Jump to content

1,974 posts in this topic Last Reply

Highlighted Posts

  • Original Poster
  • Posted:
    Last Online:  
     

    Who ever thought a little hotel would cause me so much trouble?

    uhoh.jpg

    I have completely modded the Hotel Wolverine, but the render didn't look as good as I wanted it, so I re-exported. I thought this was as simple as removing the old .FSH files from the .SC4Model and then importing the new .FSH files.

    Apparently I was wrong?

    Help?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    It should be. Were the new .FSH files rendered from the same LODs/SC4Model in 3ds Max? Did you save after you inserted the new .FSH files, lol? Those colors mean that it thinks the .FSH files are missing. Is it doing that for all zooms and rotations?


    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I think it looks perfect. Love the contrasting colors. It will be a new work of art in my city. j/k

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    OK, just tested it again. Yes, the new .FSH files were rendered from the same LODs and model. Yes I saved after I inserted the new files. And Yes, it is doing it for all zooms and rotations.

    This is strange. So I work on two computers -- I model and export on my desktop, and I mod and test on my laptop. When I replace the .FSH files on my laptop, I get that weird anomaly pictured above. When I replace the .FSH files on my desktop, and then transfer the .SC4Model file to the plugins folder on my laptop, I get a brown box in the game. I have exported from the same model, with the same LODs and everything, so I'm not sure what the deal is.

    Lord, please don't make me export and mod this again!

    wolverine, see all the people crowding around it? Clearly they love it too!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    lol. Hope you figure this out without having to spend forever rerendering

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Do you have an older version of the scene from when it still worked? Try exporting from that and see if it works. If it does you can work from that file to try and get it exported again. Also try doing the whole merge into blank scene thing. Even if it's the same .SC4Model it might do something.

    One thing you can do, is you can manually correct the ID numbers. AutoVino explains at https://www.simtropolis.com/forum/messageview.cfm?catid=37&threadid=87426&STARTPAGE=11 It sounds like a pain, but it might be easier than trying to solve the problem. Just make sure you back everything up before you start editing.

    I think it's also possible to make a totally new .SC4Model file and edit the IDs in the lots to go to the new .SC4Model without remodding other things, but I don't know anything more than that about it. But even if you did that you would still need to get a correct export.


    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I strongly believe that the problem has NOTHING to do with MAX as such. it is a mess of BAT (I mean the GMAX part) Max simply takes what it is given. I also bielive that only solution is to export it again, but with entirely new SC4Model file. LODs as such could be old but they have to be exported to GMAX anew, and new SC4Model file has to be created so that NEW set of IDs be assigned.

    As far as I see it is rather small building so it should really take much time. If you want i could render it for you with your RIG and your settings...

    BTW was it made in truNite style?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Changing the model reference in the lot file isn't very hard, so before you're going to re-assign the texture IDs, create a new SC4Model and edit your lot instead. If you're at least a bit familiar with the Reader, you can do this in a minute. You'll need the new model ID, which is added to the *.SC4Model filename. Alternatively, you can open the model in the Reader, look for the embedded XML file and look up the "ResKey" entry. Copy this value and open the building exemplar file. For growables, it's usually located in the SC4Desc file that the Plugin Manager has generated; for ploppables, you can delete this file after creating the lot, since the building exemplar file will be copied to the lot file. Find the "Resource Key Type 1" property and change it to your new model ID. Then save the lot, and you're done. 4.gif

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Yeah, I don't mind re-exporting if I have to; I just don't want to lose all the modding work I've done. If I could just change the IDs in the LOT and DESC files to point to the new model, I'd be set. So I'll try what Andreas has suggested.

    SimFox: it's not made in truNite style. I don't know how, and didn't think to send it off to you or Jason. Hm... should it be truNite?

    Andreas: I'm exporting a new .SC4Model file right now. So all I have to do is introduce the new file, and go in and change the resource keys on each of the .Desc (for growable) and .Lot (for ploppable) files? Is there just one change per file?

    I'm crossing my fingers on this one. I'd like to finish it up already!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    If you want it to be TruNite I can send you the rig I use to do that. You would re-export with this rig and use the night .FSH files from that. You would also have to do some copying and pasting (in the output files folders, you'd have to copy the day alpha masks to replace the night alpha masks).


    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Success!

    wolv_ingame2.jpgwolv_ingame3.jpg  

    I will have to tweak the lot -- the building is supposed to be wall-to-wall on it's west side -- but finally this is on its way to completion!

    Thanks, Andreas, Jason, and SimFox for the help on this one!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    My God! That is beautiful!2.gif


    Gsig.jpg

    "With a purposeful grimace and a terrible sound he pulls the spitting high-tension wires down..."

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    very good work!!! Typically north american i will put it into my city!!!!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    are u going to include the sign on top. i think that would be a great feature to the building. both ways it looks great

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thanks for the great comments everyone! Jason and I are working on a new custom query for all BSP lots, so it might be a few more days before Hotel Wolverine is finally released, but rest assured, it will be on the STEX by this weekend!

    bigskelding: Oops! I totally forgot about the sign. I am going to release the current model this weekend, but I'll think about going back and adding the sign for a new release.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    No question it can contend for BAT of the year award. It just looks phenomenal

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thanks everyone!

    Quick update! The Hotel Wolverine is now with Jasoncw to have custom BSP queries put on it, and then it will be ready for the STEX! After another long break, I'm back and getting things done. Expect the Hotel Wolverine soon!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Even better than I remember. 4.gif I love this building. Can't wait until you release it! 9.gif

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    That's some great news about a great BAT! And even better to hear there's more behind the horizon... Thanks!


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Beautiful building and amazing attention to detail, how it was allowed to be demolished and replaced with a carpark, I could never understand, should it not be considered as a heritage building?

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections