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Jasoncw

BAT - Troubleshooting & General Discussion

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I'm glad your model is fixed, right now I'm exporting my building to test it out again, I can't put my model export on draft, I'm using 3ds MAX so every thing export must be a high quilty export, if it does not work, I will group them together, it's fun I forgot to group them, I have stop doing that a long time ago, I hope that not something that's harming me now. :)


  Edited by Aaron Graham  

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A sort-of-carbon copy to what I sent to Jasoncw, but it's a stupidly embarrassing question: how do I edit the parameters after I've made a shape? It's like, once I placed it, I could no longer edit the height, width, or thickness. All I could do is change the color, name, and view the parameters via some sort of "Get Info" thing.


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sorry i can't help :P i can't even help myself :D

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OK. I didn't want to post this in my thread, but...

Not much has been done on the fireworks warehouse project, added a new cover over the door. The problem is the back: I want to add an opening for a "garage door" (shipping, or something) in the back but when I try to Arc Rotate, either the building is flipped completely around, or the back is completely black. I can hide other components, but when I unhide all, it brings this weird blue box around the model, possibly related to the camera item I can't get rid of. In all, it's frustrating.

On a related subject, how big should a garage door be, big enough for a truck?


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(From my BAT thread)

I started working on my final version of the shelter. I was testing my nightlights and I ran into an issue:

nightlight.jpg

The nightlights on the ride side never show up, regardless of what view you render it in. (South is on the top of the image, North is on the bottom)

This is the setup of my nightlights.... they are all equally spaced out and have the same settings (I copied and pasted them across the shelter).

light_setup.jpg

I tried merging the Geometry and Lights into a new scene... but it didn't help the problem.

I'm stuck; anyone got any ideas? >.< Any wisdom would be very greatly appreciated. :D

-DC-


  Edited by DCMetro34  

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    This is an interesting problem.

    The way to think about the lights is that they shoot light for large distances, even if you can't tell. So the light to the right is actually contributing to the lighting all the way down at the other side of the platform.

    So the right most column isn't receiving any lighting on that side. The one to the left is getting most of its light from the near by omni. The one to the left of that is getting light from two omnis. The column left of that is getting light from three omnis, even if the light from the right most omni isn't as strong as it was. This keeps on going down the row and the left most column is getting some light from all of the omnis.

    Because of the angles, the effect isn't as strong on the platform itself, but it's probably still there.

    The property you should set is Far Attenuation. The start controls when the light will start fading away, and the end controls when the light reaches zero (regardless of how far the light might have otherwise gone). If those two settings are the same distance then the light will just flat out stop once that distance is reached, and otherwise it fades out. Another option to set is Decay, which should be set to inverse square, which is how light naturally becomes weaker with distance. Decay will make the light fade more naturally and Far Attentuation will ensure that it doesn't go too far.

    I'm pretty sure doing this stuff will solve the problem.

    But you might want to consider using spot lights instead of omnis. It depends on what kind of light you are making, but for most purposes lights shoot down and not up. If you make a spot light and change Falloff to 179.5 (almost 180 degrees), and Hotspot to slightly less (the difference between the falloff and hotspot is how fuzzy the edge of the light circles will look) then you basically have half of an omni, pointing towards the ground. Spotlights are a lot less render intensive than omnis.


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

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    Thanks very much for your reply! :D

    I think Omnis look the best in this case.... because I just want a "glow" under the shelter. So, I tried them this go-around.

    I changed the decay to "inverse square", and beefed up the far attenuation. The start is now 250, and the end is 300.

    pic8tq.jpg

    pic7z.jpg

    I would ditch these and go to spotlights, but I do want some of the light reflecting on the beams.... which is what I'm trying to achieve now...

    -DC-


    Everybody is a genius..

    Check out my latest creations to the STEX!

    "When the power of love overcomes the love of power, the world will know peace." - Jimi Hendrix

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    The attenuation actually needs to be reduced, since your goal is to cut the light off sooner, no let it extend farther out. I would try maybe 8 for start and maybe 14 for end. I think with those numbers each light would stay in its own area, with a fair amount of overlap with the light next door. If the light is too localized this way try increasing it but just a few meters at a time.


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

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    Thanks a lot Jason. :D

    I was wondering what the unit for the attenuation was, because it dawned on me that 200 might mean 200 meters. :P

    I think it looks better, to be honest.... I guess I will play around with the attenuation and see if I can make it look better.

    pic9.jpg

    Thanks again!

    DC


    Everybody is a genius..

    Check out my latest creations to the STEX!

    "When the power of love overcomes the love of power, the world will know peace." - Jimi Hendrix

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    Oh, yeah, checked the "use" box. :P

    Eh? :)(EDIT: Pic tweaked a tad)

    nightlights2.jpg

    Also, a couple weeks ago I render an in-game model, and the nightlights don't shine down on the ground. I don't have a platform with it... so is there some setting I can change?

    They're not much use if they don't shine down. :P

    nonightlights.jpg

    Thanks a lot for helping me! :D

    DC


      Edited by DCMetro34  

    Everybody is a genius..

    Check out my latest creations to the STEX!

    "When the power of love overcomes the love of power, the world will know peace." - Jimi Hendrix

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    Hello! Thanks to Sir Aaron for answering my first query. May I peruse this thread again? I am making a pool right now, so I made two elliptic splices attached below: one flat on the surface and one beneath that's tilted. I have two questions: will the depth be registered in the Lot Editor/Game, or will there be tiles overlapping? Lastly, how do I connect these two elliptic splices on the side so I can make a ring-like splice that I can manipulate?

    Thank you! :)

    post-355074-0-48756200-1306515096_thumb.

    post-355074-0-28308700-1306515113_thumb.

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    If you extrude the one spline using a negative number you can get the walls, and if you, I think, a "cap holes" modifier to the bottom spline it will can be the floor.

    The game isn't in 3d the way you would normally think of it as being in 3d. The game is really just a 2d system that uses very simple 3d shapes (the LODs) to control the layering of pre-rendered 2d images. The game basically puts the pre-rendered images of your BAT into the game as is, and since it's dealing with flat pixels and not real geometry, "underground" won't actually appear underground.

    The pre-rendered images are layed over the 3d LOD geometry. The way to cut off the "underground" portion of the render is to make custom LODs. You want the silhouette of the LODs to cover what you want to see, and not cover what you want to see. Remember that only the sillhouette is important when dealing with LODs,

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

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    Thank you Jasoncw, I forgot to check here again to help the guys out. :Pprinceonacastle just listen to Jasoncw. :D


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    If you extrude the one spline using a negative number you can get the walls, and if you, I think, a "cap holes" modifier to the bottom spline it will can be the floor.

    The game isn't in 3d the way you would normally think of it as being in 3d. The game is really just a 2d system that uses very simple 3d shapes (the LODs) to control the layering of pre-rendered 2d images. The game basically puts the pre-rendered images of your BAT into the game as is, and since it's dealing with flat pixels and not real geometry, "underground" won't actually appear underground.

    The pre-rendered images are layed over the 3d LOD geometry. The way to cut off the "underground" portion of the render is to make custom LODs. You want the silhouette of the LODs to cover what you want to see, and not cover what you want to see. Remember that only the sillhouette is important when dealing with LODs,

    Thank you, Mr. Jason! :)

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    hello all!

    I am a beginner at BATing. I have decided that my first project be the Cape Hatteras Lighthouse, as I have really not seen this anywhere. This is what I have so far:

    hatteras.jpg

    This is what it's supposed to look like:

    285x1118_Cape_Hatteras_Lighthouse_1.jpg

    I think that I'm doing a good job so far, but I do not know how to make the door or door frame, nor the bricks that bend around the base corners. Any advice with this?

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    Hi nice start I think is time to open your own thread to show your creations there. There are many ways to model something I will suggest you to try to use polygons, you start with a base object in this case I will say an an octagonal shape. Then convert this into an editable poly there you can play with the connect, extrude, bevel and outline modifiers and sculpture the details, I will say you can model the whole base out of a single object. I will recommend you to start by checking JasonCW thread look for his tutorial on how to model a brutalist facade and go to SC4D to the BAT tutorial sections a look for SimFox tutorials specially the modelling tutorials. But don't just close to horizon to the tutorials found on the Omnibus or SC4D the web is full of tutorials for 3ds max.


    Don't forget to visit my BAT thread amigos!

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    with Bat4Max v5 I keep getting error = 6 no mater what I do. 3DS max 2011 64x. I've created new scenes merged in my model, deleted the TBCameraHandle nothing works, it renders the 1st view then fails.


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    Ok! I've figured out a solution on how to rescue old models from 3ds Max 7 & 8. If you have a model from 3DS 7, merge it into a new scene in 3DS 8, then after all the materials are cleaned up and scale ratios etc... export it as a FBX file. Then in Max 2011 import the FBX. You can now render and export your SC4Model without the error = 6.


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    Skyscraper241:

    I think i know a tutorial that might help. It is for 3ds max and i dont remember what you are using, also i am not sure that if you ve got gmax you can do those, cause there may be little chances between the programms but it might work. It is on youtube, a video fro 3dsmaxhowtos channel.

    see from 1:38 and later


      Edited by AlexandrosB13  

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    You can model the net or you can use maps/ textures, one map for the texture that will be the color of the net and the bump map texture, that will make it possible for you to see the holes in the net like in real life.


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    Hey all! so i just installed 3dsmax on my laptop (I already had it/know the basics) and it works fine, I also installed gmax and it's all good, but when I try to install SC4BAT it says I need SC4 deluxe installed, even though I have it (in the form of vanilla+rush hour). In addition, when I try to install Lot editor it says "unable to read registry." So I'm kinda stuck, since BAT and LE won't install...any suggestions? I've tried downloading them both from 2 different sources already...


    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

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    yeah, i have the sc4 update and patch and everything, I'm starting to wonder if I have to reinstall SC4 or something because nothin is working. Which is weird, because I've had them installed on this exact computer before and I haven't changed the directory for any SC4 files or anything.


    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

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    That sounds like the best course of action. I have done non-destructive re-formats on my hard drive (all your files are still there) when the registry and a few other things get cleared out. Refreshing (or rather, reinstating) all of your entries with an new installation is usually the easiest way to fix the contradictory report you are getting.

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    Hi, I read somewhere there is a program that randomizes textures, therefore comes out really useful when batting building with a lot of windows. Does somebody know what I'm talking about?

    Also, I would like to know how to mirror objects in gmax without getting the textures all messed up.

    Thank you in advance!

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    Hello, I was wondering if it is possible to select all objects of the same type in Gmax? I have 952 booleans colored blue and I have to re-color them in gray :D


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    LittleWhiteButterlfy: think I already told you about Random ID Material scripts, not sure if there are specific scripts for gmax maybe the some of the scripts for max will work. At least that is the way to go in max, besides there is a build-in random option for sub-material that comes with 3ds max 2011.

    De Ja Vu: Try to avoid using booleans, why you have so many? If the objects are instances then by changin one the rest follow as they are virtually the same. If not select the object and go to edit there is an option called select similar in max I am sure there should be such option in gmax or at least something similar.

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    Don't forget to visit my BAT thread amigos!

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