Sims Legacy Collection โ€“ Creating CC

Objects Overview

Everything you need to know before making custom objects

On this page
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How Objects Work in Sims 1

Pre-rendered sprites in an IFF container – very different from later Sims games

In The Sims 1, every object on a lot – chairs, lamps, fridges, plants, the pink flamingo – is a single .iff file. That one file holds everything the game needs to display the object and make it do things.

Unlike The Sims 2 and later, Sims 1 objects are not rendered in real-time 3D. What you see on the lot are flat, pre-rendered sprites: images drawn from fixed isometric angles, at each of the three zoom levels, for each of the four camera rotations. The game just picks the right sprite to draw based on how the camera is oriented.

โ„น๏ธ This is why Sims 1 ran on very modest hardware in 2000 – the game is essentially stitching 2D images together over a 3D floor grid. It also means every custom object ships its own set of pre-rendered images; you cannot just hand the game a mesh and expect it to draw.

What lives inside an IFF

An IFF file is a container. Inside, it carries several resources, each handling one piece of the object. The ones you will touch most:

  • SPR2 – the game-view sprites (what you see on the lot)
  • BMP_ – the catalogue thumbnail and speech-bubble images
  • OBJD – the master record: price, catalogue category, GUID, and pointers to everything else
  • BHAV – SimAntics scripts that control behaviour
  • BCON – tunable numeric values (skill gain rate, motive effects, etc.)
  • TTAB and TTAs – the pie menu options and their text labels

You do not need to understand every resource type to make CC. Retexturing only touches sprites and the catalogue thumbnail. Creating new objects adds rendering new sprites and generating a fresh OBJD. Only full hacking goes into BHAV, BCON, and TTAB. For a full reference, see the File Reference.

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Tools You Need

Which tools matter depends on which route you take

Before any Maxis-era tool runs on the Legacy Collection, you need the registry entries set up. The classic HKEY_LOCAL_MACHINE\SOFTWARE\Maxis\The Sims key is not created by the Legacy installer. The easiest fix is the Feraligatr installer, which also bundles most of the tools below.

ESSENTIAL Transmogrifier (TMog)
The core object tool. Clones Maxis objects, exports sprites as editable BMP files, imports your edits back in, and sets the catalogue name and description. Every object CC workflow starts with TMog.
TMog Documentation โ†—
ESSENTIAL GIMP or Photoshop
For painting the exported sprite BMPs. Any editor that opens and saves BMP files works – TMog handles the palette conversion automatically for object sprites, so indexed-colour formatting is not required here.
gimp.org โ†—
RECOMMENDED IFF Pencil 2
For updating the catalogue thumbnail after a retexture, and for any deeper IFF work. Needs Windows XP SP3 compatibility mode and Run as administrator on Windows 10/11.
trolando's Sims1Tools โ†—
FOR NEW OBJECTS Blender + TS1 Renderer
Modern pipeline for creating objects from scratch. Blender for 3D modelling, the TS1 Renderer addon for generating correctly-angled sprites, and the companion TS1 Compiler for packaging into an IFF.
TS1 Renderer โ†—

A full tool list with every download link is on the Tools page.

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Two Routes to Custom Objects

Choose the approach that matches what you want to make

There are two fundamentally different ways to create custom objects, depending on whether you want to change how an existing object looks or build something new from the ground up. Both are covered in their own dedicated guide pages.

๐ŸŽจ Retexturing Existing Objects
Clone a Maxis object in TMog, export its sprite images, repaint them in your image editor, and import them back in. The shape, animations, and interactions all stay identical – only the visual appearance changes.
Tools: TMog + GIMP (or Photoshop) + IFF Pencil 2 for the catalogue thumbnail
Best for: recolours, Maxis-matching CC, pattern changes, themed sets built on existing object shapes.
→ Retexturing Objects Guide
๐ŸงŠ Creating New Objects from Scratch
Model the object in Blender, render all the required sprite angles with the TS1 Renderer addon, and compile everything into a finished IFF with TS1 Compiler. This gives you a completely new shape, not a repaint of something Maxis shipped.
Tools: Blender + TS1 Renderer + TS1 Compiler + TMog + IFF Pencil 2
Best for: new shapes not in the base game, custom decorations, bespoke furniture.
→ Creating New Objects Guide
โ„น๏ธ Which should I start with? If you have never made object CC before, start with retexturing. It teaches you how the TMog workflow, the clone/export/paint/import cycle, the Magic Cookie system, and the catalogue thumbnail all work – before you add 3D modelling and sprite rendering on top.
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Single-Tile vs Multi-Tile Objects

One concept worth knowing before you start

Most Sims 1 objects occupy a single floor tile – a chair, a lamp, a plant pot. Some span several tiles: double beds, dining tables, sofas, the foosball table. Multi-tile objects are more complex internally because each tile needs its own entry in the IFF.

โ„น๏ธ What this means in practice: when you clone a multi-tile object in TMog, the clone already contains all the tile records correctly. You do not need to configure them yourself. But if you try to build one from scratch, the tile-by-tile OBJD layout becomes a real concern. The easiest path for beginners is to clone an existing multi-tile object (for a double bed, clone a double bed) and retexture that, rather than building a new multi-tile layout from nothing.

The File Reference OBJD card explains the master-plus-per-tile structure in more detail.

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Common Mistakes

ProblemCauseFix
Game file corrupted after editingEdited the original IFF in GameData\Objects\ or inside a FAR archive instead of cloning first.Always clone with TMog before editing. Reinstall the game or restore from a backup to recover.
Save corrupted after a tool changeEdited or moved mod files while the game was still running.Close the game before changing any files. Relaunch to test.
GUID conflicts when sharing CCUsed Magic Cookie 0 for public CC. Two creators using 0 can produce the same GUID.Get your own Magic Cookie from the Magic Cookie Database and use it for everything you share.
Catalogue still shows the Maxis nameName and Description fields were not updated in TMog after cloning.In TMog, select your clone and edit the Name and Description in the right-hand panel. Use the CC convention: Made by [Handle] – [contact].
Buy Mode shows the original thumbnailTMog updates the in-game sprites but not the catalogue thumbnail. The original BMP_ resource is untouched.Open the clone in IFF Pencil 2, right-click the BMP_ Catalog entry (usually ID 2000) → Import → your new thumbnail.
TMog will not re-import painted spritesSprites were saved as PNG or JPG instead of BMP, or the filenames were changed.Save out of your image editor as .bmp with the original filenames. TMog matches them up via the export XML.