If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

The Sims (Windows)/Unused Graphics

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of The Sims (Windows).

Graphics ripped from the base game (Version 1.0), except those listed in Expansions. Some of the following resources were repurposed for different objects in later expansion packs, not in the same context as originally intended. These repurposed features will be mentioned in the associated notes.

Lost Graphics

No longer existent, or checked by any files, yet resources as global strings contain raw data with their filenames in. What's now known upon earlier builds of the game unveils their intended context, hence the prototype sprites listed in the Sample column below.

Behavior.IFF10 December 1999 14:10
STR# 161 - bubble icons
ID String Possible Context Sample
1 Toilet Low Bladder. Ts1 losticon toilet.png
2 Wired Unknown. Ts1 1998 wiredicon.png
3 Shower Low Hygiene. Ts1 losticon shower.png
4 Lightning Allegedly for the Insult Sim interaction. Ts1 losticon lightning.png
5 Comfy Chair Low Comfort. Ts1 losticon comfychair.png
6 TV Low Fun. Ts1 losticon tv.png
7 Snooze Low Energy. Ts1 losticon snooze.png
8 Sleepy Ts1 1998 sleepyicon.png
9 Very Tired Ts1 1998 verytiredicon.png
10 Dancing Low Social and Compliment Sim interaction. Ts1 losticon wired.png
11 Doubly Lit Candle Unknown. Ts1 1998 2litcandleicon.png
12 Candle Talk Sim interaction. Ts1 losticon candle.png
13 House Ts1 losticon house.png
14 Blah Blah Ts1 losticon blahblah.png
15 Weather Ts1 losticon weather.png
16 Prayer Ts1 losticon prayer.png
17 Newspaper Ts1 losticon newspaper.png
18 Government Ts1 losticon government.png
STR# 501 - conversation icon labels
ID String Context
0-4 Horoscope (1-5) Early conversation icon labels, including the discontinued "Leisure" and "Horoscope" topics.
5-9 Weather (1-5)
10-14 Sports (1-5)
15-19 Leisure (1-5)
20-24 Sci-fi (1-5)
25-29 Travel (1-5)
STR# 502 - motive icon labels
2 unused alertness
  • Discontinued motives originated from builds as old as 1997.
  • It's unknown what motive the "candle" icon was associated with.
  • A number of scripts for the scrapped "Stress" motive still exist in global tree data.
11 unused stress
12 unused candle
7 unused sleeping Were eventually condensed as a single Energy motive.
8 unused tired
9 unused really tired
14 unused NO MONEY Sims apparently once saw their mood affected depending on their household funds.

Unused Sprites

Edith Tool

Sims.exe — 05 January 2000 16:09
ID Sample Note Context
203 TS1 Bitmap203.png The master executable keeps resources remnant of Edith (in-house editing/debugging utility for the game's visual programming) in all versions, and that includes three very simple bitmap icons, that see use at the tree tracing dialog, indicating which primitive event is currently running.
203, here indicating that Bob Newbie calls an idle animation loop until further instructions may tell him otherwise.
204 TS1 Bitmap204.png
205 TS1 Bitmap205.png

Miscellaneous

Hmmm...
To do:
Which expansion pack started using the miconEnvironment icon?
Sprites.IFF10 December 1999 14:10
Type ID Sample Note Context
'Head dots'
PALT 2001 TS-headdot.gif
  • A flashing blue dot. Early in development, this could be seen right above the Sims' heads, as an indicator of the currently-selected character.
  • It was discontinued sometime around January 1999 in the name of an arrow-shaped 3D prop that would be subject of quite a few minor tweaks along the game making process, only to become what it is now known as the plumb-bob.
Head dots in an early pre-release
.
"micon" icons
'miconEnvironment'
SPR# 213 The Sims - 213 Environment.gif
  • Meant to be displayed as one Sim begs for the player's attention due to their messy Environment mood conditions. Unlike other Sim needs (Hunger, Comfort etc.), the Environment score is instantaneously set depending on the neatness of the room the Sims are in, instead of expressing a time-based decay; for that reason, if this sprite were used for its original purpose, it would be called way more often than a regular player could afford, so its obsolescence was likely intentional.
  • Further expansion packs for the game notably repurposed the sprite for when a Sim nags another, otherwise it sees little to no use.

"Hdline" Icons

The "hdline" sprite hierarchy contains static images for the means of expressing different character conditions and feelings, very akin to those seen in comic books. This concept was entirely removed from the final product, save for the sprites related to Sim relationship statuses.

Sprites.IFF10 December 1999 14:10
"hdline" icons
'hdlineHate'
SPR# 500 The Sims - 500 hdlinehate.png
  • An icon for the "Hate" relationship status: A Sim-hand giving the Sim-bird! It's worthy mentioning that the mechanics in the final game does not quite display the low relationship scores between two Sims as a very significant event in gameplay in the same way as romance and friendships, hence the lack of a proper icon that goes with it.
  • Later, an interaction that implies a similar (if not the same) gesture being used was created for The Sims: Bustin' Out as Sign Language.
'hdlineStress'
501 The Sims - 501 hdlinestress.png
'hdlineSurprise'
502 The Sims - 502 hdlinesurprise.png It's very unlikely of The Sims retail builds to utilize imagery as a way of expressing emotions (the animations and the phenomenal Simlish already do that with much more efficiency!), suggesting it was implemented — and scrapped — a long time prior to the game's release.
'hdlineIdea'
503 The Sims - 503 hdlineidea.png The exercise of the Sims' intellectual faculties basically reside in improving skills, which may be the context where this sprite would be used.
'romance'
300 TS-LoveOld.gif Old designs of the heart icon, that kicks off every good new Sim Romance in the game. They were traded for a much more universal, less dramatic equivalent. 300 would be repurposed in Makin' Magic where a Sim kisses a toad that was turned from a pre-existing Sim via the Toadification Spell or the backfired side-effects of the Horn of Plenty spell.
504 The Sims - 504 hdlinelove.png
631 (Final) TS-Love.png
'friends'
301 TS-FriendsOld.gif The icon that announces new friendships and counts the existing ones, throughout an undetermined gap of development time, went from being a multiracial handshake to an universal Smiley.
630 (Final) TS-Frien.gif
'hdlineDrunk'
505 The Sims - 505 hdlinedrunk.png Since the franchise's day 1, you could actually buy your Sims a Bar and direct them to drink its beverages, though they could drink as much as they wanted without any drunken effect. Hints of a drunken state would be introduced in House Party (through the punch bowl) and Hot Date (through the downtown bars), but this icon still goes unused.
'hdlineHurt'
506 The Sims - 506 hdlinehurt.png Except for death, Sims will not experience much pain throughout their lives, if not a few accidentally chopped fingers and the potential of physical fights.
'hdlineSmell'
507 The Sims - 507 hdlinesmell.png A similar effect would be used on the game's sequel: being negligent to one Sim's Hygiene need causes flies and green air to be produced around the smelly character.

"debug" Icons

Sprites.IFF10 December 1999 14:10
"debug" icons
'Sim Actions'
SPR# 601 The Sims - 601 Hug.png Placeholder sprites that signify different contexts a Sim may struggle to move. They're called across the Sims' heads if one switches the Debug simulation global from 0 to 1, but obviously no event in normal gameplay causes this.
Simulation Globals
Sprites as 620 oddly appear across speech bubbles, when the lot's Debug flag is toggled on.
602 The Sims - 602 Gift.png
603 The Sims - 603 BackRub.png
604 The Sims - 604 CheerUp.png
605 The Sims - 605 Entertain.png
606 The Sims- 606 Tickle.png
607 The Sims - 607 Brag.png
608 The Sims - 608 Slap.png
609 The Sims - 609 Scare.png
610 The Sims - 610 Tease.png
611 The Sims - 611 Attack.png
612 Ts1 debug need chair.png
613 Ts1 debug inuse.png
614 Ts1 debug can't route.png
620 Ts1 debug moving out of way.png
621 Ts1 debug moving off door.png
622 Ts1 debug route waiting.png
623 Ts1 debug asking to move.png
'pizza'
619 The Sims - 619 Pizza.png Pre-release builds of the game use this icon — here, for some reason, listed by the developers into the "debug" sprite hierarchy — across speech bubbles for every time a Sim dialed the pizza place. The final, instead, utilizes a thumbnail of the pizza delivering NPC's head. If anything, the very same pizza sprite can still be looked at his uniform.
Late 1999 SimWebcam snapshot.
pizzadude.iff (Final) TS-PizzaDude.png
'Can't find room'
624 624 - CantFindRoom.png Meaning a Sim is unable to find a way to get in/out of their current room.
701 (Final) TS-DoorAccess.png
'Can't sit down'
625 The Sims - 625 CantSitDown.png For Sims unable to sit down.
'Can't stand up'
626 The Sims - 626 CantStandUp.png For Sims unable to stand up
'Destination occupied'
627 The Sims - 627 DestinationOccupied.png Inability to place an object on a tile that keeps another object.
'Dest chair occupied'
628 The Sims - 628 DestChairOccupied.png When a given interaction requires a seating.
700 (Final) TS-ChairAccess.png
'Wall in the way'
629 The Sims - 629 WallInTheWay.png The Sim is unable to leave the room.
702 (Final) TS-WallAccess.png
'Altitudes don't match'
632 The Sims - 632 AltsDontMatch.png The interaction can't be completed while on a slope.
703 (Final) TS-AltAccess.png
Textures.FAR
hunger.bmp 28 May 1999 19ː31
Early Final Note Context
TS-hungerold.bmp TS-hunger.gif Early icon for the Hunger need, oddly located in Textures.FAR rather than Sprites.IFF, indicating how early it is, when compared to the other sprites in the game. A monochromatic and animated equivalent of the needs icons took the place of it.
Snapshot of an 1998 pre-release, hunger.bmp in action.
(Source: LUCPIX)

Unused Graphics in Objects

Found in Objects.FAR, object sprites in The Sims are made up for four separate images, one for each rotation in each direction. It is worth noting that Maxis, especially in the base game, would often exclude two of the four rotation sprites and simply flip the remaining two to make up for it. The end result is (mostly) imperceptible and creates the illusion of a full rotation.

For the purposes of this article, any object that has only two rotation sprites will have the remaining two rotated as would have been done in-game to illustrate its full rotation.

Unused Graphics

Objects.FAR
Draw Group ID Sample Note Context
cursors.IFF
tile cursor 301 The Sims - old tile cursor sprite.png Some of the earliest pre-releases used this as an indicator an object could not be placed on a tile, without detailing why. The final build swapped this in the name of tooltip texts.
tile cursor in an early 1998 pre-release.
Shutters.IFF
Abstract Tile 200-202 The Sims - testing shutters sprite.gif Earlier in development, a few attempts in designing complex shutters for the game's windows were made, but it does not seem like the plan went too far.
ToyBox.IFF
left/right 3101-3100 TS-DresserInToybox.gif A partial dupe of one of the dresser objects, except they feature some programmer text.
ChairsLR1Tile.IFF
chair2 graphic 128 The Sims Living Chair Sprite Rotation.gif Passively listed in ChairsLR1Tile.IFF is a remnant of an early chair that is a household name in several pre-release media, yet was not correctly featured in the final build, deliberately or not. Unfortunately the original palette is long gone.
chair2 graphic in a late 1998 pre-release
counters.IFF
Counter Chp 120 The Sims Cheap Bathroom Counter Sprite Rotation.gif As with chair2 graphic, its original palette is long gone, if one even existed to begin with. Evidently this sprite did not get very far before being scrapped, given that it is a (more or less) exact duplicate of the "NuMica Kitchen Counter" with "Bathroom Cheap" written across it.
Multiple
TestObject graphic 128 Ts1 testobjectgraphic.gif A clone of endtable1 graphic: sprites for an unused single-tile dining table that the final iteration has as a placeholder for all the invisible vehicle spawning objects in every lot. Multiple objects have this listed in their Sprite2, in different (arbitrary) palette choices, including ChildStepstool.IFF.
pc 1 through pc 8 101-107 Ts1 pc sprite.gif Clones of the sculpture "Scylla and Charybdis", in incorrect palette, also seen listed in many different objects.

Early Graphics

The stereo objects were originally designed to break and be repaired, like other electronic items in the game. While this concept did not go too far in development, one can spot two placeholder draw group resources for the "Zimantz Component" stereo that, given their names, were meant to picture it as broken. In practice, they have a visually intact stereo instead; the actual oddity manifests itself in their mild visual differences in comparison to the final stereo, indicating they're slightly early iterations of the object:

  • The two cables that connect the stereo to the speakers are white instead of black;
  • The disc/stereo rack is a little darker, yet the closest speakers present the same brightness level as the partially covered ones;
  • Even though both versions seem to use the same wooden texture, it's a little offset when compared to the final.
Objects.FAR
Draw Group ID NE SE SW NW
stereos.IFF
stereo broken 2101 Ts1 earlystereo ne.png Ts1 earlystereo se.png Ts1 earlystereo sw.png Ts1 earlystereo nw.png
2110
Final Ts1 finalstereo ne.png Ts1 finalstereo se.png Ts1 finalstereo sw.png Ts1 finalstereo nw.png
(Source: LUCPIX)

Other Unused Graphics

5Kiss

28 December 1999 00ː47

Attached to the game's setup executable are five different screen snapshots of a female Sim in different social settings, intended to be displayed, one at a time, on dialog windows as the user progresses through the installing. According to logic, the fifth and final image would be 5Kiss.bmp: a happy ending where the female Sim passionately kisses a man (as pictured above), except that the last dialog window mistakenly displays a repeated instance of 4Fight.bmp, where the character is seen having a fight with the same man.

"X"

28 May 1999 19ː31

arrow.bmp (Early) X.bmp (Final)
TS1 arrow.BMP TS1 X.bmp

"Arrow" is the internal name for the always-spinning motive diamond that has been eventually popularized as the plumb-bob — but that's because, as a three-dimensional prop, it first came in game as a literal, not-very-interesting arrow. What, at first, was a solid-color texture, saw an evolution as a plain "X" texture, virtually unnoticeably wearing the final prop.

Early Basketball Texture

basketball3drt.bmp (Early) 19 August 1999 15ː42 BBall1.BMP (Final) 05 November 1999 17ː24
TS1 basketball3drt.bmp TS1 BBall1.BMP

The asterisk-lined basketball texture was given a makeover, in the name of warmer colors and even a fancy canon brandingǃ

Early Wallphone Texture

wallphone3drt.bmp (Early) 20 November 1998 17ː17 wallphoneX3DRT (Final) 29 August 1999 09ː35
TS1 wallphone3drt.bmp TS1 wallphoneX3DRT.bmp

Given both textures are nearly a whole year apart, it's of note they don't differ a thing despite how the latter edit is but crudely upscaled and sees brighter corners plus a metallic add-on up its antenna.

Unused Thumbnails

walls.IFF

The first two thumbnails depict early wall designs that can not be found anywhere within the game. However, they are used as full-size images on The Sims' official downloadable wall-making tool, HomeMaster (having its name changed to HomeCrafter right after The Sims' release), as demo walls. They consistently display a pale background instead of blue, as thumbnails did until the game's pre-final build.

Windows.IFF

Speech sprites (intended to appear across speech/thought bubbles) with final windows pictured in oddly colored thumbnail backgrounds, also akin to those of pre-release builds. Sims don't normally go and react to recently-placed windows, or think about them when they figure an obstacle during their trajectory, or talk about them with others, so these went unused.

Sims

All Sims have 3 large face thumbnails generated right after their conception; two of them, depicting their head meshes slightly tilted up/downward, are not used anytime in normal play. May refer to older mechanics of facial expressions sensitive to the Sims' motives. A similar feature, albeit in mugshots would be in The Sims 2.

Diagonal Window/Door Alpha Channels

walls.IFF

One of most notable building limitations on The Sims is the inability to combine walls built diagonally (those that break the world tile grid into two rather than aligning its corners, "facing" the viewer as a result, as pictured above) with any object, even windows or doors.

At one point, the player might have been capable of doing so — an assumption sustained by a few visual mock-ups designed in mid-development — however this concept hasn't made its way to the final, with only a few unused alpha channel sprites, unused placement flags and text as remnants of it.

Tutorial Test Icon

tutorial.IFF

Placeholder for the Help Menu pop-up icons that teach the users how to play the game as they first venture into the Newbie household.


(Source: LUCPIX)

Unused UI Graphics

There are some unused graphics in UIGraphics.FAR, which contains the game's UI images and other content.

Neighborhood Menu

Pick-A-Family/Create-A-Sim

Early buttons for the family/character creation screen, most notably seen in builds of the game of approximately the same period as E3 1999. The buttons used in-game are empty, with text rendered over the button graphic.

DesignCharSkinsBtn

29 September 1999 16ː20

The Sims (Windows) - DesignCharSkinsBtn.PNG
What's interesting is that this image shows a Sim in an outfit not available in the final game. However, it is present and used for the The Sims Steering Committee pre-release build of the game two years before the game officially came out.

Marquee

29 September 1999 16ː19

The Sims (Windows) - Marquee.PNG
It is unknown what this could be used for. However, Marquees are also used with signs, so it could have been for the credits sign at one point.

SimEstates

29 September 1999 16ː17

The Sims (Windows) - SimEstates.png
It's unknown what this was intended for either.

Control Panel/UI

View Menus

At one point, right-clicking any of the areas in the game's world during gameplay called a specific pie menu with zooming/rotating settings to choose from, operating in the same fashion as the Control Panel buttons. Most of the game's pre-release builds from early 1999 had a darker, less saturated user interface, although their fundamental aspects didn't differ entirely from their respective finals.

ViewMenuZoomOut

28 May 1999 19ː21

TS-ViewMenuZoomOutOld.bmp

ViewMenuZoomIn

28 May 1999 19ː21

TS-ViewMenuZoomInOld.bmp

ViewMenuRotateRight

28 May 1999 19ː21

TS-ViewMenuRotateRight.bmp

ViewMenuRotateLeft

28 May 1999 19ː21

TS-ViewMenuRotateLeft.bmp

RotateRight

RotateRight.bmp (Early) 28 May 1999 19ː21 rotright.bmp (Final) 30 September 1999 13ː12
TS-RotateRight.bmp TS-rotright.bmp

RotateLeft

RotateRight.bmp (Early) 28 May 1999 19ː21 rotleft.bmp (Final) 30 September 1999 13ː12
TS-RotateLeft.bmp TS-rotleft.bmp

ZoomOut

ZoomOut.bmp (Early) 28 May 1999 19ː21 zoomout.bmp (Final) 30 September 1999 13ː16
TS-ZoomOutOld.bmp TS-zoomout.bmp

ZoomIn

ZoomIn.bmp (Early) 28 May 1999 19ː21 zoomin.bmp (Final) 30 September 1999 13ː10
TS-ZoomInOld.bmp TS-ZoomIn.bmp

Personality

Personality.bmp (Early) 31 May 1999 20ː31 Personality.bmp (Final) 30 September 1999 14ː13
TS-PersonalityOld.bmp TS-Personality.bmp

CatalogUnknown

31 August 1999 20ː31

The Sims (Windows) - CatalogUnknown.PNG
Placeholder for objects in the buy menu with no icon. Later revisions of the game engine automatically generate the buy thumbnails from the sprite resources when they aren't explicitly defined in the object data. This means most players have never and will never see this in the buy catalog, although it can be seen in later versions of the game if an invention object's thumbnail can not be loaded.

AMPM

30 September 1999 14ː10

TS-ampm.bmp

Originally placed next to the time display. The final game, though, uses a plain text equivalent.

popuproofpattern

30 September 1999 14ː09

TheSims Popuproofpattern.png
cpanel\Build\popuproofpattern.bmp was meant for the pop-up when choosing the roof pattern, much like the one for the roof pitch.

Miscellaneous

CheckBtnNew

28 May 1999 19ː22

Unused check button.
An old check button, which appears to may have been used in a debugging menu and/or the options menu.

TogglePushBtn

28 May 1999 19ː22

Unused button for currently unknown use.
A sheet for testing the button effects.

PieBack

28 May 1999 19ː22

Unused pie menu background?
This was most likely a very early background design for the pie menu.

PieButt

28 May 1999 19ː22

TS-PieButt.bmp
In earlier builds, clicking the right button mouse whilst the mouse pointer is located at any areas of the game's world would call a special pie menu with world rotating/zooming choices. At the center of the menu, this image would be seen.

Sys Files

28 May 1999 19ː22

It is currently unknown where these would appear — potentially in some type of debug menu.

Unused Mouse Pointers

Base Game

Build Mode

At some point, the building tools had cursors that much resembled those of SimCity 3000. The final game, though, uses colorful, pre-rendered sprites as tall as the own characters.

11 October 1999

...and their final equivalents, for comparison.

28 November 1999 15ː19

Miscellaneous

28 May 1999 19ː22


(Source: LUCPIX)

Expansions

Graphics that are only present in expansions.

Later Updates/Expansions

Other\setup_placeholder

TheSims Setup placeholder.png
Only present in the Deluxe Edition and later expansions and bundles. The "Gold" subtitle can be assumed to be an early name for the Deluxe Edition. If one checks the credits for The Sims Vacation/On Holiday, The Sims Gold is mentioned.

Hot Date

Early Taxi cursor

An unused cursor for the Downtown loading screen exists in the game's files which appears more cartoony, and doesn't have shading unlike the final design. What's interesting is that the final cursors for Hot Date and Vacation/On Holiday are already included in the Deluxe Edition even if the player has not installed either expansion pack yet.