<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom">		<title>Content</title>
		<subtitle>Content</subtitle>
<link href="http://www.thesimsresource.com/tutorials/posts/" /><link rel="self" href="/tutorials/posts" /><generator uri="http://www.thesimsresource.com/rss.php" version="1.0">Content</generator><updated>1970-01-01T01:00:00Z</updated><id>http://www.thesimsresource.com/tutorials/posts/</id><author><name>Content</name><uri>http://www.thesimsresource.com/tutorials/posts/</uri></author>			<entry>
			<title>Change Beach Lot</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/16668/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/16668/</id>			<updated>2010-04-30T14:05:00Z</updated>			<content type="html">h2Step-1/h2
a href=http://images.thesimsresource.com/1442/1442014.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1442/w-360h-270-1442014.jpg border=0 width=360 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pPlease select this Lot!!/p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step-2/h2
a href=http://images.thesimsresource.com/1442/1442016.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1442/w-360h-270-1442016.jpg border=0 width=360 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pThen, change Lot Type Residential/p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step-3/h2
a href=http://images.thesimsresource.com/1442/1442017.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1442/w-360h-270-1442017.jpg border=0 width=360 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pClick on the  Bulldozer icon./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step-4/h2
a href=http://images.thesimsresource.com/1442/1442018.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1442/w-360h-270-1442018.jpg border=0 width=360 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pThen, come and click on the Empty House/p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step-5/h2
a href=http://images.thesimsresource.com/1442/1442019.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1442/w-360h-270-1442019.jpg border=0 width=360 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pSay OK to the pop icon!!/p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step-6/h2
a href=http://images.thesimsresource.com/1442/1442020.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1442/w-360h-270-1442020.jpg border=0 width=360 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pAs you can see in the picture, lot is empty!!/p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step-7/h2
a href=http://images.thesimsresource.com/1442/1442021.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1442/w-360h-270-1442021.jpg border=0 width=360 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pNow, click on the empty homes section. br /Choose beach house here and Place Copy icon and provide confirmation../p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step-8/h2
a href=http://images.thesimsresource.com/1442/1442022.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1442/w-360h-270-1442022.jpg border=0 width=360 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
p Pleace this empty house land../p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step-9/h2
a href=http://images.thesimsresource.com/1442/1442023.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1442/w-360h-270-1442023.jpg border=0 width=360 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
p As you can see in the image area of land and house together, and settled compliance../p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step-10/h2
a href=http://images.thesimsresource.com/1442/1442015.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1442/w-360h-270-1442015.jpg border=0 width=360 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pLot section to Rotate the arrow in the icon, then  Select accept and insert your family home../p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/p</content>			<summary>Step-1

Please select this Lot!!
nbsp;Step-2

Then, change Lot Type Residential
nbsp;Step-3

Click on the  Bulldozer icon.
nbsp;Step-4

Then, come and click on the Empty House
nbsp;Step-5

Say OK to the pop icon!!
nbsp;Step-6

As you can see in the picture, lot is empty!!
nbsp;Step-7

Now, click on the empty homes section. Choose beach house here and Place Copy icon and provide confirmation..
nbsp;Step-8

 Pleace this empty house land..
nbsp;Step-9

 As you can see in the image area of land and house together, and settled compliance..
nbsp;Step-10

Lot section to Rotate the arrow in the icon, then  Select accept and insert your family home..
nbsp;</summary>
			</entry>
			<entry>
			<title>Boat Building</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/17296/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/17296/</id>			<updated>2010-04-25T17:50:00Z</updated>			<content type="html">h2Step 1/h2
pChoose a nice large lot to build your boat on. You’ll need it to be big so you can create a nice lake around your boat. I’ll be using 467 Farmer Valley Road in Riverview. Once you enter the lot, you’ll need to flatten it with the Flatten Lot button in the terrain tools menu./ph2Step 2/h2
pNow, you need to cover the entire lot in water. It doesn’t matter about the depth, we’ll adjust this in a minute./ph2Step 3/h2
a href=http://images.thesimsresource.com/scaled/1475/w-867h-650-1475758.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1475/w-360h-270-1475758.jpg border=0 width=360 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pYou need the depth of the water to be deep enough so you can’t see the terrain paints, but not too deep. Roughly one storey deep is good. Change the depth of an area in one corner to get it right.br /Now you need to flatten the bottom of your lake. Using the Level Terrain tool, drag from the corner with the correct depth to the opposite one. /p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 4/h2
a href=http://images.thesimsresource.com/scaled/1475/w-867h-650-1475759.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1475/w-360h-270-1475759.jpg border=0 width=360 height=270 style=float:left;margin:0 1.5em 1.5em 0;/a
pNow, decide on the shape and size of your boat. Build an island a little larger than that size, and flatten it with the Leven Terrain tool. /p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 5/h2
a href=http://images.thesimsresource.com/scaled/1475/w-867h-650-1475760.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1475/w-360h-270-1475760.jpg border=0 width=360 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pBuild the basic outline shape of your boat on the island with the Foundation tool. Once that’s done, you must press Shift  + Ctrl + C and enter the cheat “constrainfloorelevation false” into the console. /p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 6/h2
a href=http://images.thesimsresource.com/scaled/1475/w-867h-650-1475761.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1475/w-360h-270-1475761.jpg border=0 width=360 height=270 style=float:left;margin:0 1.5em 1.5em 0;/a
pNow, in a similar way to steps 2,3  4, lower the island down into the water, submersing the foundation in water. When you flatten the bottom of the lake, the top of the foundation should pop back up above water. /p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 7/h2
a href=http://images.thesimsresource.com/scaled/1475/w-867h-650-1475762.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1475/w-360h-270-1475762.jpg border=0 width=360 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pNow we need to get the top of the foundation at the right level; just above the water is about right. For this, we’ll need to build a sort of ‘Scaffolding’ at the side of the lake. At the side, you need to flatten out the bottom of the lake, high enough to let a piece of foundation just poke out of the water./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 8/h2
a href=http://images.thesimsresource.com/scaled/1475/w-867h-650-1475763.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1475/w-360h-270-1475763.jpg border=0 width=360 height=270 style=float:left;margin:0 1.5em 1.5em 0;/a
pUsing the Level Terrain Tool, level from the piece of foundation ‘scaffolding’ across to the boat. Then, flatten all of the foundation so it’s all at the correct level. Now we’re ready to build on top of our boat base./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 9/h2
pNow you can start to build the upper part of your boat. Build the basic outline and interior rooms first.  /p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1475/w-867h-650-1475764.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1475/w-360h-270-1475764.jpg border=0 width=360 height=270/a/p</content>			<summary>Step 1
Choose a nice large lot to build your boat on. YouÂ’ll need it to be big so you can create a nice lake around your boat. IÂ’ll be using 467 Farmer Valley Road in Riverview. Once you enter the lot, youÂ’ll need to flatten it with the Flatten Lot button in the terrain tools menu.Step 2
Now, you need to cover the entire lot in water. It doesnÂ’t matter about the depth, weÂ’ll adjust this in a minute.Step 3

You need the depth of the water to be deep enough so you canÂ’t see the terrain paints, but not too deep. Roughly one storey deep is good. Change the depth of an area in one corner to get it right.Now you need to flatten the bottom of your lake. Using the Level Terrain tool, drag from the corner with the correct depth to the opposite one. 
nbsp;Step 4

Now, decide on the shape and size of your boat. Build an island a little larger than that size, and flatten it with the Leven Terrain tool. 
nbsp;Step 5

Build the basic outline shape of your boat on the island with the Foundation tool. Once thatÂ’s done, you must press Shift  + Ctrl + C and enter the cheat Â“constrainfloorelevation falseÂ” into the console. 
nbsp;Step 6

Now, in a similar way to steps 2,3  4, lower the island down into the water, submersing the foundation in water. When you flatten the bottom of the lake, the top of the foundation should pop back up above water. 
nbsp;Step 7

Now we need to get the top of the foundation at the right level; just above the water is about right. For this, weÂ’ll need to build a sort of Â‘ScaffoldingÂ’ at the side of the lake. At the side, you need to flatten out the bottom of the lake, high enough to let a piece of foundation just poke out of the water.
nbsp;Step 8

Using the Level Terrain Tool, level from the piece of foundation Â‘scaffoldingÂ’ across to the boat. Then, flatten all of the foundation so itÂ’s all at the correct level. Now weÂ’re ready to build on top of our boat base.
nbsp;Step 9
Now you can start to build the upper part of your boat. Build the basic outline and interior rooms first.  
</summary>
			</entry>
			<entry>
			<title>Sims 3 Submissions Guide - Getting Started</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/16801/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/16801/</id>			<updated>2010-03-26T12:10:00Z</updated>			<content type="html">h2Start/h2
a href=http://images.thesimsresource.com/1451/1451411.jpg rel=lightboximg src=http://images.thesimsresource.com/1451/1451411.jpg border=0 width=200 height=200 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pThis is the help text for the start page/p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Uploads/h2
a href=http://images.thesimsresource.com/1451/1451455.jpg rel=lightboximg src=http://images.thesimsresource.com/1451/1451455.jpg border=0 width=200 height=200 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pthis is the text for uploads/p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Terms and Conditions/h2
a href=http://images.thesimsresource.com/1453/1453675.jpg rel=lightboximg src=http://images.thesimsresource.com/1453/1453675.jpg border=0 width=200 height=200 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pDo not submit any files that are not your own creations, unless you have consent from the original artist. You should also be sure not to use other creator's bases for your own work without gaining their permission first, and properly crediting them. Any submitters sending work that is not rightfully their own may have all of their work removed from TSR and be banned from submitting in the futurebr /br /By submitting files to us you are giving us (The Sims Resource) permission to host those files permanently and to be distributed via any media (electronic or physical). Files sent in a different format then those specified above may not be used on the site due to the amount of work involved building previews and correcting errors. If you want your work featured here, please take the time to submit it properly./pbr /br /strongBy proceeding with your submission you agree to those terms and conditions./strong/p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/p</content>			<summary>Start

This is the help text for the start page
nbsp;Uploads

this is the text for uploads
nbsp;Terms and Conditions

Do not submit any files that are not your own creations, unless you have consent from the original artist. You should also be sure not to use other creator's bases for your own work without gaining their permission first, and properly crediting them. Any submitters sending work that is not rightfully their own may have all of their work removed from TSR and be banned from submitting in the futureBy submitting files to us you are giving us (The Sims Resource) permission to host those files permanently and to be distributed via any media (electronic or physical). Files sent in a different format then those specified above may not be used on the site due to the amount of work involved building previews and correcting errors. If you want your work featured here, please take the time to submit it properly.By proceeding with your submission you agree to those terms and conditions.
nbsp;</summary>
			</entry>
			<entry>
			<title>TSR Workshop - An A-Z Manual</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/16590/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/16590/</id>			<updated>2010-03-07T12:15:00Z</updated>			<content type="html"></content>			<summary></summary>
			</entry>
			<entry>
			<title>Baking Shadows</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/15489/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/15489/</id>			<updated>2010-02-23T20:20:00Z</updated>			<content type="html">p/ph2Introduction/h2
pWith a new game comes new custom content - and new methods of creating that custom content. TS3 introduces what may be a new concept to you: Multipliers. Multipliers are an image that is, as the name suggests, multiplied against the pattern being used. The lightness and/or darkness of the multiplier determines where shadows and highlights appear.br /br /Multipliers can be drawn by hand, which involves a lot of work – or they can be created automatically in some 3D programs in a process known as “baking”.  During the baking process, the mesh is rendered with shading that you would find in the real world and then the shadows are “baked” onto a texture in accordance with the UV Map.br /br /Creating a UV Map that can be baked to can be a hassle due to the specifics of how the baked image is created. When creating shading by hand, similar faces can be overlapped and you can draw some generic shading that will work for all of the faces. When a multiplier is baked, it’s very important that faces do NOT overlap. The 3D program generates a shadow specifically made for each face, and ONLY that face. When two faces overlap and share the same space, the program tries to create each shadow in the same texture space – which it can’t – so you just end up with a big mess, rather than one shadow that works for multiple faces.br /br /Once you have your mesh made and UV Mapped (make sure to note there are no overlapping faces!), baking the shadow map is quite simple.  I’m going to assume you have already made your mesh in some other program (or even in Blender, if you know how) and have it properly UV Mapped and ready to go. If you made your mesh in another program, export it out as .obj now to somewhere you can easily find it.br /br /Upon opening Blender, the screen you are presented with is two windows – a 3D window on top that should have nothing but a cube and a light, and a window on the bottom that is filled with buttons. In the 3D window, the first thing to do is press “Delete” on your keyboard, then click OK to get rid of the cube.br /br /File  Import  Wavefront (.obj). Browse to where you exported your mesh to, select it, and click import. You will be presented with a box that looks like this:br / /p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396200.jpg rel=lightboximg src=http://images.thesimsresource.com/1396/1396200.jpg border=0 width=364 height=206/a/ph2Setting up the Scene/h2
pAdjust the settings so the dialog looks like the one above, (Click “Smooth Groups”, change “Clamp Scale” to 0, and turn off “Image Search”) and then click import. Your mesh should now be in the 3D view (although it will appear to be facing the wrong way, this doesn’t matter.)br /br /A quick rundown of how to move your mesh around and rotate it – click and drag with middle mouse button to rotate the view; hold shift + middle mouse button to pan the view. The scroll wheel controls zooming in and out.br /br /Look for a dark gray line between the windows that, when the mouse passes over, changes to a double arrow cursor. br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396201.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1396/w-380h-222-1396201.jpg border=0 width=380 height=222/a/ph2Viewing UV Map and Mesh together/h2
pWhile hovering over that line with the double arrow cursor, right click on that line and choose “Split Area.” A gray line will follow your mouse now, get the line in the middle of the top view port and left click. You should now have two 3D views.br /br / Look in the bottom left-hand corner of one of the windows for a button that looks like a grid. (I’m going to choose the right-hand viewport). Click the grid button, and from the menu that comes up, choose “UV/Image Editor”. One window should now be your 3D view, and the other should be an empty gray UV grid. Press “Tab” on your keyboard, and your mesh should turn pink in the 3D view while the UV Map appears in the UV window. If nothing happens upon pressing tab, click in the 3D window, press “A” then right-click your mesh again to reselect it – then try pressing tab again.br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396202.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1396/w-380h-222-1396202.jpg border=0 width=380 height=222/a/p
pIn the UV Editor window, click the “Image” menu and choose “New.” In the dialog that comes up, change the size of the image to 512x512 (or 1024x1024 if you really need the extra room), then click okay.  Your UV map should now be on a 512x512  (or 1024x1024) pure black texture.br /br /Look at the bottom panel now, with the buttons. Towards the top of that panel there will be a series of 6 buttons in one group, and 5 in a second group. Click the 5th button of the second series, it should have a little globe icon on it and be labeled as “World”.br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396203.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1396/w-380h-40-1396203.jpg border=0 width=380 height=40/a/ph2Enabling Ambient Occlusion/h2
pUpon clicking the World button, you will be presented with LOTS of buttons and sliders and numbers. Ignore them, and look for a tab that says “Amb Occ” and click it. It should be in the third set of panels out of the four. Once you click it, click the button that says “Ambient Occlusion”. Change the “Samples” value from 5 to 10.br / br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396204.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1396/w-380h-77-1396204.jpg border=0 width=380 height=77/a/ph2Baking the texture/h2
pLooking back at the two series of buttons, click the 6th button in the first series “Scene”, or press F10. Where you found the “Amb Occ” tab before, now look for a tab labeled “Bake” in the same place./p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396205.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1396/w-380h-78-1396205.jpg border=0 width=380 height=78/a/p
pLook for a button on that tab that says “Ambient Occlusion” (second button down on the right side of that tab) and select it.br /br /Click the large “Bake” button. It might look like the program is about to crash, but if you wait a few seconds it will start baking, and filling in your UV Map with the appropriate shading and shadows.br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396206.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1396/w-380h-222-1396206.jpg border=0 width=380 height=222/a/ph2Saving the Multiplier/h2
pIn the UV Editor window, click the “Image” menu again. Click “Save As”. Browse to where you want to save it, type in the name you want to save it as, but DON’T click save yet. Look at the bottom of that viewport for a box that has “Targa” in it. Click that box and change it to JPEG. Now you can save it to the location of choice, preferably somewhere easy to find./p
p style=text-align:center;a href=http://images.thesimsresource.com/1396/1396207.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1396/w-315h-270-1396207.jpg border=0 width=315 height=270/a/ppBecause Blender doesn’t have the option to save as .DDS, you will have to open the JPEG you just saved in your graphics program and save it out as DDS to make it usable in workshop./p</content>			<summary>Introduction
With a new game comes new custom content - and new methods of creating that custom content. TS3 introduces what may be a new concept to you: Multipliers. Multipliers are an image that is, as the name suggests, multiplied against the pattern being used. The lightness and/or darkness of the multiplier determines where shadows and highlights appear.Multipliers can be drawn by hand, which involves a lot of work Â– or they can be created automatically in some 3D programs in a process known as Â“bakingÂ”.  During the baking process, the mesh is rendered with shading that you would find in the real world and then the shadows are Â“bakedÂ” onto a texture in accordance with the UV Map.Creating a UV Map that can be baked to can be a hassle due to the specifics of how the baked image is created. When creating shading by hand, similar faces can be overlapped and you can draw some generic shading that will work for all of the faces. When a multiplier is baked, itÂ’s very important that faces do NOT overlap. The 3D program generates a shadow specifically made for each face, and ONLY that face. When two faces overlap and share the same space, the program tries to create each shadow in the same texture space Â– which it canÂ’t Â– so you just end up with a big mess, rather than one shadow that works for multiple faces.Once you have your mesh made and UV Mapped (make sure to note there are no overlapping faces!), baking the shadow map is quite simple.  IÂ’m going to assume you have already made your mesh in some other program (or even in Blender, if you know how) and have it properly UV Mapped and ready to go. If you made your mesh in another program, export it out as .obj now to somewhere you can easily find it.Upon opening Blender, the screen you are presented with is two windows Â– a 3D window on top that should have nothing but a cube and a light, and a window on the bottom that is filled with buttons. In the 3D window, the first thing to do is press Â“DeleteÂ” on your keyboard, then click OK to get rid of the cube.File  Import  Wavefront (.obj). Browse to where you exported your mesh to, select it, and click import. You will be presented with a box that looks like this: 
Setting up the Scene
Adjust the settings so the dialog looks like the one above, (Click Â“Smooth GroupsÂ”, change Â“Clamp ScaleÂ” to 0, and turn off Â“Image SearchÂ”) and then click import. Your mesh should now be in the 3D view (although it will appear to be facing the wrong way, this doesnÂ’t matter.)A quick rundown of how to move your mesh around and rotate it Â– click and drag with middle mouse button to rotate the view; hold shift + middle mouse button to pan the view. The scroll wheel controls zooming in and out.Look for a dark gray line between the windows that, when the mouse passes over, changes to a double arrow cursor. 
Viewing UV Map and Mesh together
While hovering over that line with the double arrow cursor, right click on that line and choose Â“Split Area.Â” A gray line will follow your mouse now, get the line in the middle of the top view port and left click. You should now have two 3D views. Look in the bottom left-hand corner of one of the windows for a button that looks like a grid. (IÂ’m going to choose the right-hand viewport). Click the grid button, and from the menu that comes up, choose Â“UV/Image EditorÂ”. One window should now be your 3D view, and the other should be an empty gray UV grid. Press Â“TabÂ” on your keyboard, and your mesh should turn pink in the 3D view while the UV Map appears in the UV window. If nothing happens upon pressing tab, click in the 3D window, press Â“AÂ” then right-click your mesh again to reselect it Â– then try pressing tab again.

In the UV Editor window, click the Â“ImageÂ” menu and choose Â“New.Â” In the dialog that comes up, change the size of the image to 512x512 (or 1024x1024 if you really need the extra room), then click okay.  Your UV map should now be on a 512x512  (or 1024x1024) pure black texture.Look at the bottom panel now, with the buttons. Towards the top of that panel there will be a series of 6 buttons in one group, and 5 in a second group. Click the 5th button of the second series, it should have a little globe icon on it and be labeled as Â“WorldÂ”.
Enabling Ambient Occlusion
Upon clicking the World button, you will be presented with LOTS of buttons and sliders and numbers. Ignore them, and look for a tab that says Â“Amb OccÂ” and click it. It should be in the third set of panels out of the four. Once you click it, click the button that says Â“Ambient OcclusionÂ”. Change the Â“SamplesÂ” value from 5 to 10. 
Baking the texture
Looking back at the two series of buttons, click the 6th button in the first series Â“SceneÂ”, or press F10. Where you found the Â“Amb OccÂ” tab before, now look for a tab labeled Â“BakeÂ” in the same place.

Look for a button on that tab that says Â“Ambient OcclusionÂ” (second button down on the right side of that tab) and select it.Click the large Â“BakeÂ” button. It might look like the program is about to crash, but if you wait a few seconds it will start baking, and filling in your UV Map with the appropriate shading and shadows.
Saving the Multiplier
In the UV Editor window, click the Â“ImageÂ” menu again. Click Â“Save AsÂ”. Browse to where you want to save it, type in the name you want to save it as, but DONÂ’T click save yet. Look at the bottom of that viewport for a box that has Â“TargaÂ” in it. Click that box and change it to JPEG. Now you can save it to the location of choice, preferably somewhere easy to find.
Because Blender doesnÂ’t have the option to save as .DDS, you will have to open the JPEG you just saved in your graphics program and save it out as DDS to make it usable in workshop.</summary>
			</entry>
			<entry>
			<title>Installing Sims 3 custom content</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/15971/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/15971/</id>			<updated>2010-02-02T15:30:00Z</updated>			<content type="html">h2ZIP Download/h2
a href=http://images.thesimsresource.com/1411/1411341.jpg rel=lightboximg src=http://images.thesimsresource.com/1411/1411341.jpg border=0 width=28 height=28 style=float:left;margin:0 1.5em 1.5em 0;/a
pThe default download option is to download the Sims3Pack file (several files if a Set) holding the custom content as a ZIP. This is done by clicking the button with the green arrow. Once you have downloaded the ZIP, you have two options:br /br /1) Double-click the Sims3Pack file(s) in the ZIP to install it immediately.br /br /2) Extract the file(s) to the My Documents\Electronic Arts\The Sims 3\Downloads folder. From there they will be installed the next time you launch the game./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Sims3Pack Download/h2
a href=http://images.thesimsresource.com/1411/1411343.jpg rel=lightboximg src=http://images.thesimsresource.com/1411/1411343.jpg border=0 width=28 height=28 style=float:left;margin:0 1.5em 1.5em 0;/a
pIndividual items can be downloaded directly as Sims3Pack files, and with this method you can either...br /br /1) Put the Sims3Pack file in the My Documents\Electronic Arts\The Sims 3\Downloads folder, and it will be installed the next time you launch the game.br /br /2) You can execute the file (double-click it). If you have the TSR Launcher installed it will open in that application, otherwise it will be installed directly./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2TSR Launcher Download (only for Sets, subscriber only)/h2
a href=http://images.thesimsresource.com/1411/1411345.jpg rel=lightboximg src=http://images.thesimsresource.com/1411/1411345.jpg border=0 width=28 height=28 style=float:left;margin:0 1.5em 1.5em 0;/a
pstrongNote:/strong This option requires the a href=/programs/details/title/TSR%20Launcher%201.0/category/sims3/id/115/TSR Launcher/a to be installedbr /br /For Sims 3 Sets, subscribers get the option to download the full Set in a special format which can be opened by the TSR Launcher, making it very convenient to manage all of the files in the Set in a single step. The association between the special .tsr file format and the TSR Launcher is normally done when installing the TSR Launcher./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Add to Basket (subscriber only)/h2
a href=http://images.thesimsresource.com/1411/1411346.jpg rel=lightboximg src=http://images.thesimsresource.com/1411/1411346.jpg border=0 width=28 height=28 style=float:left;margin:0 1.5em 1.5em 0;/a
pClicking this button adds the item to the download basket, or in the case of Sets, the Sets individual items./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Subscriber-only/h2
a href=http://images.thesimsresource.com/1411/1411344.jpg rel=lightboximg src=http://images.thesimsresource.com/1411/1411344.jpg border=0 width=28 height=28 style=float:left;margin:0 1.5em 1.5em 0;/a
pThis image indicates that you need to buy a subscription to be able to download this item./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Kudos Item/h2
a href=http://images.thesimsresource.com/1411/1411342.jpg rel=lightboximg src=http://images.thesimsresource.com/1411/1411342.jpg border=0 width=28 height=28 style=float:left;margin:0 1.5em 1.5em 0;/a
pItems with this button can be bought using Kudos./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Download Basket Indicator/h2
a href=http://images.thesimsresource.com/1411/1411359.jpg rel=lightboximg src=http://images.thesimsresource.com/1411/1411359.jpg border=0 width=40 height=40 style=float:left;margin:0 1.5em 1.5em 0;/a
pClick the Download Basket icon at the top of the page to open the basket for downloading./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/pp/pp/p</content>			<summary>ZIP Download

The default download option is to download the Sims3Pack file (several files if a Set) holding the custom content as a ZIP. This is done by clicking the button with the green arrow. Once you have downloaded the ZIP, you have two options:1) Double-click the Sims3Pack file(s) in the ZIP to install it immediately.2) Extract the file(s) to the My Documents\Electronic Arts\The Sims 3\Downloads folder. From there they will be installed the next time you launch the game.
nbsp;Sims3Pack Download

Individual items can be downloaded directly as Sims3Pack files, and with this method you can either...1) Put the Sims3Pack file in the My Documents\Electronic Arts\The Sims 3\Downloads folder, and it will be installed the next time you launch the game.2) You can execute the file (double-click it). If you have the TSR Launcher installed it will open in that application, otherwise it will be installed directly.
nbsp;TSR Launcher Download (only for Sets, subscriber only)

Note: This option requires the TSR Launcher to be installedFor Sims 3 Sets, subscribers get the option to download the full Set in a special format which can be opened by the TSR Launcher, making it very convenient to manage all of the files in the Set in a single step. The association between the special .tsr file format and the TSR Launcher is normally done when installing the TSR Launcher.
nbsp;Add to Basket (subscriber only)

Clicking this button adds the item to the download basket, or in the case of Sets, the Sets individual items.
nbsp;Subscriber-only

This image indicates that you need to buy a subscription to be able to download this item.
nbsp;Kudos Item

Items with this button can be bought using Kudos.
nbsp;Download Basket Indicator

Click the Download Basket icon at the top of the page to open the basket for downloading.
nbsp;</summary>
			</entry>
			<entry>
			<title>BASIC HAIR MESHING IN TSR WORKSHOP</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/15025/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/15025/</id>			<updated>2009-12-21T20:35:00Z</updated>			<content type="html">h2What You Will Need/h2
p• bTSR Workshop 0.8.7 or later/b (a href=http://www.thesimsresource.com/workshophttp://www.thesimsresource.com/workshop/a) br /   You will need TSR Workshop for importing/exporting your meshes and textures and exporting your final work as a .sim3package or .package. This tool doesn’t make meshes, you need a 3d application for that.br /br /• bA graphics editor capable of supporting DDS (I’ll be using Photoshop CS3)/bbr /  You’ll need a graphics editor to draw your hair textures and save the textues in .dds format. This is the only format The Sims 3 recognizes. You can’t just save your textures in .bmp or .jpg.br /br /• bMilkshape 1.8.5 or later/bbr /You’ll need Milkshape mainly for bone assignments and because Workshop has Milkshape plugins to export – import .wso files. This format can hold bone assignment information. But for modelling I strongly recommend to use a more professional 3d application like 3ds Max, Maya and Cinema 4d. It doesn’t mean you can’t mesh in Milkshape. But Milkshape has very limited tools to help you get your work done faster, so you’d probably spend weeks in Milkshape to create a smooth and beautiful hair mesh. Trust me, it’s a lot of work!br /br /• bCrazyBump (a href=http://www.crazybump.com/http://www.crazybump.com//a) (optional)/bbr /This program is amazing . You can make your bump maps, specular and normal maps within seconds with this tool. Try it! br //ph2Step 1/h2
pSo, first things first. Install TSR Workshop then go to C:\Program Files\The Sims Resource\TSR Workshop\Extras\Milkshape Plugins and grab the two files named msTSRWorkshopExport.dll and msTSRWorkshopImport.dll. Now go to  C:\Program Files\MilkShape 3D 1.8.5 and paste them there. Now your milkshape has TSR Workshop plugins!/ph2Step 2/h2
a href=http://images.thesimsresource.com/1380/1380247.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1380/w-127h-270-1380247.jpg border=0 width=127 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pNow fire up TSR Workshop. Hit Create New Project  Hair  Age  Sex  Clothing Category and pick a hair from there.br /br /Pick a hair that suits your new custom mesh best. If you’re planning to make a long hair pick a long one from the list so you can study how their vertices are assigned to bones and copy them. You can also pick a hair that has accessories like hair clips or hats if your new mesh has accessories too. This will make things easier later./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 3/h2
a href=http://images.thesimsresource.com/1380/1380249.jpg rel=lightboximg src=http://images.thesimsresource.com/1380/1380249.jpg border=0 width=31 height=28 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pName your Project, find a unique name for the unique indentifier (for example creatorname_hair_01) find a name for the title and write a description. Since I’m too lazy to fill all those spaces I just paste Ulker_hair_00x to all of the spaces. It doesn’t matter what you write really. Just make sure the unique identifier is somewhat unique!/p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 4/h2
pLet’s just save our project in .wrk format and close Workshop. We’ll mesh hair now! Open your favorite 3d application and import one of the example bodies. I’ll be using 3ds Max 2010 and importing the adult female body in this tutorial. But you can do the same things I’ll be doing in another 3d application too. Now group the face, scalp and the body together and freeze them so you don’t move their verts by accident. /p</content>			<summary>What You Will Need
Â• TSR Workshop 0.8.7 or later (http://www.thesimsresource.com/workshop)    You will need TSR Workshop for importing/exporting your meshes and textures and exporting your final work as a .sim3package or .package. This tool doesnÂ’t make meshes, you need a 3d application for that.Â• A graphics editor capable of supporting DDS (IÂ’ll be using Photoshop CS3)  YouÂ’ll need a graphics editor to draw your hair textures and save the textues in .dds format. This is the only format The Sims 3 recognizes. You canÂ’t just save your textures in .bmp or .jpg.Â• Milkshape 1.8.5 or laterYouÂ’ll need Milkshape mainly for bone assignments and because Workshop has Milkshape plugins to export Â– import .wso files. This format can hold bone assignment information. But for modelling I strongly recommend to use a more professional 3d application like 3ds Max, Maya and Cinema 4d. It doesnÂ’t mean you canÂ’t mesh in Milkshape. But Milkshape has very limited tools to help you get your work done faster, so youÂ’d probably spend weeks in Milkshape to create a smooth and beautiful hair mesh. Trust me, itÂ’s a lot of work!Â• CrazyBump (http://www.crazybump.com/) (optional)This program is amazing . You can make your bump maps, specular and normal maps within seconds with this tool. Try it! Step 1
So, first things first. Install TSR Workshop then go to C:\Program Files\The Sims Resource\TSR Workshop\Extras\Milkshape Plugins and grab the two files named msTSRWorkshopExport.dll and msTSRWorkshopImport.dll. Now go to  C:\Program Files\MilkShape 3D 1.8.5 and paste them there. Now your milkshape has TSR Workshop plugins!Step 2

Now fire up TSR Workshop. Hit Create New Project  Hair  Age  Sex  Clothing Category and pick a hair from there.Pick a hair that suits your new custom mesh best. If youÂ’re planning to make a long hair pick a long one from the list so you can study how their vertices are assigned to bones and copy them. You can also pick a hair that has accessories like hair clips or hats if your new mesh has accessories too. This will make things easier later.
nbsp;Step 3

Name your Project, find a unique name for the unique indentifier (for example creatorname_hair_01) find a name for the title and write a description. Since IÂ’m too lazy to fill all those spaces I just paste Ulker_hair_00x to all of the spaces. It doesnÂ’t matter what you write really. Just make sure the unique identifier is somewhat unique!
nbsp;Step 4
LetÂ’s just save our project in .wrk format and close Workshop. WeÂ’ll mesh hair now! Open your favorite 3d application and import one of the example bodies. IÂ’ll be using 3ds Max 2010 and importing the adult female body in this tutorial. But you can do the same things IÂ’ll be doing in another 3d application too. Now group the face, scalp and the body together and freeze them so you donÂ’t move their verts by accident. </summary>
			</entry>
			<entry>
			<title>Submitting Tutorials to The Sims Resource</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/13802/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/13802/</id>			<updated>2009-12-21T16:00:00Z</updated>			<content type="html">h2Offline/h2
pTo submit a tutorial you first have to work ‘offline’.  This means you should first work in a program like Microsoft Word, Wordpad or OpenOffice Writer and not on the website. br /br /Think up a bsubject/b. Deciding what to (not) write about is an important step. Make sure your subject is not too broad because that may get too confusing for the user. br /br /When you've got your subject I personally find it useful to write bbullet points/b of what I want to put in the tutorial. This helps me when I bcollect images/b (3rd step), save the images with names like 01.jpg-99.jpg. If you will have more than 10 images use 0 before 1 (01, 02, 09, etc) br /br /So the next logical step is to write the text and decide where to place the images. If you are using Word you can also place the images in the text to figure out the best placement. br //ph2Placement of the images/h2
pWhile placing images left, right and center may look pretty from an artistic point. In my opinion, images should be placed to the right of the corresponding paragraph or centered below it when it is too big for placing on the right.br /br /It is important to know which paragraphs have images and where they are placed. It will save you a lot of headaches later on. br //p</content>			<summary>Offline
To submit a tutorial you first have to work Â‘offlineÂ’.  This means you should first work in a program like Microsoft Word, Wordpad or OpenOffice Writer and not on the website. Think up a subject. Deciding what to (not) write about is an important step. Make sure your subject is not too broad because that may get too confusing for the user. When you've got your subject I personally find it useful to write bullet points of what I want to put in the tutorial. This helps me when I collect images (3rd step), save the images with names like 01.jpg-99.jpg. If you will have more than 10 images use 0 before 1 (01, 02, 09, etc) So the next logical step is to write the text and decide where to place the images. If you are using Word you can also place the images in the text to figure out the best placement. Placement of the images
While placing images left, right and center may look pretty from an artistic point. In my opinion, images should be placed to the right of the corresponding paragraph or centered below it when it is too big for placing on the right.It is important to know which paragraphs have images and where they are placed. It will save you a lot of headaches later on. </summary>
			</entry>
			<entry>
			<title>Build A Pool Window</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/14566/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/14566/</id>			<updated>2009-12-05T11:55:00Z</updated>			<content type="html">h2Build a Pool Window/h2
a href=http://images.thesimsresource.com/1355/1355882.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1355/w-380h-270-1355882.jpg border=0 width=380 height=270 style=float:left;margin:0 1.5em 1.5em 0;/a
p/p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 1: Create a Basement/h2
a href=http://images.thesimsresource.com/1355/1355883.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1355/w-380h-270-1355883.jpg border=0 width=380 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pIf you know how to make a basement, feel free to skip ahead to Step 2, on page three.  Meanwhile, if you find yourself saying, “Basement?  I can have a Basement???”  Read on…  br /br /Open the building tools menu.  Select a set of stairs, any set will do, one wide is best.  Drop one set of stairs three steps down./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/p
a href=http://images.thesimsresource.com/1355/1355884.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1355/w-380h-270-1355884.jpg border=0 width=380 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pLay a second set of stairs just like the first, coming off at a right angle from the bottom landing of the first set of stairs.../p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/p
a href=http://images.thesimsresource.com/1355/1355885.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1355/w-380h-270-1355885.jpg border=0 width=380 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pBuild the third and final set of stairs like the second, at a right angle from the bottom of the second set of stairs.../p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/p
a href=http://images.thesimsresource.com/1355/1355886.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1355/w-380h-270-1355886.jpg border=0 width=380 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pNow that you’ve gotten the stairs in place, it’s time to get rid of them!  Hehehe…  Use the hammer tool to delete the stairs./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/p
a href=http://images.thesimsresource.com/1355/1355887.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1355/w-380h-270-1355887.jpg border=0 width=380 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pOpen the level terrain tool and place your cursor over the deepest square./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/p
a href=http://images.thesimsresource.com/1355/1355888.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1355/w-380h-270-1355888.jpg border=0 width=380 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pUse the cursor to encompass the area where your basement will be located./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/p
a href=http://images.thesimsresource.com/1355/1355889.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1355/w-380h-270-1355889.jpg border=0 width=380 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pLet the terrain drop, and...a basement begins to take shape!/p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/p</content>			<summary>Build a Pool Window


nbsp;Step 1: Create a Basement

If you know how to make a basement, feel free to skip ahead to Step 2, on page three.  Meanwhile, if you find yourself saying, Â“Basement?  I can have a Basement???Â”  Read onÂ…  Open the building tools menu.  Select a set of stairs, any set will do, one wide is best.  Drop one set of stairs three steps down.
nbsp;

Lay a second set of stairs just like the first, coming off at a right angle from the bottom landing of the first set of stairs...
nbsp;

Build the third and final set of stairs like the second, at a right angle from the bottom of the second set of stairs...
nbsp;

Now that youÂ’ve gotten the stairs in place, itÂ’s time to get rid of them!  HeheheÂ…  Use the hammer tool to delete the stairs.
nbsp;

Open the level terrain tool and place your cursor over the deepest square.
nbsp;

Use the cursor to encompass the area where your basement will be located.
nbsp;

Let the terrain drop, and...a basement begins to take shape!
nbsp;</summary>
			</entry>
			<entry>
			<title>Autogenerate Sunshadows Tutorial</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/14670/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/14670/</id>			<updated>2009-11-29T11:03:37Z</updated>			<content type="html">pThe new version of TSR Workshop offers a great feature to autogenerate sunshadows. TSRW is the first tool which can make them look correctly ingame./p
h21. Select Shadow Mesh/h2
pAs you can see, the sunshadow mesh isn't yet adjusted./p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1368/1368651.jpg border=0 width=475 height=370 style=vertical-align: middle; //p
pChange to the mesh tab where you've strong style=color:#1373c5previously imported the high and the low detail mesh/strong. From the dropdown menu select strongShadow high level of detail/strong./p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1368/1368652.jpg border=0 width=366 height=230 style=vertical-align: middle; //p
h22. Press Generate Shadow Mesh Button/h2
pThe strongGenerate shadow mesh/strong button img src=http://images.thesimsresource.netdna-cdn.com/1368/1368653.jpg border=0 width=24 height=24 style=vertical-align: baseline; / almost next to the dropdown menu should now become active./p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1368/1368656.jpg border=0 width=366 height=230 //p
pClick it to open the strongSelect MLOD/strong window. You have to tell TSR Workshop what should be all included in this shadow mesh from the strong style=color:#1373c5High level of detail/strong mesh. What generally should be excluded is the groundshadow mesh (you can recognize it on the low vertices/faces count). When you're done selecting the meshes, click on strongOK/strong./p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1368/1368654.jpg border=0 width=368 height=236 //p
h23. Done/h2
pThe newly generated sunshadow should now become visible in the 3D Preview. If not, make sure you are in the correct LOD mode img src=http://images.thesimsresource.netdna-cdn.com/1368/1368657.jpg border=0 width=148 height=24 style=vertical-align: middle; / and have sunshadows showing activated img src=http://images.thesimsresource.netdna-cdn.com/1368/1368658.jpg border=0 width=34 height=24 style=vertical-align: middle; /. In the Mesh Tab you've also got a strongrotation slider/strong available so you can check how the sunshadow looks from different angles./p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1368/1368661.jpg border=0 width=475 height=370 //p
h24. Repeat for Low LOD/h2
pNow repeat step 1 and 2 for the strongShadow low level of detail/strong. This time you choose the meshes from the strong style=color:#1373c5Low level of detail /strongmesh in the strongSelect MLOD/strong dialog./p</content>			<summary>The new version of TSR Workshop offers a great feature to autogenerate sunshadows. TSRW is the first tool which can make them look correctly ingame.
1. Select Shadow Mesh
As you can see, the sunshadow mesh isn't yet adjusted.

Change to the mesh tab where you've previously imported the high and the low detail mesh. From the dropdown menu select Shadow high level of detail.

2. Press Generate Shadow Mesh Button
The Generate shadow mesh button  almost next to the dropdown menu should now become active.

Click it to open the Select MLOD window. You have to tell TSR Workshop what should be all included in this shadow mesh from the High level of detail mesh. What generally should be excluded is the groundshadow mesh (you can recognize it on the low vertices/faces count). When you're done selecting the meshes, click on OK.

3. Done
The newly generated sunshadow should now become visible in the 3D Preview. If not, make sure you are in the correct LOD mode  and have sunshadows showing activated . In the Mesh Tab you've also got a rotation slider available so you can check how the sunshadow looks from different angles.

4. Repeat for Low LOD
Now repeat step 1 and 2 for the Shadow low level of detail. This time you choose the meshes from the Low level of detail mesh in the Select MLOD dialog.</summary>
			</entry>
			<entry>
			<title>Multicolor Makeup Tutorial</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/14481/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/14481/</id>			<updated>2009-11-15T18:55:00Z</updated>			<content type="html">pBefore we can start you will have to make sure you have these programs installed on your computer:br /br /•	A Graphics Editor capable of supporting DDS (I will be using Photoshop CS)br /      o	You will need to ensure you have the correct plugins to handle DDS files. Find more information and the plugins for your graphics program a href=http://wiki.thesimsresource.com/index.php?title=DDShere/a.br /br /•	The TSR Workshop br //ph2Step 1 – Loading TSR Workshop/h2
pGo to your Start Menu  All Programs and load the TSR Workshop. /ph2Step 2 – Creating a New Project/h2
pNavigate to the top left of the Workshop and click on the ‘Create new Project’./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1350/w-834h-650-1350613.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1350/w-347h-270-1350613.jpg border=0 width=347 height=270/a/p
pIn the new window that will pop out in front of you select Makeup/Facial overlay and click the button ‘Next’ in the right bottom corner. /p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1350/w-834h-650-1350614.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1350/w-347h-270-1350614.jpg border=0 width=347 height=270/a/p
pAs I said before I’m going to make an eyeshadow so I’ll choose afMakeupEyeshadowSmoky and click ‘Next’/p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1350/w-834h-650-1350615.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1350/w-347h-270-1350615.jpg border=0 width=347 height=270/a/p
pIn the next screen you will be asked to give your project a name and some additional details. Although it is very important to give your projects a unique identifier and fill in all the other boxes, we’re actually only going to use this project to get a file we will need – we won’t be exporting anything for the game from here. So for now, just click ‘Next’./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1350/w-834h-650-1350616.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1350/w-347h-270-1350616.jpg border=0 width=347 height=270/a/p
pFinally your new project will load and you will be able to see the eyeshadow on the model in the left window and project details in the right one. /p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1350/w-834h-650-1350617.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1350/w-347h-270-1350617.jpg border=0 width=347 height=270/a/p
pWhen you click on the ‘Texture’ tab you will see that under ‘Textures’ there are ‘Face Overlay’ and ‘Face Specular’. The important one for us is ‘Face Overlay’, which determine where the makeup is placed on the face. /p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1350/w-834h-650-1350618.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1350/w-347h-270-1350618.jpg border=0 width=347 height=270/a/ppProbably by now you also noticed that at the bottom, under colors, there is only one color that can be changed. That means you won’t be able to create a multicolor makeup starting from the eyeshadow you have opened.br /br /However, this is still a very important step – as I mentioned earlier we’re just needed to find an image file – the face overlay is the image file we needed here, so now we’re going to export it.br //p</content>			<summary>Before we can start you will have to make sure you have these programs installed on your computer:Â•	A Graphics Editor capable of supporting DDS (I will be using Photoshop CS)      o	You will need to ensure you have the correct plugins to handle DDS files. Find more information and the plugins for your graphics program here.Â•	The TSR Workshop Step 1 Â– Loading TSR Workshop
Go to your Start Menu  All Programs and load the TSR Workshop. Step 2 Â– Creating a New Project
Navigate to the top left of the Workshop and click on the Â‘Create new ProjectÂ’.

In the new window that will pop out in front of you select Makeup/Facial overlay and click the button Â‘NextÂ’ in the right bottom corner. 

As I said before IÂ’m going to make an eyeshadow so IÂ’ll choose afMakeupEyeshadowSmoky and click Â‘NextÂ’

In the next screen you will be asked to give your project a name and some additional details. Although it is very important to give your projects a unique identifier and fill in all the other boxes, weÂ’re actually only going to use this project to get a file we will need Â– we wonÂ’t be exporting anything for the game from here. So for now, just click Â‘NextÂ’.

Finally your new project will load and you will be able to see the eyeshadow on the model in the left window and project details in the right one. 

When you click on the Â‘TextureÂ’ tab you will see that under Â‘TexturesÂ’ there are Â‘Face OverlayÂ’ and Â‘Face SpecularÂ’. The important one for us is Â‘Face OverlayÂ’, which determine where the makeup is placed on the face. 
Probably by now you also noticed that at the bottom, under colors, there is only one color that can be changed. That means you wonÂ’t be able to create a multicolor makeup starting from the eyeshadow you have opened.However, this is still a very important step Â– as I mentioned earlier weÂ’re just needed to find an image file Â– the face overlay is the image file we needed here, so now weÂ’re going to export it.</summary>
			</entry>
			<entry>
			<title>how to make an attic</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/14263/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/14263/</id>			<updated>2009-11-07T23:05:00Z</updated>			<content type="html">
pThis tutorial will teach you how to make attics or increase the space under your roof. This will be useful for small houses. Two bedrooms and a bathroom may fit on the attic, as shown on my finish product cottage. This can also help you learn how to use the constrainfloorelevation cheat. Hope you'll learn something from me./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337151.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337151.jpg border=0 width=360 height=270/a/p
hr style=border:1px solid #000;border-width:1px 0 0;clear: both;margin:20px 0;height:0; /
h2Step 1:   /h2
pBuild a box 2 levels high /p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337130.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337130.jpg border=0 width=360 height=270/a/ph2Step 1a:   /h2
pBuild a base (1x1) on the side with walls (1x1) on top of it. NOTE: Don’t forget to remove the auto roofs./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337131.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337131.jpg border=0 width=360 height=270/a/p
hr style=border:1px solid #000;border-width:1px 0 0;clear: both;margin:20px 0;height:0; /
h2Step 2:  /h2
pEnter the cheat bconstrainfloorelevation false/b (CTRL + SHFT + C + constrainfloorelevation false)br /br /From top of your foundation, flatten the top level of your house-to-be with the terrain leveling tool (a floor tile can also be used for this).br /br /NOTE: You need to pull the leveling tool (or floor tiles) FROM the foundation TO the opposite side of the house, not the other way around. /p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337132.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337132.jpg border=0 width=360 height=270/a/p
hr style=border:1px solid #000;border-width:1px 0 0;clear: both;margin:20px 0;height:0; /
h2Step 3:   /h2
pThis is how it should look like. I have colored the walls in different colors so you may see what happened to the walls./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337133.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337133.jpg border=0 width=360 height=270/a/p
hr style=border:1px solid #000;border-width:1px 0 0;clear: both;margin:20px 0;height:0; /
h2Step 4:   /h2
pNow on the top floor, build a wall box inside the short walls (see the pictures), this will be on top of the green walls. This will pull the walls on the sides of the house up to the regular height, and that made the whole trick (the attic). br /br /TECHNICAL: It will be much easier to use the “create room” wall than the “create wall” command./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337134.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337134.jpg border=0 width=360 height=270/a/p
hr style=border:1px solid #000;border-width:1px 0 0;clear: both;margin:20px 0;height:0; /
h2Step 5:   /h2
pTry adding roof. Using the ‘red’ walls as your base for your roof./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337135.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337135.jpg border=0 width=360 height=270/a/p
hr style=border:1px solid #000;border-width:1px 0 0;clear: both;margin:20px 0;height:0; /
h2Step 6:   /h2
pAs you can see in the picture, the walls is higher than the roof, adjust it using the ‘adjust roof type’ slide, to your desired roof height./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337136.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337136.jpg border=0 width=360 height=270/a/p
pThis is how it should look like:/p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337137.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337137.jpg border=0 width=360 height=270/a/p
pUsing different colors of paint, so you’ll see what happened to the walls (see image). Your attic is already complete by this time, you may put windows at the front and back of the house. But if you want we may also add dormers. This will also enlarge your space. So let’s continue to the next step./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337138.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337138.jpg border=0 width=360 height=270/a/p
hr style=border:1px solid #000;border-width:1px 0 0;clear: both;margin:20px 0;height:0; /
h2Step 7:   /h2
pTo make your attic/space more beautiful, let’s add dormers. Proceeding from Step 6, make a box for your dormer. See the image. Make sure that your cheat (constrainfloorelevation false) is still ON./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337139.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337139.jpg border=0 width=360 height=270/a/p
hr style=border:1px solid #000;border-width:1px 0 0;clear: both;margin:20px 0;height:0; /

pThis is what it should look like with the main roof;/p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337140.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337140.jpg border=0 width=360 height=270/a/p
hr style=border:1px solid #000;border-width:1px 0 0;clear: both;margin:20px 0;height:0; /
h2Step 8:  /h2
p I painted the walls white (the uneven wall) and black (the main dormer wall). As you can see the ‘white walls’ isn’t nice to look at so we’ll delete it. Let’s remove the uneven wall on the side of the dormer. Using the sledgehammertool, smash the white walls./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337141.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337141.jpg border=0 width=360 height=270/a/p
hr style=border:1px solid #000;border-width:1px 0 0;clear: both;margin:20px 0;height:0; /
h2Step 9:   /h2
pLet’s add the roof of the dormer. You may add one or two dormers, depending on what you want. In this image, I made 2 dormers./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337142.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337142.jpg border=0 width=360 height=270/a/p
hr style=border:1px solid #000;border-width:1px 0 0;clear: both;margin:20px 0;height:0; /
h2Step 10:   /h2
pAfter adding roof to your dormer, this is what it should look like with the main roof./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337143.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337143.jpg border=0 width=360 height=270/a/p
hr style=border:1px solid #000;border-width:1px 0 0;clear: both;margin:20px 0;height:0; /
h2Step 11:  /h2
p Don’t forget to turn your cheat off “constrainfloorelevation true”. This is what your attic will look like: (the size varies to your own desire, you may change it if you want) br /br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1337/1337144.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-380h-144-1337144.jpg border=0 width=380 height=144/a/p
hr style=border:1px solid #000;border-width:1px 0 0;clear: both;margin:20px 0;height:0; /
h2EXTRA:  /h2
pIf you want to change the height of the dormer roof, here’s how: br /br /1. Use the sledgehammer tool to smash the MAIN roof; br /2. Adjust the roof of the dormer on your desired height using the ‘adjust roof type’ slide. br /3. Then click on ‘undo’ or press CTRL Z, to add the main roof back. br /4. Change the color of the roof if you want and don’t forget to add stairs. br /br /Step 12:   Make your house beautiful by adding plants, paint and fences if you like. Now this is how your cottage or small house should look like after adding the finishing touches. Enjoy making your small houses bigger and make your roof usable. Happy Simmin’ !!/p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1337/w-867h-650-1337145.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1337/w-360h-270-1337145.jpg border=0 width=360 height=270/a/p
hr style=border:1px solid #000;border-width:1px 0 0;clear: both;margin:20px 0;height:0; /
</content>			<summary>
This tutorial will teach you how to make attics or increase the space under your roof. This will be useful for small houses. Two bedrooms and a bathroom may fit on the attic, as shown on my finish product cottage. This can also help you learn how to use the constrainfloorelevation cheat. Hope you'll learn something from me.


Step 1:   
Build a box 2 levels high 
Step 1a:   
Build a base (1x1) on the side with walls (1x1) on top of it. NOTE: DonÂ’t forget to remove the auto roofs.


Step 2:  
Enter the cheat constrainfloorelevation false (CTRL + SHFT + C + constrainfloorelevation false)From top of your foundation, flatten the top level of your house-to-be with the terrain leveling tool (a floor tile can also be used for this).NOTE: You need to pull the leveling tool (or floor tiles) FROM the foundation TO the opposite side of the house, not the other way around. 


Step 3:   
This is how it should look like. I have colored the walls in different colors so you may see what happened to the walls.


Step 4:   
Now on the top floor, build a wall box inside the short walls (see the pictures), this will be on top of the green walls. This will pull the walls on the sides of the house up to the regular height, and that made the whole trick (the attic). TECHNICAL: It will be much easier to use the Â“create roomÂ” wall than the Â“create wallÂ” command.


Step 5:   
Try adding roof. Using the Â‘redÂ’ walls as your base for your roof.


Step 6:   
As you can see in the picture, the walls is higher than the roof, adjust it using the Â‘adjust roof typeÂ’ slide, to your desired roof height.

This is how it should look like:

Using different colors of paint, so youÂ’ll see what happened to the walls (see image). Your attic is already complete by this time, you may put windows at the front and back of the house. But if you want we may also add dormers. This will also enlarge your space. So letÂ’s continue to the next step.


Step 7:   
To make your attic/space more beautiful, letÂ’s add dormers. Proceeding from Step 6, make a box for your dormer. See the image. Make sure that your cheat (constrainfloorelevation false) is still ON.



This is what it should look like with the main roof;


Step 8:  
 I painted the walls white (the uneven wall) and black (the main dormer wall). As you can see the Â‘white wallsÂ’ isnÂ’t nice to look at so weÂ’ll delete it. LetÂ’s remove the uneven wall on the side of the dormer. Using the sledgehammertool, smash the white walls.


Step 9:   
LetÂ’s add the roof of the dormer. You may add one or two dormers, depending on what you want. In this image, I made 2 dormers.


Step 10:   
After adding roof to your dormer, this is what it should look like with the main roof.


Step 11:  
 DonÂ’t forget to turn your cheat off Â“constrainfloorelevation trueÂ”. This is what your attic will look like: (the size varies to your own desire, you may change it if you want) 


EXTRA:  
If you want to change the height of the dormer roof, hereÂ’s how: 1. Use the sledgehammer tool to smash the MAIN roof; 2. Adjust the roof of the dormer on your desired height using the Â‘adjust roof typeÂ’ slide. 3. Then click on Â‘undoÂ’ or press CTRL Z, to add the main roof back. 4. Change the color of the roof if you want and donÂ’t forget to add stairs. Step 12:   Make your house beautiful by adding plants, paint and fences if you like. Now this is how your cottage or small house should look like after adding the finishing touches. Enjoy making your small houses bigger and make your roof usable. Happy SimminÂ’ !!


</summary>
			</entry>
			<entry>
			<title>How to create a waterfall</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/14163/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/14163/</id>			<updated>2009-11-06T21:10:00Z</updated>			<content type="html">p/ph2Introduction/h2
pCreating a waterfall can be a challenge, but the view they add to a property makes the time and effort well worthwhile. p/p/p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1330/w-950h-532-1330966.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1330/w-650h-364-1330966.jpg border=0 width=650 height=364/a/ph2Step 1/h2
pFirst of all, I like to start with a level lot.  Open the build menu and select the shovel icon/terrain tool.  Level the entire lot, including the land beneath the mailbox and trashcan.  If you choose, paint the lot with ground cover.  br /br /(I like to play with a waterfall that obeys the natural laws of gravity, i.e. water flows down, not to the side or up.  At this point, I build a small pond, just to look at the water in motion.  I make note of which direction the water’s current is flowing, in order to build the waterfall with that orientation in mind.  I then delete the “test” pond and begin to create my actual waterfall.)br //p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1330/w-950h-532-1330972.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1330/w-650h-364-1330972.jpg border=0 width=650 height=364/a/ph2Step 2/h2
pNext, open the raise terrain tool and use it to create your hummocks, hills and mountains.   This is when you decide where you would like your waterfall to be placed, and the way in which the height of the lot will look in general during play.  p/p/p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1330/w-950h-532-1330973.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1330/w-650h-364-1330973.jpg border=0 width=650 height=364/a/ph2Step 3/h2
pOpen the soften terrain tool and smooth out any sharp corners on your hills, try to make them look weather-worn and natural. /p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1330/w-950h-532-1330974.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1330/w-650h-364-1330974.jpg border=0 width=650 height=364/a/ph2Step 4/h2
pNow it's time to add the water.  Open the water tool and place a pond at the bottom of your hills.   Think of real ponds.  Try to avoid too many sharp corners./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1330/w-950h-532-1330975.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1330/w-650h-364-1330975.jpg border=0 width=650 height=364/a/ph2Step 5/h2
pThe key is to make sure that wherever you decide to place the waterfall, the “base” of the waterfall is where the pond is the deepest. /p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1330/w-950h-532-1330976.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1330/w-650h-364-1330976.jpg border=0 width=650 height=364/a/ph2Step 6/h2
pReturn to the build menu and purchase one or two columns.  (I find that more than a couple of columns can be difficult to find and retrieve later.)/p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1330/w-950h-532-1330977.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1330/w-650h-364-1330977.jpg border=0 width=650 height=364/a/ph2Step 7/h2
pSimultaneously press and hold the Control, Shift, C keys to open the cheat menu and type: b moveobjects on /b Pick up one of the columns and place it in the water at the bottom of the waterfall.   The land will fall away to reveal water.  biJust remember: Always turn off the cheat code before exiting the lot.  /i/b/p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1330/w-950h-532-1330978.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1330/w-650h-364-1330978.jpg border=0 width=650 height=364/a/ph2Step 8/h2
pYou can also hold down the iAlt/i key for more precise control during the positioning of your columns.  /p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1330/w-950h-532-1330956.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1330/w-650h-364-1330956.jpg border=0 width=650 height=364/a/ph2Step 9/h2
pAs the columns are placed, more water will appear to “cascade” down the slopes.  Don’t worry if there is a bit of land exposed at the bottom of the waterfall that can be camouflaged later.  /p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1330/w-950h-532-1330957.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1330/w-650h-364-1330957.jpg border=0 width=650 height=364/a/ph2Step 10/h2
pContinue to place your columns until you have a waterfall you’re happy with.  Be patient.  Don't rush.  Take the time to be picky./p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1330/w-950h-532-1330958.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1330/w-650h-364-1330958.jpg border=0 width=650 height=364/a/ph2Step 11/h2
pRetrieve the columns and delete them. /p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1330/w-950h-532-1330959.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1330/w-650h-364-1330959.jpg border=0 width=650 height=364/a/p</content>			<summary>Introduction
Creating a waterfall can be a challenge, but the view they add to a property makes the time and effort well worthwhile. 
Step 1
First of all, I like to start with a level lot.  Open the build menu and select the shovel icon/terrain tool.  Level the entire lot, including the land beneath the mailbox and trashcan.  If you choose, paint the lot with ground cover.  (I like to play with a waterfall that obeys the natural laws of gravity, i.e. water flows down, not to the side or up.  At this point, I build a small pond, just to look at the water in motion.  I make note of which direction the waterÂ’s current is flowing, in order to build the waterfall with that orientation in mind.  I then delete the Â“testÂ” pond and begin to create my actual waterfall.)
Step 2
Next, open the raise terrain tool and use it to create your hummocks, hills and mountains.   This is when you decide where you would like your waterfall to be placed, and the way in which the height of the lot will look in general during play.  
Step 3
Open the soften terrain tool and smooth out any sharp corners on your hills, try to make them look weather-worn and natural. 
Step 4
Now it's time to add the water.  Open the water tool and place a pond at the bottom of your hills.   Think of real ponds.  Try to avoid too many sharp corners.
Step 5
The key is to make sure that wherever you decide to place the waterfall, the Â“baseÂ” of the waterfall is where the pond is the deepest. 
Step 6
Return to the build menu and purchase one or two columns.  (I find that more than a couple of columns can be difficult to find and retrieve later.)
Step 7
Simultaneously press and hold the Control, Shift, C keys to open the cheat menu and type:  moveobjects on  Pick up one of the columns and place it in the water at the bottom of the waterfall.   The land will fall away to reveal water.  Just remember: Always turn off the cheat code before exiting the lot.  
Step 8
You can also hold down the Alt key for more precise control during the positioning of your columns.  
Step 9
As the columns are placed, more water will appear to Â“cascadeÂ” down the slopes.  DonÂ’t worry if there is a bit of land exposed at the bottom of the waterfall that can be camouflaged later.  
Step 10
Continue to place your columns until you have a waterfall youÂ’re happy with.  Be patient.  Don't rush.  Take the time to be picky.
Step 11
Retrieve the columns and delete them. 
</summary>
			</entry>
			<entry>
			<title>DDS Files for plant meshing with TSR Workshop</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/14239/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/14239/</id>			<updated>2009-10-28T23:00:00Z</updated>			<content type="html">pbThis tutorial will not teach you to mesh, only the how to of the dds files for creating a plant/bbr /br /This Tutorial assumes that you already know how to export, mesh, UV Map and re-import into TSR Workshop. It also assumes that your have a working knowledge of terms for Adobe CS2 or higher. We will be working with “Sculpture Vase Contemporary”.br //ph2Programs we will be using/h2
pa href=http://www.thesimsresource.com/workshop/TSR Workshop/abr /Adobe CS2 or higherbr /a href=http://developer.nvidia.com/object/photoshop_dds_plugins.htmlDDS Plugins for Adobe/abr /br /BlackGarden’s Tutorial will also be very useful if you don’t know about Adobe’s pen tool:br /a href=http://www.thesimsresource.com/tutorials/view/category/sims3/id/11976/Extracting%20Sims%20and%20Objects%20from%20Screenshots%20-%20IntermediateExtracting Sims and Objects from Screenshots/abr //ph2Step 1/h2
pYou should have already meshed your plant and have your UV map handy. Make sure your map is the size of the dds files from workshop for this tutorial. The size of the dds we will be using is 256 X 256. Then import your meshes to WS. Delete all Variation Files by choosing them and in turn hitting the red X until you only have one file./p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335695.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-346h-270-1335695.jpg border=0 width=346 height=270/a/ph2Step 2/h2
pThese are our dds files we will be working with. We will not be exporting the mask for this tutorial, we won’t need it. br /In turn export Overlay, Multiplier, and Specular naming them and placing them in a file you can find easily.br /Open Adobe CS2 or higher. Drag, in turn, your Overlay, Multiplier, and Specular into Adobebr //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335694.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-380h-255-1335694.jpg border=0 width=380 height=255/a/ph2Step 3/h2
pNow you will make a blank 256 X 256 file to work with. Not necessary but an easier way to make your files. Make it black.br /br /I’m going to take my UV map and place it on the blank file Like so:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335693.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335693.jpg border=0 width=306 height=270/a/ph2Step 4/h2
pNow we will position our plant and other bnon recolorable/b images on the map./p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335696.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335696.jpg border=0 width=306 height=270/a/ph2Step 5/h2
pNow delete the UV map, flatten image and you should have this:/p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335697.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335697.jpg border=0 width=306 height=270/a/ph2Step 6/h2
pNow we have our working “Model” for the rest of our dds files.br /br /Now we’ll work on our bOverlay/b Firstbr /br /Copy this “Model” to your overlay file. Ctrl A, ctrl C this file and then ctrl V to the overlay. Your overlay now has its base. br /br /Ah, but your overlay needs a new alpha file. So back to your “Model”.  Duplicate the main layer of the model file. Using your wand tool you will select all black parts on the duplicate layer and right click select inverse. Using your pencil at the highest setting and making sure your main color swatch is white click on your selected image. You should have something that looks like this:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1335/w-950h-571-1335698.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-380h-229-1335698.jpg border=0 width=380 height=229/a/ph2Step 7/h2
pNow we want to ctrl A and ctrl C to copy this layer to our Overlay Alpha. So lets do that now, ctrl V to paste and you should have an alpha layer for your overlay that looks like this:/p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1335/w-950h-571-1335699.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-380h-229-1335699.jpg border=0 width=380 height=229/a/ph2Step 8/h2
pFlatten layer and save as a  DXT5  ARGB   8 bpp | interpolated alpha. Overlay is now done.br /br /ONWARD! Now would be the time to grab a cup of coffee or a Soda…..So I’ll wait for a minute.br /br /Ok minute over. Now we will work on the Multiplier.br /br /The first thing we want to do is go back to our “Model”. Make sure you deleted the Alpha File we made for our overlay. You should now be back to this for your “Model”:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335746.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335746.jpg border=0 width=306 height=270/a/ph2Step 9/h2
pNow we want to make a multiplier file. So again duplicate your “Model” layer. Now go to Image/Adjustments/Desaturate. Now your “Model” should have a layer that looks like this:/p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335700.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335700.jpg border=0 width=306 height=270/a/ph2Step 10/h2
pAs before you will copy this layer and paste it over the multiplier file. Now we get into the tricky parts……Yes what makes you think it can’t get any more complicated? Hmmmm?br /br /Take your UV map and place it on top of both the Multiplier layer then reduce visibility to 35%. You should have something that looks like this:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335701.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335701.jpg border=0 width=306 height=270/a/ph2Step 11/h2
pNow see how we still have the pot to do? Well we are going to hand draw around the pot with a grey layer. So make a 256 X 256 Grey layer to work with and save it. Now place that saved layer over this multiplier and reduce visibility to 45% so you can see the UV map underneath. Rastersize the layer in case you didn’t know you had to do that. Right Click on the layer, Rastersize. You should now have this:/p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1335/w-950h-571-1335702.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-380h-229-1335702.jpg border=0 width=380 height=229/a/ph2Step 12/h2
pNow we will cut around the pot using our pen tool. If you don’t know how to do this I suggest you read BlackGarden’s Tutorial first found here:br /br /a href=http://www.thesimsresource.com/tutorials/view/category/sims3/id/11976/Extracting%20Sims%20and%20Objects%20from%20Screenshots%20-%20IntermediateExtracting Sims and Objects from Screenshots/abr /br /Now we will delete the extra layer and the UV map, then flatten so that we are left with this:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335703.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335703.jpg border=0 width=306 height=270/a/ph2Step 13/h2
pNow we Could get into all the technical stuffs about shading in your multiplier because the pot part does need some shading, but that is not the purpose of this tutorial. So we won’t :0). br /br /So Onward, now we need an alpha layer for the multiplier. Yes on plants the Multiplier has an alpha layer.  So now we will go back to our “Model”. Select the black parts with your wand tool and then select inverse so that your parts are selected. Going to your pencil tool again we want to make white the parts to the plant. Ending up with something that looks like this again:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335704.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335704.jpg border=0 width=306 height=270/a/ph2Step 14/h2
pNow place our UV map over top of this file. Reduce visibility to 35% so you can see underneath the UV map. Now comes the most important part or making our leaf totally invisible around the leaf in game. You are going to trace your UV map around the entire leaf surface of the mesh part with your pen tool (Again referring to BlackGardens Tutorial). Like this:/p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335705.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335705.jpg border=0 width=306 height=270/a/ph2Step 15/h2
pNotice how I drew a little bit larger than my mesh map. Now we will layer via cut just that section. Delete the UV map and place a white background layer underneath the cut out. Flatten and it should look like this:/p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335706.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335706.jpg border=0 width=306 height=270/a/ph2Step 16/h2
pNow you will copy and paste this to the alpha layer of the Multiplier and your channel should look like this:/p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335707.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335707.jpg border=0 width=306 height=270/a/ph2Step 17/h2
pNow save to  DXT5 ARGB   8 bpp | interpolated alpha. Your Multiplier is now done.br /br /Take a break, Walk around and clear your head, the hard parts are now done. We have one more thing left to do. The Specular.br /br /We’re going to go back to our “Model” mesh and clear off all the editing we have done thus far. So Edit/Step backwards until you get back to where our “Model” looks like this:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335760.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335760.jpg border=0 width=306 height=270/a/ph2Step 18/h2
pNow we want to copy this to our Specular file and then place our UV map on top with a 35% visibility so we can see below. Cut out Place a white layer under your UV map and cut out your planter part like this again using the pen tool:/p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335708.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335708.jpg border=0 width=306 height=270/a/ph2Step 19/h2
pNow save to  DXT5 ARGB   8 bpp | interpolated alpha. Your Multiplier is now done.br /br /br /Take a break, Walk around and clear your head, the hard parts are now done. We have one more thing left to do. The Specular.br /br /We’re going to go back to our “Model” mesh and clear off all the editing we have done thus far. So Edit/Step backwards until you get back to where our “Model” looks like this:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/1335/1335709.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-306h-270-1335709.jpg border=0 width=306 height=270/a/ph2Step 20/h2
pAdd a totally black alpha layer and then save as a DXT5 ARGB   8 bpp | interpolated alpha. Now we are ready for import back into Workshop.br /br /So in turn import each file into Workshop, Overlay, Multiplier, and Specular. Your plant should look something like this:br //p
p style=text-align:center;a href=http://images.thesimsresource.com/scaled/1335/w-770h-650-1335710.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1335/w-320h-270-1335710.jpg border=0 width=320 height=270/a/pp/p</content>			<summary>This tutorial will not teach you to mesh, only the how to of the dds files for creating a plantThis Tutorial assumes that you already know how to export, mesh, UV Map and re-import into TSR Workshop. It also assumes that your have a working knowledge of terms for Adobe CS2 or higher. We will be working with Â“Sculpture Vase ContemporaryÂ”.Programs we will be using
TSR WorkshopAdobe CS2 or higherDDS Plugins for AdobeBlackGardenÂ’s Tutorial will also be very useful if you donÂ’t know about AdobeÂ’s pen tool:Extracting Sims and Objects from ScreenshotsStep 1
You should have already meshed your plant and have your UV map handy. Make sure your map is the size of the dds files from workshop for this tutorial. The size of the dds we will be using is 256 X 256. Then import your meshes to WS. Delete all Variation Files by choosing them and in turn hitting the red X until you only have one file.
Step 2
These are our dds files we will be working with. We will not be exporting the mask for this tutorial, we wonÂ’t need it. In turn export Overlay, Multiplier, and Specular naming them and placing them in a file you can find easily.Open Adobe CS2 or higher. Drag, in turn, your Overlay, Multiplier, and Specular into Adobe
Step 3
Now you will make a blank 256 X 256 file to work with. Not necessary but an easier way to make your files. Make it black.IÂ’m going to take my UV map and place it on the blank file Like so:
Step 4
Now we will position our plant and other non recolorable images on the map.
Step 5
Now delete the UV map, flatten image and you should have this:
Step 6
Now we have our working Â“ModelÂ” for the rest of our dds files.Now weÂ’ll work on our Overlay FirstCopy this Â“ModelÂ” to your overlay file. Ctrl A, ctrl C this file and then ctrl V to the overlay. Your overlay now has its base. Ah, but your overlay needs a new alpha file. So back to your Â“ModelÂ”.  Duplicate the main layer of the model file. Using your wand tool you will select all black parts on the duplicate layer and right click select inverse. Using your pencil at the highest setting and making sure your main color swatch is white click on your selected image. You should have something that looks like this:
Step 7
Now we want to ctrl A and ctrl C to copy this layer to our Overlay Alpha. So lets do that now, ctrl V to paste and you should have an alpha layer for your overlay that looks like this:
Step 8
Flatten layer and save as a  DXT5  ARGB   8 bpp | interpolated alpha. Overlay is now done.ONWARD! Now would be the time to grab a cup of coffee or a SodaÂ…..So IÂ’ll wait for a minute.Ok minute over. Now we will work on the Multiplier.The first thing we want to do is go back to our Â“ModelÂ”. Make sure you deleted the Alpha File we made for our overlay. You should now be back to this for your Â“ModelÂ”:
Step 9
Now we want to make a multiplier file. So again duplicate your Â“ModelÂ” layer. Now go to Image/Adjustments/Desaturate. Now your Â“ModelÂ” should have a layer that looks like this:
Step 10
As before you will copy this layer and paste it over the multiplier file. Now we get into the tricky partsÂ…Â…Yes what makes you think it canÂ’t get any more complicated? Hmmmm?Take your UV map and place it on top of both the Multiplier layer then reduce visibility to 35%. You should have something that looks like this:
Step 11
Now see how we still have the pot to do? Well we are going to hand draw around the pot with a grey layer. So make a 256 X 256 Grey layer to work with and save it. Now place that saved layer over this multiplier and reduce visibility to 45% so you can see the UV map underneath. Rastersize the layer in case you didnÂ’t know you had to do that. Right Click on the layer, Rastersize. You should now have this:
Step 12
Now we will cut around the pot using our pen tool. If you donÂ’t know how to do this I suggest you read BlackGardenÂ’s Tutorial first found here:Extracting Sims and Objects from ScreenshotsNow we will delete the extra layer and the UV map, then flatten so that we are left with this:
Step 13
Now we Could get into all the technical stuffs about shading in your multiplier because the pot part does need some shading, but that is not the purpose of this tutorial. So we wonÂ’t :0). So Onward, now we need an alpha layer for the multiplier. Yes on plants the Multiplier has an alpha layer.  So now we will go back to our Â“ModelÂ”. Select the black parts with your wand tool and then select inverse so that your parts are selected. Going to your pencil tool again we want to make white the parts to the plant. Ending up with something that looks like this again:
Step 14
Now place our UV map over top of this file. Reduce visibility to 35% so you can see underneath the UV map. Now comes the most important part or making our leaf totally invisible around the leaf in game. You are going to trace your UV map around the entire leaf surface of the mesh part with your pen tool (Again referring to BlackGardens Tutorial). Like this:
Step 15
Notice how I drew a little bit larger than my mesh map. Now we will layer via cut just that section. Delete the UV map and place a white background layer underneath the cut out. Flatten and it should look like this:
Step 16
Now you will copy and paste this to the alpha layer of the Multiplier and your channel should look like this:
Step 17
Now save to  DXT5 ARGB   8 bpp | interpolated alpha. Your Multiplier is now done.Take a break, Walk around and clear your head, the hard parts are now done. We have one more thing left to do. The Specular.WeÂ’re going to go back to our Â“ModelÂ” mesh and clear off all the editing we have done thus far. So Edit/Step backwards until you get back to where our Â“ModelÂ” looks like this:
Step 18
Now we want to copy this to our Specular file and then place our UV map on top with a 35% visibility so we can see below. Cut out Place a white layer under your UV map and cut out your planter part like this again using the pen tool:
Step 19
Now save to  DXT5 ARGB   8 bpp | interpolated alpha. Your Multiplier is now done.Take a break, Walk around and clear your head, the hard parts are now done. We have one more thing left to do. The Specular.WeÂ’re going to go back to our Â“ModelÂ” mesh and clear off all the editing we have done thus far. So Edit/Step backwards until you get back to where our Â“ModelÂ” looks like this:
Step 20
Add a totally black alpha layer and then save as a DXT5 ARGB   8 bpp | interpolated alpha. Now we are ready for import back into Workshop.So in turn import each file into Workshop, Overlay, Multiplier, and Specular. Your plant should look something like this:
</summary>
			</entry>
			<entry>
			<title>Sims 3 Custom Paintings with EA Meshes</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/14179/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/14179/</id>			<updated>2009-10-26T17:20:00Z</updated>			<content type="html">h2Sims 3 Custom Paintings with EA Meshes/h2
a href=http://images.thesimsresource.com/1332/1332793.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-380h-269-1332793.jpg border=0 width=380 height=269 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pI will show you how easy it is to make your very own custom painting by your favorite artist using one of the very lovely frames that already exists in your game.br //p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2What You will Need:/h2
a href=http://images.thesimsresource.com/1332/1332789.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-278h-270-1332789.jpg border=0 width=278 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
p•	TSR Workshop  (8.7 or latest release)br /br /•	Graphics editing program (I will be using Photoshop CS3 (a good working knowledge is a plus) or the program of your choice. br /br /•	DDS plug-ins for Photoshop, current version (installed)br /        (http://developer.nvidia.com/object/photoshop_dds_plugins.htm). Gimp and Paint Shop Pro also have plug-ins available on the internet.br /br /•	Good quality image of your choice or you can use mine. Just right click and save it. But, I do ask that you only use it for tutorial purposes as I’ve already uploaded it for publication on TSR.br /br /I’ll be using one of my favorites, The Waterlily Pond with the Japanese Bridge, 1899 by Claude Monet.br //p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Section 1 - Creating a New Project/h2
pWe’ll start by opening Workshop (WS) and clicking on bCreate New Project/b/p
p style=text-align:center;a href=http://images.thesimsresource.com/1332/1332017.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-344h-270-1332017.jpg border=0 width=344 height=270/a/p
pIn the bCreate a new project/b screen select bObject/b and then click bNext/b/p
p style=text-align:center;a href=http://images.thesimsresource.com/1332/1332018.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-344h-270-1332018.jpg border=0 width=344 height=270/a/p
pYou will now find yourself on the bObject Clone/b screen. In the bObject By Category/b section on the left, select bDcor/Wall Art/b. You will see workshop display all the paintings in the game. Remember the only paintings available to clone are the ones with a frame. I’ve selected the bPainting still life/b for my painting. Click bNext/b and you’re on your way./p
p style=text-align:center;a href=http://images.thesimsresource.com/1332/1332019.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-344h-270-1332019.jpg border=0 width=344 height=270/a/p
pAt this point the bProject details/b screen will pop up. Here you will type in your bProject Name, Title and Description/b. When you are finished with all of your information go ahead and click bNext/b/p
p style=text-align:center;a href=http://images.thesimsresource.com/1332/1332020.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-345h-270-1332020.jpg border=0 width=345 height=270/a/p
pYour project has now been created and we are ready to customize it. As you can see from the screenshot, your project is opened on the bProject/b tab. It’s a good idea to familiarize yourself with all the sections. It’s in this tab where you can change your project name and description if you find any mistakes and in game categories./p
p style=text-align:center;a href=http://images.thesimsresource.com/1332/1332021.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-345h-270-1332021.jpg border=0 width=345 height=270/a/p
pWhen you’re finished with the bProject/b tab go ahead and click on the bTextures/b tab. You will see a dropdown box called bVariation/b. If you click on it you will see exactly that, how many frame variations (colors) this particular mesh has. There are 3 for the bPainting Still Life/b. Make sure the first one is selected and move on to the next section. /p
p style=text-align:center;a href=http://images.thesimsresource.com/1332/1332022.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1332/w-345h-270-1332022.jpg border=0 width=345 height=270/a/p</content>			<summary>Sims 3 Custom Paintings with EA Meshes

I will show you how easy it is to make your very own custom painting by your favorite artist using one of the very lovely frames that already exists in your game.
nbsp;What You will Need:

Â•	TSR Workshop  (8.7 or latest release)Â•	Graphics editing program (I will be using Photoshop CS3 (a good working knowledge is a plus) or the program of your choice. Â•	DDS plug-ins for Photoshop, current version (installed)        (http://developer.nvidia.com/object/photoshop_dds_plugins.htm). Gimp and Paint Shop Pro also have plug-ins available on the internet.Â•	Good quality image of your choice or you can use mine. Just right click and save it. But, I do ask that you only use it for tutorial purposes as IÂ’ve already uploaded it for publication on TSR.IÂ’ll be using one of my favorites, The Waterlily Pond with the Japanese Bridge, 1899 by Claude Monet.
nbsp;Section 1 - Creating a New Project
WeÂ’ll start by opening Workshop (WS) and clicking on Create New Project

In the Create a new project screen select Object and then click Next

You will now find yourself on the Object Clone screen. In the Object By Category section on the left, select Dcor/Wall Art. You will see workshop display all the paintings in the game. Remember the only paintings available to clone are the ones with a frame. IÂ’ve selected the Painting still life for my painting. Click Next and youÂ’re on your way.

At this point the Project details screen will pop up. Here you will type in your Project Name, Title and Description. When you are finished with all of your information go ahead and click Next

Your project has now been created and we are ready to customize it. As you can see from the screenshot, your project is opened on the Project tab. ItÂ’s a good idea to familiarize yourself with all the sections. ItÂ’s in this tab where you can change your project name and description if you find any mistakes and in game categories.

When youÂ’re finished with the Project tab go ahead and click on the Textures tab. You will see a dropdown box called Variation. If you click on it you will see exactly that, how many frame variations (colors) this particular mesh has. There are 3 for the Painting Still Life. Make sure the first one is selected and move on to the next section. 
</summary>
			</entry>
			<entry>
			<title>Sims 3 Pattern Making Tutorial</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/13501/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/13501/</id>			<updated>2009-10-23T16:15:00Z</updated>			<content type="html">h2About this tutorial…/h2
pThere are several tutorials discussing how to make patterns for the Create-A-Style tool in Sims 3 that are helping many people make great patterns. However, I started out as a total beginner, and was still fumbling with issues such as ‘why channels?’ and ‘how do I add an alpha?’br /when other people were seemingly outputting a pattern a minute!!!br /br /If you too are floundering and feel like you know nothing, hopefully this tutorial will help you. After you’ve succeeded with this one, you’ll be able to move on to more advanced stuff. This tutorial is meant for people who still have no idea what they’re doing and need to know WHY they're doing this or that.  So it DOES go on a bit.  But that's me!/ph2Your pattern/h2
a href=http://images.thesimsresource.com/1302/1302356.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1302/w-371h-270-1302356.jpg border=0 width=371 height=270 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pI’m not going to make a pattern from scratch (because that would assume you can paint stuff)! Instead, and because I can't paint stuff either, I’m going to convert an existing texture using a basic bselect/b tool to split a brick pattern across three channels (and an alpha) to make the English Victorian brick pattern shown on the right. You can use any pattern (including my brick pattern).br /br /Whatever you use, ensure you start with a pattern that has easy sections to cut out and divide, and is sized 256 pixels wide by 256 pixels high./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/p</content>			<summary>About this tutorialÂ…
There are several tutorials discussing how to make patterns for the Create-A-Style tool in Sims 3 that are helping many people make great patterns. However, I started out as a total beginner, and was still fumbling with issues such as Â‘why channels?Â’ and Â‘how do I add an alpha?Â’when other people were seemingly outputting a pattern a minute!!!If you too are floundering and feel like you know nothing, hopefully this tutorial will help you. After youÂ’ve succeeded with this one, youÂ’ll be able to move on to more advanced stuff. This tutorial is meant for people who still have no idea what theyÂ’re doing and need to know WHY they're doing this or that.  So it DOES go on a bit.  But that's me!Your pattern

IÂ’m not going to make a pattern from scratch (because that would assume you can paint stuff)! Instead, and because I can't paint stuff either, IÂ’m going to convert an existing texture using a basic select tool to split a brick pattern across three channels (and an alpha) to make the English Victorian brick pattern shown on the right. You can use any pattern (including my brick pattern).Whatever you use, ensure you start with a pattern that has easy sections to cut out and divide, and is sized 256 pixels wide by 256 pixels high.
nbsp;</summary>
			</entry>
			<entry>
			<title>Create a fake halfwall</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/13948/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/13948/</id>			<updated>2009-10-10T20:10:00Z</updated>			<content type="html">h2Create a room/h2
a href=http://images.thesimsresource.com/1319/1319630.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1319/w-220h-124-1319630.jpg border=0 width=220 height=124 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pCreate the base shape/ room where you want to create your halfwall. You can create it on a foundation like i did, but you don't have to. This also works on groundlevel. Although, if you go with this way, your room needs to be 2 story's high.br /br /When you have done this, press CTRL+SHIFT+C on your keyboard to open the cheat window and enter this cheat:br /ConstrainFloorElevation falsebr /br /Now go to the buildmode and select any stair, with or without rail, make sure it's set to 1./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Place first stair/h2
a href=http://images.thesimsresource.com/1319/1319631.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1319/w-176h-170-1319631.jpg border=0 width=176 height=170 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pPlace the Modular stair on the ground and move it a little with the mousebutton clicked so that it will move into the ground. Let the mousebutton go./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Place second stair/h2
a href=http://images.thesimsresource.com/1319/1319632.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1319/w-182h-170-1319632.jpg border=0 width=182 height=170 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pOn the landing of this first stair, place the start for your second stair and repeat last action. By placing these 3 stairs, you have lowered the ground by 8 clicks. That is half a wall. a full wall is 16 clicks high. So by this you can messure how high your halfwall would be./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Create bigger area/h2
a href=http://images.thesimsresource.com/1319/1319633.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1319/w-151h-170-1319633.jpg border=0 width=151 height=170 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pGo to the flatten tool in your buildmode and drag from the lowest created point and just make your workarea a little bigger./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Place new wall /h2
a href=http://images.thesimsresource.com/1319/1319634.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1319/w-173h-170-1319634.jpg border=0 width=173 height=170 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pnow create a 1x1 either foundation or room. This depends on what you choose for your first room, where you want your halfwall. If you've build that on a foundation, you need to add a foundation here too. If not, then just place a wall. with a second story./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Create to be Halfwall/h2
a href=http://images.thesimsresource.com/1319/1319635.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1319/w-220h-166-1319635.jpg border=0 width=220 height=166 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pNext create the to be halfwall in your room/ showroom and go up one level (buildlevel) Please take note; do not let you halfwall connect to any of the outerwalls. Make sure that there is at least 2 tiles between the walls and to be halfwall./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Create your halfwall/h2
a href=http://images.thesimsresource.com/1319/1319636.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1319/w-220h-140-1319636.jpg border=0 width=220 height=140 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pSelect the flatten tool again; now drag from the top of your “pilar” outside Onto your to be halfwall. The arrow in the picture is showing the direction you should go./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Warped wall/h2
a href=http://images.thesimsresource.com/1319/1319637.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1319/w-192h-170-1319637.jpg border=0 width=192 height=170 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pAfter you let go you can see your newly created halfwall. You will also notice that the outer wall is pulled down. This we can fix./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Fix your warped wall/h2
a href=http://images.thesimsresource.com/1319/1319638.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1319/w-220h-165-1319638.jpg border=0 width=220 height=165 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pselect the whole edge along the wall with the flatten tool and let go again./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Fixed wall/h2
a href=http://images.thesimsresource.com/1319/1319639.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1319/w-213h-170-1319639.jpg border=0 width=213 height=170 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pYou can see your wall is now corrected again. Next Change the walls, floors etc. and decorate your room to make your screenshot. please take note that with this method you will not have a ceiling in your screen. So keep that in mind when taking your screenshot./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2And you're done!/h2
a href=http://images.thesimsresource.com/1319/1319640.jpg rel=lightboximg src=http://images.thesimsresource.com/scaled/1319/w-220h-159-1319640.jpg border=0 width=220 height=159 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pNow you have finished your halfwall. Take your screen enjoy it. Do not forget to turn off your cheat, you do this by opening the cheatwindow and type ConstrainFloorElevation true./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/p</content>			<summary>Create a room

Create the base shape/ room where you want to create your halfwall. You can create it on a foundation like i did, but you don't have to. This also works on groundlevel. Although, if you go with this way, your room needs to be 2 story's high.When you have done this, press CTRL+SHIFT+C on your keyboard to open the cheat window and enter this cheat:ConstrainFloorElevation falseNow go to the buildmode and select any stair, with or without rail, make sure it's set to 1.
nbsp;Place first stair

Place the Modular stair on the ground and move it a little with the mousebutton clicked so that it will move into the ground. Let the mousebutton go.
nbsp;Place second stair

On the landing of this first stair, place the start for your second stair and repeat last action. By placing these 3 stairs, you have lowered the ground by 8 clicks. That is half a wall. a full wall is 16 clicks high. So by this you can messure how high your halfwall would be.
nbsp;Create bigger area

Go to the flatten tool in your buildmode and drag from the lowest created point and just make your workarea a little bigger.
nbsp;Place new wall 

now create a 1x1 either foundation or room. This depends on what you choose for your first room, where you want your halfwall. If you've build that on a foundation, you need to add a foundation here too. If not, then just place a wall. with a second story.
nbsp;Create to be Halfwall

Next create the to be halfwall in your room/ showroom and go up one level (buildlevel) Please take note; do not let you halfwall connect to any of the outerwalls. Make sure that there is at least 2 tiles between the walls and to be halfwall.
nbsp;Create your halfwall

Select the flatten tool again; now drag from the top of your Â“pilarÂ” outside Onto your to be halfwall. The arrow in the picture is showing the direction you should go.
nbsp;Warped wall

After you let go you can see your newly created halfwall. You will also notice that the outer wall is pulled down. This we can fix.
nbsp;Fix your warped wall

select the whole edge along the wall with the flatten tool and let go again.
nbsp;Fixed wall

You can see your wall is now corrected again. Next Change the walls, floors etc. and decorate your room to make your screenshot. please take note that with this method you will not have a ceiling in your screen. So keep that in mind when taking your screenshot.
nbsp;And you're done!

Now you have finished your halfwall. Take your screen enjoy it. Do not forget to turn off your cheat, you do this by opening the cheatwindow and type ConstrainFloorElevation true.
nbsp;</summary>
			</entry>
			<entry>
			<title>Creating U-Shaped Stairs in The Sims 3</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/13417/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/13417/</id>			<updated>2009-09-14T13:35:12Z</updated>			<content type="html">pnbsp;/p
pstrongI wanted to share with you,nbsp;my own construction method U-Shaped Stairs. We willnbsp;create a U-shaped stair on a foundation or straight on the ground./strong/p
p(I would like to thanks tonbsp; stronga href=/artists/BlackGarden/BlackGarden/a/strong. for useful tuturial of a href=/tutorials/view/category/sims3/id/11696/Creating%20L-shaped%20stairs%20in%20The%20Sims%203Creating L-Sahape Stairs/a.nbsp; I used it at my first L-Shape stairs and on this U-Shape stair.)/p
h2strongWith foundation:/strongnbsp;/h2
p align=centernbsp;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299801.jpg border=0 width=600 height=450 //p
p align=centernbsp;/p
p1. nbsp;At first, create a foundation and a room two floors.. (We neednbsp;three frames for the U-turn. That's why I've created a room 7x3.)/p
pnbsp;/p
p align=centernbsp;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299835.jpg border=0 //p
p align=centernbsp;/p
p2.nbsp; Count to backwards 7 frames from the corner andnbsp;make three steps. Now, remove the stairs./p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299836.jpg border=0 width=600 height=450 //p
p style=text-align: center;nbsp;/p
p3.nbsp; We have turned down terrain. Place one square of foundation and make two floors on the lowest level of terrain. Then,nbsp;turn to the side. In here, count to backwardsnbsp;5 frames from the corner andnbsp;makenbsp;two steps. Now, remove the stairs./p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299838.jpg border=0 width=600 height=450 //p
p style=text-align: center;nbsp;/p
p4.nbsp; We have turned down terrain again. Place one square of foundation and make two floors on the lowest level of terrain again.nbsp;nbsp;And now we have to column.nbsp;We need a cheat. strongconstrainfloorelevation false /strong(Hit ctrl+shift+C and type into the box strongconstrainfloorelevation false/strong and press enter.)/p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299846.jpg border=0 //p
p style=text-align: center;nbsp;/p
p5. Go to the second floor and walls are down. Go to the terrain tools, and choose the level terrain tool. Now drag from the top of yournbsp;first colomunnbsp;to the corner./p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299854.jpg border=0 //p
p style=text-align: center;nbsp;/p
p6. Place one tile of floor at the corner of your stair. Place your stair at the corner./p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299855.jpg border=0 //p
p style=text-align: center;nbsp;/p
p7. Then,nbsp;turn to the side. Go to the terrain tools and choose the level terrain tool. Drag from the top of yournbsp;second colomunnbsp;to the corner./p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299856.jpg border=0 //p
p style=text-align: center;nbsp;/p
p8.nbsp; Place one tile of floor at the corner. When you place a tile, there been a mistake. Not very important.nbsp;We can fix it./p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299858.jpg border=0 //p
p style=text-align: center;nbsp;/p
p9. Go to back the terrain tools and choose the level terrain tool again. Drag from the top of yournbsp;first colomunnbsp;to the corner./p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299859.jpg border=0 width=600 height=450 //p
p style=text-align: center;nbsp;/p
p10. Ok! That improved. Place your second stair at the corner./p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299860.jpg border=0 //p
p style=text-align: center;nbsp;/p
p11. Placenbsp;a tile at the second floor and then place the third stair. Yes, we made a U-Shaped Stair. But it isn't over./p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299862.jpg border=0 //p
p style=text-align: center;nbsp;/p
p12. We must fix thenbsp;top. This is easily fixed with level terrain tool. Go to the terrain tools and choose the level terrain tool. Drag from the high corner to the lowered corner as shown. It fixed!/p
pNow, turn off the cheat strongconstrainfloorelevation truenbsp;/strong (press ctrl+shift+C, typ strongconstrainfloorelevation true/strong and press enter.)/p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299863.jpg border=0 //p
p style=text-align: center;nbsp;/p
pnbsp;Remove outside wall and foundation. Yes, it's over./p
pnbsp;/p
pnbsp;!-- pagebreak --/p
pnbsp;/p
h2strongOn the ground:/strongnbsp;/h2
pWe will use the same method but we will not do foundation. We will start from the ground.nbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299864.jpg border=0 //p
p style=text-align: center;nbsp;/p
p1. nbsp;At first, create a room two floors. (We neednbsp;three frames for the U-turn. That's why I've created a room 7x3.)nbsp;/p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299865.jpg border=0 width=328 height=255 /nbsp;nbsp; img src=http://images.thesimsresource.netdna-cdn.com/1299/1299866.jpg border=0 width=335 height=255 //p
p style=text-align: center;nbsp;/p
p2.nbsp; Count to backwards 7 frames from the corner andnbsp;make three steps. Now, remove the stairs.nbsp;We have turned down terrain. Make two floors on the lowest level of terrain. Then,nbsp;turn to the side. In here, count to backwardsnbsp;5 frames from the corner andnbsp;makenbsp;two steps. Now, remove the stairs./p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299867.jpg border=0 width=335 height=268 /nbsp;nbsp; img src=http://images.thesimsresource.netdna-cdn.com/1299/1299868.jpg border=0 width=338 height=270 //p
p style=text-align: center;nbsp;/p
p3. We have turned down terrain again. Make two floors on the lowest level of terrain again.nbsp;nbsp;And now we havenbsp;two column.nbsp;We need a cheat. strongconstrainfloorelevation false /strong(Hit ctrl+shift+C and type into the box strongconstrainfloorelevation false/strong and press enter.)nbsp;/p
p4. Go to the second floor and walls are down. Go to the terrain tools, and choose the level terrain tool. Now drag from the top of yournbsp;first colomunnbsp;to the corner. Place one tile of floor at the corner of your stair. Place your stair at the corner./p
pnbsp;nbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299869.jpg border=0 width=340 height=263 /nbsp;nbsp; img src=http://images.thesimsresource.netdna-cdn.com/1299/1299870.jpg border=0 width=344 height=263 //p
p style=text-align: center;nbsp;/p
p5. Then,nbsp;turn to the side. Go to the terrain tools, and choose the level terrain tool. Drag from the top of yournbsp;second colomunnbsp;to the corner.nbsp;Place your second stair at the corner./p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1299/1299871.jpg border=0 width=347 height=255 /nbsp;nbsp; img src=http://images.thesimsresource.netdna-cdn.com/1299/1299872.jpg border=0 width=340 height=256 //p
p style=text-align: center;nbsp;/p
pnbsp;6. Placenbsp;a tile at the second floor and then place the third stair. Yes, we made a U-Shaped Stair. But it isn't over. We must fix thenbsp;top. This is easily fixed with level terrain tool. Go to the terrain tools, and choose the level terrain tool. Drag from the high corner to the lowered corner as shown. It fixed!/p
p7. Now, turn off the cheat strongconstrainfloorelevation truenbsp;/strong (Hit ctrl+shift+C, typ strongconstrainfloorelevation true/strong and press enter.)/p
pnbsp;8. Remove outside wall and foundation. Yes, it's over./p
pnbsp;/p
pnbsp;/p
pnbsp;/p
pnbsp;/p</content>			<summary>nbsp;
I wanted to share with you,nbsp;my own construction method U-Shaped Stairs. We willnbsp;create a U-shaped stair on a foundation or straight on the ground.
(I would like to thanks tonbsp; BlackGarden. for useful tuturial of Creating L-Sahape Stairs.nbsp; I used it at my first L-Shape stairs and on this U-Shape stair.)
With foundation:nbsp;
nbsp;
nbsp;
1. nbsp;At first, create a foundation and a room two floors.. (We neednbsp;three frames for the U-turn. That's why I've created a room 7x3.)
nbsp;
nbsp;
nbsp;
2.nbsp; Count to backwards 7 frames from the corner andnbsp;make three steps. Now, remove the stairs.
nbsp;

nbsp;
3.nbsp; We have turned down terrain. Place one square of foundation and make two floors on the lowest level of terrain. Then,nbsp;turn to the side. In here, count to backwardsnbsp;5 frames from the corner andnbsp;makenbsp;two steps. Now, remove the stairs.
nbsp;

nbsp;
4.nbsp; We have turned down terrain again. Place one square of foundation and make two floors on the lowest level of terrain again.nbsp;nbsp;And now we have to column.nbsp;We need a cheat. constrainfloorelevation false (Hit ctrl+shift+C and type into the box constrainfloorelevation false and press enter.)
nbsp;

nbsp;
5. Go to the second floor and walls are down. Go to the terrain tools, and choose the level terrain tool. Now drag from the top of yournbsp;first colomunnbsp;to the corner.
nbsp;

nbsp;
6. Place one tile of floor at the corner of your stair. Place your stair at the corner.
nbsp;

nbsp;
7. Then,nbsp;turn to the side. Go to the terrain tools and choose the level terrain tool. Drag from the top of yournbsp;second colomunnbsp;to the corner.
nbsp;

nbsp;
8.nbsp; Place one tile of floor at the corner. When you place a tile, there been a mistake. Not very important.nbsp;We can fix it.
nbsp;

nbsp;
9. Go to back the terrain tools and choose the level terrain tool again. Drag from the top of yournbsp;first colomunnbsp;to the corner.
nbsp;

nbsp;
10. Ok! That improved. Place your second stair at the corner.
nbsp;

nbsp;
11. Placenbsp;a tile at the second floor and then place the third stair. Yes, we made a U-Shaped Stair. But it isn't over.
nbsp;

nbsp;
12. We must fix thenbsp;top. This is easily fixed with level terrain tool. Go to the terrain tools and choose the level terrain tool. Drag from the high corner to the lowered corner as shown. It fixed!
Now, turn off the cheat constrainfloorelevation truenbsp; (press ctrl+shift+C, typ constrainfloorelevation true and press enter.)
nbsp;

nbsp;
nbsp;Remove outside wall and foundation. Yes, it's over.
nbsp;
nbsp;
nbsp;
On the ground:nbsp;
We will use the same method but we will not do foundation. We will start from the ground.nbsp;

nbsp;
1. nbsp;At first, create a room two floors. (We neednbsp;three frames for the U-turn. That's why I've created a room 7x3.)nbsp;
nbsp;
nbsp;nbsp; 
nbsp;
2.nbsp; Count to backwards 7 frames from the corner andnbsp;make three steps. Now, remove the stairs.nbsp;We have turned down terrain. Make two floors on the lowest level of terrain. Then,nbsp;turn to the side. In here, count to backwardsnbsp;5 frames from the corner andnbsp;makenbsp;two steps. Now, remove the stairs.
nbsp;
nbsp;nbsp; 
nbsp;
3. We have turned down terrain again. Make two floors on the lowest level of terrain again.nbsp;nbsp;And now we havenbsp;two column.nbsp;We need a cheat. constrainfloorelevation false (Hit ctrl+shift+C and type into the box constrainfloorelevation false and press enter.)nbsp;
4. Go to the second floor and walls are down. Go to the terrain tools, and choose the level terrain tool. Now drag from the top of yournbsp;first colomunnbsp;to the corner. Place one tile of floor at the corner of your stair. Place your stair at the corner.
nbsp;nbsp;
nbsp;nbsp; 
nbsp;
5. Then,nbsp;turn to the side. Go to the terrain tools, and choose the level terrain tool. Drag from the top of yournbsp;second colomunnbsp;to the corner.nbsp;Place your second stair at the corner.
nbsp;
nbsp;nbsp; 
nbsp;
nbsp;6. Placenbsp;a tile at the second floor and then place the third stair. Yes, we made a U-Shaped Stair. But it isn't over. We must fix thenbsp;top. This is easily fixed with level terrain tool. Go to the terrain tools, and choose the level terrain tool. Drag from the high corner to the lowered corner as shown. It fixed!
7. Now, turn off the cheat constrainfloorelevation truenbsp; (Hit ctrl+shift+C, typ constrainfloorelevation true and press enter.)
nbsp;8. Remove outside wall and foundation. Yes, it's over.
nbsp;
nbsp;
nbsp;
nbsp;</summary>
			</entry>
			<entry>
			<title>How to create Custom Eyes - another Tutorial on my Way</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/13370/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/13370/</id>			<updated>2009-09-11T17:34:38Z</updated>			<content type="html">pstrong01./strong Open the Workshop and start a new projectbr / span style=color: purple;strong rarr;Create new Project/strong/spanbr / br / img src=http://img36.imageshack.us/img36/6466/89450358.jpg border=0 / br / br / strong02./strong Now, choose the category:  Makeup|Facial Overlaybr / span style=color: purple;strongrarr; Makeup|Facial Overlaybr / br / /strong/span img src=http://img37.imageshack.us/img37/5193/86887165.jpg border=0 /br / br / strong03. /strongChoose the Mesh you want to change.In my case: br / strongamCostumeMakeupFeline/strong, a Tigermaskbr / span style=color: purple;strongrarr; Baby|...|YAdult|Adult|Elder/strong/spanspan style=color: purple;strong rarr;/strong strongMale|Female/strong/span span style=color: purple;strongrarr; br / Everyday|Naked|... /strong/spanspan style=color: purple;strongrarr; amCostumeMakeupFeline/strong/spanbr / br / img src=http://img31.imageshack.us/img31/5181/24860018c.jpg border=0 /br / Click: Next and ok, the Mesh is now loading. br / On the left site you will see the mask, you want to change.br / On the right you will see the tabs: strongProject|Texture|Mesh/strong./p
pUnder Project you can manage the projects name, the description br / and others.nbsp; Undernbsp; the Textures tab you will see the needed textures, which youbr / have to export as a .dds file for making the costum eyes.br / strongnow, click on the textures tab./strongbr / span style=color: purple;strongrarr; Textures /strong/spanspan style=color: purple;strongrarr; Face Overlaybr / br / /strong/span br / br / br / br / br / img src=http://img34.imageshack.us/img34/1051/84706349.jpg border=0 /br / br / click on strongFace Overlay/strong on the right site.br / click on the little button with the dots.br / esport the image wich will pop up in another window.br / span style=color: purple;strongrarr; Face Overlay /strong/spanspan style=color: purple;strongrarr;  ... Button /strong/spanspan style=color: purple;strongrarr; exportbr / br / /strong/span img src=http://img198.imageshack.us/img198/6352/58856779.jpg border=0 //p
pNow, open the exported image in photoshop or another program,br / which is able to open a .dds file.br / the Eye Image is shown in the left under corner of the Overlay image. br / der Overlay Grafik. You can change the Eye you want to do, the rest of the Images has to be white colored./p
pbr / br / img src=http://img30.imageshack.us/img30/9831/51265750.jpg border=0 //p
pnow, color and change the Image you like. save your changes as a .dds file!br / br / now, go back to the workshop and click to face Overlay again.br / strongopen the window by clicking on the button with the dots to import your new eye image.br / /strongbr / img src=http://img194.imageshack.us/img194/8408/93731015.jpg border=0 / br / br / br / now, click done to take effect.br / span style=color: purple;strongrarr; import /strong/spanspan style=color: purple;strongrarr;  done br / /strongspan style=color: black;br / under the categorybr / strongTint color/strong you will see the colorsbr / of the feline mak.br / change the terms tostrong false/strong!br / now, your mask wonacute;t longer be orange ;)./span/spanspan style=color: purple;strongrarr; Tint color A|B|C enabled /strong/spanspan style=color: purple;strongrarr;  false/strong/spanbr / br / img src=http://img200.imageshack.us/img200/4030/49005474.jpg border=0 / br / br / now, go back to your project tab.br / give your project a name unter the categories: Title + Description.br / now, clicknbsp; strongExtras/strong and name your project under the category: strongFilename/strong br / this will be the name for your S3Pack! Itacute;s important to use a name there!br / br / br / img src=http://img194.imageshack.us/img194/9669/58197085.jpg border=0 / br / br / br / now you cannbsp; strongExport your eyesnbsp; to Sims3Packbr /nbsp;:)/strongbr / ________________________________________br / br / I uploaded my Eye Overlay Image for you,/p
pI think itacute;s much easier for you to work with it :/p
pspan style=font-size: small;span style=color: purple;|a href=http://img190.imageshack.us/i/eyeoverlay.jpg/ target=_blankEye Overlay/a|/span/span/p
pnbsp;/p</content>			<summary>01. Open the Workshop and start a new project  rarr;Create new Project     02. Now, choose the category:  Makeup|Facial Overlay rarr; Makeup|Facial Overlay     03. Choose the Mesh you want to change.In my case:  amCostumeMakeupFeline, a Tigermask rarr; Baby|...|YAdult|Adult|Elder rarr; Male|Female rarr;  Everyday|Naked|... rarr; amCostumeMakeupFeline   Click: Next and ok, the Mesh is now loading.  On the left site you will see the mask, you want to change. On the right you will see the tabs: Project|Texture|Mesh.
Under Project you can manage the projects name, the description  and others.nbsp; Undernbsp; the Textures tab you will see the needed textures, which you have to export as a .dds file for making the costum eyes. now, click on the textures tab. rarr; Textures rarr; Face Overlay          click on Face Overlay on the right site. click on the little button with the dots. esport the image wich will pop up in another window. rarr; Face Overlay rarr;  ... Button rarr; export   
Now, open the exported image in photoshop or another program, which is able to open a .dds file. the Eye Image is shown in the left under corner of the Overlay image.  der Overlay Grafik. You can change the Eye you want to do, the rest of the Images has to be white colored.
  
now, color and change the Image you like. save your changes as a .dds file!  now, go back to the workshop and click to face Overlay again. open the window by clicking on the button with the dots to import your new eye image.      now, click done to take effect. rarr; import rarr;  done   under the category Tint color you will see the colors of the feline mak. change the terms to false! now, your mask wonacute;t longer be orange ;).rarr; Tint color A|B|C enabled rarr;  false     now, go back to your project tab. give your project a name unter the categories: Title + Description. now, clicknbsp; Extras and name your project under the category: Filename  this will be the name for your S3Pack! Itacute;s important to use a name there!       now you cannbsp; Export your eyesnbsp; to Sims3Packnbsp;:) ________________________________________  I uploaded my Eye Overlay Image for you,
I think itacute;s much easier for you to work with it :
|Eye Overlay|
nbsp;</summary>
			</entry>
			<entry>
			<title>Creating arched bridges in Sims 3</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/13173/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/13173/</id>			<updated>2009-09-02T19:20:58Z</updated>			<content type="html">p class=MsoNormalspanThis
tutorial will teach you how to make an arched bridge in a very easy way. Even
for a beginner. There are a few things to think of after you have built your
bridge and those are:/span/p
p class=MsoNormalnbsp;/pul style=margin-top: 0cm;li class=MsoNormalspanAs we are using a cheat,
     remember to turn it off /span/lili class=MsoNormalspanAlways test your bridge with
     Sims/span/lili class=MsoNormalspanAlso test your lot on another
     location as it has been said the bridge doesnrsquo;t work properly if the lot
     is moved. br //span/li/ul
p!--[if gte mso 10]
style
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p class=MsoNormalspanSo letrsquo;s move
on to the building:/span/p
p class=MsoNormalnbsp;/p
p!--[if gte mso 10]
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p class=MsoNormalspanstrong/strong/span/p
p style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1290/1290328.jpg border=0 width=650 height=450 style=vertical-align: middle; //p
pnbsp;/p
p class=MsoNormalspanstrongStep 1:/strong Build 2 1x1 foundation blocks with an uneven number of tiles between them.
Uneven numbers makes the best result. /span/p
p class=MsoNormalnbsp;/p
p class=MsoNormal style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1290/1290329.jpg border=0 width=650 height=450 style=vertical-align: middle; //p
pnbsp;/p
p class=MsoNormalspanstrongStep 2:/strong Build
another 1x1 foundation block in the middle, 1 tile out on the side. This allows
you to place floor tiles between the 2 blocks/span/p
p class=MsoNormalnbsp;/p
p class=MsoNormal style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1290/1290330.jpg border=0 width=650 height=450 style=vertical-align: middle; //p
p class=MsoNormalnbsp;/p
p class=MsoNormal!--[if gte mso 9]xml w:WordDocument w:ViewNormal/w:View w:Zoom0/w:Zoom w:HyphenationZone21/w:HyphenationZone w:PunctuationKerning / w:ValidateAgainstSchemas / w:SaveIfXMLInvalidfalse/w:SaveIfXMLInvalid w:IgnoreMixedContentfalse/w:IgnoreMixedContent w:AlwaysShowPlaceholderTextfalse/w:AlwaysShowPlaceholderText w:Compatibility w:BreakWrappedTables / w:SnapToGridInCell / w:WrapTextWithPunct / w:UseAsianBreakRules / w:DontGrowAutofit / /w:Compatibility w:BrowserLevelMicrosoftInternetExplorer4/w:BrowserLevel /w:WordDocument /xml![endif]--!--[if gte mso 9]xml w:LatentStyles DefLockedState=false LatentStyleCount=156 /w:LatentStyles /xml![endif]-- !--[if gte mso 10]
style
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/style ![endif]--/p
p class=MsoNormalspanstrongStep 3:/strong Drag the floor across and then delete the extra foundation block. /span/p
p class=MsoNormalnbsp;/p
p class=MsoNormal style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1290/1290331.jpg border=0 width=650 height=450 style=vertical-align: middle; //p
p class=MsoNormalnbsp;/p
p class=MsoNormal!--[if gte mso 9]xml w:WordDocument w:ViewNormal/w:View w:Zoom0/w:Zoom w:HyphenationZone21/w:HyphenationZone w:PunctuationKerning / w:ValidateAgainstSchemas / w:SaveIfXMLInvalidfalse/w:SaveIfXMLInvalid w:IgnoreMixedContentfalse/w:IgnoreMixedContent w:AlwaysShowPlaceholderTextfalse/w:AlwaysShowPlaceholderText w:Compatibility w:BreakWrappedTables / w:SnapToGridInCell / w:WrapTextWithPunct / w:UseAsianBreakRules / w:DontGrowAutofit / /w:Compatibility w:BrowserLevelMicrosoftInternetExplorer4/w:BrowserLevel /w:WordDocument /xml![endif]--!--[if gte mso 9]xml w:LatentStyles DefLockedState=false LatentStyleCount=156 /w:LatentStyles /xml![endif]-- !--[if gte mso 10]
style
 /* Style Definitions */
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	mso-tstyle-colband-size:0;
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	mso-padding-alt:0cm 5.4pt 0cm 5.4pt;
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	mso-fareast-language:#0400;
	mso-bidi-language:#0400;}
/style ![endif]--/p
p class=MsoNormalspanstrongStep 4:/strong Choose
some stairs you like and a fence you like. The fence can be added later when
you are finished if you prefer that. /span/p
pnbsp;/p
p class=MsoNormal style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1290/1290332.jpg border=0 width=650 height=450 style=vertical-align: middle; //p
p class=MsoNormalnbsp;/p
p class=MsoNormal!--[if gte mso 9]xml w:WordDocument w:ViewNormal/w:View w:Zoom0/w:Zoom w:HyphenationZone21/w:HyphenationZone w:PunctuationKerning / w:ValidateAgainstSchemas / w:SaveIfXMLInvalidfalse/w:SaveIfXMLInvalid w:IgnoreMixedContentfalse/w:IgnoreMixedContent w:AlwaysShowPlaceholderTextfalse/w:AlwaysShowPlaceholderText w:Compatibility w:BreakWrappedTables / w:SnapToGridInCell / w:WrapTextWithPunct / w:UseAsianBreakRules / w:DontGrowAutofit / /w:Compatibility w:BrowserLevelMicrosoftInternetExplorer4/w:BrowserLevel /w:WordDocument /xml![endif]--!--[if gte mso 9]xml w:LatentStyles DefLockedState=false LatentStyleCount=156 /w:LatentStyles /xml![endif]-- !--[if gte mso 10]
style
 /* Style Definitions */
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	{mso-style-name:Normal tabell;
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	mso-tstyle-colband-size:0;
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	font-family:Times New Roman;
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	mso-fareast-language:#0400;
	mso-bidi-language:#0400;}
/style ![endif]--/p
p class=MsoNormalspanstrongStep5:/strong Now
use the raise terrain tool with the smallest circular brush and maximum strength
and raise the terrain a few clicks 2 tiles from the bridge. Just so you create
a small hill./span/p
pnbsp;/p
p class=MsoNormal style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1290/1290333.jpg border=0 width=650 height=450 style=vertical-align: middle; //p
p class=MsoNormalnbsp;/p
p class=MsoNormal!--[if gte mso 9]xml w:WordDocument w:ViewNormal/w:View w:Zoom0/w:Zoom w:HyphenationZone21/w:HyphenationZone w:PunctuationKerning / w:ValidateAgainstSchemas / w:SaveIfXMLInvalidfalse/w:SaveIfXMLInvalid w:IgnoreMixedContentfalse/w:IgnoreMixedContent w:AlwaysShowPlaceholderTextfalse/w:AlwaysShowPlaceholderText w:Compatibility w:BreakWrappedTables / w:SnapToGridInCell / w:WrapTextWithPunct / w:UseAsianBreakRules / w:DontGrowAutofit / /w:Compatibility w:BrowserLevelMicrosoftInternetExplorer4/w:BrowserLevel /w:WordDocument /xml![endif]--!--[if gte mso 9]xml w:LatentStyles DefLockedState=false LatentStyleCount=156 /w:LatentStyles /xml![endif]-- !--[if gte mso 10]
style
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	mso-fareast-language:#0400;
	mso-bidi-language:#0400;}
/style ![endif]--/p
p class=MsoNormalspanstrongStep 6:/strong Build a 1x1 foundation block over the hill/span/p
p class=MsoNormalnbsp;/p
p class=MsoNormal style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1290/1290334.jpg border=0 width=650 height=450 style=vertical-align: middle; //p
p class=MsoNormalnbsp;/p
p class=MsoNormal!--[if gte mso 9]xml w:WordDocument w:ViewNormal/w:View w:Zoom0/w:Zoom w:HyphenationZone21/w:HyphenationZone w:PunctuationKerning / w:ValidateAgainstSchemas / w:SaveIfXMLInvalidfalse/w:SaveIfXMLInvalid w:IgnoreMixedContentfalse/w:IgnoreMixedContent w:AlwaysShowPlaceholderTextfalse/w:AlwaysShowPlaceholderText w:Compatibility w:BreakWrappedTables / w:SnapToGridInCell / w:WrapTextWithPunct / w:UseAsianBreakRules / w:DontGrowAutofit / /w:Compatibility w:BrowserLevelMicrosoftInternetExplorer4/w:BrowserLevel /w:WordDocument /xml![endif]--!--[if gte mso 9]xml w:LatentStyles DefLockedState=false LatentStyleCount=156 /w:LatentStyles /xml![endif]-- !--[if gte mso 10]
style
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	{mso-style-name:Normal tabell;
	mso-tstyle-rowband-size:0;
	mso-tstyle-colband-size:0;
	mso-style-noshow:yes;
	mso-style-parent:;
	mso-padding-alt:0cm 5.4pt 0cm 5.4pt;
	mso-para-margin:0cm;
	mso-para-margin-bottom:.0001pt;
	mso-pagination:widow-orphan;
	font-size:10.0pt;
	font-family:Times New Roman;
	mso-ansi-language:#0400;
	mso-fareast-language:#0400;
	mso-bidi-language:#0400;}
/style ![endif]--/p
p class=MsoNormalspanstrongStep 7:/strong Now
bring up the cheat box and enable the cheat /spanstrongemspan style=font-family: quot;Times New Roman,Italicquot;;ldquo;constrainfloorelevation
falserdquo;/span/em/strong/p
p class=MsoNormal style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1290/1290335.jpg border=0 width=252 height=26 style=float: left; //p
p class=MsoNormalnbsp;/p
p!--[if gte mso 10]
style
 /* Style Definitions */
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	{mso-style-name:Normal tabell;
	mso-tstyle-rowband-size:0;
	mso-tstyle-colband-size:0;
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	mso-style-parent:;
	mso-padding-alt:0cm 5.4pt 0cm 5.4pt;
	mso-para-margin:0cm;
	mso-para-margin-bottom:.0001pt;
	mso-pagination:widow-orphan;
	font-size:10.0pt;
	font-family:Times New Roman;
	mso-ansi-language:#0400;
	mso-fareast-language:#0400;
	mso-bidi-language:#0400;}
/style ![endif]--/p
p class=MsoNormalspanUse the
terrain levelling tool and start on the foundation and drag it over the bridge,
leaving 1 tile on each side. /span/p
pnbsp;/p
p class=MsoNormal style=text-align: center;img src=http://images.thesimsresource.netdna-cdn.com/1290/1290336.jpg border=0 width=650 height=450 style=vertical-align: middle; //p
p class=MsoNormalnbsp;/p
p class=MsoNormal!--[if gte mso 9]xml w:WordDocument w:ViewNormal/w:View w:Zoom0/w:Zoom w:HyphenationZone21/w:HyphenationZone w:PunctuationKerning / w:ValidateAgainstSchemas / w:SaveIfXMLInvalidfalse/w:SaveIfXMLInvalid w:IgnoreMixedContentfalse/w:IgnoreMixedContent w:AlwaysShowPlaceholderTextfalse/w:AlwaysShowPlaceholderText w:Compatibility w:BreakWrappedTables / w:SnapToGridInCell / w:WrapTextWithPunct / w:UseAsianBreakRules / w:DontGrowAutofit / /w:Compatibility w:BrowserLevelMicrosoftInternetExplorer4/w:BrowserLevel /w:WordDocument /xml![endif]--!--[if gte mso 9]xml w:LatentStyles DefLockedState=false LatentStyleCount=156 /w:LatentStyles /xml![endif]-- !--[if gte mso 10]
style
 /* Style Definitions */
 table.MsoNormalTable
	{mso-style-name:Normal tabell;
	mso-tstyle-rowband-size:0;
	mso-tstyle-colband-size:0;
	mso-style-noshow:yes;
	mso-style-parent:;
	mso-padding-alt:0cm 5.4pt 0cm 5.4pt;
	mso-para-margin:0cm;
	mso-para-margin-bottom:.0001pt;
	mso-pagination:widow-orphan;
	font-size:10.0pt;
	font-family:Times New Roman;
	mso-ansi-language:#0400;
	mso-fareast-language:#0400;
	mso-bidi-language:#0400;}
/style ![endif]--/p
p class=MsoNormalspanstrongStep 8:/strong The
result will be like this.spannbsp; /spanRemove the
foundation you just placed./span/p
p class=MsoNormalnbsp;/p
</content>			<summary>This
tutorial will teach you how to make an arched bridge in a very easy way. Even
for a beginner. There are a few things to think of after you have built your
bridge and those are:
nbsp;As we are using a cheat,
     remember to turn it off Always test your bridge with
     SimsAlso test your lot on another
     location as it has been said the bridge doesnrsquo;t work properly if the lot
     is moved. 

So letrsquo;s move
on to the building:
nbsp;



nbsp;
Step 1: Build 2 1x1 foundation blocks with an uneven number of tiles between them.
Uneven numbers makes the best result. 
nbsp;

nbsp;
Step 2: Build
another 1x1 foundation block in the middle, 1 tile out on the side. This allows
you to place floor tiles between the 2 blocks
nbsp;

nbsp;
 
Step 3: Drag the floor across and then delete the extra foundation block. 
nbsp;

nbsp;
 
Step 4: Choose
some stairs you like and a fence you like. The fence can be added later when
you are finished if you prefer that. 
nbsp;

nbsp;
 
Step5: Now
use the raise terrain tool with the smallest circular brush and maximum strength
and raise the terrain a few clicks 2 tiles from the bridge. Just so you create
a small hill.
nbsp;

nbsp;
 
Step 6: Build a 1x1 foundation block over the hill
nbsp;

nbsp;
 
Step 7: Now
bring up the cheat box and enable the cheat ldquo;constrainfloorelevation
falserdquo;

nbsp;

Use the
terrain levelling tool and start on the foundation and drag it over the bridge,
leaving 1 tile on each side. 
nbsp;

nbsp;
 
Step 8: The
result will be like this.nbsp; Remove the
foundation you just placed.
nbsp;
</summary>
			</entry>
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