. Necklaces that are attached to a clothing item are usually overlays.
+
| An overlay is similar to a stencil except it can be placed anywhere, whereas a stencil is confined to the perimeter of the base texture's alpha. Necklaces that are attached to a clothing item are usually overlays.
 
| DXT1, DXT3, DXT5
 
| DXT1, DXT3, DXT5
 
| Yes
 
| Yes
 
|-
 
|-
 
| class="shaded" |'''Part Mask'''
 
| class="shaded" |'''Part Mask'''
| Unknown
+
| The part mask maps out the minimum physical space the CAS part takes place in and is used by the game to map out how different outfit textures parts overlap. For example, it keeps knee-high boots textures from overlapping pants textures. In general, you won't have to change this unless you're doing some extreme retexturing such as turning pants into shorts.
 
| DXT1
 
| DXT1
 
| No*
 
| No*
Line 156: Line 174:
 
| DXT1
 
| DXT1
 
| No
 
| No
 +
|-
 +
| class="shaded" |'''Face Overlay'''
 +
| Face overlays are the equivalent of base textures for the face. These are used to make anything that deals with the face like: custom face masks, makeup, eyebrows, etc.
 +
* When dealing with face overlays, instead of assigning pattern colors, you give each part a '''tint color'''. To change the color either double-click on the little colored squares at the bottom of the textures window, or right-click on the tint key and hit edit color.
 +
| DXT5
 +
| Yes
 +
|-
 +
| class="shaded" |'''Bump Map'''
 +
| Bump maps are alpha-layered grayscale images that are used by the game to simulate raised bumps and grooves on the texture.
 +
| DXT5
 +
| Yes
 
|}
 
|}
 
<nowiki>*</nowiki> If you have four pattern regions you'll need to include the alpha channel.</blockquote>
 
<nowiki>*</nowiki> If you have four pattern regions you'll need to include the alpha channel.</blockquote>
Line 162: Line 191:
 
=====Replacing Textures=====
 
=====Replacing Textures=====
 
: [[Image:RightArrow.gif]] ''For more information on how to replace a texture, see [[Sims_3:Replacing_Textures| Replacing Textures]]''</blockquote>
 
: [[Image:RightArrow.gif]] ''For more information on how to replace a texture, see [[Sims_3:Replacing_Textures| Replacing Textures]]''</blockquote>
 +
<br clear="all">
 +
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
  
 
==Other Details==
 
==Other Details==
????
+
Other Details, like Part Details, is strictly for information only. The majority of the information displayed here can be changed under the Part Category tab.
 +
<br clear="all">
 +
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
  
 
==Thumbnail==
 
==Thumbnail==
Line 171: Line 204:
 
The image must be in .png format and 256x256 in width and height.
 
The image must be in .png format and 256x256 in width and height.
 
<br clear="all">
 
<br clear="all">
 
+
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
  
 
==Meshes==
 
==Meshes==
(coming soon)
+
<blockquote>
 +
===Mesh TGI Links===
 +
This box lists all of the DDS Textures referenced from within the mesh (.simgeom) itself.  The primary usage of this box is to find the ResourceKey of the bumpmap.
  
 +
===New Meshes===
 +
<blockquote>
 +
====Name====
 +
In order to succesfully use a new mesh, you '''must''' give it a new '''unique''' name in the CTU.
 +
====LODs====
 +
LOD files are the Level Of Detail meshes that all body meshes are made up of. The highest detail is LOD1, whereas the lowest is LOD3. The game will choose which LOD to use based on graphics settings and viewing distance.
  
==3-D Preview==
+
''When importing LODs into the CTU, they must be imported in the correct order''.
(coming soon)
+
  
 +
[[Image:Bump.jpg|200px|left]]
 +
====Bump Map====
 +
The bump map is an alpha layered DDS file that is used to simulate bumps and grooves on the mesh. Bump maps can be grayed out to produce a flat map, which is more useful for universal use, or they can be completely mapped out for your design.
  
 +
''Custom bump maps can only be used with a custom mesh at the moment.''
  
 +
</blockquote></blockquote>
 +
<br clear="all">
 
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
 
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
 +
 +
==Design Type==
 +
Design Type allows you to change between 3 Channel RGB, 4 channel RGBA and Tintable Overlay.
 +
<blockquote>
 +
* Switching to 4 Channel RGBA allows you to successfully enable pattern D (the fourth Pattern region).
 +
* Tintable Overlays are used for face masks and makeup.</blockquote>
 +
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
 +
 +
==3D View==
 +
By far the neatest feature of the CTU is the 3D preview! The 3D view allows you to...well...preview your CAS part in the CTU.
 +
 +
[[Image:3dpantyraid.jpg|left|400px]]
 +
<blockquote>
 +
====How To Use====
 +
To enable 3D View, tick the Enable 3D Preview checkbox in the top left corner. When checked, a preview box will be added to the side. When you add a new design, the 3D Preview will load and should update in real-time as you change textures/patterns/etc.
 +
<blockquote>
 +
• Use the mouse wheel to zoom in, or click and drag.<br>
 +
• Left-click and drag to rotate the mesh sideways.<br>
 +
• Right-click and drag to freely rotate the mesh.
 +
 +
 +
=====Render Mode=====
 +
To change the way the mesh is rendered, right-click anywhere in the window and choose the mode.
 +
 +
=====View=====
 +
To auto-snap to a rotation, right-click anywhere in the window and choose View -> then the position.
 +
 +
=====Reset View=====
 +
Resets the 3D view to the default position.
 +
 +
=====Reload 3D=====
 +
If you change a mesh, 3D view should automatically load the new mesh. If it does not, click Reload 3D.
 +
 +
=====Reload Textures=====
 +
When you change a CAS part texture (i.e. base, mask, etc.) or a pattern color/swatch, the 3D view window should automatically change the textures. If it's not refreshed, then click "Reload Textures".
 +
</blockquote></blockquote>
 +
 +
<br clear="all">
 +
<font size="3">[[Sims_3:CTU_Guide| Main Page]]</font>
 +
 +
[[Category:Sims 3 Modding Tutorials]][[Category:CTU Tutorials]]

Latest revision as of 15:51, 17 September 2012

Contents

[edit] Find a CAS Part

Param.jpg

Before adding any designs to your CAS part, you have to chose which mesh you wish to use.

  • Parameters - Use the age, gender and type parameters to dial up a mesh category. Then select the mesh you want to use from the drop down list. The thumbnail to the right of the screen allows you to preview the mesh.
  • Quick Find - Once you dial up the age, gender and type, Quick Find allows you to scroll through thumbnails to pick which mesh you wish to use.
Main Page

[edit] Part Details

Part Details is for informational purposes only. More advanced users can use this list to help locate specific files and details of the package.
Main Page

[edit] Part Category

Cate.jpg

The Part Category tab allows you to change the categorization of the CAS part. Most of these are pretty self-explanatory.

Changing the age and/or gender of a CAS part can cause some pretty wacky results. So don't be shocked if you get something weird.


Extended Category Other
Valid for Maternity Check if you want to allow pregnant sims to wear the CAS part. Left Handed ????
Valid for Random Check if you want townies to be able to wear the CAS part. Right Handed ????
Is Hat Check if the CAS part is to be considered a hat. Human ????
Is Revealing Check if the CAS part is considered to be revealing.
Hidden In CAS Check if you want the CAS part to be hidden in Create-A-Sim.


Main Page

[edit] Commit

Commit.jpg
By now you've probably encountered the commit button. To save any changes you've made, it is important that you click this button before moving on to something else.


Main Page

[edit] Designs

Designs are a collection of stencils, patterns and textures grouped together. Each design appears as one thumbnail in CAS. Therefore, to make a CAS part set in Create-A-Sim (one scroll box), add multiple designs in the CTU.

[edit] Add New Design

  • Add New Blank - Adds a new design with the default texture (EA textures) and patterns/colors.
  • Copy All From Base - Copies all of the original designs from the original CAS part in the game.
  • Add New (Copy Last) - Makes a duplicate of the last design.

Main Page

[edit] Stencils

Stencil.jpg

A stencil is a design that appears on top of the base texture of the CAS part, however the stencil itself is not recolorable.

RightArrow.gif For more information on how to add a stencil see Applying Stencils



Main Page

[edit] Patterns

Patterncust.jpg

Patterns are the recolorable regions in Create-A-Sim. Here you can set the default colors/patterns you want displayed on your CAS part.

[edit] Enabled/Linked

Enabled Tick this to allow the pattern region (defined with the mask) to be recolored.
Linked Unknown

[edit] Type

Sets the type of color or pattern you want to use. Usually, the pattern browser will automatically select the correct pattern type.

Patternprev.jpg
[edit] Solid

A solid color. To change the color, click the little colored square under Solid Color Options.

[edit] Pattern (Colored)

Colored patterns, the kind the Pattern Packager makes. They can have up to four different colors. To change the color, click the little colored squares under Pattern (Colored) Options.

[edit] Pattern (HSV)
HSV patterns are base images that are color shifted by a certain amount. To change the color, click the little colored squares under Pattern (HSV) Options.

[edit] Pattern Browser

The Pattern Browser allows you to easily browse through both the in-game patterns and downloaded and/or user created custom patterns.

[edit] Custom Patterns
  • Use the Import Custom Pattern button to add a custom pattern to the pattern pool.
  • To view custom patterns, pick the asterisk (*) from the drop-down Category list.

[edit] Tiling

Tiling.jpg

Tiling allow you to change the number of patterns tiles used to fill a pattern region. The default size is 4.0000,4.0000; to use more tiles per region, increase the tiling number (see image) and vice-versa.

[edit] RGB Mask

Changing the RGB mask under the patterns tab can be used to build a pattern from scratch, that is only used for that specific design and will not show as a usable pattern in Create-A-Sim/Style. To do this, you create a pattern but instead of packaging with Pattern Packager (or any tool of choice), import the DDS here directly.

Note: it's much easier to use the pattern browser to import a custom pattern ;)

[edit] Specular

Changing the pattern specular can alter the shinyness/reflectiveness of the pattern.


Main Page

[edit]

The logo is unused at the moment. My speculation is that it'll be used to distinguish items from different EPs, like The Sims 2 did.
Main Page

[edit] Textures

The vast majority of your CAS part will be defined with textures. The following is a list of all the possible textures, and what they edit on the CAS part.

Texture Use Compression Alpha Needed
Base Texture The base texture--sometimes called the multiplier---maps out what parts of the mesh are used (via the alpha layer) and it adds texture (wrinkles and folds) to the CAS part. DXT5 Yes
Clothing Ambient The clothing ambient indicates lighting intensity of the CAS part. This is rarely used, even by EA, so most are left pure white. DXT1 No
Clothing Specular The specular indicates the shininess or reflectivity of the CAS part. DXT1 No
Mask The mask uses the Red, Green, Blue and Alpha channels to define the different regions (patterns) that are recolorable using the Create-A-Sim tool. DXT1 No*
Overlay An overlay is similar to a stencil except it can be placed anywhere, whereas a stencil is confined to the perimeter of the base texture's alpha. Necklaces that are attached to a clothing item are usually overlays. DXT1, DXT3, DXT5 Yes
Part Mask The part mask maps out the minimum physical space the CAS part takes place in and is used by the game to map out how different outfit textures parts overlap. For example, it keeps knee-high boots textures from overlapping pants textures. In general, you won't have to change this unless you're doing some extreme retexturing such as turning pants into shorts. DXT1 No*
Skin Ambient The skin ambient is similar to the clothing ambient, except it indicates the lighting intensity on the skin itself. For the most part all default ambients are the same, so there's really no need to change it. DXT1 No
Skin Specular Skin speculars are like clothing speculars, except they indicate the reflectivity/shininess of the skin itself. DXT1 No
Face Overlay Face overlays are the equivalent of base textures for the face. These are used to make anything that deals with the face like: custom face masks, makeup, eyebrows, etc.
  • When dealing with face overlays, instead of assigning pattern colors, you give each part a tint color. To change the color either double-click on the little colored squares at the bottom of the textures window, or right-click on the tint key and hit edit color.
DXT5 Yes
Bump Map Bump maps are alpha-layered grayscale images that are used by the game to simulate raised bumps and grooves on the texture. DXT5 Yes
* If you have four pattern regions you'll need to include the alpha channel.
[edit] Replacing Textures
RightArrow.gif For more information on how to replace a texture, see Replacing Textures


Main Page

[edit] Other Details

Other Details, like Part Details, is strictly for information only. The majority of the information displayed here can be changed under the Part Category tab.
Main Page

[edit] Thumbnail

Thumbnail.jpg

If you want your own custom thumbnail to display in Create-A-Sim, then import it here. The image must be in .png format and 256x256 in width and height.
Main Page

[edit] Meshes

[edit] Mesh TGI Links

This box lists all of the DDS Textures referenced from within the mesh (.simgeom) itself. The primary usage of this box is to find the ResourceKey of the bumpmap.

[edit] New Meshes

[edit] Name

In order to succesfully use a new mesh, you must give it a new unique name in the CTU.

[edit] LODs

LOD files are the Level Of Detail meshes that all body meshes are made up of. The highest detail is LOD1, whereas the lowest is LOD3. The game will choose which LOD to use based on graphics settings and viewing distance.

When importing LODs into the CTU, they must be imported in the correct order.

Bump.jpg

[edit] Bump Map

The bump map is an alpha layered DDS file that is used to simulate bumps and grooves on the mesh. Bump maps can be grayed out to produce a flat map, which is more useful for universal use, or they can be completely mapped out for your design.

Custom bump maps can only be used with a custom mesh at the moment.


Main Page

[edit] Design Type

Design Type allows you to change between 3 Channel RGB, 4 channel RGBA and Tintable Overlay.

  • Switching to 4 Channel RGBA allows you to successfully enable pattern D (the fourth Pattern region).
  • Tintable Overlays are used for face masks and makeup.
Main Page

[edit] 3D View

By far the neatest feature of the CTU is the 3D preview! The 3D view allows you to...well...preview your CAS part in the CTU.

3dpantyraid.jpg

[edit] How To Use

To enable 3D View, tick the Enable 3D Preview checkbox in the top left corner. When checked, a preview box will be added to the side. When you add a new design, the 3D Preview will load and should update in real-time as you change textures/patterns/etc.

• Use the mouse wheel to zoom in, or click and drag.
• Left-click and drag to rotate the mesh sideways.
• Right-click and drag to freely rotate the mesh.
[edit] Render Mode

To change the way the mesh is rendered, right-click anywhere in the window and choose the mode.

[edit] View

To auto-snap to a rotation, right-click anywhere in the window and choose View -> then the position.

[edit] Reset View

Resets the 3D view to the default position.

[edit] Reload 3D

If you change a mesh, 3D view should automatically load the new mesh. If it does not, click Reload 3D.

[edit] Reload Textures

When you change a CAS part texture (i.e. base, mask, etc.) or a pattern color/swatch, the 3D view window should automatically change the textures. If it's not refreshed, then click "Reload Textures".


Main Page

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