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BAT - Troubleshooting & General Discussion

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I am new to trying to creating models with the BAT. I have downloaded version 1.12 of GMAX and the Building Architect Tool. I found out how to get a registration code for GMAX and have set that up. My GMAX files are loaded into a subdirectory of SimCity4 for the convenience of knowing where everything is and BAT is loaded into the GAMEPACKS subfolder. When I try to launch the BAT using the BAT Launcher within that folder I get an error that states : No plug-in directory was found:3DSMAX.

I found the plugins.ini file has the following entries:

[Directories]
Standard gmax plug-ins=StdPlugs\
Additional gmax plug-ins=plugins\
BAT=gamepacks\BAT\plugins\
[Help]
BAT=gamepacks\BAT\help\BATHelp.chm

Do I need to add something to this file so the BAT can look in the proper location?

I should probably mention I am trying to run this on a Windows7 (x64) system.

 

Never Mind: I found out what was causing my trouble. - There was already a version of GMAX loaded on my system in my windows7 ProgramFiles (x86) directory. I copied the new BAT folder over to that version's GAMEPACKS folder and I can now open the BAT.

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I'm going to bump this because I need help also, but have some more insight to provide.

I installed GMax, then tried to install BAT and it keeps telling me that SC4 Deluxe does not appear to be installed.

I have the original CDs for SC4 Deluxe but they have been scratched horribly and since it is a pain in the butt to find locally, I bought the Digital Download from Origin...because at the time I did not want to order it online and wait for shipping what/not.

Here is what I know, and tried although it has still all been unsuccessful.  I uninstalled SC4D entirely due to the "Origin\" install folder, and i cleared out any leftover data from the "Origin\SC4" install folder and also the "MyDocuments\SC4 folder".  I updated the settings in Origin so the Default Installation folder would be Maxis\ instead of Origin\.  So when I reinstalled it, now it is in "Program Files (x86)\Maxis\".  Then I tried to install BAT again, but still got the same error.  For giggles, I uninstalled it and wiped the folders again and launched the install from the CD.  Here is what I noticed.  While the CD installs to "Maxis\SimCity 4 Deluxe", Origin installs it to "Maxis\SimCity 4 Deluxe Edition".  So after a couple minutes, as usual, the install crapped out due to the damage on the CD which I expected.  I cleared the folders again and did another reinstall from Origin.  After it completed, I renamed the "SimCity 4 Deluxe Edition" folder that Original created to "SimCity 4 Deluxe" to match where the CD would have installed, tried to install BAT, and still got the same error.

At this point, I am at a loss.  I figured that folder rename should have solved the problem, but I guess it goes deeper.  Maybe instead of looking for a file or folder on the hard drive BAT is actually looking in the Registry?  I will try and play with that later, but was wondering if any of this could bring light on the problem for someone here to identify a resolve.

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SC4BAT installer reads the file SimCity4.exe and looks for a valid checksum. If this checksum does not match the expected ones, then SC4BAT will assume you have a non-legitimate version and refuse to continue installation.

When Origin/EA updated SC4 for distribution digitally, they modified the .exe, which leads to a new checksum being generated. But, SC4BAT's installer has not been updated to recognise this modification, The only solution is EA updating the SC4BAT installer to recognise this file as valid. Since EA deny the existence of SC4BAT as a tool made by them, the chances of that are close to zero.

The only workaround requires you have a CD version of SC4. Otherwise, every other digital version does not have this problem. Ironically, Origin sell the least compatible version of SC4, but that's how it is. If you are in a position to get a refund, I'd do that, then re-buy the digital edition from GoG or another DRM free provider. I'd also make it clear to Origin this is because you can't install the SC4BAT tool. Perhaps if they see it's affecting sales, they will see the problem? But, look at the efforts Tarkus had to go through to get Origin to sell a version of the game that could even be patched. EA obviously don't really care about SC4, except to continue to milk profit from it.


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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46 minutes ago, rsc204 said:

When Origin/EA updated SC4 for distribution digitally, they modified the .exe, which leads to a new checksum being generated. But, SC4BAT's installer has not been updated to recognise this modification, The only solution is EA updating the SC4BAT installer to recognise this file as valid. Since EA deny the existence of SC4BAT as a tool made by them, the chances of that are close to zero.

The only workaround requires you have a CD version of SC4.

Brilliant.  That does help me get closer.

After reading that article, thank you by the way, I did some checking.  It is also updated saying that "Origin has fixed the issue", but I'm still having problems.  While the article says that Origin was using it's variation of 1.1.610 that replaced the SafeDisc Protection with the DRM, when I looked I had 1.1.641.  Trying to be crafty, I popped my CD1 back in the drive and copied the SimCity 4.exe from the CD to the Origin install folder, mixing up the CD .exe with the Digital Install, to discover that it was Version 1.1.610 which was expected.  So I then re-ran the EP1 Updates which brought the version up to 1.1.638, but I stll get the error when trying to install the BAT.  Do you know if the checksum has to do with more than just the SimCity 4.exe, like any of the .dat files or something?  Because from other research, the only other thing I noticed is that my "SimCity_1.dat" is 144,589,077 bytes when I was expecting it to be 144,596,245 bytes after applying the EP1 Update.

Unfortunately, I did buy it from Origin 2 years ago, (which would have been about the 5th time i have bought it, LOL), I just haven't played in awhile and am now just discovering all these add-ons which brought this to my attention, so I'm unsure if Origin would be willing to refund me now or not.  Don't know if this new version info might help with a possible resolution, but thanks again for that article.

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If you have the CD, the solution is simple.

Uninstall Origin/all versions of SC4. Install the disc copy, you don't need to bother updating/patching it. Install SC4BAT. Once that's working, uninstall the CD version and re-install the Origin edition.

The check is a one time deal, once it's installed, you don't need to worry about it unless you need to re-install SC4BAT.


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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Just to be sure: have you checked on Mandelsoft's custom highway signs? They are a huge and varied collection that you can get here: 

https://community.simtropolis.com/profile/183192-mandelsoft/content/?type=downloads_file

If you still want to do your own signs, probably the best option is to go modular: you'll need to model both the posts or trusses for several widths, and almost flat signs, so a recommendable approach is to do a vertical piece and an horizontal one, and a generic sign based on a single image, while creating a layered image to ease colour and text changes (this could be useful too).

In any case, I suspect that the process of changing the sign contents could be somehow automated using GoFSH and replacing the FSH images without having to remake the 3D models each time. Maybe @rsc204 could enlighten us on this...

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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40 minutes ago, matias93 said:

Just to be sure: have you checked on Mandelsoft's custom highway signs? They are a huge and varied collection that you can get here: 

https://community.simtropolis.com/profile/183192-mandelsoft/content/?type=downloads_file

 

I didn't see these! Thank you!

43 minutes ago, matias93 said:

If you still want to do your own signs, probably the best option is to go modular: you'll need to model both the posts or trusses for several widths, and almost flat signs, so a recommendable approach is to do a vertical piece and an horizontal one, and a generic sign based on a single image, while creating a layered image to ease colour and text changes (this could be useful too).

 

I wish I could just find some blank sign types (side of the road, overhead, etc) that I could just customize myself.

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Just bear in mind, whilst blank models do exist you can re-use, you need to have 3DS Max or SC4 BAT installed to modify the textures and then re-render your new model.

Example: https://community.simtropolis.com/files/file/22888-mrtnrln-sign-models-mega-pack/

8 hours ago, matias93 said:

In any case, I suspect that the process of changing the sign contents could be somehow automated using GoFSH and replacing the FSH images without having to remake the 3D models each time. Maybe @rsc204 could enlighten us on this...

Not really. Whilst you can technically alter the textures of an existing model, it's not a very easy process. In fact, you need to replace a minimum of 20 textures this way too for each model. Much easier to simply re-render a new one, especially if you plan to make a few.

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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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2 hours ago, rsc204 said:

Just bear in mind, whilst blank models do exist you can re-use, you need to have 3DS Max or SC4 BAT installed to modify the textures and then re-render your new model.

Example: https://community.simtropolis.com/files/file/22888-mrtnrln-sign-models-mega-pack/

.

I have BAT and am getting the hang of it. Thanks so much for the info. I have a full region of some really cool highways, byways, towns and cities and these would be awesome to manipulate. Thanks everyone for your help. I've been playing off and on for years but only recently got into adding mods and such.

Also, does anyone know how I get a screenshot of Signmaker into BAT?

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    So first, with your screenshot you need to paste it into an image editing program. Like Photoshop, or GIMP (like Photoshop but free), or even Microsoft Paint. Once there, you need to use that program to crop the screenshot down to the edges of the sign, and then save the image. .jpg would be a fine image format to save it as but you can use other formats if you want to. 

    Once you have your image, you need to put it into a material. "BAT Essentials Part 3" over here (https://community.simtropolis.com/omnibus/simcity-4/batlot-editor-tutorials/) shows how to do that. 

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

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    G'day all!

    I'm about to start BATting using GMAX, but I have been wondering whether it's better to use Splines (rectangles, flat shapes) or Standard Primitives (boxes, spheres, cones) to create buildings.

    What would be better to use? Which would be better for the use of nightlights for windows, signage, etc?

    I'm also considering starting a new BAT team.

    Any suggestions are appreciated.

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    Considering the final product, it doesn't matter. You pick your style and work from that.

     

    As for the BAT, the 3D model does not have to been one continuous object, so you can combine splines and primitives. I do that.

     

    Walls I do according this tutorial

    I use rectangles and sometimes curves and attach those to a spline which I extrude. The roofs I often do as a line, which I extrude lengthwise. But for the details, I often use boxes or other forms, which I extrude, slice or adjust vertex as I feel the best.

     

    GMAX nightlight are basic, so I believe you can attach those to both splines and primitives. I am bit lazy and for the window glass, I usually use a thin box.

     

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    It can depend on your workflow and how you are modeling - in the early days of my BATting, I used splines for the walls, mostly because they had windows and because that was what was outlined in the phillipbo tutorial.  However, the more I have worked, the more I find myself using them only for certain occaisions - walls that have archways, starters for weird complex shapes, etc.  Treating each individual wall as its own spline will certainly make texturing easier in that you don't need to worry about unwrapping UVW maps and assigning certain sides to certain portions of the texture.

    Nowadays I might use a spline to establish the outline of the building if it is a weird shape (ie. not rectangular) in ground plan, and then extrude it, transform it into an editable poly, and then go carving it up with windows, etc.

    As far as nightlighting, it doesn't matter, as you can assign the nitelite prefix to both splines and standard primitives.  I personally don't use un-extruded splines for window glass as recommended in the tutorial, but rather a very very very thin box primitive; that way I can see where the window glass panes are if I am looking at them from any angle, even from behind them.

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    ldrxcth.jpg

    GOOD TEXTURES ARE MADE, NOT FOUND.
    (I get tired of saying that in BAT threads.)

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    Hi folks, I've got some problem with displaying model after export from 3ds to the game.
    I've done about 20 exports to the game without any troubles but now something gone wrong.
    Here is my issue:

    Y37Tjt.png

    What causes this problem? Is it some kind of TGI conflict? How to solve it? Do you have any idea?


    ...

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    2 hours ago, Mańkowsky said:

    Hi folks, I've got some problem with displaying model after export from 3ds to the game.
    I've done about 20 exports to the game without any troubles but now something gone wrong.
    Here is my issue:

    What causes this problem? Is it some kind of TGI conflict? How to solve it? Do you have any idea?

    That looks like texture ID conflict. Download the Texture Fix and copy the ModelNames.ms file to C:\gmax\gamepack\bat\scripts\. Try to export again, that usually solves the problem.

    When you have that kind of doubt, I recommend you to take a look at the BAT Mega FAQ before, sometimes it can be faster than wait someone to help you :)

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    Imagem

    "If you fall I'll be there"
                         -The Floor

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    I made a prop - a crop prop.

     

    In B.A.T everything looks fine. Also in PIM-X everything on all zoom levels looks fine.

    But in game happens this:

    On the three more distant zoom levels everything is fine:

    render1.jpg

     

    But on zoom level 4 and 5 it looks like this:

     

    render2.jpg

     

    I rendered twice - same result.

    Any hints?

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    Probably it's ID conflict. Download the Texture Fix and copy the ModelNames.ms file to C:\gmax\gamepack\bat\scripts\ and after that try to export again.

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    Imagem

    "If you fall I'll be there"
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    @JP Schriefer

    Seeing the likes growing quickly on your answer I supposed you were right. And ... you were right. Thank you, worked.

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    Hello ,

    Maybe you know several fo my models in Simtropolis , like Auchan , Carrefour , Interpsort or the toll booths.

    Y want create a new building but in my case I look for the file of Target like in pictures on this topic :

     I work under Gmax and if it's possible i'm very enthousiastic to create a new building with the foundation of Target .

     

    Thanks for you help !

     

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    Hi Pierre! Thanks for your enthousiasm! Nevertheless, I'm not sure of understanding your requirements, maybe the language barrier is working against us? I guess you'll be able to explain yourself easier in french: do it and I'll use a translator to get the idea. If you feel more comfortable in spanish, that's even better for me :D 

    * * *

    Salut Pierre! Merci pour votre enthousiasme! Néanmoins, je ne suis pas sûr de comprendre vos besoins, peut-être la barrière de la langue travaille contre nous? Je suppose que vous serez en mesure de vous expliquer plus facilement en français: le faire et je vais utiliser un traducteur pour obtenir l'idée. Si vous vous sentez plus à l'aise en espagnol, ce serait encore mieux pour moi :D 


    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    Hello matias93 , 

    Yes I reply in spanish and english *;) .

    - - -

     I want know if it's possible to reuse the structure of building's hypermarket Target built by the HBS team ? I work with the software Gmax , but in my case maybe it's impossible to obtain this building for some reason :

    - the HBS team isn't according to give a copy the building' structure (plagiarism , copyrigth ...)

    - technical reason (maybe the building is in an other Sketch Up Google , 3DSMAX , blender , Autocad ... )

    I look for this structure , you can see this here (only target , not all other stores ) :

    - - -

    Yo quería saber si es posible de volver a utilisar la estructura del hypermercado Target construido por el grupo HBS ? Yo trabaro con el software Gmax , pero en mi caso tal vez es imposible de obtener este para varios razones :

    - el grupo HBS no es acuerdo para dar la estructura del hypermercado (plagio , copyrigth ...)

    - técnica razones (por ejemplo la estructura es por el solftware Sketch Up Google , 3DSMAX , blender , Autocad ...  )

    Yo busco por esta estructura (solamente Target , no las otras tiendas) :

     
     

    Thanks for your help .

    Gracias para su ayuda .

     

     

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    Ah, ya entendí!

    Tendrías dos opciones: o contactarte con Heblem y pedirle los modelos 3D originales de Gmax (él estuvo en el foro por última vez el viernes, pero no ha participado mucho), o bien usar su modelo SC4model a modo de un relot y cubrir los carteles con un prop de otra marca (si es que lo que quieres hacer es usar el mismo edificio para otra marca solamente), en cuyo caso no necesitas pedir autorización, sino solo reconocer la autoría y no distribuir el modelo de Heblem, sino que vincularlo como una dependencia.

    Espero que esto sirva!

    * * *

    Note to mods: I'm a bit short on time, I'll translate back this when getting some free time ;D


    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    Another option: there are over a dozen free models of Target stores on Sketchup Warehouse. You can use the trial version of Sketchup Pro to export .3ds files and then import into Gmax. Beware texture problems, missing geometry and etc. You may need to try several models before finding one that can form a suitable base for your project.

    https://3dwarehouse.sketchup.com/search.html?q=target store&backendclass=both&sortby=reviewCount DESC

    Edit to add: Everything published here is under a permissive license: even commercial use is allowed. Some authors request notification on re-use.

    https://3dwarehouse.sketchup.com/tos.html#license

    https://help.sketchup.com/en/article/3000049

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    keep in mind nonetheless that you have to assure that those models are authorized to be modified and shared, to avoid a copyright infringement!


    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    7 hours ago, matias93 said:

    Ah, ya entendí!

    Tendrías dos opciones: o contactarte con Heblem y pedirle los modelos 3D originales de Gmax (él estuvo en el foro por última vez el viernes, pero no ha participado mucho), o bien usar su modelo SC4model a modo de un relot y cubrir los carteles con un prop de otra marca (si es que lo que quieres hacer es usar el mismo edificio para otra marca solamente), en cuyo caso no necesitas pedir autorización, sino solo reconocer la autoría y no distribuir el modelo de Heblem, sino que vincularlo como una dependencia.

    Espero que esto sirva!

    * * *

    Note to mods: I'm a bit short on time, I'll translate back this when getting some free time ;D

    Good eveving ,

     

    It's exactly this, with the permission of Heblem if I can use the structure of Target under Gmax to changer several elements (like textures, logo of brand , roof , door .. ) .

     

    I contact Heblem to ask his permission .

     

    Thanks for your help

     

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