This tutorial will teach you how to recolor existing objects for the Sims. Recoloring is usually one of the first activities of an object creator. You dont need special abilities for recoloring; all you need is just a bit of fantasy and taste. In this example, well try to do a new version of the cheaper kitchen counter.
For this tutorial you need:
1.
Cloning our
object
A first warning: if your operating
system is Windows 2000, youll meet big difficulties in following these instructions.
Transmogrifier seems to have serious problems with W2K, at
least in the simple recoloring routine. After Windows 98
(which worked fine!) and before passing to XP, I had to work with W2K and Transmogrifier, so I eventually found a complicated way to deal with
these problems. I wont waste time in explaining how. If you want to work with Transmogrifier, I suggest that you either stay with W98 or upgrade
to XP, as they will make all the process much easier.
After launching The Sims Transmogrifier (Ill call it TMOG) we choose the object to be
cloned. If we want to clone a counter , we have to
choose one in the list of available types:

Select the cheapest one, called Cheap 1,
and press Clone Object File. The following window will ask you the name of the new object,
and your Magic Cookie Number, if you have one. The Magic Cookie
Number is a number you own exclusively, and it is assigned to you on your request. This
number will be associated to every object you create, so that you are identified as
creator. This means that every object you create will have your signature
inside, some sort of fingerprints which allow to retrace the
objects creator at any time. My number is 114787 which is truncated by TMOG and expressed in hexadecimal as C063. Some
sites gather Magic Cookies Numbers and the initials or special characters chosen by
different creators (my signature is mt55). For instance, you can check Sandshifters list, Sandshifters
IDenTify.
Lets go back to TMOG.
We call our new counter miocounter1 :

When we click OK, TMOG will clone the
object. The window will display all the various phases, till the end of the process. Now, our
object is listed
among the others.

Now we have to export the file, to
modify it. Click Export Object File. Since we just want to
recolor the object and wont change its shape, lets choose Just Change Color and One Zoom, One Channel.

When we click OK, TMOG will ask the name
of the directory where the file miocounter1.xml and its sprites (the images to be recolored) have to be saved.
Lets spend some words about .xml
files. First of all, if you are not expert creators, you shouldnt modify them. These
files contain a set of information TMOG will use to re-import the sprites correctly. A
warning: if after importing the sprites you change their alignment (this happens
especially with multi-tile objects, and Ill explain it in another tutorial), if you
wish to save the changes, you have to export the sprites again, otherwise youll lose
all the changes made. Probably you think this warning is not so important, if you work on
an object with just a couple of sprites, but try to imagine what happens when you work on
an object with hundreds of sprites, like a bed
Lets go back to our counter. Now,
if you look at the directory you chose for the export, youll find there the file
miocounter1.xml and the
directory miocounter1_sprites, which contains two other directories: sprite103 and sprite
110. The first one, sprite103, contains the images of our counter when placed alone, the
second directory, sprite110, contains images of the counter in a corner position, between
two other counters. The images look like this:
Sprite103
|
|||
Back view |
Front view |
||
Counter-Chp_large_back_p |
Counter-Chp_large_front_p |
||
|
|
||
Sprite110
|
|||
NE view |
NW view |
SE view |
SW view |
Counter-Chp_large_ne_p |
Counter-Chp_large_nw_p |
Counter-Chp_large_se_p |
Counter-Chp_large_sw_p |
|
|
|
|
All the images are labelled with _p.
Since we are just recoloring, we have only exported the color channel (p-channel), When we start
changing the shape of our objects, well have to deal with the a-channel and the
z-channel, or transparency and depth channel. For now, we only need to know that the
exported images are 256 color bitmaps (8 bits). To modify
them, we have to increase the number of colors. So we open
them in Paint Shop Pro, we choose Color > Increase Color Depth > 16 Million Colors (24
bits) and then save them. Now we can start to modify them. In my case, these are the
elaborated images:

Now, we only have to re-import them in
TMOG. So we select our object in the list, then click Import
Object File, and thats all. Our new counter is ready. We can take a look at it by
clicking View Object, and this is what it will look like:

To modify the description, we go back to
the main window. We click Edit Object: another window will appear, and we can write our
own description of the object there.

Now our new counter is ready to be used
in game. Will our Sims like it? You can never guess. Our Sims have
strange tastes, and they often shake their head disapprovingly in front of an object after
weve spent hours of work on it
If you are interested in finding the
file of your new object because you want to upload it on your web page, or to exchange it
with your friends, you can find it in the Transmogrified directory, under Downloads, in
your game directory. Its an .iff file, like all object
files.
In our next tutorial, well learn
how to modify the shape of an object.
Back to Tutorials