<?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>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>A-Z Object Meshing in TSR Workshop</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/14210/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/14210/</id>			<updated>2009-10-28T19:55:00Z</updated>			<content type="html">h2You Will Need/h2
a href=http://images.thesimsresource.com/1333/1333697.png rel=lightboximg src=http://images.thesimsresource.com/1333/1333697.png border=0 width=28 height=27 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pYou'll need a few things before we begin, so please make sure you have these before you get started. br /br /bYou'll need:/bbr /*  A Graphics Editor capable of supporting DDSbr /*  The TSR Workshopbr /*  Milkshape 3D (Recommended 1.8.4 or later)br /br /bNote:/bbr /You must be familiar with your graphic editor, the DDS file format and know some basic commands in Milkshape 3D. (You must have bpurchased/b Milkshape 3D as the trial version does bnot/b allow import / export, this is vital in this tutorial)./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 1 - Download TSR Workshop/h2
a href=http://images.thesimsresource.com/1333/1333695.png rel=lightboximg src=http://images.thesimsresource.com/1333/1333695.png border=0 width=28 height=27 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pRight, start off by downloading the Workshop software, which can be found here a href=http://www.thesimsresource.com/workshop/http://www.thesimsresource.com/workshop//a (The latest version is usually available here), and once it has downloaded make sure you install the program./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 2 - Installing the Milkshape Plugins/h2
a href=http://images.thesimsresource.com/1333/1333698.png rel=lightboximg src=http://images.thesimsresource.com/1333/1333698.png border=0 width=164 height=92 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pBefore launching Workshop for the first time, you need to install the Milkshape Plug-ins. br /Go to this directory: uC:\Program Files\The Sims Resource\TSR Workshop\Extras\Milkshape plugins\/u and copy the following two files to uC:\Program Files\Milkshape 3D 1.8.4\/u.br /br /It is vital that you don't skip this step, otherwise you won't be able to edit some files later on./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 3 - Load TSR Workshop/h2
pGo to your Start Menu  All Programs and load the TSR Workshop (it may take a while to load if this is your first time loading it).br /You’ll be greeted with a splash screen where you can see the loading progress of Workshop, and then the main Workshop Interface after that.br /br /We’re going to now clone an object, and load it into the Workshop ready for editing./ph2Step 4 - Creating a New Project/h2
a href=http://images.thesimsresource.com/1333/1333699.png rel=lightboximg src=http://images.thesimsresource.com/1333/1333699.png border=0 width=189 height=123 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pNavigate to the top left of the Workshop UI and click on the b‘Create new Project’/b button which looks like this:br /br /For future reference, b'Open project'/b will open up any .wrk file (The file format in which TSR Workshop saves a project, so it can easily be edited later). br /br /b'Recent projects'/b will list your recently opened / saved .wrk files, so you can load them quickly if need be./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 5 - Loading the Object List/h2
a href=http://images.thesimsresource.com/1333/1333700.png rel=lightboximg src=http://images.thesimsresource.com/1333/1333700.png border=0 width=285 height=103 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pSelect b‘objects’/b from the next pop-up, next you should select b'object'/b again like I have in the image.br /br /Click on b‘Next’/b on the bottom right, and wait for the objects to load (Again depending on your computer this could take a while)./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/ph2Step 6 - Selecting an Object to Clone/h2
a href=http://images.thesimsresource.com/1333/1333701.png rel=lightboximg src=http://images.thesimsresource.com/1333/1333701.png border=0 width=171 height=209 border=0 style=float:right;margin:0 0 1.5em 1.5em;/a
pOnce the object list has loaded, select the item you wish to create. I’ll go through this tutorial creating a table, but feel free to explore and clone whatever you wish to.br /br /If you're unfamiliar to the concept of object meshing, then I would strongly advise that you start off by making a table, it'll be a lot easier to follow this tutorial.br /br /The process of loading the object list can vary depending on the speed of your computer./p
p style=clear:both;height:0;line-height:1px;font-size:1px;nbsp;/p
pI’m going to clone the iTable coffee mission2x1/i here, but as you can see from the picture that’s pretty much the selection process.br /br /And once you have selected the object you wish to clone, in the bottom right corner click on b‘Next’/b./p
p style=text-align:center;a href=http://images.thesimsresource.com/1333/1333702.png rel=lightboximg src=http://images.thesimsresource.com/scaled/1333/w-380h-241-1333702.jpg border=0 width=380 height=241/a/p</content>			<summary>You Will Need

You'll need a few things before we begin, so please make sure you have these before you get started. You'll need:*  A Graphics Editor capable of supporting DDS*  The TSR Workshop*  Milkshape 3D (Recommended 1.8.4 or later)Note:You must be familiar with your graphic editor, the DDS file format and know some basic commands in Milkshape 3D. (You must have purchased Milkshape 3D as the trial version does not allow import / export, this is vital in this tutorial).
nbsp;Step 1 - Download TSR Workshop

Right, start off by downloading the Workshop software, which can be found here http://www.thesimsresource.com/workshop/ (The latest version is usually available here), and once it has downloaded make sure you install the program.
nbsp;Step 2 - Installing the Milkshape Plugins

Before launching Workshop for the first time, you need to install the Milkshape Plug-ins. Go to this directory: C:\Program Files\The Sims Resource\TSR Workshop\Extras\Milkshape plugins\ and copy the following two files to C:\Program Files\Milkshape 3D 1.8.4\.It is vital that you don't skip this step, otherwise you won't be able to edit some files later on.
nbsp;Step 3 - Load TSR Workshop
Go to your Start Menu  All Programs and load the TSR Workshop (it may take a while to load if this is your first time loading it).YouÂ’ll be greeted with a splash screen where you can see the loading progress of Workshop, and then the main Workshop Interface after that.WeÂ’re going to now clone an object, and load it into the Workshop ready for editing.Step 4 - Creating a New Project

Navigate to the top left of the Workshop UI and click on the Â‘Create new ProjectÂ’ button which looks like this:For future reference, 'Open project' will open up any .wrk file (The file format in which TSR Workshop saves a project, so it can easily be edited later). 'Recent projects' will list your recently opened / saved .wrk files, so you can load them quickly if need be.
nbsp;Step 5 - Loading the Object List

Select Â‘objectsÂ’ from the next pop-up, next you should select 'object' again like I have in the image.Click on Â‘NextÂ’ on the bottom right, and wait for the objects to load (Again depending on your computer this could take a while).
nbsp;Step 6 - Selecting an Object to Clone

Once the object list has loaded, select the item you wish to create. IÂ’ll go through this tutorial creating a table, but feel free to explore and clone whatever you wish to.If you're unfamiliar to the concept of object meshing, then I would strongly advise that you start off by making a table, it'll be a lot easier to follow this tutorial.The process of loading the object list can vary depending on the speed of your computer.
nbsp;
IÂ’m going to clone the Table coffee mission2x1 here, but as you can see from the picture thatÂ’s pretty much the selection process.And once you have selected the object you wish to clone, in the bottom right corner click on Â‘NextÂ’.
</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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.com/1299/1299865.jpg border=0 width=328 height=255 /nbsp;nbsp; img src=http://images.thesimsresource.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.com/1299/1299867.jpg border=0 width=335 height=268 /nbsp;nbsp; img src=http://images.thesimsresource.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.com/1299/1299869.jpg border=0 width=340 height=263 /nbsp;nbsp; img src=http://images.thesimsresource.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.com/1299/1299871.jpg border=0 width=347 height=255 /nbsp;nbsp; img src=http://images.thesimsresource.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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	{mso-style-name:Normal tabell;
	mso-tstyle-rowband-size:0;
	mso-tstyle-colband-size:0;
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	mso-padding-alt:0cm 5.4pt 0cm 5.4pt;
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/style ![endif]--/p
p class=MsoNormalspanSo letrsquo;s move
on to the building:/span/p
p class=MsoNormalnbsp;/p
p!--[if gte mso 10]
style
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	{mso-style-name:Normal tabell;
	mso-tstyle-rowband-size:0;
	mso-tstyle-colband-size:0;
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/style ![endif]--/p
p class=MsoNormalspanstrong/strong/span/p
p style=text-align: center;img src=http://images.thesimsresource.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.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.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]
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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.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
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	mso-ansi-language:#0400;
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/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.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
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	mso-para-margin-bottom:.0001pt;
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/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.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-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 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.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
 /* 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 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.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 */
 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=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.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>
			<entry>
			<title>Eye shadow: Basics: Beginner+</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/13055/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/13055/</id>			<updated>2009-08-28T13:22:44Z</updated>			<content type="html">pnbsp;/p
pHello!br /br /This tut will teach you how to create your own eye shadow in the strongemsimplest/em/strong way that I know of. We will be editing a Maxis eye shadow (I said it was simple!) and then importing it into the game. I know it's not special, and we're not fiddling around with colors and masks, but it's the core... the basics for the beginners!/p
pYou will need:/pulliTSR Workshop (up-to-date, remember!)/liliPhotoShop (I use 7.0)br //liliThe .DDS plugin/liliSims 3 (of course!)/li/ul
pWe'll start by opening TSR Workshop, and clicking Create a new Project./p
p style=text-align: center;img src=http://images.thesimsresource.com/1285/1285959.png border=0 alt=Step one width=443 height=314 style=border: 0; vertical-align: middle; //p
pnbsp;/p
pThen this box should come up:/p
p style=text-align: center;img src=http://images.thesimsresource.com/1285/1285960.png border=0 alt=Step 2 width=550 height=330 style=border: 0; //p
p style=text-align: left;We want to select Makeup/Facial overlay./p
p style=text-align: left;Once it's selected, click next. This tree should come up (it may take a moment to load the info):/p
p style=text-align: center;img src=http://images.thesimsresource.com/1285/1285961.png border=0 alt=Step 3 width=550 height=341 //p
p style=text-align: left;When the tree pops up, click Young Adult, then Female, then Everyday. We want to select afMakeupEyeshadowSweet. This is because we will be creating an eye shadow tail (you'll see what I mean later). Now click next./p
p style=text-align: left;This box comes up:/p
p style=text-align: center;img src=http://images.thesimsresource.com/1285/1285962.png border=0 alt=Step 4 width=550 height=341 //p
p style=text-align: left;The box I've highlighted is the most important part of them all. Each item you make needs a Unique Identifier. So just add the first letter of your name or any word you like - as long as it's unique (make sure it doesn't have same identifier as another item basically)./p
p style=text-align: left;Fill out your Project Name, Title and Description in any way you like... it's totally up to you./p
p style=text-align: left;Click Next when you're done. When the Finished box comes up, click Ok./p
p style=text-align: left;Now your 3D Object preview comes up. On the navigation panel to your right, click the Texture tab. Like so:/p
p style=text-align: center;img src=http://images.thesimsresource.com/1285/1285963.png border=0 alt=Step 6 width=352 height=516 //p
p style=text-align: left;Then we want to export the Face Overlay into a .dds file. We do this by
hovering over the Face Overlay bar and then clicking the small ... box that
comes up. Then this box comes up:/p
p style=text-align: center;img src=http://images.thesimsresource.com/1285/1285966.png border=0 alt=Step 7 width=550 height=526 //p
p style=text-align: left;nbsp;/p
p style=text-align: left;Can you see the similarity between these white smudges and the in-game eye shadow? It's hard to think of at first, but you get the idea. We then need to click Export. I'd recommend creating a new folder and saving it as makeup_face_overlay or something like that. Then just click Save./p
</content>			<summary>nbsp;
Hello!This tut will teach you how to create your own eye shadow in the simplest way that I know of. We will be editing a Maxis eye shadow (I said it was simple!) and then importing it into the game. I know it's not special, and we're not fiddling around with colors and masks, but it's the core... the basics for the beginners!
You will need:TSR Workshop (up-to-date, remember!)PhotoShop (I use 7.0)The .DDS pluginSims 3 (of course!)
We'll start by opening TSR Workshop, and clicking Create a new Project.

nbsp;
Then this box should come up:

We want to select Makeup/Facial overlay.
Once it's selected, click next. This tree should come up (it may take a moment to load the info):

When the tree pops up, click Young Adult, then Female, then Everyday. We want to select afMakeupEyeshadowSweet. This is because we will be creating an eye shadow tail (you'll see what I mean later). Now click next.
This box comes up:

The box I've highlighted is the most important part of them all. Each item you make needs a Unique Identifier. So just add the first letter of your name or any word you like - as long as it's unique (make sure it doesn't have same identifier as another item basically).
Fill out your Project Name, Title and Description in any way you like... it's totally up to you.
Click Next when you're done. When the Finished box comes up, click Ok.
Now your 3D Object preview comes up. On the navigation panel to your right, click the Texture tab. Like so:

Then we want to export the Face Overlay into a .dds file. We do this by
hovering over the Face Overlay bar and then clicking the small ... box that
comes up. Then this box comes up:

nbsp;
Can you see the similarity between these white smudges and the in-game eye shadow? It's hard to think of at first, but you get the idea. We then need to click Export. I'd recommend creating a new folder and saving it as makeup_face_overlay or something like that. Then just click Save.
</summary>
			</entry>
			<entry>
			<title>Merlin Manual</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/13041/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/13041/</id>			<updated>2009-08-27T00:00:00Z</updated>			<content type="html">h2Setup and Configuration/h2
pSo yoursquo;ve downloaded and installed Merlin and are ready to start installing your custom content? Great! But there are a few important steps you must complete first./p
pOnce the program is installed, yoursquo;ll find the shortcut to start Merlin on your desktop (fig 1)./p
p style=text-align: center;img src=http://images.thesimsresource.com/1285/1285167.jpg border=0 width=293 height=234 //p
p style=text-align: center;strongFig 1/strong/p
pJust double click the shortcut to get started! Merlin will then prompt you to set your options (fig 2). This is a CRITICAL step! Make sure you get this right, because if you donrsquo;t, Merlin will not function correctly!/p
p style=text-align: center;img src=http://images.thesimsresource.com/1285/1285168.jpg border=0 width=646 height=264 //p
p style=text-align: center;strongFig 2/strong/p
pstrongYou have to tell Merlin two things:/strong/polliYour game data path: This is the path to your Sims 3 installation, usually located in strongC:\Program Files\Electronic Arts\The Sims 3/strong./liliYour game save path: This is the path to the Sims 3 folder in your ldquo;My Documentsrdquo; folder.br /For XP users, this is located in strongC:\Documents and Settings\Your Name Here\My Documents\Electronic Arts\The Sims 3/strong. br /For Vista users, itrsquo;s strongC:\Users\Your Name Here\My Documents\Electronic Arts\The Sims 3/strong./li/ol
pNote that depending on the version you have, you may have more options. Just set them as you wish. (The 1.0 version of Merlin contains an option entitled ldquo;Copy Sims3Pack files to Downloads directory?rdquo; which is no longer functional. Checked or unchecked, it wonrsquo;t do anything, so feel free to ignore it. It will be replaced in later versions.)/p
pOnce everything looks good, click the Save Options button (fig 3)./p
p style=text-align: center;img src=http://images.thesimsresource.com/1285/1285169.jpg border=0 width=646 height=264 //p
p style=text-align: center;strongFig 3/strong/p
pMerlin will then prompt you and ask if you want the framework installed (fig 4)./p
p style=text-align: center;img src=http://images.thesimsresource.com/1285/1285170.jpg border=0 width=649 height=122 //p
p style=text-align: center;strongFig 4/strong/p
pThis is VERY important. The ldquo;frameworkrdquo; is a set of folders (Mods\Packages) that is installed to your Sims 3 data directory along with a file called Resource.cfg that allows the game to read Custom Content. If your paths are incorrectly set OR you do not install the framework, installed custom content will NOT show up.br /br /(In the event that you configure things incorrectly the first time, you can simply delete the options.txt file from wherever you installed Merlin (usually strongC:\Program Files\The Sims Resource\TSR Merlin/strong) and Merlin will prompt you to go through the configuration again.)/p
pOnce you finish, Merlin will ask you to restart the program. Just click OK and double click on the shortcut again./p
h2Interface Overview/h2
p style=text-align: center;img src=http://images.thesimsresource.com/1285/1285172.jpg border=0 width=690 height=514 //pollistrongOpen Sims3Pack/strong ndash; This button will allow you to open a .Sims3Pack file for installation./lilistrongOpen Package/strong ndash; This will allow you to open any .package files to install them./lilistrongManage Installed Custom Content/strong ndash; Clicking this will bring up the Merlin Manager, which is described in more detail later on./lilistrongInstall/strong ndash; This will install the current file you have open. If it is not available as an option, it must mean that it is already installed./lilistrongUninstall/strong ndash; If this button is lit up, it means the file yoursquo;re viewing is already installed, and you can delete it if you so wish now./lilistrongThe File Menu/strong ndash; Here you will find the ldquo;Batch Installrdquo; option which will let you install all the .package and .Sims3Pack files in a given directory./li/ol
h2Installing and Managing Downloads/h2
pSo letrsquo;s say you downloaded an awesome house you want to install now. Just click Open Sims3Pack, locate the file, and click Open. Merlin will now look like this (fig 5):/p
p style=text-align: center;img src=http://images.thesimsresource.com/1285/1285173.jpg border=0 width=690 height=514 //p
p style=text-align: center;strongFig 5/strong/p
pTo install, all you have to do is click the Install button in the middle of the bottom row of buttons and it will extract the .package file from the .Sims3Pack and copy it to the proper place in your My Documents directory. Now that thatrsquo;s done, you can open more files to install or choose to batch install a whole group of them. But thatrsquo;s up to you! br /br /(Important note: Due to technical limitations of the way CC is currently installed, many installed files will NOT display as custom content in the catalog! The game will register them as EA made objects and so you may have to look a few times before you can recognize them.)br /br /For now, however, wersquo;re going to manage our already installed files by clicking the Manage Custom Content button. Wersquo;re then greeted with this screen (fig 6):/p
p style=text-align: center;nbsp;img src=http://images.thesimsresource.com/1285/1285174.jpg border=0 width=690 height=472 //p
p style=text-align: center;strongFig 6/strong/p
pOnce we get to this screen, we just need to choose the folder we want to look at by clicking button number one. In our case, Irsquo;m just going to select the entire Sims 3 directory in the My Documents folder. Once done, it looks like this (fig 7):/p
p style=text-align: center;nbsp;img src=http://images.thesimsresource.com/1285/1285175.jpg border=0 width=690 height=472 //p
div style=text-align: center;strongFig 7/strongbr //div
pAh, there we are! Irsquo;ve already located the house I just installed and am looking at it now. Nice isnrsquo;t it? Note that we have multiple pictures available of the house. We know this because of the lit up arrow underneath the image Irsquo;ve already selected. In this case, of course, itrsquo;s just several versions of the same picture of the house in different sizes, but no matter! Not all packages will have pictures, of course. It depends mostly on how the artist made the item in question, and what program they used./p
pstrongSome other things of note:/strong/pollistrongThe Filter Button/strong ndash; This allows you to force the list to only show the type of content yoursquo;re interested in. You can choose from objects, Create-A-Sim (CAS) parts, lots, households, sims, or unknown packages./lilistrongMove File/strong ndash; This lets you move the selected package to a new location./lilistrongDelete File/strong ndash; Allows you to delete the file yoursquo;re currently looking at./lilistrongRename File/strong ndash; Rename all those horrible number-names to something more sensible!/li/ol
pThese are the functions that are available when you click any .package file from the list. If you click a folder, however, you get a few more options:/p
p style=text-align: center;img src=http://images.thesimsresource.com/1285/1285175.jpg border=0 width=690 height=472 //p
p style=text-align: center;strongFig 8/strong/p ollistrongMass Move/strong ndash; This will move all the files in the folder yoursquo;ve selected to a new location./lilistrongMass Delete/strong ndash; This will delete all the files in the folder yoursquo;ve selected./li/ol
pWith that, thatrsquo;s pretty much all you need to know to get started in Merlin!/p</content>			<summary>Setup and Configuration
So yoursquo;ve downloaded and installed Merlin and are ready to start installing your custom content? Great! But there are a few important steps you must complete first.
Once the program is installed, yoursquo;ll find the shortcut to start Merlin on your desktop (fig 1).

Fig 1
Just double click the shortcut to get started! Merlin will then prompt you to set your options (fig 2). This is a CRITICAL step! Make sure you get this right, because if you donrsquo;t, Merlin will not function correctly!

Fig 2
You have to tell Merlin two things:Your game data path: This is the path to your Sims 3 installation, usually located in C:\Program Files\Electronic Arts\The Sims 3.Your game save path: This is the path to the Sims 3 folder in your ldquo;My Documentsrdquo; folder.For XP users, this is located in C:\Documents and Settings\Your Name Here\My Documents\Electronic Arts\The Sims 3. For Vista users, itrsquo;s C:\Users\Your Name Here\My Documents\Electronic Arts\The Sims 3.
Note that depending on the version you have, you may have more options. Just set them as you wish. (The 1.0 version of Merlin contains an option entitled ldquo;Copy Sims3Pack files to Downloads directory?rdquo; which is no longer functional. Checked or unchecked, it wonrsquo;t do anything, so feel free to ignore it. It will be replaced in later versions.)
Once everything looks good, click the Save Options button (fig 3).

Fig 3
Merlin will then prompt you and ask if you want the framework installed (fig 4).

Fig 4
This is VERY important. The ldquo;frameworkrdquo; is a set of folders (Mods\Packages) that is installed to your Sims 3 data directory along with a file called Resource.cfg that allows the game to read Custom Content. If your paths are incorrectly set OR you do not install the framework, installed custom content will NOT show up.(In the event that you configure things incorrectly the first time, you can simply delete the options.txt file from wherever you installed Merlin (usually C:\Program Files\The Sims Resource\TSR Merlin) and Merlin will prompt you to go through the configuration again.)
Once you finish, Merlin will ask you to restart the program. Just click OK and double click on the shortcut again.
Interface Overview
Open Sims3Pack ndash; This button will allow you to open a .Sims3Pack file for installation.Open Package ndash; This will allow you to open any .package files to install them.Manage Installed Custom Content ndash; Clicking this will bring up the Merlin Manager, which is described in more detail later on.Install ndash; This will install the current file you have open. If it is not available as an option, it must mean that it is already installed.Uninstall ndash; If this button is lit up, it means the file yoursquo;re viewing is already installed, and you can delete it if you so wish now.The File Menu ndash; Here you will find the ldquo;Batch Installrdquo; option which will let you install all the .package and .Sims3Pack files in a given directory.
Installing and Managing Downloads
So letrsquo;s say you downloaded an awesome house you want to install now. Just click Open Sims3Pack, locate the file, and click Open. Merlin will now look like this (fig 5):

Fig 5
To install, all you have to do is click the Install button in the middle of the bottom row of buttons and it will extract the .package file from the .Sims3Pack and copy it to the proper place in your My Documents directory. Now that thatrsquo;s done, you can open more files to install or choose to batch install a whole group of them. But thatrsquo;s up to you! (Important note: Due to technical limitations of the way CC is currently installed, many installed files will NOT display as custom content in the catalog! The game will register them as EA made objects and so you may have to look a few times before you can recognize them.)For now, however, wersquo;re going to manage our already installed files by clicking the Manage Custom Content button. Wersquo;re then greeted with this screen (fig 6):
nbsp;
Fig 6
Once we get to this screen, we just need to choose the folder we want to look at by clicking button number one. In our case, Irsquo;m just going to select the entire Sims 3 directory in the My Documents folder. Once done, it looks like this (fig 7):
nbsp;
Fig 7
Ah, there we are! Irsquo;ve already located the house I just installed and am looking at it now. Nice isnrsquo;t it? Note that we have multiple pictures available of the house. We know this because of the lit up arrow underneath the image Irsquo;ve already selected. In this case, of course, itrsquo;s just several versions of the same picture of the house in different sizes, but no matter! Not all packages will have pictures, of course. It depends mostly on how the artist made the item in question, and what program they used.
Some other things of note:The Filter Button ndash; This allows you to force the list to only show the type of content yoursquo;re interested in. You can choose from objects, Create-A-Sim (CAS) parts, lots, households, sims, or unknown packages.Move File ndash; This lets you move the selected package to a new location.Delete File ndash; Allows you to delete the file yoursquo;re currently looking at.Rename File ndash; Rename all those horrible number-names to something more sensible!
These are the functions that are available when you click any .package file from the list. If you click a folder, however, you get a few more options:

Fig 8 Mass Move ndash; This will move all the files in the folder yoursquo;ve selected to a new location.Mass Delete ndash; This will delete all the files in the folder yoursquo;ve selected.
With that, thatrsquo;s pretty much all you need to know to get started in Merlin!</summary>
			</entry>
			<entry>
			<title>Lots - Add Finishing Touches...</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/12986/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/12986/</id>			<updated>2009-08-25T17:30:25Z</updated>			<content type="html">pimg src=http://images.thesimsresource.com/1285/1285682.jpg border=0 width=724 height=77 //p
p style=text-align: center;In strong10 easy steps/strong! How to make your lots that extra bit special./p
p style=text-align: center;Do you feel like your lots are tedious and tiresome? Want to add in some extra special touches that will turn mess to masterpiece? This tutorial will show you how!/p
pimg src=http://images.thesimsresource.com/1285/1285673.jpg border=0 width=724 height=126 //p
</content>			<summary>
In 10 easy steps! How to make your lots that extra bit special.
Do you feel like your lots are tedious and tiresome? Want to add in some extra special touches that will turn mess to masterpiece? This tutorial will show you how!

</summary>
			</entry>
			<entry>
			<title>Making Costume Face Makeup on my way</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/12984/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/12984/</id>			<updated>2009-08-25T15:02:38Z</updated>			<content type="html">pnbsp;/p
pI was asked to make a Tutorial to show you, how I made my costume makeup stuff with the Workshop. I thinks itacute;s easy to do and it takes maybe not a lot of time for you to do, but, take a look yourself ;)/p
pnbsp;/p
pstrongFirst Step/strong/p
pOpen the Workshop and open a new Project. Choose Makeup/Facial Overlay and the Age,Gender and Clothing part, you want to create |In my case I choosed: Young adult x Male x Everyday|. Choose the mask called: strongamCostumeMakeUpFeline/strong ( the tiger mask) and go on with next,next and ok. The mesh will loading./p
pimg src=http://images.thesimsresource.com/1283/1283451.jpg border=0 alt=First Step width=643 height=497 style=vertical-align: middle; //p
pnbsp;/p
pstrongSecond Step/strong/p
pNow, you have your Feline Mesh on the left and some tabs on the right. the strongfirst tab/strong is for your strongFilename and description/strong, strongthe gender you want to make your stuff for and the age./strong You can name your mask and put in a short sescription, I use always the same name for all. You can also change the type of your mask (Glasses, Makeup... ). First you have ti edit the name and description. You could do it later, but I think itacute;sbetter to make this first, so you canacute;t forget it later ;)Type in title and despcription |In my case all the same: Facial Tattoo| And choose the gender and age you want to make it for |I choosed child to elder, both genders|. Now click on extras and fill in a filename (should be the same as you filled in befor - for example Facial Tattoo) and for filename 2, you can fill in your credits | e.g Billabong/ your name|./p
pimg src=http://images.thesimsresource.com/1283/1283452.jpg border=0 alt=Step 2 width=646 height=505 //p
pnbsp;/p
pstrongThrid Step/strong/p
pOkay, now go to the strongtextures tab /strongand click on: strongFace Overlay/strong. If itacute;s marked blue, you will see a little button with three dots on the right site. Click on it to pop up another window. Now youacute;ll see another window with a white colored Image of the mask on a black background. Choose strongexport/strong and save the Image under a name you find easily somewhere you want. |I chooses the name: Tattoo_Overlay and saved it on my desktop|. strongClick done to close the popup window. /strong/p
pimg src=http://images.thesimsresource.com/1283/1283453.jpg border=0 alt=Step 03 width=646 height=500 //p
pnbsp;/p
pstrongFourth Step/strong/p
pOpen an Imageprogram that can open files of kind .dds! Maybe you have to download a plugin for this. I use Photoshop Elements 6.0 with a plugin. Open your eyported Overlay Image with it strongwithout loading midmaps!/strong Now add two new layers. Color one of them in white and make it invisible! The second one you made you can use fordoing your mask on. strongThe reason that the white layer is hidden is that itacute;s better to do the mask when you see the original image. So you have a lead, where the eyes and the mouth goes and where to set the mask on/strong :) In my case it looks this way:/p
pimg src=http://images.thesimsresource.com/1283/1283459.jpg border=0 alt=Step 04 width=643 height=447 //p
pnbsp;/p
pnbsp;/p
pstrongFifth Step/strong/p
pNow, delete the original layer with the tigers mask andmake the white layer visible. You should see your mask on a white background. If youacute;re ready, save the Image as .dds file and change to the workshop. Click again to mark the Face Overlay section and click to the button with the three dots the same way you did one step before. This time Click strongImport/strong and choose your .dds mask image! strongClick done/strong. |strongPls. donacute;t be afraid, that the colors of the feline mask are already shown up, we will change this next!/strong|/p
pimg src=http://images.thesimsresource.com/1283/1283464.jpg border=0 alt=Step 05 width=656 height=511 //p
pnbsp;/p
pLast Step/p
pWeacute;re nearly finished. Now we have to hide the feline colors. Under the textures tab you will see some more categories called: strongtint color A,B ... and so on. /strongTo hide this you only have to click on the strongtrue/strong section and choose strongfalse/strong. Do this from A to C or D, if it is enabled too. Your Face will go clear and your mask will be the only thing leaving :) Now, save Your Creation as Sims3Pack. Go to File, choose Export and To Sims3Pack :)/p
pTo make more than one mask in the same category, click on the copy symbol on the right top ;)/p
pstrongYou are finished! /strong/p
pimg src=http://images.thesimsresource.com/1283/1283475.jpg border=0 alt=last picture width=657 height=513 //p
pnbsp;/p
pnbsp;/p</content>			<summary>nbsp;
I was asked to make a Tutorial to show you, how I made my costume makeup stuff with the Workshop. I thinks itacute;s easy to do and it takes maybe not a lot of time for you to do, but, take a look yourself ;)
nbsp;
First Step
Open the Workshop and open a new Project. Choose Makeup/Facial Overlay and the Age,Gender and Clothing part, you want to create |In my case I choosed: Young adult x Male x Everyday|. Choose the mask called: amCostumeMakeUpFeline ( the tiger mask) and go on with next,next and ok. The mesh will loading.

nbsp;
Second Step
Now, you have your Feline Mesh on the left and some tabs on the right. the first tab is for your Filename and description, the gender you want to make your stuff for and the age. You can name your mask and put in a short sescription, I use always the same name for all. You can also change the type of your mask (Glasses, Makeup... ). First you have ti edit the name and description. You could do it later, but I think itacute;sbetter to make this first, so you canacute;t forget it later ;)Type in title and despcription |In my case all the same: Facial Tattoo| And choose the gender and age you want to make it for |I choosed child to elder, both genders|. Now click on extras and fill in a filename (should be the same as you filled in befor - for example Facial Tattoo) and for filename 2, you can fill in your credits | e.g Billabong/ your name|.

nbsp;
Thrid Step
Okay, now go to the textures tab and click on: Face Overlay. If itacute;s marked blue, you will see a little button with three dots on the right site. Click on it to pop up another window. Now youacute;ll see another window with a white colored Image of the mask on a black background. Choose export and save the Image under a name you find easily somewhere you want. |I chooses the name: Tattoo_Overlay and saved it on my desktop|. Click done to close the popup window. 

nbsp;
Fourth Step
Open an Imageprogram that can open files of kind .dds! Maybe you have to download a plugin for this. I use Photoshop Elements 6.0 with a plugin. Open your eyported Overlay Image with it without loading midmaps! Now add two new layers. Color one of them in white and make it invisible! The second one you made you can use fordoing your mask on. The reason that the white layer is hidden is that itacute;s better to do the mask when you see the original image. So you have a lead, where the eyes and the mouth goes and where to set the mask on :) In my case it looks this way:

nbsp;
nbsp;
Fifth Step
Now, delete the original layer with the tigers mask andmake the white layer visible. You should see your mask on a white background. If youacute;re ready, save the Image as .dds file and change to the workshop. Click again to mark the Face Overlay section and click to the button with the three dots the same way you did one step before. This time Click Import and choose your .dds mask image! Click done. |Pls. donacute;t be afraid, that the colors of the feline mask are already shown up, we will change this next!|

nbsp;
Last Step
Weacute;re nearly finished. Now we have to hide the feline colors. Under the textures tab you will see some more categories called: tint color A,B ... and so on. To hide this you only have to click on the true section and choose false. Do this from A to C or D, if it is enabled too. Your Face will go clear and your mask will be the only thing leaving :) Now, save Your Creation as Sims3Pack. Go to File, choose Export and To Sims3Pack :)
To make more than one mask in the same category, click on the copy symbol on the right top ;)
You are finished! 

nbsp;
nbsp;</summary>
			</entry>
			<entry>
			<title>Creating Sims 3 Patterns Easily</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/12947/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/12947/</id>			<updated>2009-08-23T18:54:08Z</updated>			<content type="html">h2 style=padding-left: 30px;INTRODUCTION/h2
p style=padding-left: 30px;This simple step by step guide will help you to create Sims 3 patterns!nbsp; You dont even need any knowledge about editing graphics or Photoshop!nbsp; If you already have a pattern you would like to use, I reccommend that it have equal proportions (256x256 pixels is optimal).nbsp;nbsp;nbsp;/p
p style=padding-left: 30px;nbsp;/p
p style=padding-left: 30px;strongRequirements:/strong/p
div style=text-align: left;ulliTSR Workshop, available here:nbsp; a href=/programs/details/title/TSR%20Workshop%20Public%20Beta/id/112/ target=_blank title=TSR WORKSHOP DOWNLOADS PAGEhttp://www.thesimsresource.com/programs/details/title/TSR%20Workshop%20Public%20Beta/id/112//a/liliPhotoshop or another graphics editing programnbsp;(I use Photoshop Elements 7.0, but you could use similar programs)/liliA design you want to put into the Sims!/li/ul/div
pnbsp;/p
pstrong/strong/p
pstrongStep 1/strong/p
pOpen up the image you're using for a pattern, in Photoshop. It should have three main colours at most.nbsp; For this tutorial, im using a camo texture./p
pOnce you've loaded it up, were going to change the colors around.nbsp;/p
pnbsp;img src=http://images.thesimsresource.com/1281/1281777.png border=0 width=139 height=134 style=border: 0; vertical-align: middle; //p
pnbsp;/p
p style=TEXT-ALIGN: centerstrongnbsp;/strong!-- pagebreak --/p
p style=TEXT-ALIGN: centerstrongStep 2/strong/p
pNow, we need to select the areas that have the same colour.nbsp; To do this, choose the Magic Wand Tool (the 7th tool from the top).nbsp; Make sure the settings are:nbsp;nbsp; the selection mode= Add To Selection; and the Tolerance should be set to around 12.nbsp; The less distinct the colors are, the lower the tollerance should be.nbsp;/p
pimg src=http://images.thesimsresource.com/1282/1282266.jpg border=0 width=514 height=270 //p
pnbsp;/p
pstrongStep 3/strong/p
pOnce you finish the settings, start clicking onnbsp;one of the main colors in the template.nbsp; For example, I'm going to start with brown.nbsp; So I would click on every brown space.nbsp; If you notice that some of the emother/em colours are being selected, set the tolerance lower.img src=http://images.thesimsresource.com/1281/1281794.jpg border=0 width=684 height=332 //p
p style=text-align: center;nbsp;/p
</content>			<summary>INTRODUCTION
This simple step by step guide will help you to create Sims 3 patterns!nbsp; You dont even need any knowledge about editing graphics or Photoshop!nbsp; If you already have a pattern you would like to use, I reccommend that it have equal proportions (256x256 pixels is optimal).nbsp;nbsp;nbsp;
nbsp;
Requirements:
TSR Workshop, available here:nbsp; http://www.thesimsresource.com/programs/details/title/TSR%20Workshop%20Public%20Beta/id/112/Photoshop or another graphics editing programnbsp;(I use Photoshop Elements 7.0, but you could use similar programs)A design you want to put into the Sims!
nbsp;

Step 1
Open up the image you're using for a pattern, in Photoshop. It should have three main colours at most.nbsp; For this tutorial, im using a camo texture.
Once you've loaded it up, were going to change the colors around.nbsp;
nbsp;
nbsp;
nbsp;
Step 2
Now, we need to select the areas that have the same colour.nbsp; To do this, choose the Magic Wand Tool (the 7th tool from the top).nbsp; Make sure the settings are:nbsp;nbsp; the selection mode= Add To Selection; and the Tolerance should be set to around 12.nbsp; The less distinct the colors are, the lower the tollerance should be.nbsp;

nbsp;
Step 3
Once you finish the settings, start clicking onnbsp;one of the main colors in the template.nbsp; For example, I'm going to start with brown.nbsp; So I would click on every brown space.nbsp; If you notice that some of the other colours are being selected, set the tolerance lower.
nbsp;
</summary>
			</entry>
			<entry>
			<title>How To Make A BillBoard</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/12843/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/12843/</id>			<updated>2009-08-19T00:35:20Z</updated>			<content type="html">pstrongHello today I will show you a Very Easy Way to Make Road-Side BillBoards. You Can Get Some Custom Signs From My Creations. I will Use My TARGET BillBoard Design For this Tutorial./strong/p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.com/1277/1277188.jpg border=0 width=400 height=300 style=border: 1px solid black; margin: 1px; //p
pnbsp;/p
p(Step 1) Under Build Mode, select 2 UpRite Collums and place them 2 squares apart. (depends on how big your BillBoard is)/p
p style=text-align: center;img src=http://images.thesimsresource.com/1277/1277189.jpg border=0 width=400 height=300 style=border: 1px solid black; margin: 1px; //p
p style=text-align: center;nbsp;/p
p(Step 2) Now select a nice flooring to create the BillBoard Base. (I find Hardwood looks nice)/p
p style=text-align: center;img src=http://images.thesimsresource.com/1277/1277192.jpg border=0 width=400 height=300 style=border: 1px solid black; margin: 1px; //p
p style=text-align: center;nbsp;/p
p(Step 3) Now That We Have a Base, Create a Wall along the back edge of the Base. This is where You will Post Your design./p
p style=text-align: center;img src=http://images.thesimsresource.com/1277/1277194.jpg border=0 width=400 height=300 style=border: 1px solid black; margin: 1px; //p
p style=text-align: center;nbsp;/p
p(Step 4) Paint the wall with the background color of your design for best looks. Here I just Paint it with Paste Stucko As a Plain White./p
p style=text-align: center;img src=http://images.thesimsresource.com/1277/1277193.jpg border=0 width=400 height=300 style=border: 1px solid black; margin: 1px; //p
pnbsp;/p
pnbsp;/p
p(Step 5) Under Buy Mode, Select 2 Garden Glow Spotlights and place them facing eachother on both ends of the Base./p
p style=text-align: center;img src=http://images.thesimsresource.com/1277/1277146.jpg border=0 width=400 height=300 style=border: 1px solid black; margin: 1px; //p
p style=text-align: center;nbsp;/p
p(Step 6) Post Your Own Design or one of my custom store signs onto the billboard. Since mine are 2 halves, remember to place both .Package files into the 'Download' Folder in order to see the entire picture and not a gray, blank wall./p
pnbsp;/p</content>			<summary>Hello today I will show you a Very Easy Way to Make Road-Side BillBoards. You Can Get Some Custom Signs From My Creations. I will Use My TARGET BillBoard Design For this Tutorial.
nbsp;

nbsp;
(Step 1) Under Build Mode, select 2 UpRite Collums and place them 2 squares apart. (depends on how big your BillBoard is)

nbsp;
(Step 2) Now select a nice flooring to create the BillBoard Base. (I find Hardwood looks nice)

nbsp;
(Step 3) Now That We Have a Base, Create a Wall along the back edge of the Base. This is where You will Post Your design.

nbsp;
(Step 4) Paint the wall with the background color of your design for best looks. Here I just Paint it with Paste Stucko As a Plain White.

nbsp;
nbsp;
(Step 5) Under Buy Mode, Select 2 Garden Glow Spotlights and place them facing eachother on both ends of the Base.

nbsp;
(Step 6) Post Your Own Design or one of my custom store signs onto the billboard. Since mine are 2 halves, remember to place both .Package files into the 'Download' Folder in order to see the entire picture and not a gray, blank wall.
nbsp;</summary>
			</entry>
			<entry>
			<title>New bumpmaps for clothing with the TSR Workshop Tutorial.</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/12823/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/12823/</id>			<updated>2009-08-18T00:54:30Z</updated>			<content type="html">pBefore using this tutorial I want you to read and do emSinastra's In Depth Clothing Re- Texturing Tutorial for the TSR Workshop/em, if you don't know how to retexture yet!/p
h2New bumpmaps for clothing with the TSR Workshop Tutorialbr //h2
pWelcome to my New bumpmaps for clothing with the TSR Workshop tutorial. Before we begin, I assume you have read emSinastra's wonderfull In Depth Clothing Re-Texturing Tutorial for the TSR Workshop/em. Therefore I stress that this tutorial will not learn how to manipulate DDS files in any way./p
pThis tutorial will help you get rid of the old bumpmaps and teach you how to create new ones with TSR Workshop.nbsp; Re-texturing is new to me so this tutorial will not be
perfect. I hope it still helps you with learning how to create new items for The Sims 3 without those hideous old bumpmaps./p
h2strong1: Let's get started!/strong/h2
pAs stated before I assume you have done Sinastra's tutorial. When you have finished it you sometimes (depending on the base mesh you used to retextured) see an old bumpmap showing trough in the game. Darn... Al that work just to see it being ruined by a bumpmap!/p
pnbsp;/p
p style=text-align: center;img src=http://images.thesimsresource.com/1276/1276744.jpg border=0 width=329 height=728 //p
p style=text-align: center;nbsp;/p
p style=text-align: center;nbsp;/p
pWell when I had the same problem (See pic above!), I fooled around and found a solution! I'll teach you how you can get New bumpmaps for clothing with TSR Workshop./p
pSo, when you have retextured a mesh you should have a new Overlay, a new Clothing Multiplier, a new Clothing Specular. Here is my example dress with all these in TSR Workshop with my new DDS files next to it!/p
pnbsp;/p
pimg src=http://images.thesimsresource.com/1276/1276641.jpg border=0 width=721 height=465 //p
pnbsp;/p
pYou have to import these DDS files in the right places./p
pTo do this click key:numbers (in bold in TSR Workshop next to Overlay, Mask, Multiplier and Clothing Specular), there will appear three dots, click them and select import in the new window.nbsp;/p
pYour New Overlay must be entirely black./p
pOn to the next part! --gt;/p
h2
</content>			<summary>Before using this tutorial I want you to read and do Sinastra's In Depth Clothing Re- Texturing Tutorial for the TSR Workshop, if you don't know how to retexture yet!
New bumpmaps for clothing with the TSR Workshop Tutorial
Welcome to my New bumpmaps for clothing with the TSR Workshop tutorial. Before we begin, I assume you have read Sinastra's wonderfull In Depth Clothing Re-Texturing Tutorial for the TSR Workshop. Therefore I stress that this tutorial will not learn how to manipulate DDS files in any way.
This tutorial will help you get rid of the old bumpmaps and teach you how to create new ones with TSR Workshop.nbsp; Re-texturing is new to me so this tutorial will not be
perfect. I hope it still helps you with learning how to create new items for The Sims 3 without those hideous old bumpmaps.
1: Let's get started!
As stated before I assume you have done Sinastra's tutorial. When you have finished it you sometimes (depending on the base mesh you used to retextured) see an old bumpmap showing trough in the game. Darn... Al that work just to see it being ruined by a bumpmap!
nbsp;

nbsp;
nbsp;
Well when I had the same problem (See pic above!), I fooled around and found a solution! I'll teach you how you can get New bumpmaps for clothing with TSR Workshop.
So, when you have retextured a mesh you should have a new Overlay, a new Clothing Multiplier, a new Clothing Specular. Here is my example dress with all these in TSR Workshop with my new DDS files next to it!
nbsp;

nbsp;
You have to import these DDS files in the right places.
To do this click key:numbers (in bold in TSR Workshop next to Overlay, Mask, Multiplier and Clothing Specular), there will appear three dots, click them and select import in the new window.nbsp;
Your New Overlay must be entirely black.
On to the next part! --gt;

</summary>
			</entry>
			<entry>
			<title>Adding Logos to Clothing - A Beginners Tutorial</title>
			<link rel="alternate" type="text/html" href="http://www.thesimsresource.com/tutorials/view-post/post/12615/"/>			<id>http://www.thesimsresource.com/tutorialsview-post/post/12615/</id>			<updated>2009-08-06T00:00:00Z</updated>			<content type="html">h2Adding Logos to Clothing - A Beginners Tutorial/h2
pThis tutorial is a beginner's guide to changing the logos and graphics on Sims 3 clothing using the TSR Workshop and Adobe Photoshop with the DDS plugin.  I will only be explaining the steps I use to accomplish this task. If you wish to learn more about the TSR Workshop as it pertains to clothing, I would highly recommend that you read through Sinastra's In Depth Clothing Re-Texturing Tutorial for the TSR Workshop as she goes into much more detail about all the different tabs and what they mean. I will be describing only the exact steps I use in this process, but this is a good start for the beginner to learn to create some simple custom clothing./p
p style=text-align:center;a rel=lightbox href=http://images.thesimsresource.com/scaled/1264/w-950h-570-1264728.jpgimg src=http://images.thesimsresource.com/scaled/1264/w-650h-390-1264728.jpg border=0 width=650 height=390 //a/p
h2Begin at the beginning/h2
pOur first step is, of course, to open the TSR Workshop. You will start by clicking Create New Project. This will bring up a new window, we will  click on clothing and then click next./p
p style=text-align:center;a rel=lightbox href=http://images.thesimsresource.com/scaled/1264/w-950h-594-1264729.jpgimg src=http://images.thesimsresource.com/scaled/1264/w-650h-406-1264729.jpg border=0 width=650 height=406 //a/p
h2Choosing clothing item to clone./h2
pThe next window to appear will show us a tree view on the left with the different ages, sex and categories of clothing to choose from. For this tutorial, I will be using the girls tee with a rainbow graphic on it.  As the stencils are already enabled on it, it is a good place for the beginner to start.  So first click on child, then female and then everyday and scroll down until you find this shirt, if you wish to follow this tutorial exactly./p
p style=text-align:center;a rel=lightbox href=http://images.thesimsresource.com/scaled/1264/w-950h-594-1264730.jpgimg src=http://images.thesimsresource.com/scaled/1264/w-650h-406-1264730.jpg border=0 width=650 height=406 //a/p
h2Your Project Details/h2
pIn this step you will create your project name, the title for your item, a description and most importantly a unique identifier. You MUST change the unique identifier so the new item you create does not override the original item!! Do not use the default!! It's a good idea to try and make the name unique as the Sims 3 launcher will not install an item if it has the same name as something already installed. I like to add my name or initials to the project name and identifier. Once you have filled in all the information, click next in the bottom right corner. A new window will pop up called Finished. Just click OK in the bottom right corner./p
p style=text-align:center;a rel=lightbox href=http://images.thesimsresource.com/scaled/1264/w-950h-594-1264731.jpgimg src=http://images.thesimsresource.com/scaled/1264/w-650h-406-1264731.jpg border=0 width=650 height=406 //a/p
h2Preparing to Export/h2
pThe next window to open up shows the clothing item we chose for our project and all the information pertaining to it. For this tutorial, I will not be making any changes to the shirt other than the graphic on the front and the colors of the shirt. So, first select the Texture tab at the top, then highlight the Stencil A. Highlighting this will make the small box with three dots appear to the right. Click on this box./p
p style=text-align:center;a rel=lightbox href=http://images.thesimsresource.com/scaled/1264/w-950h-594-1264732.jpgimg src=http://images.thesimsresource.com/scaled/1264/w-650h-406-1264732.jpg border=0 width=650 height=406 //a/p
h2Exporting the Image/h2
pA new window will pop up with the original image. We are now ready to export this image and make it our own. Click on the Export button.      **The Import button located directly below the export button is what you will click to import your texture back into the workshop**/p
p style=text-align:center;a rel=lightbox href=http://images.thesimsresource.com/scaled/1264/w-950h-594-1264733.jpgimg src=http://images.thesimsresource.com/scaled/1264/w-650h-406-1264733.jpg border=0 width=650 height=406 //a/p
h2Saving the Image/h2
pNow save the image somewhere it is easy to find. I like to save directly to my desktop, but you can save it wherever it is easiest for you. Don't bother changing the name, just click save. We are now ready to edit the image in Adobe Photoshop. I just leave the TSR Workshop running while I edit the image./p
p style=text-align:center;a rel=lightbox href=http://images.thesimsresource.com/scaled/1264/w-950h-594-1264734.jpgimg src=http://images.thesimsresource.com/scaled/1264/w-650h-406-1264734.jpg border=0 width=650 height=406 //a/p
</content>			<summary>Adding Logos to Clothing - A Beginners Tutorial
This tutorial is a beginner's guide to changing the logos and graphics on Sims 3 clothing using the TSR Workshop and Adobe Photoshop with the DDS plugin.  I will only be explaining the steps I use to accomplish this task. If you wish to learn more about the TSR Workshop as it pertains to clothing, I would highly recommend that you read through Sinastra's In Depth Clothing Re-Texturing Tutorial for the TSR Workshop as she goes into much more detail about all the different tabs and what they mean. I will be describing only the exact steps I use in this process, but this is a good start for the beginner to learn to create some simple custom clothing.

Begin at the beginning
Our first step is, of course, to open the TSR Workshop. You will start by clicking Create New Project. This will bring up a new window, we will  click on clothing and then click next.

Choosing clothing item to clone.
The next window to appear will show us a tree view on the left with the different ages, sex and categories of clothing to choose from. For this tutorial, I will be using the girls tee with a rainbow graphic on it.  As the stencils are already enabled on it, it is a good place for the beginner to start.  So first click on child, then female and then everyday and scroll down until you find this shirt, if you wish to follow this tutorial exactly.

Your Project Details
In this step you will create your project name, the title for your item, a description and most importantly a unique identifier. You MUST change the unique identifier so the new item you create does not override the original item!! Do not use the default!! It's a good idea to try and make the name unique as the Sims 3 launcher will not install an item if it has the same name as something already installed. I like to add my name or initials to the project name and identifier. Once you have filled in all the information, click next in the bottom right corner. A new window will pop up called Finished. Just click OK in the bottom right corner.

Preparing to Export
The next window to open up shows the clothing item we chose for our project and all the information pertaining to it. For this tutorial, I will not be making any changes to the shirt other than the graphic on the front and the colors of the shirt. So, first select the Texture tab at the top, then highlight the Stencil A. Highlighting this will make the small box with three dots appear to the right. Click on this box.

Exporting the Image
A new window will pop up with the original image. We are now ready to export this image and make it our own. Click on the Export button.      **The Import button located directly below the export button is what you will click to import your texture back into the workshop**

Saving the Image
Now save the image somewhere it is easy to find. I like to save directly to my desktop, but you can save it wherever it is easiest for you. Don't bother changing the name, just click save. We are now ready to edit the image in Adobe Photoshop. I just leave the TSR Workshop running while I edit the image.

</summary>
			</entry>
			<entry>
			<title>TS3 FUN WITH CFE - ATTACHED GARAGE (Beginner+)</title>
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pp style=text-align: center;&#255;strongspan style=font-size: medium;Beginner +/span/strong/pbr /br /p style=text-align: center;strong- you need to have some building experience for this tutorial but no prior experience with CFE is necessary -/strong/pbr //p
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p br / p style=text-align: center;strongspan style=text-decoration: underline;CONTENTS/spanbr /br /a href=http://www.thesimsresource.com/tutorials/view/id/12499/category/sims3/preview/0/page/2/cnt/7/CFE BASICS ... Page 2/abr /br /a href=http://www.thesimsresource.com/tutorials/view/id/12499/category/sims3/preview/0/page/3/cnt/7/PREPARING TO BUILD ... Page 3/abr /br /a href=http://www.thesimsresource.com/tutorials/view/id/12499/category/sims3/preview/0/page/4/cnt/7/READY TO BUILD ... Page 4/abr /br /a href=http://www.thesimsresource.com/tutorials/view/id/12499/category/sims3/preview/0/page/6/cnt/7/FINISHING UP ... Page 6/abr /br /a href=http://www.thesimsresource.com/tutorials/view/id/12499/category/sims3/preview/0/page/7/cnt/7/FAQ'S  TROUBLESHOOTING ... Page 7/a/strong/p/p</content>			<summary>

&#255;Beginner +- you need to have some building experience for this tutorial but no prior experience with CFE is necessary -
nbsp;

  CONTENTSCFE BASICS ... Page 2PREPARING TO BUILD ... Page 3READY TO BUILD ... Page 4FINISHING UP ... Page 6FAQ'S  TROUBLESHOOTING ... Page 7</summary>
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