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Jasoncw

BAT - Troubleshooting & General Discussion

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I'm new at BAT (just learned a couple days ago, even after about three years of simcity playing) and i don't know how to make it so the light beams only shine at night. (When i look at the day view the lights are on) Or does it just automatically make them show at night time in game?

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Originally posted by: panthersimcity4 I'm new at BAT (just learned a couple days ago, even after about three years of simcity playing) and i don't know how to make it so the light beams only shine at night. (When i look at the day view the lights are on) Or does it just automatically make them show at night time in game?quote>
 

add the prefix "nitlite_" (spelled exactly like that) to the name of the light that you want at night.

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I had to do a total reinstall of Simcity in attempt to fix a graphical problem.  I deleted all the SC4 game files and unistalled simcity, next I had to of course reinstall, then I had to update the game. But when I updated the game, I lost my shortcuts to the plugin manager and the lot editor. I did everything I knew that worked to find it with no avail.  Is there a way to find the two programs, or do I have to redownload the programs?

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check your drive:\Program Files\Maxis\Simcity 4\Apps folder... there you should see your plugin manager and lot editor applications. If you don't that means you don't have them anymore (well then again you uninstalled the game, hence also uninstalled the programs as well sinse they are part of the game as far as I understand, so they shouldn't be there... corrrect me if I'm wrong)

My best guess would be that you need to re-download them if you can't find 'LotEditor.exe' or 'SC4PluginMan.exe'.

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https://www.sc4devotion.com/forums/index.php?topic=1010.0

Hopefully you have better luck than I did.  You must mod a BAT to act especially as a reward, as that option is not in the Plugin Manager initially.

-Yoshi1.gif


Keep calm and take photographs.

Deviant Art Page | The Railfans of Simtropolis | YouTube Channel | Flickr

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So, with the loss of the BAT Workshop and all, i'm guessing all 'how should this be done in an optimal way?' posts should go here, in this thread?

Eh, well it's going here anyway.

Ok, so I'm trying to create a brick arch and I'm not really sure how to texture it. This is what i have so far:

archthisss7.jpg

What i have done for this look is taken a normal Soldiered Brick Texture and used a cylinder UVW map (as shown by the small cylinder at the bottom.)

I know that's not right, but i'm not sure of how to make the bricks arch like this:

1001187nj9.jpg

So, short of actually having to make a new arched texture, i'm not sure what to do. I would think there would be a very, very simple way of applying a flat, soldiered brick layout along an arch, but i can't find it.

So, even from the 3ds Max users (as they seem to be the more 'experienced' users) I could use a simple push in the right direction! 9.gif

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    (The next 15 posts are from the underused (and now deleted) BAT - General Discussion thread.)  This post here is the original introduction post.      -Jasoncw

    BAT - General Discussion

            Hello,  this thread is the BAT - General Discussion thread.  Techniques and the BAT in general can be discussed here.  This is also the place to post BATing tutorials.  You can also request tutorials here, if you're wondering how to do something.

           If your tutorial is specifically for 3ds Max, please post it in the 3ds Max - Think Tank

           If you're having problems with Gmax or the BAT, please post in the BAT - Troubleshooting thread, but check the BAT - Mega FAQ first.

           When you post tutorials, please put a header at the top of the tutorial with a title (like how this thread does), so that it is easier to find tutorials when scrolling through the pages.  I'll use this title for the table of contents.

    Table of Contents:

    Page 1:
    - How to Texture an Arch
    - How to Mirror an Object

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

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    Thanks Jason.

    This is a classic example of 'over thinking' things. That's a much, much better plan than what i was thinking of doing. Thanks very much!

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    How to Texture an Arch

    This is one way to texture an arch.

    1:  Create a box with the dimensions of your arch, as if it were straightened out.  You might need to do some math.

    2:  In the Parameters rollout, in the modifier pane (to the right), make sure your box has enough segments so that it can be bent.

    3:  Apply your texture, and add a UVW Map (Modifiers UV Maps>UVW Map), and make sure that everything is fitted properly.

    4:  Go to Modifiers>Parametic>Bend, to bend your box into an arch.  Add or remove segments until you have the quality of curve that you want.

    5:  In the modifier stack, click on the little black box with the plus sign in it.  Then select Gizmo.  You can rotate this so that your box gets bent in the proper direction.


    This thread is pretty much for everything from the BAT - Workshop that doesn't fit anywhere else.  It's also an attempt to make things more browseable, since this kind of stuff is very reference-esque.


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

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    How to Mirror an Object



    There are two ways in the BAT to easily mirror an object/objects. One messes up textures and makes things look bad, the other does not. You are free to choose which one you want to use.

    This is shown as a way to mirror entire buildings, but it can easily be adopted for individual pieces if needed.

    1: First, create your object, whatever it may be. For the purpose of this demonstration I will have a block of houses that I will mirror to increase the number of models for a prop pack.
    2: When everything is created and textured, group everything together. This way the entire group is mirrored, and not the individual pieces in a selection.
    This is a set of 4 models that I hope to eventually make into a set of residential lots to be downloaded on the STEX. Right now I only have one of them modeled and exported. But not tested. I do have the foundation exported, though. So that's good news.
    Models grouped together.

    3a: Now here is where the two different methods diverge. The first, and most obvious way is this: Select the group and click Mirror Selected Objects at the top of gmax.
    I'm showing this so that you know what not to do, so that you don't tell me that you found an easier way and all you have to do is group, select and hit this button. It won't work for reasons I shall show you in a moment.
    Don't use this one.

    3b: Now if you press that button everything should mirror (dependent on which axis you select) and it looks ok. But this is what you get when you render.
    And this is why we don't use this method. I hope I am making myself clear when I say that we should not be using this method, because well, this should not look this way. Am I clear?
    wrongwrongwrongwrongwrong

    3c: That's why we don't use this method. We instead do the following:

    4a: Select the group and mosey your mouse pointer over to the Parameters Rollout. Click the arrow down and you should see Mirror.
    I know this is portrait and every other picture here is landscape, but do you really want to tilt your head to the left to read what i am trying to show you if i rotated this picture 90 degrees? Cause I can do that. And you wouldn't want it. Trust me.
    Those red boxes are not there automatically. This is just to highlight what to click instead of having you search for it in the dark.

    4b: This will mirror the selected group in a way that is pleasing to the eye in the viewport and in the renderer.
    Some of you may think that this is the same picture and that all i did was rotate it in photoshop or some other paint program. I assure you that i did nothing of the sort. if you still don't believe me then all I can say is that you should have som</div></body></html>

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    Ok how about where to find and download gmax. and if not how to get the bat to work along with 3d max. since the bat doesnt look for 3d max when its downloaded. thanks

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    Just a really quick question, but what are the differences between render qualities? When I render in high quality, it seems just about mirrored to when I do preview renders in low quality. Are there any significant differences? I need to know this, because it could mean the difference between a 40-60 minute low quality render and a 6 HOUR high quality render...

    -Yoshiisland


    Keep calm and take photographs.

    Deviant Art Page | The Railfans of Simtropolis | YouTube Channel | Flickr

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    Yeah, low and high quality look a lot alike to me too. There is a quality difference though. Just leave it rendering overnight.

    Things that affect the rendering time:

    - Visual area of the building (that is, how many pixels of building need to be rendered).

    - The number of lights

    - The number of polygons

    - The filesize of textures


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

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    Thanks, I just compared an about 45 minute render to a 6 hour one and really didn't see much of a difference. One thing I noticed that really stood out is if you render in low quality, you have to re-apply UVW maps to everything or your textures all turn this light, bland greyish color. Maybe low quality is referring to texture quality?

    -Yoshiisland


    Keep calm and take photographs.

    Deviant Art Page | The Railfans of Simtropolis | YouTube Channel | Flickr

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    Is there any tut's to make things growsable in :

    All of densitys for commercial , industrial , and housing?

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    Well in particular, I was thinking of that one with the highway and large skylight and all of that stuff. Without a doubt, the lights added to it, but I remember SimRabbit saying that using transparent "glass" adds more to the rendering time, as apposed to using a window texture. All of my other buildings I rendered in high quality, and I may consider rendering this one again in medium quality...or I could do it in high quality during the overnight hours, or while I'm at school, or whatever. Thanks for your input anyways!

    -Yoshiisland


    Keep calm and take photographs.

    Deviant Art Page | The Railfans of Simtropolis | YouTube Channel | Flickr

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    That's about lotting and modding, and doesn't have anything to do with BATing. I don't know if there are still any tutorials about it, but the information is out there somewhere. First of course read the tutorials that came with the Lot Editor and Plug-in Manager. Then check out the Lot Editor and Plug-in Manager forum, and the modding forums here.


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

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    No, the rendering is not related to that. It's simply how much calculation it puts into each pixel. You should do at least medium, although high shouldn't take that long for the buildings you've made. You might have to be more economic with the number of lights you use, as they increase the render time a lot.


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

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    Hi,

    I have a problem with textures in BAT.

    I assign the material into the object. I assign the uvw modifier to this object. The objects are  the entire objects or the single polygons. When the bitmap lays incorrect I turn the gizmo right/left 90 and in the most cases everything is ok. But....

    http://www.fotosik.pl/pokaz_obrazek/06a3dfb9845cfe5f.html

    And I dont know what to do and how to solve this problem.  In the perspective view the bitmap lays correct but renders incorrect (its turned 90 ).

    Maybe someone knows how to make it right?

    Sorry my english...

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    Originally posted by: Jasoncw If you un-rotate the gizmo, will it un-rotate the texture in the preview render?

    Your building is looking good. 4.gifquote>

    Thank you 4.gif

    yes, when I unrotate gizmo, the texture in the perspective view unrotate too. But when it is renedered, the texture is rotated approx. 90 and looks like on the screen I've posted in my previous post.  I cant position my maps precisely (?) and I dont see tiling and so on.... 

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    Originally posted by: Jasoncw Does the texture render like that no matter how you rotate the gizmo? It can be wrong in the viewport, as long as it's correct in the renders.quote>
     

    The texture is rotated about 90. When rotate the gizmo and the texture is vertical in the preview window - it renders horizontal. When I turn the gizmo and the texture is horizontal - it renders vertical. I have no control how it will looks.

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