Poppy Office includes 6 new items for your pixel offices. While these items are quite “unsophisticated”, I feel like you will find this set to be pretty versatile. The swatches match Tiny Living SP and Get Famous EP items. The colors match the vibe of my Cozy Kitsch Kit pretty nicely too.
Kicking off 2025 with a small set of items for your pixel nurseries. Primrose includes a new crib, a new rocking chair, a changing station, and a couple of storage options - best of all, everything is base game compatible and fully functional. Yay!
You can read more about the items and check out the in-game preview below.
As the creator of the Sims Shadow Fix, I was curious to know how it was done. But first, I'd like to explain what the problem with Sim shadows is.
What's the cause of the shadow bug?
When the game works as intended, a Sim shadow texture is a light bluish blob on a white background. It also has transparency, but it's unused. It looks like this:
However, many modern graphics cards render the texture as plain black with transparency:
That's why black rectangles appear under the Sims.
What does my mod do?
My mod is only a workaround for the bug. It uses the transparency to recreate the shadows.
The first versions released in 2015 and 2016 were achromatic, while the original shadows were bluish. Back then I didn't even know why and how my mod worked.
On 2 January 2025 I released new versions based on my research into shaders. I also recreated the original bluish shadows.
How does the Legacy Collection fix the shadow bug?
Thanks to @ivycopur I was able to examine the code. It uses a workaround, just like my mod.
In fact, it looks almost exactly like the really not misty 0.4 version of my mod, which, ironically, is now legacy. The shader code in the Legacy Collection contains the same nonsense. And a bit more.
Code comparison
The left side is the original code extracted from the Materials.package file in The Sims 2 Ultimate Collection. The right side is my code or the Legacy Collection code:
The differences between my code and the LC code:
the debug part: I removed it from my code as players will never see it. The LC has this feature untouched.
alphaBlend srcFactor: despite the difference, it actually changes nothing. Explained later.
The identical changes:
alphaBlend dstFactor,
the same colorScalar has been added,
textureBlend.
Nonsense #1: textureBlend
The textureBlend defines how the colors of the incoming texture are transformed. The first argument is responsible for the color channels, the second – for the transparency.
Originally it's just:
textureBlend select(texture) select(texture)
And it means that the texture is taken as it is.
My and LC code transforms it though. The colorScalar is defined as a partially opaque (40%) black color. The transparency argument takes the transparency of the original texture and darkens it with the 40% factor:
multiply(colorScalar texture)
And this makes sense. The color channels argument takes the transparency part of the texture and makes it pure black, because the color scalar is black:
multiply(colorScalar texture:alphaReplicate)
It's pointless. I could go:
select(colorScalar)
instead. It would be effectively the same.
The texture after the transformations looks like this:
Nonsense #2: alphaBlend
The alphaBlend defines how to mix the source colors (in this case the transformed texture from the textureBlend step) with the destination colors (in this case, the ground under Sim's feet).
The srcFactor argument defines the source color transformations, the dstFaction – defines the destination color transformations. And then they're put together.
The srcFactor says that the shadow colors are darkened with the ground colors. The dstFactor doesn't really matter because it's multiplied by zero (black). Also, transparency isn't used.
If I understand correctly, you could achieve the same effect with:
My and LC code had to do it differently. The dstFactor says to darken the floor color with inverted transparency:
dstFactor(invSrcAlpha)
It sounds complicated, but the inversion actually means that black becomes white and vice versa. So the transparency texture, which is a dark gray blob on a black background, becomes a light gray blob on a white background.
The srcFactor is actually useless because the shadow texture (from the textureBlend step) is black. So it doesn't matter if you use:
srcFactor(one)
like I did, or:
srcFactor(destColor)
as in the LC code, it will always be black because you can't make black any darker. To make the intention clear, I'd personally go with:
srcFactor(zero)
instead. The final effect would always be:
It's different from the original intended effect. You can even see the difference in the official screenshots:
It doesn't look like a coincidence. The cause of the shadow bug hasn't been fixed, and I doubt that an experienced shader creator would come up with such a workaround. There are better ways.
Before you point out that it's against my terms of use to take my code and sell it, especially without credit, hear out. It doesn't matter – EA's policy allows it. And I'm not even angry. It's just funny that they trusted such a messy code. I wouldn't be surprised to see other creators' fixes in the Legacy Collection.
The good thing is that EA has addressed the shadow issue at all. 🙃
After a few hours of investigating The Sims 2 Legacy Collection:
IKEA Stuff not included
Body Shop not included (??)
The cache cleaning issue persists (Sims2RPC would typically handle this for you)
I have a bug where CAS UI just borks when selecting a custom skin tone
I’ve had no issues with sim shadows or pink soup, but I’m only a few hours in (the community has already created ways to address these over the years, like this)
The only upside that I could identify in purchasing this edition is the UI size in larger screen resolutions. I have a 2k monitor and the size of the UI is definitely a major improvement for me.
In a nutshell… There are plenty of interesting links to be found while browsing the #ts2 tag!
Kicking off 2025 with a small set of items for your pixel nurseries. Primrose includes a new crib, a new rocking chair, a changing station, and a couple of storage options - best of all, everything is base game compatible and fully functional. Yay!
You can read more about the items and check out the in-game preview below.
#EAPartner Though the latest Kits are not necessarily my style, I could think of at least two townies who would maybe appreciate these fits. Here are Bella and Don wearing new items from the Secret Sanctuary and Casanova Cave Kits! Nostalgia is nostalgia-ing.
Big thanks to the EA Creator Network for providing me with the codes for these Kits.
Hello all! I decided to start sharing assets and resources that I use to create my CC for The Sims 4. I will be adding them to the OneDrive folder linked below. These resources are either created by me or extracted from The Sims 4.
Available so far:
Miscellaneous textures
All added assets have additional information available in the Info panel. If you use any of my custom resources, please follow common sense and my terms of use. I will update this post whenever I add new content.
I added a new texture to the folder (Wood_Rustic_2). I’m currently creating a new set using this particular one, and I’m super happy with the rustic feel that it provides.
As always, feel free to use my resources and content in your work. Please do not include my work in paywalled content, and do provide credit where appropriate.
Hi, Myshunosun! I absolutely love your creations and especially Clover Eyes - they are simply perfect <3 Saw your answer about animal eyes on Patreon, I hope you'll make them oneday, no pressure at all! May I ask if you also have any plans to add replacements for the two ghost eyes that came with Life and Death EP? Thank you in advance, have a nice day!
Hey there! Heterochromia, swatch addons, and ghost eyes are all on my to-do list. Happy to hear that you’ve been enjoying Clover Eyes!
My Pam Living seating set was inspired by the textures and tones of the Industrial Loft Kit items (I’m a big Industrial Loft Kit apologist). I’d love to create more leather seating options in the future.