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SimHoTToDDy

SimHoTToDDy BATs

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one of two things happened here:

the fsh files were never created (or incorrectly created) by the script and therefore cannot be mapped on the model (maybe you forgot to insert the fsh files into the sc4model file?)

or (more likely) there is some sort of id mismatch between the fsh files and the corresponding s3d files.  In this case you can manually fix the problem by manually changing the id's that the s3d files access for mapping.  

This is tedious work though, and as Jasoncw said, it is just easier to re-export and hope it works again... unless the export took longer than a few hours then I would suggest to attempt to fix the porblem manually.

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    autoVino: Tried the "do it again" method and got the same results. I'm going to try to change a few things around and see if it was just that scene.

    Well, somehow I messed up Bixel's easy fix (I think I misplaced a folder and ended up getting the 5% model I did in the quick export). I'm going to have to export again. Just one question, if you merge the original scene into a new one, will the night libraries still work or do I need to make the window texture in the new scene and reset the night textures?

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    I know I'm just echoing what everybody has already said, but the only feasible way to fix this is to create and export new LODs, and then re-export the model. I know it's a pain, but manually fixing all the IDs is even more of a pain.

    By the way, if I know a model is going to take a while to export (more than an hour) I will set everything up, and hit the Export button right before going to bed. The model has all the time it needs to export while I sleep, and I don't have to worry about the computer being unusable. If you are able to leave your computer on overnight, that might be a really good solution when you don't want to wait for something to export.

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    Well, I re exported with different lods each time, but it doesn't seem to fix it. I'm going to try Bixel's method again and hopefully I don't screw it up. And since nobody really answered my question, I might as well ask again before I do extra work, if you merge the original scene into a new one, will the night libraries still work or do I need to make the window texture in the new scene and reset the night textures? That's what I'll try next if I can't get it right. Nofunk, that is exactly what I do actually, I just don't like to have to wait another day to finish something that is essentially done.

    In the mean time, I started on another Pripiat tenement, probably one of the more prominent ones too. Here is the untextured wall that I started:

    sht16floorpripiatrubp2.jpg

    And my textures so far:

    sht16floorpripiatr01vd6.jpg

    The brown need to be lightened and desaturated a bit at the bottom (looks way dirtier then it should) and few touch ups here and there, but I'm liking how this is turning out.

     All I need to add is the roof and the two side walls the back is identical to this one. The biggest challenge with this one is going to be modeling the "fire escapes" hanging off the sides.

    -Todd

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    Wow ! that's looking great my friend 2.gif


    I'll take a quiet life... A handshake of carbon monoxide.

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    I had some time, so I finished the bulk of this one. Just details left, as far as modeling goes.

    sht16floorpripiatr02we9.jpg

    I'm definitely going to make a version with this on top. The Ruskies sure knew how to decorate 3.gif

    21as5.jpg

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    Looks good, but how the hell will you model that "decoration" lol 3.gif

    -Pingangster

    Edit: Call of Duty 4 anyone9.gif?


    Never explain, never complain.

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    Hey I like this new building. Simple and bleak. I think the texturing is good. Maybe you might want to add a little more variety to the windows, but it also works fine as is. If you're looking for details, some chimnies/vents could go on the roof. If you wanted to really go into deep detail you can always add things to the balconies (satelites, bikes, chairs, plants, bbqs, hanging clothes etc). Anyway, this new one may be simple, but I think it's your best yet.

    On your night lighting question, I'm sorry I don't know. I never spent much time on night lighting and then when I started to, I got into actual lights and haven't bothered with the night lighting textures. I would suggest just trying it out.

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    You need to reload the night library every time you open the scene before exporting either way. I don't think merging should affect anything involving that. Just make sure you save the original. How long does it take you to export that?


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

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    great progress on that tower Todd 2.gif


    I'll take a quiet life... A handshake of carbon monoxide.

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    Didn't someone create and post a model file on the STEX that is a modular fire escape, that could be copied and spread across multiple floors? I don't know the proportions, but it might be a good start, rather than building it from scratch....

    Model and bleak texturing looks great - and the idea of various chairs, satelites, and junk on the balconies sounds fantastic - though it might a be a bit tedious to do, I'm sure the end result would be spectacular...


    ldrxcth.jpg

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

    "Never keep up with the Joneses. Drag them down to your level." - Quentin Crisp
    "I believe in talking behind peoples' backs. That way, they hear it more than once." - Fran Lebowitz
    "Ordinary morality is for ordinary people." - Aleister Crowley
    "No one ever said on their deathbed, 'Gee, I wish I had spent more time alone with my computer.' " - Dani Bunten Berry

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    pingangster: Thanks, I was going to go back into CoD4 and see how well they represented things (after I have spent hours researching the layout and buildings), but my CD is scratched 15.gif

    Spa: I was thinking of doing something like adding things to the windows, I might only be able to do some laundry or something really obvoius due to how dark the balconies turned out. I'll have to play around with it to figure something out. And I'm glad you liked this, I was starting to think it was to plain.

    Jason, That is what I assumed, and it worked for the most part. I had a problem getting it to render all the way though, it would hit one of the textures and stop (I guess something was askew) but I'll adjust and try again. As far as then length goes, it take about 8 hours to export. It seems like long time for me, but I think it is due to my high object modeling for that building (one of the reasons that lets me know I'm still new at this). I'm working on reducing things like that as I improve, and this new tower was a good way to practice that.

    madhatter106: Funny you should say that AFTER I finished my stairs! Oh well, I liked modeling them, they were an interesting exorcise in arrangement.

    Anyhoo, more work. Something with the roof is still off, I'll have to play with it. I'll probably finish the entrances next. And I still have to texture in some floor lines for the side walls.

    sht16floorpripiatr03ns7.jpg

    This is almost done, alarmingly....

    -Todd

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    the fire escape are great !


    I'll take a quiet life... A handshake of carbon monoxide.

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    Originally posted by: SimHoTToDDymadhatter106: Funny you should say that AFTER I finished my stairs! Oh well, I liked modeling them, they were an interesting exorcise in arrangement.quote>
     

    Heheheh, had I found this earlier I would have posted.  Anyhoo, what you did looks more fitting and better than the one on the STEX.  Your fire escapes look great...


    ldrxcth.jpg

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

    "Never keep up with the Joneses. Drag them down to your level." - Quentin Crisp
    "I believe in talking behind peoples' backs. That way, they hear it more than once." - Fran Lebowitz
    "Ordinary morality is for ordinary people." - Aleister Crowley
    "No one ever said on their deathbed, 'Gee, I wish I had spent more time alone with my computer.' " - Dani Bunten Berry

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    this is incredible, you are no doubt my favorite on simtropolis and your CJ, SBU, is amazing. Wish i could learn how to use BAT and I would perhaps also create awesome buildings...

    keep up the good work mate!

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    Did you forget to change the antialiasing filter on this render? It looks blurry. Or maybe the textures could use a sharpen filter?

    It's looking good. I'd suggest making the roof look more different than the walls though. Also, your railing blends in with the roof and makes the railings look strange.

    This will be nice. A lot of the game's R$ are vaguely designed. They aren't quite NY/CHI, but they aren't modern either, and these ones are definitely modern.


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

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    Posted:
    Last Online: A long, long time ago... 
     

    HEY,

    I love the style of your buildings...but for me something just dosen't look right. I can not figure it out though. hhaa. Mabye the color is off but I dont know....I say more roof junk on the first one! Well I think the buildings look good....sorry if my suggestions are bad or not to the point. Well I come back later

    goodluck!

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    sht16floorpripiatr04souua5.jpg

    sht16floorpripiatr04qw9.jpg

    Art128, Gn_leugim: Thanks!

    madhatter106: XD That's what they all say. Thanks though.

    bernie: well, its never too late to learn how to use GMAX! You never know how you will like it untill you get through that phase of "what the hell am I doing?" I know it took me a while 3.gif And thanks a lot, I'll have to add you to the top of the biggest fan list!

    Jason: Yes, done, done, and agreed. 3.gif

    mosin33: Thanks man, how does it look now?

    Ok, well I'm done with most of this, I might go back and fiddel with some of the details (that antenna is a bit wimpy) if you think it is worth doing, otherwise I'm ready to start nightlights.

    -Todd

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    Beebs:... Beebs? Fancy seeing you here 3.gif

    Thanks first of all, and yes, I will be making a version with said decoration. It will be a separate version so people aren't forced to see propaganda every time this sprouts up.

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    Originally posted by: SimHoTToDDy Beebs:... Beebs? Fancy seeing you here 3.gif

    Thanks first of all, and yes, I will be making a version with said decoration. It will be a separate version so people aren't forced to see propaganda every time this sprouts up.quote>

    Oh wonderful.. if you were to make a landmark version too, I think I have the perfect place for some of these... 3.gif

    And yes, I do lurk around these parts now and then. 3.gif

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    That building is just stunning! It turned out beautifully - particularly the roof. Can't wait to see it with the extra decoration on top! 9.gif

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    It does look very good now... But just doesn't look like it is from Former USSR... May be East Germany or Poland... The reason for this is a way to intense/dark gray. I would say that even for that settings they are still way too dark... Such commieblocks in the USSR were almost always either white or of very light pastel colors. This is just piece of information.

    Another point, if you shoot for realism would be to damp all the AC units from the stairs/elevator house on the roof... and also there wouldn't really be such a parapet wall on the top and the roof top would, most probably be black.

    I took liberty to tweek a little your render and here is what I believe is much more "realistic" color...

    a6ab9300158f.jpg462ac21a358d.jpg

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    Keyword: WERE3.gif

    And it does indeed seem like this building has a paraphet wall.

    it also seems to be that dark in real life too, but that could be because of they years of abandonment.

    So overall i must disagree with Simfox on this, because todd's recreation of this pripyat block is pretty acccurate.

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