SimPose2 Tutorials

  This tutorial is also available in French - download it here

1) Loading a character

This tutorial is intended as a basic introduction to the process of loading a Sim character into SimPose2

It assumes you have TheSims2, SimPE and SimPose2 installed. SimPE is need to extract the meshes and textures from the game archives.


Step 1) Acquire the meshes and textures to be displayed

This tutorial will load the figure of a woman in a red dress (see the picture in step 2). For this, three meshes and five textures are required.

First, use SimPE to open game archive  Sims03.package   in the folder  ...Sims2\TSData\Res\Sims3D,   where  ...Sim2 is wherever you've installed TheSims2 on your machine

From this package, extract the following meshes and save them in a convenient folder (basically SimPose2 doesn't care where they are - you just have to be able to find them again)


The file names shown above are the names displayed in the archive. If you just select one of them and 'export', you'll get a file with a meaningless name like 539D6287-1C050000-FF0D74BD.5gd, so use the Save dialog to rename them to something memorable - I'll be assuming you've given them the names shown above.

Now open  Sims08.package and extract:


Finally open  Sims10.package and extract:


(you can now close SimPE).


Step 2) Loading the body mesh

Start SimPose2. It starts up displaying the Character control page, shown above (the figure won't have appear yet - that's what we are going to make!).

SimPose2 can display an manipulate up to four figures, so decide which figure you want her to be - as I'm only going to describe loading a single figure - it doesn't actually matter which figure (figure0 to figure3) you choose. Select the choosen figure in droplist (1) above.

Each figure is made up of up to four parts - typically a body, face, hair and a spare for other items carried or worn. Lets say we are going to load the body as part0, so make sure part0 is selected in droplist (2).

Click on the large 'Mesh' button (3), and use the standard Windows dialog that appears to load the 'afBodyShortDressShoes_tslocator_gmdc.5gd' mesh, extracted from the game archive in Step 1.

A white featureless headless body should now be displayed in the right-hand window. The name of the part in (2) should have changed to the file name just loaded.

Step 3) Applying textures to the body mesh

Without changing (1) and (2), click on the Base Texture button (4) and load afbodynaked-nude-s10_lifo.6li.

Then click the first overlays button (5) and load afbodyshortdressshoes-red0_lifo.6li.

The figure in the window is still headless, but the body should look like the above image.

Step 4) Adding the face

In the parts droplist (2) select a different part, say part1.

Load mesh (3) afFace_tslocator_gmdc.5gd

Add base texture (4) afface-s10_lifo.6li

In this tutorial we aren't adding any overlays to the face, but overlays on faces are used to change makeup, add facial hair etc

Step 5) Adding hair

In the parts droplist (2) select yet another different part, say part2.

Load mesh (3) afHairPonyTailHigh_tslocator_gmdc.5gd

Add base texture (4) ufhairbald-skin-s10_lifo.6li

Add overlay texture (5) ufhairponytailhigh-brown0_lifo.6li

The bald-skin base texture makes sure the correct skin tone shows through any parts of the back of the head not covered by the hair texture. Without it, the head can appear transparent when seen from the back!

Step 6) Saving the figure

The figure should now appear as shown above. Whilst it has probably taken longer to explain what to do than to actually do it, you'll not want to build a figure from scratch every time. When you are happy with the loaded figure, click Save (6).

This lets you save a description of the meshes and textures loaded as this figure  in a FXML file (lets say called RedDress.fxml).

When you next want this figure, select the figure you want to load it as in droplist (1), then click Load (7) and select RedDress.fxml. All the meshes and textures are reloaded.

Note, RedDress.fxml only contains file location information, not the actual meshes and textures, so if you move or delete a mesh or texture file that is required, the figure won't reload.


Going further - some things to be aware of

Overlay texture compatibility

A quick explanation above skin tones and texture sizes. All the Sims have 5 skin tones 1=light to 4=dark, plus 5 which is the green alien skin.  The s1 part of the name afbodynaked-nude-s10_lifo.6li  means that this is the light tone skin texture.  The dress texture overlaid on this base is transparent in the areas not covered by the dress, allowing the base skin texture to appear on the arms etc. This means that a clothing item only needs one texture file - and not a different file for each skin tone.  Also note that the face and bald-skin textures used are the same skin tone (s1) as the body.

There are two sorts of texture in TheSims2, LIFOs and TXTRs. Each texture used in the game comes in a number of sizes from 1024*1024 down to 1*1.  For each texture, there are three files, two LIFO and one TXTR. The last 0 in the names afbodynaked-nude-s10_lifo.6li  and  afbodyshortdressshoes-red0_lifo.6li  mean that these are the 1024*1024 images.  There is also afbodyshortdressshoes-red1_lifo.6li etc. which is a 512*512 image. The afbodyshortdressshoes-red_txtr.6tx.  file includes the same image in sizes 1*1 to 256*256 - SimPose2 only uses the 256*256 image from a TXTR file. When overlaying textures, SimPose2 only allows images of the same size to be combined - hence this tutorial uses all 1024*1024 images. Basically, make sure all the images you are going to overlay are either all LIFOs with the same digit (0 or 1) at the end of the name, or all TXTR.

SimPose2 can also use BMP files as the base layer (BMP files don't have transparency information, so cannot be used as overlays). Any overlays added to a BMP base must also be of the correct size.

Loading a model, rather than a figure

SimPose2 can also display up to six non-figure models (e.g. pieces of furniture). These 'static' models behaviour slightly differently to figures.

a) to manipulate a static model, select model0 to model5 in droplist (1)

b) models don't have separate parts, so droplist (2) is disabled

c) Mesh loading (3) works as for a figure part

d) models don't have overlays, but can have separate textures applied on different areas of the model. The texture buttons (4), (5) and the two below (5) are relabelled, for example, for a bed model, (3) is the bedding and (4) the frame. These textures are applied to their respective areas, not overlaid. 

e) models are Saved to (6) and Loaded from (7) MXML files (rather than FXML).