Sims Legacy Collection โ€“ Creating CC

Creating New Objects

Model in 3D, render sprites, compile into a game-ready object

On this page
โ„น๏ธ This page is a work in progress – screenshots showing each step will be added soon. If something is unclear, ask on Simscord or r/thesims1.
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What This Involves

More than a retexture – you are building every part of the object

Retexturing changes how an existing object looks. Creating a new object means modelling a 3D shape, rendering it as flat images the game can display, and packaging everything into an IFF file. This used to be extremely tedious by hand – modern tools have made it achievable.

โš ๏ธ This is advanced territory. Creating new objects requires 3D modelling skills (Blender) and understanding of how the sprite rendering pipeline works. If you have not retextured an existing object yet, do that first on the Retexturing Objects page – it teaches you how the IFF and TMog workflow operates before you need to build from scratch.
โ„น๏ธ Prerequisites to read first: the Objects Overview explains what an IFF is and what lives inside it, and the File Reference covers each resource type in detail. Familiarity with both will make the rest of this page much easier to follow.
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Why Objects Are Sprites, Not 3D Models

Understanding the rendering model that constrains everything else

Sims 1 objects are not rendered in real-time 3D. They are pre-rendered sprites – flat images displayed at fixed isometric angles. Each object needs sprites for 4 rotations (N/E/S/W) at 3 zoom levels (near/medium/far), plus a matching z-buffer depth sprite for each. The z-buffer tells the game how to layer Sims in front of and behind the object. Missing or incorrect z-buffers cause Sims to visually clip through objects.

โ„น๏ธ Bilaterally symmetrical objects (like the flamingo) only need 2 rotation sprites – TMog automatically mirrors them for the opposite angles. This halves the work for simple objects.

This is why every custom object ships its own set of pre-rendered images. You cannot hand the game a mesh and expect it to draw – you have to pre-bake every angle and every zoom level the camera can show, and the game just picks the right image at render time.

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The Modern Workflow: Blender + TS1 Tools

The pipeline replaces hours of manual sprite work

The TS1 Renderer and TS1 Compiler addons for Blender automate the hardest parts – rendering the four rotations at three zoom levels, generating matching z-buffers, and packaging everything into a valid IFF with the right palette indexing.

If you have not used Blender before, start with the official Blender Foundation tutorials. Learn the interface, how to create and edit basic shapes, and how to apply materials before attempting Sims 1 object work. Trying to learn Blender and the Sims 1 pipeline at the same time is painful.

โ„น๏ธ Tool versions: TS1 Renderer supports Blender 4.1 and 4.3–4.5. Blender 4.2 has a known bug that breaks it. Check the TS1 Renderer GitHub page for the current supported version before installing.
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Step-by-Step

Model your object in Blender

Open Blender and create your 3D model. Keep the geometry simple – you are rendering to small sprites, not real-time 3D, so complex shapes do not add visual quality. A clean low-polygon model with good textures looks better than a complex one at sprite resolution.

Resources for learning 3D modelling in Blender:

Install TS1 Renderer and set up the scene

Install the TS1 Renderer addon for Blender: go to Edit → Preferences → Add-ons → Install and select the downloaded ZIP. Enable the addon. Then follow the TS1 Renderer wiki to set up the isometric camera angles and lighting correctly. The addon handles the exact camera angles and sprite dimensions automatically – do not adjust the camera manually.

Render all sprites

Once your scene is set up, use the TS1 Renderer to batch-render all rotation angles, zoom levels, and z-buffer sprites in one pass. This replaces what used to be hours of manual screenshot-and-crop work. Each sprite will be saved as a correctly sized, correctly indexed image file.

Compile into an IFF file using TS1 Compiler

Install the TS1 Compiler addon the same way. Load your rendered sprites and run the compiler. It assembles the sprites into a complete IFF file, handles z-buffer packaging and palette indexing, and creates a basic OBJD (object definition) resource.

Open in TMog to set name, description, and Magic Cookie

Once the IFF is assembled, open it in TMog. Give the object a proper catalogue name and description, and assign a Magic Cookie number – use 0 for personal testing or your own number from the Magic Cookie Database for anything you plan to share.

Place in Downloads\ and test

Copy the finished IFF to your Downloads\ folder. Launch the game and check the object appears in the Buy Mode catalogue, displays correctly at all three zoom levels, and that Sims interact with it without visual clipping. Test all four rotation angles – rotate the camera to view the object from each direction.

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Finishing Your Object

Catalogue thumbnail – the one piece TS1 Compiler does not produce automatically

TS1 Compiler generates a valid IFF and a basic OBJD, but the catalogue thumbnail (the small image shown in Buy Mode) needs to be added separately. This is the same process as finishing a retexture.

Create a thumbnail image

Take a screenshot of your object in game, crop tightly around it in your image editor, and resize it to match the dimensions of an existing Maxis catalogue thumbnail. The easiest way to get the right size: open a similar Maxis object in IFF Pencil 2, look at its BMP_ resource at ID 2000 (labelled Catalog), and match those dimensions. The thumbnail is small in the catalogue – it does not need fine detail, but it should clearly represent your object rather than a Maxis original.

Open the IFF in IFF Pencil 2

Launch IFF Pencil 2 (right-click the .exe → Properties → Compatibility → Windows XP SP3 mode and Run as administrator, if on Windows 10/11). Open your new IFF file. In the left panel, click BMP_ to expand it. The entry labelled Catalog (usually ID 2000) is the Buy Mode thumbnail slot.

Import your thumbnail

Right-click the Catalog BMP_ entry → Import → browse to your thumbnail and select it. IFF Pencil replaces the image. Save the file with File → Save. The Buy Mode picture now shows your object.

โ„น๏ธ Set a creator handle in the description. The standard Sims 1 CC convention for the catalogue description is: Made by [Your Handle] – [your site or contact]. If you are sharing your object, this is the only place inside the file itself that tells someone who made it and where to find more of your work.
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Further Reading

TS1 Renderer (GitHub)
Blender addon for rendering Sims 1 object sprites at the correct angles and zooms.
GitHub โ†—
TS1 Compiler (GitHub)
Companion tool that packages rendered sprites into a complete IFF with OBJD, DGRP, PALT and SPR2 resources.
GitHub โ†—
IFF Hacking – Adding Behaviour
Once you have a working object shell, the next step is giving it custom interactions, prices, and motive effects. Covered on the IFF Hacking page.
IFF Hacking →
Blender Foundation Tutorials
Official free 3D modelling tutorials. Do the Donut tutorial first if you have never used Blender before.
blender.org โ†—