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- SimPE - Announcing new tool: SimPAI
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- SimPE - Announcing new tool: SimPAI
Replies: 4 (Who?), Viewed: 1754 times.
#1
6th Jun 2023 at 10:44 PM
Last edited by bass_dandy : 6th Jun 2023 at 11:49 PM.
Posts: 3
Thanks: 31 in 4 Posts
Announcing new tool: SimPAI
About a year ago I started looking into what it would take to make a custom career for the Sims 2. I make my living as a software engineer and thus went down a huge rabbit hole that ended with me building a web app that re-implements parts of SimPE with a more modern UI and no downloads required: introducing SimPAI (Sims 2 Package Alteration Interface)!some details:
- the source can be seen at https://github.com/bass-dandy/simpai
- it is implemented as a monorepo with 2 packages: simpai (the web app itself) and dbpf-transform (the serialization/deserialization library I wrote for package files)
- dbpf-transform is also published as an npm package in case anyone wants to use it to build more tools (and it includes typescript type definitions)
- the currently supported resource types are:
- BCON
- BHAV
- GLOB
- JFIF(JPEG)/PNG/TGA images
- NREF
- OBJD
- OBJF
- STR#/CTSS/TTAS
- TPRP
- TRCN
- TTAB
- TTAS
some known limitations that I hope to address (eventually):
- numeric inputs only display as hex
- creating an empty BHAV or OBJD resources crashes the app
- cannot import semi-globals
- does not implement any of SimPE's BHAV operand wizards
- does not show visual links between BHAV instructions (is that even useful? looks messy imo)
- TTAB animal motive tables are not implemented correctly (does anyone have an example of these being used at all?)
- I have only thoroughly tested on chrome, so there may be bugs on other browsers
As a proof of concept, I used SimPAI to create a custom career. This is the only CC I've ever made, so I'm not super familiar with how people generally use SimPE. Thus I have some questions!
- what other resources would you like to see implemented? I mostly intend to focus on text resources rather than binary ones, but I am open to any suggestions (and code contributions!)
- are any of the currently implemented resources missing SimPE features that you find helpful?
- I simplified some resources by removing fields that are (allegedly) unused. Should I not?
- does anyone want to make a logo? :3
Making this has been a great learning experience - I had never used svelte (I use react in my day-to-day), I hadn't used bitwise operators since college, and I know a little bit more about how the Sims 2 works on the inside. I'm probably gonna take a short break from working on this but if you have any suggestions I will definitely see what I can do!
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#2
10th Jun 2023 at 7:58 PM
Posts: 483
Thanks: 17 in 1 Posts
One of the main use cases for SimPE is recoloring items. That means:
1. Incorporating the database of Maxis objects as package files
2. Importing and exporting the texture files from those package files
3. Creating a new package file
4. Modifying the characteristics of a texture, like reflectivity
To create new content, add also:
1. Exporting the GMDC/mesh from a package file
2. Importing a GMDC/mesh to a package file
And of course, all the BHAV files that are associated with, say, a sofa, must be properly linked/included.
I only use SimPE, and have never been interested in exactly how it works, so this is more vague than I think you would prefer. But it is my 2 cents.
1. Incorporating the database of Maxis objects as package files
2. Importing and exporting the texture files from those package files
3. Creating a new package file
4. Modifying the characteristics of a texture, like reflectivity
To create new content, add also:
1. Exporting the GMDC/mesh from a package file
2. Importing a GMDC/mesh to a package file
And of course, all the BHAV files that are associated with, say, a sofa, must be properly linked/included.
I only use SimPE, and have never been interested in exactly how it works, so this is more vague than I think you would prefer. But it is my 2 cents.
Test Subject
#3
10th Jul 2023 at 11:19 AM
Posts: 15
The potential on this is awesome, I'm really excited to see the development!
#4
1st Dec 2023 at 4:43 PM
Posts: 500
This is amazing and exactly what I needed. I've already used it a few times to edit mods quickly. I hope it continues development.
Test Subject
#5
2nd Dec 2023 at 1:50 AM
Posts: 26
This is sick!
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