Ever wonder why some statues have a blue hue to it? Ever thought about why when you recolor something it doesn't exactly match everything else you've done. Sometimes this falls into using either a white, grey or any hue of white as a base. However, 9 times out of 10 it's because someone forgot to change the TXMT information. This lovely little bit in SimPE also adds reflection. You know that damn shiny countertop that you just don't want to be shiny anymore? I know some people are scared to poke SimPE too much because let's face it some parts are just not user friendly if you are just starting out.
However, I always feel the need to share because hey, that's what I do. So with that in mind I'll give you the lines and the numbers you need to edit to make things get a closer match.
We'll start with fabrics, mostly because it's the most overused. Also because I've noticed when I download certain recolors of things *glares at the Sofa of Substance* there's a different hue. If you use the neonblue which is what it's called the TXMT also has a blue overtone. Here's how you fix that pain in the ass thing.
Go into TXMT and under properties change the following lines:
reflectivity 0.5
stdMATTDIFFCoef 0.8,0.8,0.8
stdMatSpecCoef - 0.091,0.091,0.091
stdMatSpecPower 7.7
This will match most of your fabrics to Jonesi's bed blanket. Why did I pick this fabric match? Well simple, it's abused A LOT.
Next is woods, there are two that I use depending on the wood itself.
This is for when I create new objects and I just need a base TXMT to work from. If the woods you are using are close in tone to BuggyBooz Basic Kitchen this will make them match.
reflectivity 0.31
stdMATTDIFFCoef 0.8,0.8,0.8
stdMatSpecCoef - 0.11,0.11,0.11
stdMatSpecPower 8.5
(This one I also use for Shasta's metals and most statues as it is very weak and doesn't give off much of a shine. This helps when the texture you are using is already shiny.)
Also for the 5 woods I use, I pulled the TXMT from the AL Jock and the IKEA Lack.
reflectivity 0.5
stdMATTDIFFCoef 0.8,0.8,0.8
stdMatSpecCoef - 0.074,0.074,0.074
stdMatSpecPower 20
Also something else to keep in mind. If you notice that the wood is super shiny there is usually a reflection cube involved. To disable this you will need to delete two things while changing two other lines.
This does also appear in a lot of appliances. Keep an eye out that reflection cube is sneaky!
This is found in Properties: stdMatEnvCubeCoef = 0,0,0
Easily changed from Categorized Properties: stdMatEnvCubeMode = none
Delete this: stdMatEnvCubeTextureName
You will also need to delete the extra line in the File List tab.
Since we've touched a bit on appliances already I'll go ahead and add the TXMT I use for the KBS Kitchen colors.
reflectivity 0.5
stdMATTDIFFCoef 0.8,0.8,0.8
stdMatSpecCoef 0.5,0.5,0.5
stdMatSpecPower 20
Also for the bathrooms to match the KBS Bathroom stuff:
reflectivity 0.05
stdMATTDIFFCoef 0.8,0.8,0.8
stdMatSpecCoef 0.6,0.6,0.6
stdMatSpecPower 80
Another little thing that I'm sure most know is when you have an object that can be alpha edited, example the Free Time Stencil or Nengi's Rug. You just need to change this line, stdMatAlphaTestEnabled, from 0 to 1.
I figure most of you already know this already but for those of you that may be frustrated by statues with blue hues, now you know how to change it.
NOTE: Remember that if a package was compressed before you edited it, compress it again. This will keep your game from crashing.
Also for more little neat tricks visit
a lunatic idea. It's a very helpful site with a ton of information on it by none other than Huge Lunatic.
You can find greatness like:
M&G Quatertile cheatMaking Objects Recolorable There are other great tutorials on MTS2 and Garden of Shadows.
I hope this was useful to someone. I really don't know why I typed it up other than it was really frustrating whenever I came across something nice that had that blue hue. Anywho, this was me being helpful. :P