Author: Grapholina
Before we begin our journey into the world of hacking Sims objects, it is important that we go through each of the tools we use. Although some of you may be familiar with some or all of the tools, I'm going to ask that you humor me and follow along because I will be pointing out a few things that will be relevant to our lessons.
Following is a list of the tools we mainly use. You should have downloaded and installed each one. If you have not, here is a list of current links to each of these tools.
In addition, the following tools — although not as important to us as the ones stated above — are nonetheless necessary if we are to turn out decent objects and if we hope to distribute them:
You may open each program as we discuss them so that you can follow along.
For short, we refer to this program as "Tmog". It is perhaps the most important program because without it, we are unable to do anything with our base objects that come with our game without going to great lengths. Tmog allows us to view, clone (duplicate or copy) base objects, and then export the graphics of objects for further manipulation in one of the other programs mentioned earlier.
Tmog also assigns a new GUID number to our cloned objects, thus for the most part, eliminating duplicate object ID numbers. Duplicate ID numbers is the primary cause of most game crashes.
This class is strictly for hacking, so I will not cover how to clone. I am
merely going to step you through the Tmog interface, pointing out areas that are
relevant to our lessons. In this way, when I instruct you to go to Tmog and do
something, you will know what I am talking about.
Author: Grapholina
This is the Tmog interface. Do not worry at this point if you are not familiar with what I am saying.
Fig. 1.1
1: When I ask you to go to Tmog and find … this is the area I am speaking of.
2: If we are cloning an object that has several versions grouped into one "Tree Table", the area above marked with "2" is where you will find it.
3: The button you press to clone the object.
4: Edit Object we use all the time as you will see shortly.
5: When we get to Draw Groups, we will go into the area we see when the "View Object" button is pressed quite a bit.
Author: Grapholina
If we press the "Edit Object" button, we get the following screen:
Fig. 1.2
For every object we work with during the course of our lessons, I always ask that you identify the object as "yours" in some way. The preferred way for me is shown above by the red arrow. The reason I request you do it this way is because many times I must check objects for students who have run into problems with the lessons. Invariably, I will simultaneously have 2 or 3 to check. Unless you identify them for me in this way, I can lose track of which object belongs to whom.
Finally and much later in our lessons, we will get to work with something that although quite complicated, is more fun than you might think — Draw Groups. When the time comes, you will need to go into that area by depressing the "View Object" button.
Author: Grapholina
If we press the "View Object" button, we get the following screen:
Fig. 1.3
We don't need to worry about this now, but I wanted to show you because we will get to this point later, and I wanted everyone to know where to look when the time comes.
The last section of Tmog that is of least concern to us and of little use, is the "Edit Definition" button. By pressing the button we get this screen:
Fig. 1.4
Some use this area to look up GUID numbers for objects. This is not a good choice for looking up GUID's as we will soon learn.
Instructor: Raeven
Author: Grapholina
When you downloaded Tmog, you should also have obtained a "Magic Cookie" number. Your Magic Cookie number is essential, and it goes in here:
Fig. 1.5
You see the above screen after you select an object to clone and press the "Clone Object" button.
Magic Cookies make your object's GUID unique. Tmog was designed to handle literally thousands upon thousands of Magic Cookies. Unfortunately, when the program was first released, there was much confusion; a great many people believed they had to use a different magic cookie every time they cloned an object when in fact that was never the case. Consequently, there is an extreme shortage of unique Cookie numbers.
After HEX Editors, this is the granddaddy of all hacking tools. It was designed to be robust and possibly the closest thing to Edith we would ever get. Unfortunately, the creator released the program quite before it was completed and well... problems arose and the project was dropped. What we have available is old, largely outdated, yet even today with the more user-friendly programs available, SS is still uniquely powerful. For us, the old school hackers, SS will always remain dear and near to our hearts. This is the SS interface:
Fig. 1.6
Author: Grapholina
This is the interface for IFF.
Fig. 1.7
There's not much to it. It is quite simple to use. Since we will mainly be using this program to hack, I will not go into great detail here. Through our lessons, we will cover each section of objects as you see them in IFF.
However, there is one important thing I want to make you aware of. With your copy of IFF, there is a small text file that is really a script. That file must be kept in the same folder where you placed IFF. If you do not see this at the top of your left hand panel:
Fig. 1.8
Then your script file is missing from your IFF folder. Find it, and place it inside the folder alongside the IFF program. If you fail to do so, IFF will not work correctly.
Author: Grapholina
Although as hackers we do not consider this program to be of great importance, it can and does save a bit of time while manipulating animations available to objects. This is the AA interface:
Fig. 1.9
The left column allows us to choose between child and adult animations. The center column is where the object's native animations are listed. The third column lists all animations found in the game.
Author: Grapholina
Far Out is a file extraction program and in my opinion it is the best one available for use. There are others such as Far Edit, FarX, etc. You may use them if you wish, but the lessons have been written using Far Out. Unless you are quite familiar with extracting files from globals, I suggest that you humor me once more and use Far Out. This is the Far Out interface:
Fig. 1.10
Not all extraction programs do this, but Far Out does. When you select a file, Far Out shows you thumbnails of the object you selected in its right-hand side panel.
Far Out is used for file extractions and also to create your own Far files. Putting your downloaded or created objects into a Far file tremendously speeds up game loading time.
This concludes our brief tour of the tools we use. Before we continue on to our first lesson for this class, I'd like to make a suggestion. If you are serious about hacking, if you believe you will continue to hack objects, remove any and all user-created objects you have either downloaded or made from your User Objects folder in your game. As hackers, this is not the place to keep our objects. All our tools pull files from the "Downloads" folder of your game, and there is where you should keep your Far files and loose objects you've created or downloaded.
Important: Never, ever have any of these programs open while you are running your game. Close all programs before you attempt to launch The Sims. If you do not, the results can be disastrous and at the very least, you will damage objects or get the dreaded "Some Objects are Missing and Could Not be Loaded" screen.