Difference between revisions of "MTS2:Creator Guidelines/Meshes/Sandbox"
m (→Screenshots) |
m (→Quality) |
||
Line 12: | Line 12: | ||
* '''Polygon Counts:''' If you have created a new mesh it needs to have a polygon count (SimPE's 'facecount') which is reasonable for what it is. A curvy, complex item that would be used rarely can have a higher count than a blocky/boxy item that would be used frequently. Look at EA/Maxis items similar to the type you're making to get a good idea of what a reasonable poly count is for the game. Items with excessively high poly counts for no good reason will not be accepted at MTS. | * '''Polygon Counts:''' If you have created a new mesh it needs to have a polygon count (SimPE's 'facecount') which is reasonable for what it is. A curvy, complex item that would be used rarely can have a higher count than a blocky/boxy item that would be used frequently. Look at EA/Maxis items similar to the type you're making to get a good idea of what a reasonable poly count is for the game. Items with excessively high poly counts for no good reason will not be accepted at MTS. | ||
− | * '''Texture Quality:''' Your textures should have some detail to them - not just a flat single-colour bucket fill, but with highlights and shadows in the right places. Even for flat, smooth items, you should have some detail. Ensure your UV/Texture has a crisp texture and is correctly scaled and not distorted. | + | * '''Texture Quality:''' Your textures should have some detail to them - not just a flat single-colour bucket fill, but with highlights and shadows in the right places. Even for flat, smooth items, you should have some detail. |
+ | |||
+ | * '''Not Too Bright:''' When creating an item that is brightly-coloured or neon, you need to keep in mind the way the game renders colour... Creating something that looks truly neon-bright in your graphics program will look blindingly bright in-game - as if it's actually illuminated, rather than just brightly-coloured. You can always turn down the saturation on your texture if it's looking too bright. | ||
+ | |||
+ | * '''Black & White:''' When making something that's black or white, you never use -actual- true black or white. For black you use dark grey, and for white you use light grey. That way you can still add lighter or darker for shadows and highlights, and your item will look right in the game - true black just looks like a dark hole, and true white is far too bright. | ||
+ | |||
+ | *'''Undistorted:''' Ensure your UV/Texture has a crisp texture and is correctly scaled and not distorted. | ||
+ | |||
+ | *'''Materials:''' Most objects have more than one part to them. Make sure you take a good look at the object before you start texturing and use appropriate materials. | ||
+ | |||
+ | *'''Cars:''' Should be animated with working lights and textured to the above standards. | ||
+ | |||
+ | {{Guidelines-Textures-Photoskinning}} | ||
+ | {{Guidelines-Textures-CrispUnpixellatedTextures}} | ||
+ | |||
* '''Color Enabled and Subsets:''' Very few objects should not be recolorable (foods, 'hood objects and fences), so please make sure that yours is. We have a [http://www.modthesims.info/showthread.php?t=103379 great tutorial] for how to make objects CEP ready. Also consider giving your object two subsets, especially if the object has different materials like a wood chair with a cloth cushion. | * '''Color Enabled and Subsets:''' Very few objects should not be recolorable (foods, 'hood objects and fences), so please make sure that yours is. We have a [http://www.modthesims.info/showthread.php?t=103379 great tutorial] for how to make objects CEP ready. Also consider giving your object two subsets, especially if the object has different materials like a wood chair with a cloth cushion. |
Revision as of 21:17, 4 November 2013
Contents |
Guidelines for Sims 2 Meshes
Have you made a spiffy new object for your sims to use? This guide will walk you through every step of what we require on MTS. This information is relevant for all of Buy Mode, much of Build Mode (pretty much everything not wallpaper, floors, and terrain paint), and also for neighborhood decorations. Please make sure you read these guidelines carefully, as our standards have changed over the years, and there may be some items you weren't aware of before.
Quality
|
Information
Title & Description |
---|
Give your upload a descriptive title and write a text description for your upload, describing what you're uploading. Your title and description must be in English or provide an English translation. If you are not a native English speaker, using Google Translate is okay. You can also ask for help writing your description in the Creator Feedback Forum. |
Name, Catalog Location, Price |
---|
For new meshes, you must list the name that your object will have in-game, the catalog location(s) in which your object(s) will appear, and the in-game price of the objects. Tip: Try to keep object prices in line with prices for similar game objects. |
Polygon counts |
---|
If your creation does include a custom mesh, then identify the number of polygons it has and list the total count for each GMDC. |
Expansion Packs or Stuff Packs required? |
---|
Particular items may be added with expansion or stuff packs, and depending on how your creation is made and the item you based it on, your creation may not work for users who do not own that expansion/stuff pack. You need to be sure of which packs are necessary for the items you have made. If users don't have the EP, your stuff may not work! If you are unsure of whether or not your creation will require an expansion or stuff pack, you can ask about it in the appropriate Create forum (under the Create menu on MTS) before uploading.
Make sure you only mark the EPs/SPs required that your upload actually needs! Don't just mark them all! For specifics, please read: MTS2:Creator_Guidelines/Compatibility |
Screenshots
Screenshots | ||
---|---|---|
Take some nice big (600 pixels or more on the smallest side is a good size to aim for), clear pictures of your objects. Your pictures should be taken in-game and should show the quality requirements are met.
Keep the following in mind for your screenshots, especially the required ones:
|
Files
Zip, Rar, or 7z |
---|
To upload your file(s) to MTS, you will need to compress them into an archive file, which makes them smaller and allows you to include many files in one download. The archive file formats we currently accept are .zip, .rar, and .7z.
For instructions on compressing your files into an archive, please see: Creator Guidelines: Creating Archive Files.
|
File Types |
---|
Upload your objects as package files. |
Other
Uploads not allowed on MTS | ||||
---|---|---|---|---|
These items are not allowed on MTS in any category.
|
Definitions |
---|
Objects are some of the most popular items to make for the Sims game and can be defined as new objects or recolors.
|
Helpful Links
|