Cool Runspect great work digging these jewels up :goodjob:
If someone wants to try it:
Manual:
http://translate.google.ru/translate?hl=ru&sl=ru&tl=en&u=http%3A%2F%2Fwiki.rumor.ru%2Findex.php%3Ftitle%3DOblivion%3AExporting_hairstyles_from_Sims_to_TES
I've converted it to PDF with the "PDF Creator" sotfware: http://www.mediafire.com/?wkce010fivio5h9
With a lot of patient, it's possible. Now I can convert any object in 10 minutes.
Tips & Tricks:
- To open the ".sims2" extension, that is a multiple ".package" container, use the Multi-Sims2Pack Installer software, avaiable here: http://www.modthesims.info/download.php?t=37577 in order to extract its content.
- Not any sims2 package is suitable for conversion. Two requisites: That it contains GMDC and texture both. Not always possible, because the package could be a "recolor" or make use of a texture of a vanilla Sims 2 item, and then only has references to them. The related web pages that I said have good packages.
- First look for the textures in SimPE, and after search its GMDC (Geometric Data Container=Mesh). Sometimes, as in my Grim Statue conversion, it is necessary to export two GMDC's, statue and base both, and two textures. In Blender import those two separated meshes and apply the appropiate texture for each one. In this case, to export to NIF, it's very important to select all the meshes with the "A" key.
- Export the textures in png format, recomended, or jpg without loss of quality. The "DDS Converter 2" software is buggy in Windows 7. Another possibility is to use a plugin for The Gimp (http://code.google.com/p/gimp-dds/).
- In case of furnitures the sims2 package could have various wood textures, simply export your favorite one.
- In order to apply the textures in Blender:
First select the mesh.
1.- In "object mode", Shading (F5 key) + Material Buttons selected. Then in "Link To Object "-> "Add New".
2.- Don't forget in the "Map Input" tab to select "UV".
2.- Texture Button (F6). Then in "Texture Type", select "Image". After "Load" the texture (the dds file).
- The Sims 2 objects are smaller than the Morrowind ones. Scale to "7.4" (I think that this is the suitable value, but really I don't know it) with nifscope, select each mesh (NiTriShape), right mouse clic, "Transform" menu -> "Edit", and set the scale. After, very important is to set the bounds to the new scale value, "Transform" -> "Apply".
- To smooth rounded objects, as vases, in Nifscope select the desired mesh, and "Mesh" -> "Smooth Normals". I use this tricks always, also with square-shaped objects, because it improves them a lot.
- If the texture has any tranparency (as my pumpkins conversion), select the mesh in Nifscope, "Node" menu -> "Attach Property" -> "NiAlphaProperty". By default, it has a value of 237. You can try with another value according to: http://cs.elderscrolls.com/constwiki/index.php/NifSkope_Alchemy
- Sometimes, with complicated meshes, it appears ugly faces in the textures (they appear only in Constructor Set). The trick is in Blender's Edit Mode, press Crtl+N = "Recalculate Normals Outside". Another cause could be sometimes by removing doubles in Blender, so don't make it.
- Set the paths of the textures in Nifscope, with "Sanitize" (in the main menu) -> "Spells" -> "Adjust Texture Sources". It would be like: "textures/texture.dds" (refered to Morrowind DataFiles).
Sorry for my bad english.
And do not forget to ask for the author's permision!