Frequently Asked Questions

Errors and Problems

bulletWhy do I get an error message about a skeleton file not found or failed to load, or a message about missing data files?
bulletWhy do the colours on my Sim look wrong on the screen
bulletWhy do I get wrong colours when I do a screen capture?
bulletWhy do I get a page fault error or a DirectX error (like cannot create surface) when starting SimPose-ium?
bulletI've added new mesh or texture files, but the SimPose doesn't seem to notice them

System requirements

bulletWhy do the colours on my Sim look wrong on the screen
bulletWhy do I get wrong colours when I do a screen capture?
bulletWhat system/resources are needed to run SimPose?
bulletIs SimPose available on the Mac?
bulletIs the source code available?

Using the program

bulletHow do I capture a Sim animation as an animated GIF?
bulletHow do I see changes made to a skin bitmap without re-starting Sim-Pose?
bulletHow do I know how big to make my background image
bulletI've added new mesh or texture files, but the SimPose doesn't seem to notice them
bulletWhy can't SimPose-ium display Game objects - like furniture?
bullet How can I  use the meshes, textures and animation loaded with the game?
bulletHow do I add new behaviour to the game?
bulletCan SimPose pose cat and dog Sims?

How the program works

bulletWhy can't SimPose-ium display Game objects - like furniture?
bulletWhere does SimPose look for mesh, texture and animation files?
bulletWhat sorts of files does SimPose look for?
bulletHow does SimPose categorise the mesh, texture and animation files it finds?
bulletHow do I create a keyframe animation from a game (cfp) animation?

 

Why do I get an error message about a skeleton file not found or failed to load, or a message about missing data files?

With new distributions being in the form of a self extracting executable, this should be a thing of the past. If you do still get this message it is because:

bulletYou extracted the files from the executable using WinZip manually, rather than just running the download. Run the download and it will work correctly
bulletYou're a new user, but you downloaded the existing users' version of the program, instead of the new users' - this doesn’t contain the data files. You need to download the file simpose<version number>n.exe not simpose<version number>u.exe

Why do the colours on my Sim look wrong on the screen

By default DirectX is instructed to use 16-bit colour. For accurate colour reproduction this needs to be changed to 24 or 32-bit. This ought not to affect the OpenGL version (v9.0 and later).

bulletSet your computer to display 24 or 32-bits, using the Display option under 'Settings'
bulletFrom the SimPose File menu select Options > Advanced Graphics Options
bulletSelect "24", "32" or "24 or 32" from the Texture bits/pixel droplist
bulletIf you get an error message, try a different value
bulletNote: the selected value is saved when SimPose closes down and restored when restarted

Why do I get wrong colours when I do a screen capture?

I've used a hardware dependent short cut to get the image data. Whilst this works with most graphics cards, it led to colour problems in the saved image with others. There is a fix, but it is fairly involved - so read the following carefully!

bulletCheck the make sure you know what colour depth (16-bit/65536 colour, 24-bit/16M colour or 32-bit) you are working at (Start menu -> Settings -> Display ->Settings)
bulletFrom the SimPose File menu select Options > Advanced Graphics Options (see above)
bulletUse the strategy below to select the format and order for the required colour depth
bulletNote: the selected value is saved when SimPose closes down and restored when restarted

The following strategy will help you find the correct values

bulletWith a graphics editor make an image with three colour stripes - pure red (255,0,0), pure green (0,255,0) and pure blue (0,0,255).
bulletSave this as a bitmap and load into SimPose as a background.
bulletDo a screen capture and reload the saved image into the graphics editor.
bulletAre the strips still pure red, green and blue (but possibly in the wrong order)?
bulletIf not, you need to change the format value.
bulletIf they are the correct colours but in the wrong order, you need to change Colour order.
bulletThe best strategy is to change the format (if necessary) to get the strips to pure colours, then play with the order.
bulletThe commonest problem with 16-bit colour is fixed by setting the format to 5-5-5 instead of 5-6-5.

This problem ought not to occur with the OpenGL version (v9.0 and later)

How do I capture a Sim animation as an animated GIF?

Basically, SimPose-ium doesn’t generate animated GIF files directly, but generates all the files needed for a 3rd party tool to make the GIF.

The process is as follows:

bulletUse the Screen capture command on the File menu (either full or half size - explained below)
bulletIn the file selection dialog box, select/create the name of the first image to be created. If SimPose-ium is displaying an animation, screen capture will generate a series of bitmaps - one for each frame. If you select the name XXX.bmp, the files will be called XXX0000.bmp, XXX0001.bmp etc. If the file name already ends in a number, these are stripped of and the root used (i.e. select YY008.bmp, and SimPose-ium generates YY0000.bmp, YY0001.bmp etc). It’s a good idea to create these images in an empty directory, as it can make the next step easier
bulletUse the 3rd party tool to import the bitmap files and create the animated GIF

It should be noticed that by default, SimPose-ium generates one image for each displayed frame (i.e. 30 for each second of animation). This can lead to BIG animated image files. Using 'half size', to get a smaller image, reduces the size of the resulting file. Also, if you select Speed *2, you get half the number of image files, and if you build the GIF at 15 frame a second, you get a normal speed image (but not such smooth movement)

Why do I get a page fault error or a DirectX error (like cannot create surface) when starting SimPose-ium?

One of two reasons:

bulletPossibly some component of DirectX has become corrupted or you are trying to run SimPose on a machine that does not have DirectX7 (or later) installed. Check whether TheSims still runs correctly. If not, you need to reinstall DirectX.
bulletAlternatively, looking on the web, page faults on initialisation have been reported by the users of several programs, not just SimPose-ium, who have upgraded from DirectX7 to DirectX8. The best advice at the moment appears to be to ensure you have the latest version of DirectX and your graphics card's drivers.

How do I see changes made to a skin bitmap without re-starting Sim-Pose?

If for example you are editing a Female Head skin, then make sure you have at least two bitmap files available in the droplist before you start SimPose-ium (the one you want to edit and any other)

bulletStart SimPose-ium and select a Female Sim and the required head skin - so the current state appear in the SimPose-ium display
bulletIt is probably a good idea to save a backup copy of the original head bitmap before you start modifying it
bulletStart your editing program, open the head skin you want to modify, edit it and save it back by overwriting the original (there is no need to close the editor or unload the edited image)
bulletIn SimPose-ium, select a different head skin, and then reselect the skin you've just modified. Because the skin is reloaded each time it is selected, the edited version is now displayed
bulletYou can repeat this process of editing and saving, selecting a different skin and then reselecting the required skin as many times as required.

How do I know how big to make my background image?

If you add a picture (BMP only) as a background to the display window it will automatically get scaled to fit (if its too small) or shrunk to the correct size if its too big. However, if you want to make sure that the image fits the window without distortion:

bulletSelect 'show stats' from the File menu
bulletResize the window (if required) to the size you want. Note the size of the window from the data at the top of the display window - [width*height*colour-depth] (or in v9.0 and later, the status is in the window title bar)
bulletMake the image you require the indicated width * height
bulletWhen you close and reopen SimPose it should 'remember' the size it was last set to (the central divider between the panels may need adjustment to get the display window back to precisely the correct size)
bulletAlternatively, if the background image is bigger than the 3D Window in both dimensions, Control-Right click will toggle between the shrunk to fit mode and a draggable, scaleable, image. (Right drag to move image, Right-Shift click to center, Right-Shift drag to scale), See the Mouse operations

I've added new mesh or texture files, but the SimPose doesn't seem to notice them

The most likely cause is that SimPose-ium is trying to be clever and filtering the options it displays for what it thinks you need - like only offering textures that are designed for the currently displayed meshes.

Try turning filtering off - clear the 'filter' check box on the Character page, to the right of the Age/Gender selection list

Why can't SimPose-ium display Game objects - like furniture?

Furniture, walls etc. are stored in IFF files. These are not really 3D objects - they only look 3D in the game because it operates with just 4 fixed camera angles.

They are actually flat images - known technically as billboards. Whilst it would be possible to load the IFF images onto a flat plane, the problem is complicated because they have a pseudo 3D element - so a Sim can pass between the front and back of an object. This involves manipulating DirectX's Z-buffer in a complex manner - and I'm not sure I know how to do it, or whether the result would be worth the effort, so for the moment there'll be no IFF objects in SimPose-ium.

I'm hoping TheSims2 will introduce proper 3D object.

What system/resources are needed to run SimPose?

Basically, SimPose will run on any machine that can run TheSims - except that before version 9.0 it uses Microsofts DirectX graphics interface, so wouldn't run directly on the Mac or Windows NT.

Basically, when I started TheSims was only available on DirectX platforms, so SimPose used that interface as well. I assume the NT and Mac versions use an OpenGL graphics interface.

As of version 9.0 SimPose uses openGL, so will run on Windows NT.

Mac users can use a PC/Windows emulator and DirectX to run SimPose. When v9.0 becomes available, they won't need DirectX (but will still need the PC emulator).

Is SimPose available on the Mac?

Mac users can use a PC/Windows emulator and DirectX to run SimPose. When v9.0 becomes available, they won't need DirectX, because it will use OpenGL for the 3D display (but will still need the PC emulator).

A native Mac version is possible, but the program depends heavily on the Microsofts MFC libraries. Replacing the MFC interface to get it running on the Mac would be a major rewrite.

Is the source code available?

I'm quite happy to discuss issuing the source code (drop me an email), particularly if you want to tackle getting the program onto the Mac platform.

There is a problem that I got some data under a non-disclosure agreement, so I cannot release all the code (otherwise it would already be on the web).

How can I  use the meshes, textures and animation loaded with the game?

The simplest way is to use the FAQ on adding a search path, to include the GameData folder underneath the folder containing TheSims executable (note: not the SimPose executable).

Whilst this will work, it is a little inefficient as SimPose will find a large number of archive files (.far) the contents of most it cannot use. If you have a program such as FarEdit, it is more efficient to identify the archives that contain the mesh, texture and animation files (usually these are in separate folders) and add a search path to each of the archive folders individually

Where does SimPose look for mesh, texture and animation files?

SimPose will always look in the GameData folder under the folder containing the SimPose executable (by default c:\SimPose), and any folders that that contains and so on.

For v9.0, you can add additional folders to the "search path". Using the "add search path" menu option on the File>Option menu and selecting any file in the target folder. Subsequently, that folder and all folders it contains are also searched for mesh/texture/animation files.

The list of folders to be searched can also be managed by removing search paths or removing all search path except at the default GameData folder. These are also on the File >Options menu.

What sorts of files does SimPose look for?

SimPose looks for files with a particular extensions:

.skn / .bmf Sim models
.bmp Texture files
.cmx / .cmx.bcf Animation description files (other uses of this sort of file are ignored)
.cfp Game animation data files
.kfd SimPose keyframe animation files
.far Game archive files

Any archive files found are opened to identify the models, textures and animation files they contain. It is assumed that archive files do not themselves contain archives.

How does SimPose categorise the mesh, texture and animation files it finds?

<To be added>

How do I create a keyframe animation from a game (cfp) animation?

Use either of the load commands on the animation menu to get a Sim displaying the required game (CFP) animation.

On the keyframe menu, the Save As option will be enabled. Select this and as well as the destination file, you will be asked for the number of keyframes you want in the created file. So, for example if the CFP file represents 200 frames, and you say you want 10 in the resulting file, you will create a keyframe animation with 10 evenly spaced frames that approximate to the original CFP animation. The more frames you request the more faithful to the original animation the keyframe animation will be, but the bigger the file will be as well.

How do I add new behaviour to the game?

The short answer is that I don't know. I didn't think it was possible, but I'd been told that it is. I'm hoping that someone who knows how to do it will write a tutorial that I can included in this FAQ.

Can SimPose pose cat and dog Sims?

If you have TheSims Unleased loaded and a FAR manipulation program, like FarEdit, look for the dog-skeleton.cmx and kat-skeleton.cmx (or dog/kat-skeleton.cmx.bcf) files in the games archives. Extract them to the GameData folder under the folder containing the SimPose executable. SimPose should then recognise these and let you access the animal models - though apparently the animal animations don't currently work.