The Sims 4 Content Guidelines

The Sims 4 Content Guidelines

While we want to ensure that you all are free to create the incredible content that you're known for, we also want to make sure that we are providing top-quality content to our users for all of the games that we support. With that in mind, we have some basic best-practices to ensure that users can get full enjoyment from their downloaded content.

Our main goal is simply to ensure that content is fully-functioning within the game.

Images

  1. Images may not contain any text or artist branding (usernames, logos, etc) - the website will automatically add watermarks to the images. 
  2. Images should be in uncompressed PNG format
  3. Images can be rendered, from within the game, or both!
    1. If taking images from within the game, avoid showing gridlines, or any part of the game's user interface.

Image Sizes

There are multiple images that will be required for publishing:
  1. Main preview images must be standard widescreen format at a 16:9 aspect ratio, and a minimum size of 1600x900. (Standard 1920x1080 also works well.) These are the images that will be displayed when the details page of your content is open.

  1. Gallery thumbnails must be 1:1 aspect ratio, and a minimum size of 400x400. This is the image that will be displayed as the thumbnail when browsing the main catalog of content. You can create unique images for these, or you can also crop your main preview image.

  1. Individual item images should be 4:3, at a recommended size of 1024x768. Individual items should be on a transparent background, with no shadows or other background elements behind the content. These are only required if you've created a set of content with multiple separate items.

Create-A-Sim (CAS)

  1. We encourage you to reduce the polygon count of your model to create each of the four LODs, which helps make content more accessible for users on lower-end computers. (Polygon counts will be displayed and rated so users can better assess if content is appropriate for their computer, see our article on Polygon Counts for more details.)  
    1. Regardless of reduction, all four LOD meshes must be replaced with your new mesh so that the item doesn't revert back to its original shape when viewed from a distance, or when used on lower graphics settings.

  2. For hair meshes, ensure that you've created hat chop variants. Hat chops are a core function of the game, since all EA hairs are hat-compatible, and this sets a standard that users expect downloaded hair to be compatible with hats as well.

  3. Your mesh has proper bone weight assignments, and that your meshes animate correctly when worn by a sim.

  4. Your UV 0 channel is correct, and that the UV coordinates of your mesh are within their proper zone (whenever possible) for that content type.

  5. Your UV 1 channel is correct, and that vertex colors have been properly assigned so that your item adjusts with any body shape adjustments being made on the sim. 
    1. Specifically with hair, make sure that longer hair styles are compatible with adjustments for chest/breast sliders and do not clip into the body.

  6. Make sure that any textures which have a visual effect on the content have been updated as needed to match your new design. Leftover visual details from the original design (example: normal map, specular map, or emission map details) should not be visible on your content if they no longer match the design of your new item.
    1. Whether you create a new texture or use a blank version is up to your discretion, based on what you think is appropriate for your creation. 

  7. Color tags should ideally be updated per-swatch so that your content will appear in the correct categories when filtered by color.

Objects

  1. All meshes present in an item must be updated so that it does not revert to the original item at any time. This includes LODs, geostates, shadows, modular objects, etc.

  2. Geostates should be updated so that your new mesh follows the function of the item. (example: trash in a trash can, water in a toilet, etc)

  3. All LOD meshes must be updated to your new design so that the item does not revert to its original form when viewed from a distance, or when used on lower graphics settings.
    1. We encourage reduction in polygon count for each LOD to help make content more accessible for users on lower-end computers. (For more information, see our Polygon Count article.)
    2. Doors, Windows, and Arches typically require a separate set of textures to be created for the lowest LOD.

  4. Drop Shadow mesh groups (the shadow planes within the main LODs) must either be updated or removed - do not leave shadows that do not match the item.

  5. Shadow LOD meshes must be updated to match your new mesh design, as this affects both casted sun shadows, and ambient occlusion shadows.
    1. Some items, such as plants, will automatically generate their own shadows.

  6. Modular objects, such as counters, sectional seating, fences, etc, should have each mesh updated to match your new design.

  7. Bone weights should be assigned so that your mesh animates in a similar manner to the original. 

  8. All textures within an object should be updated to match your new design. 
    1. Normal and specular maps can be made blank if you feel that is appropriate for your design.
    2. Snow Maps, if left in the package, must be updated. Alternatively, removing the SnowMap parameter from the shader will tell the game to automatically generate this instead.
    3. If your content uses a dirt map (counters, plumbing, appliances, etc) then you must create a dirt map that matches your object.

  9. Texture dimensions must be some power of 2 - 4, 8, 16, 32, 64, 128, 256, 512, 1024, etc. Textures in any other sizes will display errors for some users on lower-end hardware. 
    1. If you wish to use textures larger than 1024, be aware that users will have to have the HQ Mod installed, otherwise the game will automatically resize them down to no larger than 1024.

  10. Slots, Bones, and FX should be moved to appropriate locations on your new mesh if you've drastically changed the design of the item. 

  11. Color and Style tags should be updated per-swatch so that your content will appear in the correct area when the game catalog is filtered by color, and for use with Sims' Likes and Dislikes as part of Dream Home Decorator.

Walls, Floors, Terrains

  1. Any standard-use walls, floors, or terrain paints should be seamless and tileable
    1. This does not apply to photo or image-based murals.

  2. Walls should be compatible with all three wall heights, without distortion or stretching.

  3. Wall texture dimensions must also follow the rule of being a power of 2.
    1. The true short wall height of 768 pixels is not a valid texture size, and so these are resized down to 512.
    2. The medium wall height of 1024 can be left as-is.
    3. The true tall wall height of 1280 pixels is not a valid texture size, and so these are resized down to 1024.

  4. Walls and floors use a different specular system than CAS or Objects, so ensure that your specular images have been created appropriately.

  5. Color and style tags should be updated per-swatch so that your content will appear in the correct area when the game catalog is filtered by color, and for use with SIms' Likes and Dislikes as part of Dream Home Decorator.
    1. Pattern tags on floors should be set so that the content appears in the correct area of the catalog.

Lots & Houses

  1. If an area is intended to be accessible, make sure that it has doorways/arches/openings etc so that sims can enter.

  2. If furnishings are intended to be usable, make sure that sims can access and interact without routing errors.
    1. If a community lot contains NPC-related objects, make sure that the NPCs are spawning and are able to access those objects correctly.
    2. Make sure that the mailbox is accessible.

  3. If building apartments, make sure that all common areas are accessible. 

  4. Consider the climate of your lot, and whether it's "open" or "closed." An open-air concept might work great for a lot intended to be a tropical mansion on Sulani. An open-air concept won't work quite as nicely for a permanently snow-covered ski lodge on Mt. Komorebi!
    1. Snow falling inside of an abandoned apocalyptic shack might be appropriate for the vibe, but snow falling inside of an otherwise well-kept residential lot may not be as appreciated.
    2. For general-purpose residential or community lots, it's best to make sure the indoor portions of the lot are properly closed, or that it contains a thermostat to prevent sims from freezing to death in the winter. 

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