
This one took a while. And is a little special. I always had a special place in my heart for uncovering unused, obscure, or early things in video games and this love found a home in the Sims 4. I'm sure most of us have seen the boy and lady in a black dress just standing around when using Sims 4 Studio. I was always tempted to see what I could extract from these as CAS items. But that's not what prompted this project.
It's when I finally managed to open the woman and girl in TSR Workshop after extracting them from S4S that this show finally got off the ground!
As objects none of these had vertex paint. I added that to all meshes. For the most part I didn't add a uv_1 layer to meshes that didn't already have it. This is mainly a curiosity project more than something made to use as working outfits ... although they are that!
Gauntlet101010_4_Olympus-f
This package contains a mesh found in ObjectCatalogResource: 319E4F1D-00000000-000000000D2FBE1D (**DEBUG**) along with it's texture. To make it work I first extracted the model in S4S and then opened it in Sims Resource Workshop without associating that program with my Sims 4 folders. I think the skeleton associated with this model is glitched because once I did that the body showed up normally. Form there I was able to export the model as a .wso file and import it into an older version of Blender. This model contains all LODs and shadows. It contains a uv_0, but no uv_1, so I didn't allow it to morph. Also when I tried to transfer a uv_1 it didn't quite work. It does have some cas UV groups such as b__CAS_L_Nostril__.
The second swatch is from an object found in S4S called "Ground Light" ObjectCatalogResource: 319E4F1D-80000000-A55CFB07C98B0072, but just the face texture. The skin seems to match this model, but there's just the one LOD. The skin texture is actually pretty different to the final when overlaid on top of it. You can actually see this object in mockups from Sims Olympus. It was too posed for me to draw much more from it.
These are swimsuits because that's the closest thing they look like!
Gauntlet101010_4_OlympusHair-f
This comes from an object found in S4S called "Ground Light" ObjectCatalogResource: 319E4F1D-80000000-A55CFB07C98B0072. The hair, obviously, had no hat chops or recolors; I made those myself so they'd be useable as hair.
This lighting mesh did not contain a uv_1 layer or vertex groups.
Gauntlet101010_4_OlympusTeeth-a, Gauntlet101010_4_OlympusTeeth-c
The teeth texture comes from ObjectCatalogResource: 319E4F1D-00000000-000000000D2FBE1D. I used it for both the adult and child teeth. Notably, no other early Sims texture from this pack has this early teeth texture.
Gauntlet101010_4_Olympus-cf
This package contains a mesh found in ObjectCatalogResource: 319E4F1D-00000000-0000000004FD25BC (**DEBUG**). The process of extracting the mesh was the same as Gauntlet101010_4_Olympus-f. Unlike that object only LOD1 was present. Also, unlike that mesh this mesh contained hair both for boys and girls! The girl's hair was with the body and the boy's with the face. And the boy's had inverted normals. Weird! Also no uv_1 layer. I labelled this as a female mesh mainly because the texture has a top associated with girls, but I think it was meant to be either in practice.
This is sleepwear.
Gauntlet101010_4_OlympusHair-cf
This contains the hair from the above package.
Gauntlet101010_4_OlympusHair-cm2
This contains the male hair from the above package.
Gauntlet101010_4_Olympus-cm
This was derived from Ref_ChildrenStanA1 ObjectDefinitionResource: C0DB5AE7-00000000-0000000000027458. I admit, I had to reconstruct a fair bit of this since the sim is posed. Interestingly, this object isn't in the earliest build of the Sims4, but was put in later for some reason. I think it predates Gauntlet101010_4_Olympus-cf because of the way the eyes look. I had to blow up the texture because it was too small.
I used Gauntlet101010_4_Olympus-cf and LOD1 of the t shirt to reconstruct the T-pose for the arms. Then I just sort of fiddled around with the legs and feet. The feet are actually larger than the final ones. I thought the face would be the same as the girl's it isn't. It took a lot of work to add weights to it. I had to merge and unmerge some vertexes, so I hope I kept things true enough. Interestingly it has a uv_1 layer! But I didn't add face morphs to keep things true. This object lacks vertex groups.
It's a good place to add that all the uv_1 layers that are present aren't like the ones in the final game. They're halved. So half of the face is right at the left hand side with both sides of the mesh flattened on top of each other. They seem to work as intended, though.
Gauntlet101010_4_OlympusHair-cm
This is the hair derived from the above mesh. Interestingly, although it's similar to it, it's not the same as Gauntlet101010_4_OlympusHair-cm2! Obviously I added the recolors and hat chops to make it work as a CAS part.
Gauntlet101010_4_OlympusPants-cm
These are derived from Gauntlet101010_4_Olympus-cm. I went back and forth on whether it was worth adding these, and I decided to. These pants aren't in the final game. I tried adding cuts so they could be used with around boots, but they didn't work right, so I baked them with the shoes they came with (a version of which is in the final game). No recolors here. These are just here for shits.
Gauntlet101010_4_OlympusHair-f2
An early version of hair in the game. But with a lower LOD and worse texture. Actually the texture is pretty different if you look at the file! Hat chops and recolors are mine, of course. Mainly here for completeness' sake. These are derived from Ref_FemaleSitA1 ObjectDefinitionResource: C0DB5AE7-00000000-0000000000027459. Actually the Sim is very distorted, so this is the only thing I can salvage! The texture map is more like the final then the female adults here. No vertex groups, but she does come with a uv_1 layer. The hair clips into the face, bit it's also at a lot LOD, so it is what it is.
I wish I could save the shirt because that particular texture isn't in the game, but the mesh and UVs are just different enough so that it doesn't work as intended. So, while I could just plop it on there ... it doesn't have the right effect. I could try to play with the UVs a bit to make it kinda, sorta look like how it might have looked like, maybe ... but at a certain point it's more my guess than me reconstructing something. So it's just lost.
All of these are marked with an Olympus logo in CAS so they'll stand out. I tried to make sure they won't show up as random. But you know this game.