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[TUTORIAL & GUIDE] OBJECT TOOL : How to use and understand it. Doutoku Tool. This thread is under construction. Over years using this tool I will provide all what I know and discovered about this tool. How to use it, how to understand it, what is the capacity of this tool, how to optimize your mods using materials, environnement, shiny effects and else. There are a lot to say and explain about this tool. UNDERSTAND INTERFACE : On this guide I will use the version 0.26.2. Be careful if you use lower versions there are some property that don't exist with some issues and crash, I found this version stable that's why I'm using this one. WGT_all_body : Show mesh name and amount of meshes inside a TMC. VGrp : Show the group assigned per meshes. VtxCt & IdxCt : Show the amount of vertices & index count per meshes slots. Tex1-2-3-4-5 : Show the textures orders. TexType : Show how the textures are read. Trnsp : Transparency level. Dsid : Double Sided level. Mcol / mtcp / Mtrl : Material property. Z1 / Z2 / Cast / Recv / Culling : Advanced parameters. Z1 & Z2 need to be combined with Trnsp, Cast - Recv & Culling are for shadows & lightning. UNWRAPPING ALL OF THIS : WGT_all_body : RIGHT CLICK OVER A MESH SLOT ADD SUB OBJECT : .You can add as many meshes slots as you need, until now I didn't found a maximum but I also didn't tried to add more than 15 meshes slots in 1 TMC. DELETE SUB OBJECT : . You can also delete usless slots that don't include meshes, this is HIGHLY recommended to delete them to fix the blinking shadows issues. DELETE ALL VERTICES AND INDICES : . Remove the mesh inside this slots but DO NOT delete the slot itself. GET MATERIAL : . Import and inject a new material for the targeted mesh (this part will be developped separately). VGrp : . This tab show the number of UV (textures) that the mesh slot can hold. As show on the screenshot it have to be combined with the lower part. . You CAN'T change the number of UV count if a mesh is already added, you have to create a new WGT_all_body group and change the number before inject a mesh inside. . Usefull if you have a mesh that have only diffuse or don't wan't to use Normal Map and others textures for x reasons. But keep in mind a mesh group that have only 1 UV could be less detailed due to lack of Normal Map & Specular. . Also usefull for certain material injection. => On the screenshot you can notice some of my meshes actually use 1 UV (VGrp 2), this is a mesh that have shiny material with only diffuse. VtxCt & IdxCt : . Vertex Count & Index Count are just showing the amount of vertices & their index per meshes inside each slots. . I already added a mesh that have 100k vertices and was working, so I guess there are no limit but you could get some lag in game, specially if the mesh is big. Tex1-2-3-4-5 : . This is where you will swap your textures for each meshes. . A TMC can hold 5 textures per mesh slot, but until now the 5th slot is useless or I didn't found an utility despite some test. . This tab have to be combined with TexType tab to know how to swap and place your textures. . By default the order is usually 0012 (Diffuse - Diffuse / Wet - Normal Map - Specular). TexType : . 0 = Diffuse / Wet, 1 = Normal Map, 2 = Specular & 3 = Environnement. . Unless you are using a Skin Slot you can duplicate the diffuse texture when you use TexType 0012. . To enable the Environnement property you have to choose a TexType that include 3 (example 0123) then check the option. Example to understand better : 0012 : Diffuse - Diffuse - Normal Map - Specular 0123 : Diffuse - Normal Map - Specular - Environement 03 : Diffuse - Environnement . When you decided of your TexType you can swap your textures in the proper order in Tex1-2-3-4-5 tab. Trnsp : . Enable transparency for meshes that have textures with alpha channel. => Level 0 no transparency => Level 1 soft transparency => Level 2 hard transparency . If your mesh don't need alpha channel textures you can leave the setting on 0, but if you set it to 1 or 2 anyway you'll get a lighter mesh. . If your mesh have alpha channel you will have to find the proper setting (to combine with Z1 tab) : => Level 1 need to be combined with 08 setting on Z1 tab. => Level 2 need to be combined with 02 setting on Z1 tab. Others mix will give differents results but are mostly uncompatible and could give bugs. Dsid : . Give to the mesh the double sided property, useful when you have a mesh that is not "closed", good example with skirt then you won't have a kind of see through issue. . If your mesh don't need to be double sided and you activate it anyway you'll get a lighter mesh. => Combined to Level 2 Trsnp where a mesh don't need alpha channel it will give an even more lighter mesh. Mcol / mtcp / Mtrl : . Mcol is the main property where you'll inject or change your material setting. . Try to change the number and see the result by yourself, your mesh will become more or less light / dark, combined to mtcp & Mtrl it will give different result. . If you are using a Skin Slot and want to remove this property you will have to change the mtcp parameter, usually decreasing by 1 is enough to remove it (but will still have other property anyway, this is just to avoid the Wet property mostly). . This part will need a separated tutorial where you'll understand how inject and change your material property (shiny effect, animated textures and others) for each meshes via advanced tab. Z1 / Z2 / Cast / Recv / Culling : . Z1 have to be combined with Trsnp setting to enable and optimize your transparency level (reference said before). . Z2 is how the transparency meshes are read to avoid overlapped problems, 0 - 1 - 2 is the proper order, this is mostly used for hair.TMC. . Cast, Recv & Culling are 3 property where I didn't spend a lot of time but look to be related to lights & shadows, changes are almost not visible in game where I recommend to don't change these settings, whatever the original. => Set the Cast option to 2 if you have a mesh slot empty to avoid flickering shadows issue. __________________________ UNDERSTAND & EDITING MTCOL PROPERTY : This part is an advanced parameters to control and edit the material property (but I'm not talking about injecting material yet). Click on the desired mesh you want to edit then click on the top on MtrCol option. In this example I will show the first mesh slot parameters "WGT_all_body_0 (this is a body mesh without Body Skin Parameter). As show on the screenshot a new window will be opened, revealing all advanced parameters where you'll control the material in detail. INDEX : Show the material index, all meshes who have the same index will be grouped together (in this example, the mesh index 12 is lonely), editing a parameter with many meshes inside the same index will change this parameters for all these meshes. USE : Show the amount of meshes for the same material. RGB - B/W column : R = Red Color G = Green Color B = Blue Color B/W = Black & White Colors . You an add from 0 to 255 numbers for RGB setting but I don't recommend it since low number is enought to change colors too. -> This is where you can control the colors per parameters, as example you can give to a specular a red reflection without recoloring the texture itself. AMBIANT : Control the ambiant, this is what the object reflects when illuminated by ambient light rather than direct light. => Here is an example by increasing the ambiant & diffuse RGB parameters : (Left MtCol edit / Right no MtCol edit) DIFFUSE : Control the diffuse parameter, changing the colors without editing the texture itself. SPECULAR : Control the specular parameter, changing the colors without editing the texture itself (but keep in mind you'll always be more accurate by editing the texture than the MtrCol parameter, this parameter globalize all where editing a texture can let you create colors reflection on the desired spots). ENVIRONNEMENT : Control the environnement parameter, changing the colors without editing the texture itself, even increasing or decreasing the power with B/W tab. GLOW : Control the shiny effect but CAN NOT work without the material injection before (will be developped separately). SPECULAR2 / DIFFUSE2 / SPECULAR3 : Advanced parameters to dig deeper with them. RIM LIGHT : This is a light that highlights only the contours of the subject (will be developped separately). SPECULAR(Wet) : Property only applied to Skin Mesh, control the wet effect. UNKNOWS Parameters : From few test I didn't saw a change with these parameters so I don't know their utility for the moment. IMPORTANT NOTE : . Except Diffuse & Speculars parameters I HIGHLY not recommend to put high number on others settings or your mods could crash in game. . Don't abuse and don't go over 50 maximum per column. If your mod keep crashing after edited a parameter just low the numbers. . More you edit all parameters and more you take the risk to have an unstable mod, be careful and don't be greedy. ________________ GLOW & RIM LIGHT EFFECTS : GLOW : Now let's talk about how to make a mesh shiny with Glow parameter and material injection. First you will have to inject the shiny material from another TMC that include it, on this example I will take Raidou COS01 model and his WGT_All_Body_8 material. Once you located the mesh that have a shiny property in a TMC, open your mod that need to have the shiny material in Object Tool and choose the WGT_all_body slot that need this effect. On this example I will inject it in the WGT_all_body_9 slot. Right click on the mesh slot and choose "Get Material", a new window will appear. Drag Raidou COS01 into "Referenced TMC File", choose the shiny material in "Referenced Object", click on MtrlCol - Add in "Material Type" and then click OK. If your mod never had shiny material it will automatically add a new number in the MCol parameter (here it's number 13). If your mod already had this material it will ask you if you want to add it anyway since it already exist, just click yes. Your mesh is now shiny. You can increase or decrease the power of the shiny effect & their colors via Advanced MtrlCol tab as show before with RGB column. IMPORTANT NOTE : The shiny effect is sometime not visible via Neosis and LR Studio, you have to check in game to be sure it's well injected. --- RIM LIGHT : Now let's talk about how to make a mesh having highlight around the border of your mesh. Difference with Shiny material is Rim Light don't need to have a material injected and can be changed anytime on a mod. You just have to play with the advanced parameter and RGB column to choose the intensity and colors that you want to give on your mod. Here is an example with Durga Mecha HLOD mod, she have custom blue Rim Light : And here the property inside MtrlCol advanced parameters : IMPORTANT NOTE : Rim Light IS NOT Cel Shading. You can't add black Rim Light. _________________ More to explain later. Please keep in mind all of this are explained ONLY by experiments over years using the tool.
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Addam's Huge Panties V2! View File I tried to make a better version of the panties i made a while back! Submitter Shuggo Submitted 03/18/2023 Category Clothing Requires
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Steve Extra Huge Bodypreset! View File Steve Extra Huge Bodypreset! This is the extra Body preset from the post i did before, i tried to exaggerate every part off his body.... hope u all enjoy it! Sliders and cc List. Sliders . Hiland big boobs slider https://www.patreon.com/posts/big-boobs-male-39250712 . Dumbaby ass slider DOWNLOAD Detailed Butt Slider / male + female versions (dumbaby.com) . SKIN Golyhawhaw . The animation i used in some of the screenshots Khlas Sex Animations and custom contents for The Sims 4 - Animations - WickedWhims - LoversLab far! Submitter Shuggo Submitted 03/08/2023 Category Body Parts Requires
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All Straped up Addam's Huge Package Version! View File Im learning on how to do cool new stuff, getting a lot better at making cc!! Submitter Shuggo Submitted 03/06/2023 Category Clothing Requires nothing i think
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Version V2.6
6,786 downloads
I recolored the tattoo again and made his eyes and some recolors for the Island Living sarong. This new version is loosley inspired by his GYEE appearance and his cover artworks. Also, this set is updated for witches/spellcasters (or should be) but doesn't require Realm of Magic (hopefully.) *Delete the old version if you have it and replace it with this one.* -Males only, teen-elder -Custom thumbnails included -Disabled for random townies, but may show up randomly on spellcasters -Enabled for all occult sims (including spellcasters) -Compatible with all or most skintones -Priapus Tattoo is a fullbody tattoo with 10 variants (there is no longer an upper body version) (The tattoo version will be brighter than the eyeliner and eye shadow version) -Pirapus Eyes have 11 variants -Island Living Sarong has 7 recolor swatches (Island Living is needed for the recolors to show up) *I don't know if this tattoo still overlaps around other penises that don't have a texture as I haven't had this issue anymore in my game. I can say though that it works fine with simdulgence's penis mods.* Alternative downloads: simfileshare mediafire simsworkshop This sim is also in the gallery: Priapus (NO CC) *Magic and skilled* Priapus Original (NO CC) *Unskilled* Credits: Mentaiko Itto, BellumDei, LGMODS, luumiasims, XldSims, and all cc creators. -
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Version 1.0.0
18,873 downloads
Steve Extra Huge Bodypreset! This is the extra Body preset from the post i did before, i tried to exaggerate every part off his body.... hope u all enjoy it! Sliders and cc List. Sliders . Hiland big boobs slider https://www.patreon.com/posts/big-boobs-male-39250712 . Dumbaby ass slider DOWNLOAD Detailed Butt Slider / male + female versions (dumbaby.com) . SKIN Golyhawhaw . The animation i used in some of the screenshots Khlas Sex Animations and custom contents for The Sims 4 - Animations - WickedWhims - LoversLab far! -
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Mentaiko Itto's Priapus CC Set View File I recolored the tattoo again and made his eyes and some recolors for the Island Living sarong. This new version is loosley inspired by his GYEE appearance and his cover artworks. Also, this set is updated for witches/spellcasters (or should be) but doesn't require Realm of Magic (hopefully.) *Delete the old version if you have it and replace it with this one.* -Males only, teen-elder -Custom thumbnails included -Disabled for random townies, but may show up randomly on spellcasters -Enabled for all occult sims (including spellcasters) -Compatible with all or most skintones -Priapus Tattoo is a fullbody tattoo with 10 variants (there is no longer an upper body version) (The tattoo version will be brighter than the eyeliner and eye shadow version) -Pirapus Eyes have 11 variants -Island Living Sarong has 7 recolor swatches (Island Living is needed for the recolors to show up) *I don't know if this tattoo still overlaps around other penises that don't have a texture as I haven't had this issue anymore in my game. I can say though that it works fine with simdulgence's penis mods.* Alternative downloads: simfileshare mediafire simsworkshop Credits: Mentaiko Itto, BellumDei, LGMODS, luumiasims, XldSims, and all cc creators. Submitter deathbywesker Submitted 04/24/2018 Category Accessories & Makeup Requires The Sims 4. Island Living, Realm of Magic (Maybe)
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[TUTORIAL & GUIDE] TEXTURES : How to use and understand them. This thread is under construction. Using textures in DOA5LR can be very powerful. When I started to mod DOA5LR 2 years ago I had no idea what is the meaning of a specular or a normal map but I was able to find some trick without even understanding why until I finally get the knowledge and investigate more in that. This guide can look easy for some but not everyone have the same skill in modding so I hope this tutorial will help as much beginner than expert. UNDERSTANDING TEXTURES NAMES : Let's talk about the textures name first. There are 4 primary type of textures that can be used in DOA5LR : DIFFUSE : Main texture. NORMAL MAP : Relief texture. SPECULAR : Reflection texture. ENVIRONNEMENT : Another reflection texture. >> DEPENDING OF THE CHARACTERS THE .TMCL FILE CAN HOLD BETWEEN 6 TO 14Mb (Mai is the character with the minimum and Raidou is the one with maximum). >> If you exceed this size limit you will have to reduce some textures size, I recommend you to priviligie reducing Specular first then Environnement and after Normal Map / Diffuse. You will need TEXTURE TOOL to swap your textures on a mod and OBJECT TOOL to adjust textures orders and settings. On this guide I will use my WARRIORTENGU mod as example. HERE IS AN EXAMPLE TO UNDERSTAND TEXTURES NAMES WITH PICTURES : My WARRIORTENGU mod is using DIFFUSE / NORMAL MAP / ENVIRONNEMENT. She's not using any Specular. Now let's go deeper and see what happen if I turn the SPECULAR into a saturated GREEN version and add this texture to my mod in surplus with others : As you can notice, the reflection over the armor turned into a light green but isn't as saturated as the specular. More the specular is bright and saturated and more your reflection will be impacting in game. Turn it into a black specular and you'll have a dark / mate result without any reflection. Now let's try to turn the DIFFUSE using alpha channel with NORMAL MAP & ENVIRONNEMENT : The armor now turned into a transparent armor. More your alpha channel is strong and more you will get a high transparency. Be sure to have a full body under your costume if you use alpha channel or you'll let appear the hole behind as this example (no arms under the armor but legs yes). To use Alpha Channel you MUST save your picture as DXT5 format. This kind of transparency require specific parameter to change via Object Tool. Please refere to my other Tutorial Guide about Object Tool for that : https://www.loverslab.com/topic/81454-doa5lr-object-tool-tutorial-guide-how-to-use-and-understand-it/ As last example let's see what happen if I remove ENVIRONEMENT and put a black SPECULAR : The armor is now with absolutely NO reflection at all. The fact that the specular is black and without any environnement make the object "empty" of lights. ---- You can try a lot of experiments just with textures. Remember to ALWAYS save your textures as .dds format, the only format that DOA5LR accept. Remember to ALWAYS save your texture with Alpha Channel as DXT5 option. Remember to ALWAYS save your flat texture that don't include any Alpha Channel as DXT1 (you can save it as DXT5 anyway but you'll save texture weight and TMCL space). More to add later. Feel free to bring more of your knowledge to increase this tutorial and help others. Lola.
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I present the OT-LOD, a remixed nude mod based on SaafRats H-LOD mod. ABOUT THIS MOD : I used H-LOD Phase 4 from SaafRats as base, sculpted the body to my taste then transformed my edited body to every characters using Timmy Tool + re-sculpt for certain characters. Here is all edits made : Thinner body (waist, arms, legs, hips, belly, back) Bigger and rounded ass Bigger and rounded boobs Different nipples shape Minors edits on pussy, asshole & belly button Longer nails (only on hands) ISSUES KNOWS : - Boobs collision with arms - Some characters are not very smooth - Weird shape behind knees - Minors problems with neck textures seams because of slight tone differences on certains characters - "Word Name" issues : weird lines above the breast HOW USE THIS PACK : 1) Run Archive Tool or Ink_Reshuffle 2) Replace TMC & TMCL from the pack to the proper characters (try to not swap on a costume that include H / HL files) ------------------ DOWNLOAD : OT-LOD_PACK_LGMODS.rar ------------------ CREDITS TO : + SaafRats for H-LOD Body + Timmyc for Transformer Tool + Harry Palmer for Skeleton Patcher & Replace Skin Tools + Gatto Tom for "Omega" name inspiration & SaafRats for "LOD" name variants + Thank you to all my friends and Loverslab community for support Check my main thread Note : OT-LOD = Omega Thinner - Lactose Over Dose