TSR Workshop Interface

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(Redirected from Image Editor)



Preferences has evolved a lot. Needs updating.


Preferences WorkshopSettings Dialog
  • Ask before attempting to load updates from the Internet

If you want to decide everytime you load the TSR Workshop if the program is allowed to load updates, check this option.

  • Fetch updates from the Internet when the application launches

Check this to automatically load the news and the updates for the TSR Workshop.


Preferences MeshEditorSettings Dialog
  • Background Color

Choose here the background color for the 3D preview.

  • Skin Color

Choose here the skin color used for the sims in the 3D preview.


Preferences Plugins Dialog

Here you can enable/disable plugins of the TSR Workshop. Plugins currently available:

  • Pattern Tool
  • Sims3Pack

Project Contents

Project Contents Window
The Project Contents window allows you to see the list of new resources which will be part of the exported Sims3Pack or Package. The window offers a preview for DDS resources.

You can open Project Contents the following ways (requires an opened project):

  • Edit → Project contents
  • Image Editor → Browse (DDS resources only)

You can delete not needed resources with Remove Selected.


Once removed, it cannot be undone!

Other resources not listed there are linked to ingame resources because you probably didn't touch them.


If you imported a texture resource already but need it for example for another variation as well, do not import it again! Use Browse instead to select the existing texture resource.

3D Preview

3D Preview

Here you can see a live 3D preview of your item with the mesh and textures applied.

  • Use the LOD buttons File:LODbuttons.jpg (very high, high, med, low) to switch between the different detail meshes of your item. If buttons are greyed out no meshes exist for these LODs.
  • Use the Grid button File:GridButton.jpg to hide/unhide the grid.
  • With the Wireframe button File:WireframeButton.jpg you can make the mesh grid visible/invisible.
  • Use the Normal button File:NormalButton.jpg to show/hide the normals of your mesh.
  • Click File:SlotButton.jpg to show all slots for the item.
  • With Pan, Zoom and Rotate you can view your item from every side and angle. Drag and drop the mouse in the 3D window for this.

Right-Mouse Button & Alt Key

Use the right-mouse button in Rotate mode to zoom. If you hold down the Alt key you can pan the view with the left-mouse button.

Image Editor

Image Editor Window

Open the Image Editor by double clicking on a Texture Thumbnail or by clicking File:EditButton.jpg.

  • File:FindButton.jpg Enter a reskey in the field and click Find. See below for an example.
  • File:ImageEditorBrowse.jpg Browse for an already existing texture resource in your project in Project Contents.
  • File:ImageEditorExport.jpg Export the texture as a TIFF, PNG or DDS file.
  • File:ImageEditorImport.jpg Import your texture as a TIFF, PNG or DDS file if it's not already present in the project through Browse.
  • Done: Saves the changes you made in the Image Editor and brings you back to the main interface.
  • Cancel: Leaves the Image Editor without saving the changes.

Empty Texture Required?

Enter the following reskey in the field and click Find to set a reference to EA's standard empty DDS (32x32 DXT5) in case you don't need the particular texture entry:


Pattern Editor

Pattern Editor Functions

Open the Pattern Editor the following way:

  • Textures Tab → Patterns → Pattern X → Pattern X → File:EditButton.jpg

The functions of the Pattern Editor:

  • Click on File:PatternEditorBrowse.jpg to select an already existing pattern in the Pattern Browser (see below).
  • Choose File:PatternEditorNew.jpg to make a new pattern with the Pattern Tool. Learn more about the Pattern Tool here.
  • With File:PatternEditorExport.jpg you can save the pattern to WSP (TSR Workshop Pattern) to reuse exactly this pattern in another project for example.
  • Use File:PatternEditorImport.jpg to load a previous saved WSP file into the project.
  • Tick 3d preview to see the changes you make in the Pattern Editor directly on your item.

If you're finished, click on Done to save the changes (if you don't wish to save, click on Cancel).

Color Patterns

Pattern Editor with a Color Pattern
  • rgbmask: Select and click File:EditButton.jpg to open the Image Editor to either Browse for, Export or Import the RGBA Stencil Mask.
  • Colors: Change the colors for the pattern here.

HSV Patterns

Pattern Editor with a HSV Pattern

The RGBA Stencil Mask applies as following:

  • Red Channel → Background Image
  • Green Channel → Channel 1
  • Blue Channel → Channel 2
  • Alpha Channel → Channel 3

Base properties

Bg Settings

  • Background Image: Open the Image Editor to Import a Background Image.
  • HSVShift Bg: Select here the color with which you want to colorize the Background Image.

Channel Settings

For each channel you have these settings:

  • Channel Enabled: If you want to use this channel, set it to True. Otherwise to False.
  • Channel: Open the Image Editor to Browse for for the Background Image you loaded in before. If you require a different texture, import one.
  • HSVShift: Select here the color with which you want to colorize this channel.

Pattern Browser

Pattern Browser

Choose a category at the top (might take some time to load the previews) and then select the pattern you want. Click on Done to return back to the Pattern Editor.

_In Project_

This Pattern Browser category includes all patterns you have created in this project. If you need to reuse, you can select from there.

Vertices Editor/Tagval

The Tagval interface

Tagval is a feature in TSR Workshop which is exclusive to hairs. it determines the colour of each vertices on a hair mesh.

You can see on the picture on the right, that the Tagval window has each vertices listed, and a HEX value 'attached' to it. When you import a new hair mesh in TSR Workshop, all Tagval values are set to 00000000, which is the Hex value for the colour black. This makes your hair appear black in-game, and that's not what you want. This is where Tagval comes in, this feature enables you to fix this!

Finding the Tagval Editor

In TSR Workshop, when you go to the 'Mesh' tab to export a mesh, click on the three little dots which appear, and this will bring up another window which will let you select Tagval.

Selecting the Tagval Editor

When you click on the dots, you're confronted with a new window. There is an option to select two features here, but the one selected in the picture to the left is the one you want, GEOM Vertices Editor.

Editing Tagval

Changing multiple Tagval values

Now you're thinking "I'm there, but.. do I have to change all of these one by one?" the answer is no. Simply change the HEX code to FFFFFFFF, which is the colour white (This makes your hair appear correct in-game). Then right click on this one and select Copy to all, and that's the Tagval part done! Your hair will appear correctly in-game.

Things to Remember

There are a few things which you'll need to eremember in order to not get a glitchy hair;

  • Do this for all LODs, as they all reset to 00000000 upon Import
  • This will always need doing, it's an easy step to forget
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