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SimFox

Bat4Max v2.6 HD

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    I'd say it is result of your overcompensation for lightning deficiencies by adjusting textures... but I may be wrong... you can pack the textures you've used and send me download link I could take a look at them...

    You can also compare pure lighting+ GC by doing clay render. Create 50% gray material set it as an Override in Mental Ray and render with old and new lighting setups to make comparison.

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  • Original Poster
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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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    I'm not sure, but I saw in the error message about lens effects that my version of mental ray is 3.6.--. Does anyone know where I can see the MR version number? Atm there's no problem with it (I've got both max 2009 - I don't remember where I put the setup - and 2008).


     

    my website:

    www.victorfleur.com

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  • Original Poster
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    it has nothing to do with any error messages (none is shown). The problem is the way MR do framing of the enlarged (by script) render area and it affects Mental Ray in Max 2009 and 2010. so if you have 2009 variant you're affected...

    To find out exact version of MentalRay you're using click on

    Rendering -> mental ray Message Window

    and in that window in the upper right corner you'll see version number. in Max 2010 it is 3.7.51.16

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    Umh... Let's suppose I've got a 3dsMax2009 with MR 3.5 and a 3dsMax2008 with MR 3.7 - still problems? and where?

    (I don't know if it's possible but maybe with some upgrades...)

    There are other render engines in max, is there a problem also with these engines on newer versions?

    Finally, MR is a plugin or is part of the .exe?

    (my MR version is 3.6.1.11)


     

    my website:

    www.victorfleur.com

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  • Original Poster
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    you can't have Max2009 with MR3.5 and Max2008 with MR 3.7!!!

    You may confuse Max9 with Max2009 though... Max9 does have MR3.5 Max 2008 (next version after Max9) has MR3.6

    Mental Ray is rendering engine one of two that are included with Max. The second - Scanline is an atavism of sorts. It hasn't been developed for a decade of so and is completely defunct by now. Basically it is not much more then the renderer in GMAX BAT.

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    This is only an idea: the script can be split in different scripts so it's easier to find the wrong part?

    Then, the render area is a non-perspecive camera and cameras are set by default; is it possible to use LODs as target of the camera so the only render area is the LODs area?


     

    my website:

    www.victorfleur.com

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    You have a test subject for bat4max 2010 here 2.gif

    And a silly question, do I need to have my 3dsmax on C: or it'll work on another partition? (say G:/3dsmax2010/ ?)

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    It should work fine. I used to have mine on D:/

    As long as the partition doesn't require special administrative permission to be edited and as long as you don't install it in program files (where you most likely need administrative permission) or any path file with a space in it.

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    I'd like to repeat my question "ETA on getting the annoying Preview passes out of the export during Level 5, 4 and 3 zooms. So much time wasted right there." and also I have another question

    DO we really need gmax? Honestly?

    What is the BAT plugin doing in gmax that makes us need that crappy software?

    Is there a way to generate the model file directly from 3ds max? Or is it simply a barrier of the EULA agreement?


    I love coffee and buildings.

    You can find more info about me here > http://nbixelsimcity.tumblr.com/

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  • Original Poster
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    Annoying Preview (actually it has nothing to do with Preview) is not on the To-Do list at the moment. It is an archaism introduced into original BAT4Max in order of work around the bug in Max 4.2(!) but ripping it off will call for quite a bit of tinkering. It appears independently of Zoom level, but every time when output window of export render is large (in any of the dimensions) than 256px.

    For a time being you can employ a little pre-export routine in order to zip through that stage.

    1. set 3 out of four viewports to Top, Front and Left views.

    2. set 4th viewport to Perspective and aim it at any absolutely empty part of your scene.

    During export that 256x256px perspective render will still be performed, but after that simple procedure it will take no time at all.

    Of course this is if you don't employ GI or some such silliness.

    As for the GMAX... well what did poor ol' GMAX do to you to warrant such a luck of animosity?

    You, of course always welcome to try yourself to write all the necessary routines and algorithms that would create SC4Model file, name it, chop geometry, UVW map it, insert it ans well as FSHs into it...

    As you can see - a lot of work. and for what? To simply avoid easy 2 mouse click procedure in GMAX that takes few seconds? IMHO a waaaay to little return on time spent... It doesn't give ANYTHING new in terms of tools, quality or even time...

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    That's good idea for the Preview pass, didn't think about that.

    As for gmax.. I dunno - I really hate having it around for some reason. And I was hoping there might be a way to import the necessary scripts into 3ds to get it to function as BAT, I might have to crack open the scripts myself and look


    I love coffee and buildings.

    You can find more info about me here > http://nbixelsimcity.tumblr.com/

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    I got 3dsmax 2010 and I'm getting the same error reports as garoudwolf

    is there any way to resolve the problem.

    heres the folder structure

    fullscreencapture820200.png

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    I have a problem with "Let there be light" and raytraced reflection materials. In standard max CamLightRigs it looks OK, just like this:

    normal.png

    I used here racetraced material with 90% reflection and also sky texture as environment map. But when I hit the "Day" button of LtbL, and then made a preview render it looks like this:

    day.png

    As You can see, the background turned back into black, like  if there where no sky map (even change of colour of background did nothing, it is still black). Also that  "glass box" in front of sphere changed it colour from blue to kind of light grey. Why it all heppend? Am I did something wrong again? 15.gif

    And for the other example preview render made with "Maxis Nite" looks OK (I turned off the sky environment map for this preview):

    maxnite2.png

    Sorry for my English, but I think You'll know what my problem is all about 1.gif

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  • Original Poster
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    SimCityPlayer:

    hm..

    Could you explain couple of things:

    1. why did you install your max in the folder you did?

    2. why did you place BAT folder to the place you did?

    I'm curious of the thinking process...

    ARAS:

    Reason for the black environment in the day previews with LetTherBeLight is low brightness of your environment. It doesn't get light by the light sources in the rig. To offset this you would need to set it britness to the level comparable to that of the Sun and Sky in the rig. This could be done in two (at lest) ways. Firstt is to set selfillumination for this particular bitmap high enough (again there are different approaches there - check Max help for your version, and second to increase this bitmaps output.

    But I must warn you that this type of the environment doesn't work with BAT. Notice how you can see distinct reflections ONLY on sphere, but not on flat reflective surfaces, be it table or glass.

    The reason for this is that your cloudy bitmap is mapped onto virtual sphere. This spere is a result of calculations that require perspective. And since BAT uses NON-perspective cameras it doesn't work. Actually it works but in a wrong way - since with such camera the angle between camera view and the normal (perpendicular to the the surface) for any flat surface is always the same so every point on a flat surface is reflecting exactly same spot on environment bitmap (for any given flat surface, naturally)

    It will only work (providing unique reflection for every point) only for surfaces that curve in both coordinates - like sphere. If it curves in one - say like side surface of cylinder you'll see stripes.

    To cut long story short - environmental bitmaps do not work in BAT. If you want same effect you expect with perspective cameras you would need to map that cloudy picture on actual dome surface...

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    SimFox - At first thanks for explaining me all those things. I did increased bitmap output as You said and... it really works! Thanks again for your big help! 9.gif

    Jasoncw - I tried with checking that check box and it didn't gave any results... but anyway thanks for tha advice!

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    SimFox - At first thanks for explaining me all those things. I did increased bitmap output as You said and... it really works! Thanks again for your big help! 9.gif

    Jasoncw - I tried with checking that check box and it didn't gave any results... but anyway thanks for tha advice!

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    SimFox - At first thanks for explaining me all those things. I did increased bitmap output as You said and... it really works! Thanks again for your big help! 9.gif

    Jasoncw - I tried with checking that check box and it didn't gave any results... but anyway thanks for tha advice!

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    I thought it worked the same way 3ds max 9 worked.

    I followed the instructions like at the begining of this thread.

    originally the 3dsmax 2010 was under program files.

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    I thought it worked the same way 3ds max 9 worked.

    I followed the instructions like at the begining of this thread.

    originally the 3dsmax 2010 was under program files.

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    I thought it worked the same way 3ds max 9 worked.

    I followed the instructions like at the begining of this thread.

    originally the 3dsmax 2010 was under program files.

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    Originally posted by: Simcity player

    I thought it worked the same way 3ds max 9 worked.

    I followed the instructions like at the begining of this thread.

    originally the 3dsmax 2010 was under program files.quote>

    Simfox has already said this a million times, and I don't think he needs to say it again.

    3ds Max MUST be installed into folder that doesn’t have any empty spaces in the path.quote>

    The folder where 3ds Max is installed can not have any spaces in it. You need to install under something like C:\3dsMax2010 or just simply C:\Max.

    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 folderquote>

    You also have installed your gamepacks folder in the wrong place. It needs to go directly into C:\Max.

    The only files that need to go to the C:\Max\Scripts\Startup folder are CPTB2Startup.ms and truNiteConverter.ms (and z_SF_LtbL-CC.ms if you use the Let there be Light add-on which is not compatible with 3ds Max 2010.)


     

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    Originally posted by: Simcity player

    I thought it worked the same way 3ds max 9 worked.

    I followed the instructions like at the begining of this thread.

    originally the 3dsmax 2010 was under program files.quote>

    Simfox has already said this a million times, and I don't think he needs to say it again.

    3ds Max MUST be installed into folder that doesn’t have any empty spaces in the path.quote>

    The folder where 3ds Max is installed can not have any spaces in it. You need to install under something like C:\3dsMax2010 or just simply C:\Max.

    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 folderquote>

    You also have installed your gamepacks folder in the wrong place. It needs to go directly into C:\Max.

    The only files that need to go to the C:\Max\Scripts\Startup folder are CPTB2Startup.ms and truNiteConverter.ms (and z_SF_LtbL-CC.ms if you use the Let there be Light add-on which is not compatible with 3ds Max 2010.)


     

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