Sims Legacy Collection – Creating CC

Making Clothing

Custom body skins and outfits for Sims 1 Legacy Collection

On this page
โ„น๏ธ This page is a work in progress – screenshots showing each tool step will be added at some point. If something is unclear, ask on Simscord or r/thesims1.
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Getting the Tools Working

Legacy Collection needs a registry fix before old Maxis tools will run

The Sims Creator, Home Crafter and Art Studio all locate your game via a Windows registry entry that Legacy Collection does not create. You need to add it – either via an installer that does it automatically, or by hand.

โš ๏ธ Home Crafter and Art Studio also need two compatibility settings applied to their .exe files: 16-bit colour mode and Windows XP SP2 compatibility mode. The Sims Creator needs neither. If the installer does not apply these automatically, set them manually in each tool’s Properties → Compatibility tab.

Route A – Feraligatr Installer
Recommended

A community installer that bundles a selection of original Maxis tools (including The Sims Creator, Home Crafter and Art Studio) and handles the registry key and compatibility settings for those tools.

Download the installer

Go to github.com/Secondhand-Feraligatr/Sims-1-Programs-for-Legacy-Collection and download the latest release.

Run and choose Custom Install

Select Custom Install → Select manually to choose which tools to install. They will be placed in a Programs folder inside your Legacy Collection install directory.

If you see a “16-bit colour” error

The installer may not have applied compatibility settings. In Windows File Explorer, right-click on the tool’s .exe file → Properties → Compatibility tab → tick 16-bit colour and set compatibility to Windows XP (Service Pack 2). This applies to Home Crafter and Art Studio – The Sims Creator does not need this.

Route B – Manual Registry Fix

If you prefer to install tools from the Internet Archive and fix the registry yourself, see the CC Troubleshooting – Registry Fix for exact steps. Then apply the compatibility settings above manually.

โ„น๏ธ GIMP and Paint.NET never need a registry fix – they are standalone image editors with no dependency on the game’s install location. You can use them to create CC without running any other tool.
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How Clothing Works in Sims 1

Very different from later Sims games

โš ๏ธ Sims 1 clothing is nothing like Sims 4. There are no separate tops, bottoms, or hair items – each outfit is a single flat texture painted onto the body mesh. Hair is painted directly onto the head texture. Understanding this first saves a lot of confusion.
One file = the whole outfit
A body skin file contains the Sim’s entire appearance from neck to toes – top, bottom, shoes, and visible skin all in one flat bitmap. The file is a 256×256 pixel image. To change any part of an outfit you repaint the entire body texture.
Three skin tones
Sims 1 has light, medium, and dark skin tones. If your clothing has any visible skin areas (arms, legs, neck), you need three separate files – one per skin tone – with the correct base skin colour painted underneath the clothing in each version.
Three adult body types
Adults come in three builds: Skinny (Skn, the default), Fit (Fit, athletic), and Fat (Fat, plus-size). Each exists for both male and female – six adult meshes in total. A Sim’s body type is permanent, so a skin painted for a Fit body looks distorted on a Skinny body. For widest compatibility, create at least Skinny male and Skinny female versions.
Children have their own mesh
Children use a completely separate body mesh with the Chd body type code. There is only one child body type (no Fit/Fat/Skinny). Child filenames use C for age instead of A.
Example: B300FCChdlgt_KidsOutfit.bmp = female child.
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Dress Style Prefixes

The first letter of the filename tells the game what category the outfit belongs to

Every skin filename starts with a prefix that determines where the outfit appears in the game – whether it shows up in your Sim’s home dresser, or on a clothing rack at a community shopping lot. The Legacy Collection includes all seven expansion packs, so all of these prefixes are active.

PrefixTypeWhere it appearsExpansion
BBody (everyday)Dresser – everyday clothingBase game
CCranium (head)Create-A-Sim head selectionBase game
HHand texturesSim’s hand texture (separate from body)Base game
LLingerie (sleepwear / pyjamas)Buyable at clothing rack – sleepwearHot Date
FFormalBuyable at clothing rack – formalHot Date
SSwimwearBuyable at clothing rack – swimwearHot Date
WWinterwearBuyable at clothing rack – winterwearVacation
HHigh FashionBuyable at clothing rack – high fashionSuperstar
โ„น๏ธ B-prefix skins appear in the home dresser and Create-A-Sim. All other clothing prefixes (L, F, S, W, H) are “buyable” – they only appear on clothing racks at community shopping lots. Your Sim must visit a shop to buy them. Buyable skins go in ExpansionShared\SkinsBuy\ rather than GameData\Skins\. See the Terminology page for more detail on buyable skins and folder locations.
โš ๏ธ H is used for two things. The game uses H for both hand textures (base game) and High Fashion bodies (Superstar). It tells them apart by context – hand files are referenced directly in character data, while High Fashion skins appear on the clothing rack.

For a full reference of all file types, naming segments, and where each file goes, see the File Reference page.

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Filename Format

The filename tells the game everything it needs to know – no spaces anywhere

All body skin filenames follow the same structure regardless of the dress style prefix. Every segment runs together with no spaces. Here is the format for everyday clothing (B prefix):

B[meshnum][gender][age][bodytype][skintone]_[name].bmp

Example: B300FASknlgt_RedDress.bmp

B – Body (everyday clothing)
300 – mesh number
F – female
A – adult
Skn – skinny body type
lgt – light skin tone
_RedDress – identifier (your choice)

SegmentValuesMeaning
PrefixB, L, F, S, W, HDress style – determines which clothing category the outfit appears in. See the prefix table above.
Mesh number001005, 300, etc.A three-character identifier for the mesh shape. Maxis used numbers; custom creators pick their own codes.
GenderF / M / UFemale, male, or unisex.
AgeA / CAdult or child.
Body typeFat / Fit / Skn / ChdFat, fit, skinny, or child. Children always use Chd.
Skin tonelgt / med / drkLight, medium, or dark. Only in BMP filenames – not in CMX or SKN files.
_NameAny textAn underscore followed by a unique identifier you choose.

A complete everyday outfit needs three BMP files (one per skin tone) plus one CMX and one SKN:

FilePurpose
B300FASknlgt_RedDress.bmpBody texture – light skin tone
B300FASknmed_RedDress.bmpBody texture – medium skin tone
B300FASkndrk_RedDress.bmpBody texture – dark skin tone
B300FASkn_RedDress.cmxMesh config – no skin tone in filename
xskin-B300FASkn_RedDress-PELVIS-BODY.skn3D mesh – no skin tone in filename

For a full breakdown of all naming segments, see the File Reference page.

โœ… Minimum viable first release: make 3 BMP files (light, medium, dark) for one body type (e.g. female adult skinny). TSC generates the CMX and SKN for you. That is 3 files you paint and 2 files the tool creates – 5 files total for a working outfit.
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The xskin Chain

How the four file types work together to create a clothed Sim

Every Sim’s appearance depends on four file types working together. Understanding which file does what helps when things go wrong – if your outfit shows up blank, check the BMP; if it does not appear at all, the CMX is likely the problem.

BMP – the texture
The flat image (256×256 pixels, 8-bit indexed, 256 colours maximum) that gets wrapped around the 3D mesh. This is what you paint in GIMP – the outfit itself. If this file has more than 256 colours, the Sim appears as a blank white body in game.
CMX – the config file
A small plain-text file that tells the game which SKN mesh to load for this outfit. The name on the fifth line must match the CMX filename exactly – if it does not, the game ignores it silently. You can open CMX files in Notepad to inspect them.
SKN – the 3D mesh
The 3D shape data – the vertices (points in 3D space), faces (triangles between those points), UV coordinates (how the texture wraps around the shape), and bone assignments (which skeleton part each point follows during animations). For bodies, the base part is PELVIS.
BCF – the skeleton
The bone structure (pelvis, spine, arms, legs, head) that drives animations. Every adult Sim uses the same skeleton – you almost never need to touch this file. Your mesh just needs to be weighted to the correct bones so it moves properly during animations.

All everyday skin files live in GameData\Skins\ – some are loose files, others are packed inside .FAR archives. Use FARx to extract files from FAR archives if needed. Buyable skins (L, F, S, W, H prefix) go in ExpansionShared\SkinsBuy\ instead.

โš ๏ธ Do not rename xskin files. Filenames starting with xskin- contain the CMX base name as part of their filename. If the name does not match, the chain breaks and the mesh will not load. The identifier after the underscore in the BMP filename (e.g. _RedDress) is safe to rename.
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Two Routes to Custom Clothing

Choose the approach that matches what you want to make

There are two fundamentally different ways to create custom clothing, depending on whether you want to change how an outfit looks (its colour and pattern) or how it is shaped (its 3D silhouette). Both are covered in their own dedicated guide pages.

๐ŸŽจ Retexturing Existing Outfits
Repaint an existing body mesh – change colours, add patterns, create new outfits by painting over the flat BMP texture in GIMP. The Sims Creator generates the companion CMX and SKN files. No 3D modelling required.
Tools: GIMP (free) + The Sims Creator
Best for: new outfits on existing body shapes, recolours, matching skin tones, custom clothing for all dress styles.
→ Retexturing Clothing Guide
๐Ÿงต Creating Custom Meshes
Edit the actual 3D body mesh to create new clothing shapes – flowing dresses, armour, wings, hats, and completely different body silhouettes. Requires a 3D modelling tool and knowledge of the mesh rules.
Tools: Blender + TS1 Blender IO (free), Wings3D + SKN2OBJ (free), or MilkShape 3D + SKN2OBJ (MilkShape is a paid tool with a 30-day trial)
Best for: new body shapes, accessories, flowing clothing, props attached to the body.
→ Custom Meshes Guide
โ„น๏ธ Which should I start with? If you have never made clothing CC before, start with retexturing. Copy a Maxis body skin, repaint the outfit in GIMP, and get it into the game. It is the quickest way to see a result and teaches you how the file system works. Custom meshes are a separate skill you can learn afterwards.
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Common Mistakes

ProblemCauseFix
White blank body in gameBMP saved as 24-bit (RGB) instead of Indexed 256-colour.In GIMP: Flatten Image, then Image → Mode → Indexed (255 colours), then File → Export As .bmp. See the Indexed BMP Conversion section.
Outfit not appearing in dresserFiles are in a subfolder, or the CMX/SKN companions are missing.Move all files directly into GameData\Skins\ (no subfolders). Make sure BMP, CMX, and SKN are all present.
Visible seams on the bodyPainting crossed the UV seam boundaries where body parts join.Zoom in on the template edges in GIMP and match colours carefully where parts meet. See the Painting section.
Outfit looks distortedSkin was painted for the wrong body type (e.g. painted for Fit mesh, but Sim is Skinny).Each body type needs its own file. Check the body type code in the filename matches the Sim.
Wrong skin tone underneath clothingThe lgt/med/drk suffix does not match the base skin colour used in the BMP.Check the filename suffix matches the skin colour you painted underneath the clothing.
CMX name mismatchThe name on line 5 of the CMX file does not match the CMX filename exactly.Open the CMX in Notepad and check that line 5 matches the filename (without the .cmx extension).
Buyable outfit not on rackFile is in GameData\Skins\ instead of ExpansionShared\SkinsBuy\, or the prefix is wrong.L, F, S, W, and H prefix files go in the SkinsBuy folder. B prefix goes in Skins.