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Jasoncw

BAT - Troubleshooting & General Discussion

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So I've finished setting up the various software needed for modeling on my new computer, but this time gmax is having a problem (I haven't even gotten to try exporting from 3DS to see all the errors I'll get). In the past I had no issue with this, but now after installing (and reinstalling) gmax and the SC4BAT, the HD/SD export options are not there. They were always there on my old computer. They were always where I have a blank space circled. It's kind of a pain to come back from a bunch of errors and get a problem with something that was never even an issue...

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“The deeper I go into myself the more I realize that I am my own enemy.”  ― Floriano Martins         Member of the NAM Team

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Did you install the softwares in the correct order? I had this same issue once and it was because I installed Gmax after 3ds Max and BAT4Max.


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HD opition in GMAX is not a default one. It is a plugin made by a user. I believe that this plug-in is in the STEX, but I coudn't find it. Honestly, after the updates, the STEX has become unsearchable.

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HD output is something that is handled by BAT 4 Max. It contains both scripts for SC4 BAT and 3DS Max, although it's possible to just use the SC4 BAT ones to make HD rendering possible.

If these scripts are not working, my first question would be where did you install gmax, was it the default "C:\gmax"? If not, those scripts will probably have been installed there anyway (creating new folders). Just copy this folder and paste it where you did install gmax, i.e. so you are pasting the gmax folder into the folder containing the installed gmax folder. This should update your SC4BAT/Gmax scripts and HD rendering should appear when you next open SC4 BAT.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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I got it to appear after running the script again in 3DS. If I remember correctly I installed 3DS (and ran the script originally) before I even bothered with gmax, which I think is the mistake JP was suggesting I made. I suppose I just forgot the correct order since it's been a pretty good while since I last did the installations for these things. Thanks for all the replies though!


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“The deeper I go into myself the more I realize that I am my own enemy.”  ― Floriano Martins         Member of the NAM Team

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I was not using BAT4MAX for two years, and decided to redownload everything and play a bit. At first i was fooling around with sketchup models, but when previewing them - some parts of models were missing (for example 10% of roof), but I remember that it was not easy to export correctly sketch up model, so I gave up believing it's a glitch of sketchup models. But then I started modelling this ugly building and after almost finishing i noticed on preview that i am also missing parts of roof and wall, they are textured, there are any holes there. 

Any hints how to fix it? 2011 3dsMax, I believe i have installed this file from maxis (models something). 

Cheers and thx in advance

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With Sketchup this issue usually happens because your face is in the wrong side. Inside Sketchup, right click on the problematic face and choose 'reverse faces'. It might fix it.


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11 hours ago, JP Schriefer said:

With Sketchup this issue usually happens because your face is in the wrong side. Inside Sketchup, right click on the problematic face and choose 'reverse faces'. It might fix it.

The thing is that this model was modelled with 3ds max :kitty: I have installed all fixes to 3ds max as well, but still this happens xD Moving 3ds from d: to c: does not help either xD 

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So after getting everything set up properly and getting the gamma fix to work, 3DS decided to give me another problem to deal with (gee, will it ever run out of things to stop me from using it? I wonder...). I'm having the grey outline issue (3DSmax 2014). I've seen stuff about this in the past on SC4D, where I think Art had this problem, but of course I couldn't find that. The only result I was getting on Google was a thread over here on ST where the only solution mentioned was changing the background brightness or something. I'm sure that's what I need to do but the statement means nothing to me. How do I change the color/brightness of the background or whatever (fix this outline problem)?


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“The deeper I go into myself the more I realize that I am my own enemy.”  ― Floriano Martins         Member of the NAM Team

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Click Rendering tab and go to Environment. You will see a field with Mr_Physical_Sky_Map, drag it to an empty slot in the material editor and choose it as an intance when it asks you. Then change the default grey of the background. 

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On 19/12/2015 at 3:05 AM, Xyloxadoria said:

If anyone is having the "flush: function undefined" error in 3ds max when they go to render, just close 3dsmax and run it again as an admin (Right click, Run as Administrator). Doing that fixed the error for me. 

Thanks. That seems to work for me too. I might go back at BAT


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I hope this is the correct place for my question/problem:

I make my first steps with the BAT and created my second building (as an exercise) with gmax and exported it with the BAT. But in contrast to my first building it does not appear in the game but instead shows the following:

screenshot19ljury.jpg

O.K., looks like these infamous texture ID conflicts. I used only some textures from the STEX (SimCity 3000 textures). I deleted all textures from the building and imported this version into the game, but now there can be seen nothing but the empty lot.

It seems that the exporting from gmax is the problem because when I open the model file all FSH files are completely black/empty! This is the case for both versions, with and without textures. But the preview in gmax works fine, the building is displayed correctly. This is the building:

gmaxf7ufv.jpg

edit: The exporting rendering process needed only 1.8 seconds compared to another much simpler object which needed 7 seconds. The model file is only 15 kB compared to my first, simpler building with 150 kB. The gmax file for this building in contrast has 580 kB which seems reasonable. So the problem must be the export. I exported an experimental object within the same gmax session and it works. So maybe a wrong setting within the gmax file?

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Before you go any further, make sure you've installed the SC4 BAT Texture Fix, which you can find over on SC4D under "maxis files".

If that's not helping, check out the BAT Mega FAQ, it covers all the most common problems.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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@ rsc204:

Problem solved. I should have read one sentence more in the BAT Mega FAQ. Because of course it was my first idea to go there before asking here. But at the beginning I stumbeld about this sentence:

"Install the ID fix created by Maxis.  The name of the file is ModelNames.ms.  The fix along with other Maxis files is available here."

The link (and your own hint "Maxis files") only leads to the SC4Devotion "Maxis official updates and tools" and I couldn't find there anything related to these Texture Fix.

So I searched the web and found the files "modelnames.ms" and "._modelnames.ms" on a website. But I don't know where I must install "ModelNames.ms" and I don't know what to do with "._ModelNames.ms". So can you explain what exactly is the procedure to find and install these Texture Fix?

Anyway, without your reply I think I would have overlooked the next sentence in the Mega FAQ which brought the solution to the initial problem:

"Select all of the objects in the scene, and go to file>save selected.  In a new scene go to File>Import>Merge and merge the newly saved scene into your new scene.  Try exporting from that."

But it seems that "File>Import" is wrong. It's directly "File>Merge..."

I searched in the gmax-menues for something like "copy-paste" but found nothing so I abandoned this possibility early in the trouble shooting process.

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56 minutes ago, andix said:

@ rsc204:

"Install the ID fix created by Maxis.  The name of the file is ModelNames.ms.  The fix along with other Maxis files is available here."

The link (and your own hint "Maxis files") only leads to the SC4Devotion "Maxis official updates and tools" and I couldn't find there anything related to these Texture Fix.

The file "texture fix" is on this page, under the Building Architect Tool.

I wouldn't install new Modelnames.ms files. These are scripts that alter the way gMax works. If you aren't careful, you might screw up your setup for SC4 BAT. If you kept the originals, put them back :).


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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1 hour ago, rsc204 said:

The file "texture fix" is on this page, under the Building Architect Tool.

I wouldn't install new Modelnames.ms files.

I'm confused now. The link you gave to SC4Devotion contains such Modelnames.ms files.

And btw when I look at the size these two files are the same as the two files I found on the web.

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I meant I wouldn't install random ones you found on the internet. It's possible to do many things by adjusting those scripts. So personally I have no idea what the one you "found on the web" is designed to do. Since the one on SC4D is the original Maxis files (hosted with EA's permission), you can be sure that's right.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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Ah O.K. I put these files from the web nowhere because before you gave me the link (thanks!) I had no clue where to put them. It seems that I must put only the Modelnames.ms into the scripts folder, right? Because these "._Modelnames.ms" file is only 70 Bytes. SC4Dev talks only about putting THE script file into the scripts folder but their zip file contains these TWO files.

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There are two script file, named slightly differently in the update, you should install both, which should overwrite the existing files (perhaps make a backup/move the originals first).

Assuming you've installed gMax in the default location, the folder to place these updated files into is C:\gmax\gamepacks\BAT\scripts.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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4 hours ago, rsc204 said:
4 hours ago, rsc204 said:

There are two script file, named slightly differently in the update, you should install both, which should overwrite the existing files (perhaps make a backup/move the originals first).

 

Like I said, the update consists of two files, "Modelnames.ms" and "._Modelnames.ms". But in the scripts folder exists only "Modelnames.ms". That's the reason why I asked about only putting in "Modelnames.ms". "._Modelnames.ms" cannot overwrite anything because it does not exist in the scripts folder. And SC4Dev only talks about putting in THE script file. The instruction is not unambiguous.

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Well I don't know why you only have one, because you should have two. Either way, placing both files in that folder should be sufficient for gMax to pick them up upon starting SC4 BAT.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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I had textured something in Gmax, and it shows correctly in the viewport, but in the Grenderer, it shows too bright. I've never had this problem before, where's the settings for the GRenderer?

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I wouldn't globally adjust the settings for brightness. This is a common thing, it's normally necessary to darken all textures for use in SC4 BAT so they render correctly.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    In gmax the viewport is terrible. Colors and uvw mapping and everything else isn't accurate. The preview render is what will be in the game so go by that exclusively. :) 

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    I just reinstalled gmax so I could re-visit my old BAT projects (and possibly start new ones!) but then I realized I left behind a bunch of textures from my old computer. In theory, I could retrieve them, but would I have to put them back where gmax thinks I have to put them back, and once they are all there, can I move them around? It sounds like a stupid question, but I really don't want to have to make guesses about how I colored the building from screenshots I took previously.


    ~ COMING SOON! Exciting new projects! ~

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    Hi

    Just wondering if someone could help me out.  two years ago I started doing some bating and submitted 2 files, was working on another which was having a few problems, wondering if someone could help me out and take a look at what i was working on see if it is solvable.

    thanks

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    I dont know what the problem was, as I dont really know what I am doing, was hoping somebody could have a look at it and see what the problems are.

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    Well I think what @Jasoncw is saying is, describe the symptoms. I.e. what is not working as expected. Even if someone were able to take a look at it, such an expansive question leaves too many if's, to really know what to look for.

    For example the problem could be with the texturing or rendering, which if you didn't send the textures, would not be obvious. As usual in these situations, the more information you can provide (screenshots can be useful too), the more likely that someone will be able to assist you.


    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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