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Bat4Max v2.6 HD

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2472be5e835a.jpg 
This is an incremental update that introduces some new functionality and fixes some unresolved issues of the previous versions.

 

What’s new.

HD export.

Games closest zoom – Zoom6 is originally produced from the Zoom5 renders by 2x magnification. This results in very pixilated and unclear images. HD export is designed to address this shortcoming of the game. It generates accurate 1to1 images for Zoom6 allowing for as-good-as-could-be images.
That said some caution must be exercised in creating HD content. As with all nice things there are some not so good side effects. One is the file size that could be significantly bigger for HD content – from 2 to 4 times the size of the SD (standard definition) models.
Another is that such a model will much sooner reach the maximum limit size set by game – 64 256pix tiles to cover the biggest zoom-view. The way HD export works it will put a cap on a model size equivalent to 16 tiles of SD type model.
These two cautions as well as the fact that improvement will only occur at Zoom6 suggest that HD export is best used to smallest elements in game – like small street props – lamp post, bus stops, etc and not full size buildings.
In order to utilize this function in Bat4Max you must install the HD version of the GMAX BAT scripts available here. (info on use is here)
Be careful to match HD exported LODs to HD export in Bat4Max. Failure to do so will result in exceedingly weird and broken looking models.
 

What’s fixed.

  • Saving SC4Model name with file has finally been removed along with all sorts of weird and annoying mistakes it has been causing
  • Get Sc4Modle name button is working now and doesn’t cause any errors on export
 

Installation instructions.

Compatibility and requirements

This version of Bat4Max is fully compatible with 3ds Max versions 7 -2008*
*Mental Ray v3.6 and greater (as in max2009 and max2010 variants) is currently unsupported. NightWindows are supported only for 3ds Max7.
3ds Max MUST be installed into folder that doesn’t have any empty spaces in the path.
 
 

Installation of Bat 4 Max 2.6HD

  1. Unpack the content of the archive into root folder of you 3ds Max installation.
  2. Move content of …\gamepacks\bat\scripts\startup folder into …\Scripts\Startup\ folder on your 3dsMax installation folder
 

Setting up Bat4Max v 2.6HD

This installation assumes that you have installed GMAX and GMAX BAT into default locations. This location is used for LOD export. If for some reason this isn’t the case you would need to edit you batformax.ini manually.

When starting 3ds Max for the first time after installing Bat4max you would be asked to point Max to your SC4 Plugin folder (make sure it is the one in your Documents folder and not in Program Files one). This is one time task, in case you would you need to change that location you can manually edit the relative line in BARFORMAX.ini file that could be found in …\gamepacks\BAT folder, or reinstall you bat4max.

After 3ds Max had started completely you would need to set its System unit (compulsory) and display units (recommended) to meters:

24cc9ce12673.gif

 

How to use.

Few general recommendations:
  • Use Mental Ray as a rendering engine
  • Use Custom lighting Rigs. Detailed instruction on how to set these could be found here. Alternatively you can use those that have been uploaded to the STEX. Still, I would strongly recommend doing it yourself, as there may be numerous issues with version incompatibilities that plague Max.
  • Use Final Gather with Mental ray. This is superior way to re-create indirect illumination. This should be used only with custom rigs created according to the suggestion above.
  • Use some form of Color mapping/Gamma correction. Detailed instructions on how to select and set proper Gamma correction to for your version of Max could be found here.
  • Merge your lighting rig into the scene. Make sure it is all on a separate layer and that this layer is hidden. This will prevent some nasty artifacts with low settings of AA in MR.
 
  1. Create your model.
  2. Create LODS.

    You can do this by either pressing Re-fit LODs button in Parameters roll-out, or by manually creating/editing them. Later option is preferable when you model has complex, non-boxed shape. One word of caution: go lightly on LODS remember that they should be as simple and low poly as possible as to not overburden the game’s ancient 3d engine

  3. Export LODs to gmax.

    This could be accomplished by pressing Export LODs button in Rapameters roll-out. Script assumes that you have installed your GMAX and GMAX BAT into default locations. In case this is for some reason doesn’t hold true you would need either to manually edit your batformax.ini file (found in your …gamepacks\BAT\ folder) or do it old fashioned manual way by selecting LODs and then choosing Export Selected from File menu.

  4. Export LODs in GMAX BAT.

    Open BAT (GMAX) and import LODs. If you have been following all instructions precisely you’ll find them (as a .3ds file) in the list that will open when you select Import command in File Menu of GMAXBat. Make sure that “convert units” option is NOT selected.

  5. SD or HD.

    Decide if this models should be exported as SD (standard definition – pixel perfect Zoom5 and 2x stretched Zoom6) or HD (pixel perfect Zoom6 and 2x reduced zoom5). Make a selection. Done that, press Export button. You’ll be asked to save the GMAX file. Do that and give it appropriate name so you could easily identify your coming SC4Model file later in 3ds Max.

    Once export is finished you can return to Max and

  6. Input SC4 Model.

    This could be accomplished by pressing Get Model File button. It shall open the window showing you your SC4 Plugin folder. Select desired SC4Model and make sure you’ve selected same settings for SD/HD export as in GMAX BAT when exporting the LODs. Press Render BAT.

  7. Create and Insert FSHs.

    Depending on your settings program will go through numerous render passes and when done display success report. Now press

    FSH Batch Build and then

    DAT FSH Insert.

 

TruNite Export.

this is a special technique for generating night time views. It builds on two main principles:
  • total Mask covering entire model.

    this is done to prevent ugly blending artifacts that are bugging many traditional night views and to allow for a full range of night effects such as specific night reflections, alternative models and textures/materials etc.

  • special night general lighting.

    this could deal away with strong shadowing that is so unrealistic for night views.

 
With truNite instead of one single day/night export (providing your model has any kind of night lighting) you would do two separate exports – one for a day view and another for a night one. This solution has several significant benefits. It cuts on errors during export in a major way as vast majority of those occur during day/night switch by the export scripts. Since for the BAT export script truNite is just as another day render none of that ever takes place. Also for a larger models such separate exports may be beneficial because the wouldn’t occupy your computer for exceedingly long time at once
Another advantage is a big reduction in overall, combined export time (by as much as 30%) since truNite deals away with night mask render pass.

 

The only “drawback” of this method is that you model will “jump” from day to night view rather than go through the whole dusk routine. Another point that has to be taken into consideration is that both day and truNite models should occupy exactly same space (location) in both files and that their outline must be the same.

 

TruNite pre-requisites.

Obsolete info

In order to do truNight exports you would need to create special truNite Lighting Rig. Detailed instruction on how to accomplish that could be found here (along with the many other tips)
 

Use of LetThereBeLight is strongly recommended!

TruNite Export procedure.

  1. Create and render your daytime view.

    Make sure you have pressed FSH Batch Built and DAT FSH Insert buttons.

  2. Save your model as a new file and add all the lights, self illuminated materials etc.

    Important!!!

    Make sure you don’t use any of the traditional naming conventions - like nitlite- or night- prefixes for your lights or geometry.

    You can also add or remove some geometry (as long as the model outline is not affected). Make sure that you do not move your model or you day and night views will not align properly.

  3. Replace your lighting rig with a truNite one.

    You can (and I would recommend to) merge your lighting ring into the scene you're working in. Just make sure you place it on a separate layer and hide the layer so you wouldn’t be destructed by it.

    You can use the preview to check on your model. It will produce exactly same view you’ll see in game during the night.

  4. Once you’re satisfied with your model you can render it out.

    make sure that your export will match the LODs in terms of SD/HD

    Click on Get Model Name button and select the same model you have previously exported as a day view. Once name is in the SC4Model Name box press Render BAT button. After render will finish press:

    FSH Batch Build button and then

    (1) day-2-nite

    (2) truNite FSH Insert

That’s all you model now have both day and night views!

You can download Bat4Max 2.6HD here

Post all you questions, comments and requests about this version in this thread.

info, support notes as well as download links to the previous version of Bat4Max (v2.5 r2) could be found here:

LINK

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    0771f5435503.jpg
    ...and, preferably same across different versions of Max.
     

    Well, now there could be!

    cb8c7226b52c.jpg
      *beautiful model courtesy of JasonCW

    Come and get this new Bat4Max utility "Let There Be Light" (Rapidshare download link)

     

    What does it do?

    "Let There Be Light" is a new approach to setting your scene in Bat4Max. It decouples Cameras and Lights. Cameras are left where they were – in TB2_CameraLightingRig file, while Rig Lights themselves will be created right in your scene.

     

    Why such de coupling, you may ask?

    There are several reasons. First one is to make sure that you have best setup possible whatever you max version is. Utility shall automatically detect version of software you’re running and will built Lighting Rig from best available lighting  that your version supports. At the same time it ensures high degree of “sameness” of the lighting across all version of 3Ds Max. And it does it all in automated fashion, leaving out all that fiddling with files. Just press one button and you’re ready to go. Mind you, if you wanna get down and dirty you can totally do so.

    I’ve said across “all” versions, well, actually, the earliest MAX version which this utility supports Max7. But this pretty much a non-issue, as I seriously doubt that n this day and age anyone would still be using anything prior to that. In fact, it is strongly recommend not to go below Max8, but preferred version is Max2008. If you can get it do! you’ll have best lights, best Mental Ray version, best modeling tools, best gamma correction and still full compatibility with BAT4Max 2.6

    Another reason for creating actual lights in the scene is to avoid some nasty artifacts that are sometimes caused in FG (FinalGather – indirect illumination method used by Mental Ray) by X-Reffed (located in external file) lights. Decoupling also allows to have only one Camera Rig file instead of 4 as before. The fewer of them the smaller are the chances of some going awry somewhere.
     

    But why not to get rid-off the X-reff altogether?

    Well there are few reasons. First one is that too much of the entire BAT is linked to it. And although, in principle, it is possible it would re-quire a lot of work. On the other hand there is one significant benefit of having cameras external to the scene. This way you wouldn’t be able to move them by accident. And that is a big plus, cause would it happen you export will be screwed!

     

    But wait, there is more!

    This utility doesn’t stop there. It sets you renderer to Mental Ray, turns Final Gather on, set “normal” e.g. good for most situations and reasonably fast settings for it, Sets Gamma Correction to ensure that you BAT is never blown out bright, or has pitch back spots in corners. All those settings are Max version dependent and set automatically, yet if you need you can go and manually edit any of them. So, no matter what version of max you’re running you gonna get right and best settings.

     

    In addition to that LetTherBeLight does a bit of housekeeping in your scene too! In order to keep it orderly and lights of the rig easily accessible (although it is not recommended to fiddle with them) they are placed on new layer specially created, which, in turn, frozen and hidden (naturally you can manually un-hide and unfreeze it). After all lighting is set up utility will make you default Layer active again.

     

    Unfortunately Autodesk – the maker of 3dsMax have some odd, inexplicable policy of revealing different aspects of User Interface and Preferences settings to MaxScript one piece at the time. As a result only people with Max 2010 (which is currently not supported by Bat4Max) would have no need to do anything manually. Rest would have to turn Gamma support in Preferences manually. But as I’ve said this would have to be done only once. Max will save this setting and every time you open program it will be only default and Utility will do the rest automatically.
     

    Installation:

    • place z_SF_LtbL-CC.ms file in your 3ds Max ...\Scripts\Startup folder
    • replace ALL TB2_CameraLightingRig*.max files found in 3dsMax ...\gamepacks\BAT\scenes\CamLightRigs  and ...\gamepacks\BAT\scenes\startup with one supplied with this download
    • Start 3ds MAX and make sure you gamma support is turned on.

      You would have to do it manually since Autodesk - maker of 3dsMax has a very peculiar habit either not to expose some of the UI elements and controls to MaxScript, or, when finally deciding on doing so, making it happens one tea spoon per release. So, for instance, only in Max2010 all of the controls needed to be modified for Max2008 could finally be scripted. But don't despair, this is one time operation and not a difficult or time consuming one.  

      Here is what you would need to do: click on Customize command in program menu and chose Preferences (the last option). Once there, go to the Gamma / Gamma and LUT tab make sure that you settings are as follows:

      for Max 7:

      09285d820b6d.gif

      for Max8-9:

      dbb8bdabad12.gif

      for Max 2008 and newer:

      78184ae37aa6.gif

      disregard any settings in the areas cover by blue on the illustrations, those will be dealt with automatically by utility for Max 2008 and newer users

    • Download also include GAMX Rig files. These are needed to ensure that what your LODS (exported into SC4Model by GMAXBAT absolutelly match your FSHs exported into SC4Modle by Bat4Max.

      I have inspected Rigs floating about and those supplied in original BAT4Max (v2) and found out that there are small - imperceptible to an eye, but still significant discrepancies at camera positions and so on. This may result in various problems with models exported from BAT4Max. Most notable of them is when parts of your model are missing or somehow distorted. This is a result of LODs and FSHs being cut in different way. And this is a result that calculations were made from differently set cameras.

      So I urge you to replace RIG files in your GMAX installation with these included here: these were set to match  Rig file for BAT4Max 100%

      You would have to replace same naed files in ...gmax\gamepacks\BAT\scenes\CamLightRigs and ...gmax\gamepacks\BAT\scenes\startup folders

       

    Let There Be Light usage

    Once Max fully started you’ll find new Roll-out titled "Let There Be Light" (it may be rolled up /closed) nested alon all other Bat tools:

    aa3c7d6076f0.gif

    In the roll-out there are  four buttons:

    Day

    As name suggests pressing this button will create lights best suited to your particular version of Max and also set the Gamma correction, Final Gather and Anti-Aliasing.

     

    Maxis Nite

    Pressing this one will remove any existing rig Lights from your scene, and create lighting setup for truNite with Maxis levels of illumination (game defaults) as with day scene it will also take care of Gamma Correction, Final Gather and Anti-Aliasing

     

    Darker Nite

    Same as one above, but this time the illumination levels will be corresponding to the much darker night. The matching mode will be available shortly.

     

    Delete Rig Light

    This will delete Rig (and only Rig) lights from the scene. In addition it will also remove any first 3 Xreffed Scenes you may have. This is handy when you either changed your setup, or got file from someone else and it has already X-ref to the rig or anything else in that persons computer. This may cause all sort of weirdness and clearing this mess is a way to go.

    if you have more then 3 I guess you really need tem and know what you're doing.. Anywhat utiltiy will let you know of this situation through pop-up message.

    Pressing any of the first three buttons will also set Mental Ray as your current render, naturally.

    Utility created Final Gather and Anti-Aliasing settings are the best averages in a sense that they would be a good option for most of the situations. However sometimes you may have a particularly challenging model, like that marvel form JasonCW already shown on a comparison picture in the beginning of this message.
    The dense and thin grill of the façade is a very touch cookie for renderer. In order to get past some nasty artifacts both Final Gather and particularly Anti-Aliasing Settings would required to be upped, and very much so…

    So, why not to set them in the first place in such a way that everything will always looks great! Well because of the rendering time! getting such a challenging spots resolved may result in rendering time many times greater than with “default” settings, even 10 times! And most of the models will not require it.

     

    Utiltiy also does a spot of “good housekeeping” to keep your scene clean and clutter free. It will create new layer for the lights it creates, place them there, Hide and freeze this layer and return to your default one afterwards.

    4f2a5b272c20.gif

    Naturally you can go and manually un-hide/un-freeze them if you would choose to.

    I hope that this will introduce you to the usage of Layers in Max. They are as useful as ones in Photoshop and may be even more so as the number of objects in Max scene is normally above and beyond what most of people will ever have in Photoshop or even Illustrator. Yet people seem to be content to keep everything on same layer, making finding and isolating need object a truly Herculean task.

    There is a common misconception that grouping object somehow makes things better. Actually just opposite. You don’t have easy and direct access to object in groups, Group in itself is a new object, just cluttering your scene database even more. After all groups are still there for legacy support ONLY, so that if anyone would decide to open today a scene made in early versions of max (way before amx7 (!)) he would be able to… That’s it there is no more use of them really…

    Layers is that way to keep you scene organized!

    Know Issues:

    X-Reffed Cameras

    As always, with every silver lining there is nasty dark cloud upon it… Since much of the operations of the bat4Max as well as additional utilities, such as this one or, for instance, Preview are linked to the cameras their absence from the scene could cause errors that would require (depending on Max version), even restart of the program to get everything to work fine.

     

    This nasty situation could come about when utility has to quire the camera rig (X-reffed scene) but can't do so. Here is one example of such troublesome situation:

    say you are working on a very complex scene and to make your life easier you use ISOLATE SELECTION command – a very useful tool in MAX, btw.  And while you are in such an isolated mode click on Preview button. Script, in order to set render camera, will quire X-reffed scene, but, or strangeness!!! Max for some reason not simply hides it as rest of the geometry, but actually removes it temporary! When you exit the Isolation mode the scene will be returned to where it belong, however. But for now Script tries and fails to located X-Reffed cameras. As a result you gonna get MaxScript error and
    BAT
    scripts will stop to work.

    But don’t you get too worry. This ONLY affects MaxScript and not your actual work. Would you run into such troubles, stay calm, safe your work and simply restart Max.

    Sameness

    I’ve spent days if not more fiddling with settings in order to get them to match as close as possible, but since we are dealing with quite big changes (under the hood) from one version of Max to another the 100% sameness isn’t really possible if advantage to be taken of new features. Mind you keeping to old stuff would make it 100% same either. So it is best match I could accomplish. I’m sure it is a good approximation that will ensure BATs from different creators will not conflict with each other as some of them do nowadays.

    There are some issues to consider when you’re working, though. Gamma compression utilized in Logarithmic Exposure control prior to Max9 has a very strong saturation amplifying effect, just take a look at eh flower bed in front of that beautiful white building on the picture in th beginning of this messageit  see how flowers are much more saturated, almost glowing on the Max8 rendering, another problematic spot is the pink bit on the top roof.

    In Max9 this problem had been "resolved". Max went totally overboard in opposite direction making Log Corrected bitmaps way too desaturated, so much so, that it just incompatible with previous versions. Luckily there is a legacy mode that this utility is, well, utilizing. This way the picture from Max 7 to 9 will look pretty much identical. Well, one from Max7, depending on the model, may be slightly darker in the inner corners.

    Anyway those trouble spots  were left there intensionally to show possible issues and are easily corrected by desaturating somewhat texture (as in case of flower bed, or NOT applying any color-correction (as many used to do to make it look a part) to your textures in the first place. Lighting and gamma controls provided by "Let There Be Light" will take care of it.

    Another issue is Anti-Aliasing and Final Gather effectiveness. It is (as you can plainly see form same picture) much better in Max 2008 than Max8. So, I strongly recommend to get Max2008 - your best choice for BAT at the moment.

    That's it!

    Have fun with this and I hope more wonderful creation will be flowing from you to us all!


    Here is, once more, DOWNLOAD LINK 

    If you run into some problems, or have found some errors or mistakes in teh filess please let me know

    PS

    since this is an external script it will be compatible with any version of Bat4Max that supports truNite


    July 11 13:20 CET

    PS#2

     download links have been updated to include new version of utility after Glenni and Cockatoo had spotted the mistake in the original one. Big thanx for their efforts!

    If you have downloaded it prior to  July 11th  please re-donload it and re-install it.

    during re-installation you can simply replace the z_SF_LtbL-CC.ms file in your Scripts\startup folder of Max root.

     

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    Attention!
     
    Owners of
    • 3ds Max 2009 & 3ds Max 2009 Design
    • 3ds Max 2010 & 3ds Max 2010 Design

    who would like to participate in a new version of BAT4Max that will solve the Mental Ray compatibility issue please PM me for the download link.

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    SimFox, you are the BOMB. And you couldn't have timed it better, this version works in 2010. 44.gif

    Three cheers for glorious SimFox 3.gif

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    Sorry guys

    you would need to re-download it again. original contained my batformax.ini with my own settings. That's why it wouldn't work on other computers.

    I've just updated it on both STEX and Rapidshare

    Just replace the Batformax.ini with one in new download and restart Max. It would ask you for the location of your Plugin Folder.

    TV-VCR:

    I'm sorry but I have to disappoint you... it doesn't work with Max2010*s Mental Ray... same framing issue as with Max 2009

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    And after I had already started to fix mine? How dare you be convenient 3.gif

    Thanks a million for this by the way, its great addition (and now the get model button works!!!!)

    And TV-VCR had bigger issues with max '10 then getting MR to work, lol.

    -Todd

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    This needs to be pinned badly.

    I really wish I had had this 3 months ago, Simfox has brought together all the most crucial info on BAT4Max and condensed it into one easy to understand document, well done!!

    I can't wait to try my hand at exporting an HD model.


     

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    ~Thanks you.~ u r always ^^b .

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    Hi,

    What am I doing wrong?  The prop is 6 tiles long - I hope it isn't too big?

    Zoom4:

    ce1062de.jpg

    zoom5 and 6:

    7e33be3c.jpg

    Export LODS and render was with the HD checked.

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    hm... odd. with max 2008 there shouldn't be any of that sort of problems...

    One of the best ways to solve it would be sending me (or uploading for download on, say, rapidshare) both SC4Model File generated by GMAX BAT as well as Max file with this problem. These things are tricky as it is difficult to relly well describe all the details...

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    Originally posted by: SimFox

    hm... odd. with max 2008 there shouldn't be any of that sort of problems...

    One of the best ways to solve it would be sending me (or uploading for download on, say, rapidshare) both SC4Model File generated by GMAX BAT as well as Max file with this problem. These things are tricky as it is difficult to relly well describe all the details...quote>

    OK. I will send my files tomorrow.  You want me to send the model to gmax (3DS) and render it? And you want me to send both files - model from max and ... model from gmax? Or you want me to send "LODs" generated by SC4 BAT? My english isn't too good so I want to be sure what I have to do.

    Here it is:  http://rapidshare.com/files/238435417/en57-13-hd.rar.html

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    Mrqs:

    You problem is due to the fact that you did export SD LODs. Re-export them in HD mode and make sure you name things properly to keep track of what is where.

    But there is another HD related issue. Your textures resolutions is too small fro HD. They look good in SD render, but on HD one are all stretched and loose sharpness.

    Heblem:

    yep, it works in Max9

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    Originally posted by: SimFox

    Mrqs:

    You problem is due to the fact that you did export SD LODs. Re-export them in HD mode and make sure you name things properly to keep track of what is where.

    But there is another HD related issue. Your textures resolutions is too small fro HD. They look good in SD render, but on HD one are all stretched and loose sharpness.

    quote>

    LOL. It was my fault. It is always *my* fault  ;-(    . I had two installs of BAT gmax. And, of course, one install was upgraded to HD, but second was used to render. I think I'm a dumb moron :-(. Thank you, SimFox, for your help and time, and I'm sorry to bother you with my problems with BAT.

    Now everything works perfect! :-)

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    hello Simfox, i have problem with Installation:

    unzip, put the file in the folder as indicated, but presents the following words as you can see in pictures.

    There to solve my problem? thanks!

    problema03.jpg

    problema02.jpg

    problema04.jpg

    problema05.jpg

    problema06.jpg

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    well those error messages indicate the you haven't actually put folder as indicated in instructions. make screenshots of the folder structure of the BAT

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    Yep as I thonght... you've unpacked your bat4max into wrong folder. Plus your 3ds Max is installed in a wrong folder  as well - it has empty spaces in the path.... Because of it you wouldn't be able to export properly...

    To fix it all you should re-install your 3ds Max, and then install the bat4Max, but be careful in following instructions.

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    I still have problem, I was reinstalling the 3dStudioMax but not resolved, will not be because my version of windowns is Brazilian? I am from Brazil ... Save the Max as a guideline.

    problema09.png

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    You need to install it directly under C:\

    Arquivos de Programas/Program Files has spaces in the path, and wherever you install 3ds Max, the path can not have spaces in it, or else BAT4Max will not work.

    C:\3dsMax9\ is how you want to install it.


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

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    Sorry, I am still having problem with the BAT4MAX, but how to have a print screen of your folders to see how it should be...  I have done everything, I'm still having problems

    problema10.png

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    Of course not! Language of your windows is absolutely irrelevant.

    You keep repeating same mistake over and over again - unpacking bat4max into the wrong place. You need to unpack /unzip the content of the Bat4Max archive into the root of you 3ds Max installation. In the case of your last screenshot into c:\3dsmax\

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    hey maybe im being really obtuse but how do i uninstall bat4max 2.0 so i can install 2.6?

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    I just pasted the whole folder into my 3dsmax root folder and overwrote the old files with the new ones, although that was just 2.5 to 2.6 which have very similar layouts if not exactly the same. As long as the new files are installed properly, I think you will be OK. The installations took more work with that version, but I don't think there is anything different that would keep the newer versions from working.

    If your really concerned about it, just make a copy of your gamepacks folder as a back up.

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    MG:

    Although overwriting should in principle work it would still be better to remove old one and install new. To remove old installation of Bat4max 2.1-2.6 all you need to do is just to move the gamepacks folder away from Max root and delete 2 scripts in maxroot Scripts/Startup (same ones as those in new installation files)

    With Bat4Max 2 you would need to do more work. The problem is in the installation procedure used with that version, namely edited 3dsmax.ini that disables some important 3ds max functionality. This functionality is essential to take full advantage of Mental Ray. So if you had bat4max v2.0 installed you would have to, in addition to removing it, restore your original 3dsmax.ini, or edit existing one, in case you don't have it backed up. if you need help in that , just ask.

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    okay, I get 5 errors, when I start my 3dsmax7. 15.gif

    3dsmax is under c:/3dsmax

    and gmax under c:/gmax

    1. Error 1:

    First I show the big screen of it: [LINK]

    Okay, I click okay and than.....next error:

    2. Error 2:

    6b0cac2b8f7b8ad859ff144fec91fe3d.jpg

    3. Error 3:

    2c53d8d132d9bca3942c3897bc03fdc8.jpg

    4. Error 4:

    e74ba7dc2f5d40131874c68a2b38824b.jpg

    5. Error 5:

    3a5da1dcf37847627fb3b057bee0810a.jpg

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