The Sims: Sprite Generation
The Sims: Sprite Generation
The Sims: Sprite Generation
12/20/12
of these directories is the OMK file as well as all of the source art work. This includes the TGA and BMP files mentioned above as well as the MAX model. For organizational reasons, if a directory is shared by more than one object, there are sub-directories for the art work of the different objects.
SprMaker
SprMaker is a tool that automates parts of the import process. Basically once all the source files have been generated and saved in the proper locations, SprMaker puts objects in the game. SprMaker is a stand-alone MFC executable that may be run from any location. Directories In order to operate, SprMaker must be given the sprites directory and the data directory so that it can find all the source and target files for you. When it starts up, it reports the status on these two directories and the temporary directory. The temporary directory is just for temporarily saving the results for the import process. To set your content directory, click Open TDSContent. Use the file browser and go to your content directory and open the file TDSContent.scnt. This is a placeholder that the app uses to avoid confusion about what is the right directory. To set your data directory, click Open Game Data. Use the file browser to locate your data directory and open the file Scenario.tds. This is also a placeholder. Once you have done this, you may choose to click the button Remember in C: so that SprMaker will automatically set up its directories the next time it is run. Selecting the object to build File List The leftmost list of items in the SprMaker window contains all of the writable SPF files in the Objects directory. This is because we use a source control system that locks files to ensure that you cannot change a file that is not checked out. The Show All checkbox allows you to see all object files, even if their import will fail due to the file being locked. You can also click show all twice to update the list after you have made changes to a files properties to be writable from outside the program. Object List Once an object file is selected, the middle list will show all of the objects that are contained in that file. There should be one or more objects in each file. If nothing shows up here, something is wrong. SprMaker automatically selects the first one in the list. Draw group list The third list on the far right is for informational and debugging purposes only. It shows the internal id numbers used by all the draw lists for the selected object. Clicking in it has no effect, but if the list shows no items for a selected object, something is wrong. Building an object Once an object is selected, the build button changes to reflect its name. Clicking the build button will kick off the build process. While the build process is working, the three status bars reflect what it is currently doing. The small status bar on the left shows whether the process is working or idle. While it is working, other items in the window are grayed out, and the status shows a text animation. The second one to the right shows the current sprite that it is working on. Each sprite requires two steps, the rendering of the TGA and BMP and the compression of the data into sprites. The lower status bar shows which of those two steps the build process most recently reported. When the build is finished, the first status bar will return to idle and the report window below will show all of the text generated by the report. If there was an error that cause the build process to fail, it
Maxis Confidential, property of Maxis. For internal and contractor use only.
12/20/12
shows up at the end of the report as a fatal error. So you should always glance at the report after building an object.
In-game viewing
When The Sims starts up, it loads all of the objects files and creates a map of all resources and resource data. Editing these files in any way from outside the game while the game is running can cause a crash! Since shutting down and restarting the game take so long, there is a facility for suspending the game so that the files may be edited and the resource map rebuilt. To generate sprites while the game is running, you must have a build with edith, which is our embedded content editing program. You also must be running the game in windowed mode. To run in windowed mode, you must set your video mode to 16 bits, and use a shortcut to the game which specifies -w in the target. Once the game is running, click on an occupied lot to bring up the house view. Then press the e key to bring up edith. If nothing happens, you may not have an edith build and will need to obtain one from someone on the sims team. Once the edith window is up, you can suspend file access by choosing Suspend Files under the File menu. This will show a modal dialog and the game will not draw or play at all until the OK button is pressed. At this time, use SprMaker to build some sprites. When SprMaker has finished, return to the game and press OK. If the object has already been placed, you may need to zoom in and back out to reload the graphic. The catalog thumbnails do not update at this time.
Maxis Confidential, property of Maxis. For internal and contractor use only.
12/20/12