DO-IT-YOURSELF SKIN KITS!
THE INSTRUCTIONS!

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Step 1: Pre-Production Preparation!

Just like NASA, we need a pre-launch check. Here is a brief list of everything you need:

    • Maxis' The Sims Game (Duh!) - Any version (Standard, Livin' Large, or House Party)
    • Serif PhotoPlus 7 (Required) - This is the main art program. If you don't have it, click here to get it at a reduced price
    • Doctor FrankenSim's Templates (Required) - These are the layered documents I am providing.
    • Maxis SimShow (Optional) - This utility program, provided by Maxis, allows you to preview your skins outside of the game. This is an optional program. Whether you have it or not, you will still be able to create your own skins.

THAT'S IT!
It couldn't get any simpler. Once you have everything, you're ready to continue!

STEP 2: A Little Background Information!

In order for us to start, we need to understand how the game uses skins. This can be very complicated if we go into great detail. Fortunately, we only need to cover the basics. For the purpose of what we will be doing, there are only two (2) graphics we will be working with. Heads & Bodies. In order for a graphic image to be accepted by the game, it must follow the basic rules:

    • Dimensions - Body images are 256 x 256 pixels, Heads are 128 x 128 pixels. You don't need to worry about this. The templates I provide are already sized.
    • Color Depth - The game will only accept images that are 256 colors (8 bit). If the image is composed of more than 256 colors, the game will reject it. Saving images with 256 colors is part of the file saving process. It's very easy.
    • Correct File Name - This is the part that confuses most people. There is a logic to the way the finished skins must be named. Rather than explain the entire naming convention, I'll explain only the parts you really need to know.

The Necessary File Naming Conventions

As stated earlier, there are only two (2) files we need to concern ourselves about. These are the Head and the Body. The naming conventions are listed below. NOTE: If you don't want to get to ahead of yourself, you only have to read what applies to the task you are trying to perform. If your goal is to create a custom Sim head, you don't need to read the body information, and vice versa!

Body Naming Conventions!

An example of a typical body graphic (skin) is as follows:

B001MAFitlgt_relax.bmp

While I could break down the entire file name, the only part we need to concern ourselves about is the unique identifier. In the name above, the unique identifier is "RELAX"

B001MAFitlgt_relax.bmp

"Relax" is what tells the game that this file is a separate skin that will use a particular body. In this instance, the custom "Relax" skin will appear as a Light-Skinned Male Sim with a Fit Body wearing shorts. The templates I provide will create skins for specific Sims. The details for each template are provided on the pages where each template will be posted. The information here is only for explanation purposes.

Don't let this confuse you. The only part you will be expected to know, is what you want to call your skin. If you want to name your skin "Eddie V", then you will be naming the finished graphic as follows:

B001MAFitlgt_Eddie_V.bmp

Head Naming Conventions!

An example of a typical body graphic (skin) is as follows:

C003MAlgt_SkinUrSelf-01.bmp

While I could break down the entire file name, the only part we need to concern ourselves about is the unique identifier. In the name above, the unique identifier is "SkinUrSelf-01"

C003MAlgt_SkinUrSelf-01.bmp

"SkinUrSelf-01" is what tells the game that this file is a separate skin that will use a particular body. In this instance, the custom "SkinUrSelf-01" skin will appear as a Light-Skinned Male Sim Head with a slightly raised hair surface. The templates I provide will create skins for specific Sims. The details for each template are provided on the pages where each template will be posted. The information here is only for explanation purposes.

Don't let this confuse you. The only part you will be expected to know, is what you want to call your skin. If you want to name your skin "Skater #1", then you will be naming the finished graphic as follows:

C003MAlgt_Skater_1.bmp

See! It really is easy! You don't need to worry about dimensions, the color depth is corrected automatically during the saving process, and only one simple naming step to ensure that the game will accept your skins!

Step 3: Working With Serif PhotoPlus 7!

As stated before, these instructions are very simple. If, however, you begin to feel overwhelmed, just take a step back, catch your breath, and go at it again.

As with any great project, the first major step is the hardest. This project is no different. So, will all the courage you can muster... ...Launch the program by clicking on the Serif PhotoPlus 7 icon, then return to this page. The icon should look like the following:

Phew! The hardest part is over! Now let's have some fun!

Click Here To Go To The Construction Page!