Jump to content
Sign In to follow this  
Evillions

Evillions BATs

67 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Gmax does sometimes "forget" its textures, I've had it happen to me lots of times (it has nothing to do with moving the files, I always set up my texture folders at the start of the model and nothing gets moved after that). All you have to do is go into the materials navigator and re-load each texture's image file. It's a bit of a pain but not that big a deal.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: madhatter106

I don't know what  you're doing, but I've never found this to be the case - when I open an already textured model, or delete a texture for that matter, this never happens to me.  The only time I've discovered a completely textured model is "blank" upon loading is when I've moved the location of the textures files/folder, and gmax is looking in the location they previously were set to when I originally placed the textures.

quote>

Then you're indeed lucky!

Obviously Evillions is running into the same glitch I found when I started out with gmax, and have seen occurring repeatedly in the situations I posted above, despite the location and contents of the textures folder not changing. Another BATter mentioned this as a good solution and indeed it is; it keeps the textures in place--at least for your current session. As he said, "gmax has Alzheimer's." 2.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I don't think that is the same fix. That one is for game texture files corrupting your model textures because of a conflict, not for them disappearing altogether. The problem still occurs with that fix in place. But like I said its not really a major problem.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I just looked at these replies again, and I'm wondering - are you texturing through the Material Navigator?

The reason I ask is because I was messing around in the Navigator last night, and saw this exact problem - textures going gray and wonky and disappearing. But I realized that I had never seen that, because I never USE the Navigator - I only open up the Material Editor...

Personally, I find that the time it takes gmax to load up the Material Navigator with all my textures is too long, so I tend to only work with the Material Editor window up - rather than loading up the Navigator and waiting for the list and pictures to appear, I will just use the "pick" button in the Editor and grab the texture from the perspective view - it's a fast way of applying a texture already built in the Editor.

So, from my experience, if you just texture with the Material Editor mechanism, you should be fine - you shouldn't have any problems with textures forgetting themselves or disappearing or shifting. If you need to go back to a texture that you've used before, just use the picker and grab it from the perspective view off the model. It's only been when I open up the long-loading Material Navigator that things start going squirrely...but like I said, that's been my experience, and 99% of the time I've had no problems with gmax forgetting textures, or having to through a laborious process of adding all textures to a box, or reloading texture after texture after texture...


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

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Well I managed to get the rendering back up running again.  So here's what it looks like with textures.  What else should I add?  It somewhat or kinda looks finished just fine... What do I need to add?

    bat1n.jpg

    Courtyard stuff?, More details?, Anything?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    The facade on the courtyard seems too flat. Windows are only textures? I don't like the colour of the windows, I think you should apply another texture...


     

    my website:

    www.victorfleur.com

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    The grime on the walls looks great, but the roof looks too pristine and clean by comparison. I also think you need to do better with the window textures, the color and opacity looks unrealistic.


    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

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Originally posted by: madhatter106

    The grime on the walls looks great, but the roof looks too pristine and clean by comparison. I also think you need to do better with the window textures, the color and opacity looks unrealistic.quote>

    I'll see what I can do with the roofs.  Where in the roof can I add grime anyways? 

    On the window texturing issue, what do you suggest on what color and / or textures I should use.  Also, the opacity of the windows, like 54 or 70?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Great progress, but agreed with madhatter--the sloping roof looks like gold tiles. I'd drop the contrast on the texture and enlarge it about 15-20%--it's not going to render well ingame at that scale--and apply a gradient. Re: grime, some not too heavy streaks coming off the coping at top should do it. The flat roof could be dirtied up as well.

    For your windows, you don't have that many so you can take some RL window pics and use them as your textures. Make alphas from them and give them 35-50% transparency for your nitelights and they'll look quite realistic. Put in simple floors inside though, so you have something for your lights to reflect off of and give a glow.

    @madhatter: very interesting your post re: the navigator. So that's where the bug is--thanks for the info, very good to know.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Well all I can say is I tried to make the windows all in a realistic window texture.  But when I change the opcity, it never changes.  I want it to be real as I could make it.  Anyways, I knwo roofs and other things still need to be changed.  But, here's some progess on the courtyard and some other stuff.  Let me know if the "textured" (not regular colored" windows should be appiled regardless of opcity.  Or just this color which is shown below.

    bat1a.jpgbat2a.jpg

    So how is it so far?  And how much more until I can release this?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Well, regarding the windows, the answer to the question will depend on your nightlighting situation...are you going to use the awful Maxis nightmaps to light the windows, or are you going to do lower opacity windows with stuff modelled and lit behind them?

    As for the "how much more until I can release this" question, my standard reply would be "when it's 100% done and ready." 4.gif Don't be tempted or get antsy to upload something that's not complete - it only angers the forum commenters anyways 2.gif It may seem endless and boring and soul-less, but once you see the first few BATs through from start to finish, you'll begin to improve your workflow and cut down on the time it takes to see something to the end. My first couple of BATs took what felt like centuries - now, looking back, I could do them in maybe three hours tops, from modelling to texuring to nightlighting to export.


    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

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Originally posted by: madhatter106

    Well, regarding the windows, the answer to the question will depend on your nightlighting situation...are you going to use the awful Maxis nightmaps to light the windows, or are you going to do lower opacity windows with stuff modelled and lit behind them?

    As for the "how much more until I can release this" question, my standard reply would be "when it's 100% done and ready." Don't be tempted or get antsy to upload something that's not complete - it only angers the forum commenters anyways It may seem endless and boring and soul-less, but once you see the first few BATs through from start to finish, you'll begin to improve your workflow and cut down on the time it takes to see something to the end. My first couple of BATs took what felt like centuries - now, looking back, I could do them in maybe three hours tops, from modelling to texuring to nightlighting to export.quote>

    Well I'm not going to use Maxis night maps.  I want it to look realistic as much as possible as for the nightlighting.  Anyways, so to answer your question, yes I will light the back of the windows to get a "life" look to it, similar to what your BATs have.  Also, I do have one question, how do I decrease the "goldness" of my roofs in GIMP?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Hmmm, I'm not familiar with GIMP, I'm a Photoshop junkie...


    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

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Re: your window opacity, you have to make an alpha texture to go along with the diffuse one. It's just a greyscale version of the original. Load it with the other in the ME under "opacity" in Maps and set it to 35-50%.

    I don't know Gimp but there must be some tweak function where you can shift the component colors of your image. Dig around.

    The cellar doors in the alleyway are a nice touch but the texture is glaring. Otherwise excellent progress here.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    You can go to Colors> hue/saturation (among other things) to adjust your image. I would reduce the contrast a little bit so you don't have such aggressive noise on your roof texture, either that carefully use the burn tool on the highlights. I might even try shifting the hue to something more red or more blue, I think I told you about how well yellow/green meshes with the game.

    I also thing the texture for your storm doors is much too bright, but in general you are making progress.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Well I did toned down the colors from the roofs and the storm doors.  By accident, I pressed Day and Night rendering so I decided to take both.  So here's what it looks like so far in day and night.  Also, I've learned something in this rendering,  the night maps I used earlier somewhat fit in with the window color I'm using.

    eurobuilding3a.jpg

    But, I have to still use the Omni-lights for the night time stuff.  Anyways, should I add a sign like "Apartments for Rent" type of thing?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I'm not sure if it's the color of the gold roof, or the fact that the texture is so small that it's causing this weird striation and vibration visually. It doesn't look like rooftiles, it looks like horizantal television interference. I suggest easing up on the UVW map of it, and let us see the individual tiles...


    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

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Well I decided that I'll move onto 3dsmax2010, for my next project I'll try doing this:

    IMG_0536.jpg

    Some textures might be hard to find and edit, but I think I can manage.  Just how do those types of balconies?

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I started working on this block after that post, here's what it looks like at zoom4.

    aprtblock1.jpg

    Yes, other basic things needs to be added.  However, how can I get more of the red brick part than the drity one in the wall?

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Since I've improved in the BATing process, I've came up with this:

    aprtblock2.jpg

    Basic things added to the walls, but I might add another wall for complexity.  Additionally, the balancoy needs to be sized down a bit.  Mullions is something I'll get to in a bit.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Zoom 4? I'm pretty sure that is HD zoom 5 (aka, zoom 6), which is nice and all, but we can't really say how it will look at zoom 5 (or even a legit zoom 4).

    That being said, interesting choice of bitmaps, was not expecting something so grungy (I like it though). I think you might want to mix up the windows and doors, don't want to seem to repetative. Just remember to model them into the walls.

    Not sure what else to report, take some time and get some substantial work done on it and I'll see how it looks then 2.gif

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    apartmentblock3.jpg

    I've added two more floors and changed some window textures around.  Since 3dsmax2010 has a more powerful rendering engine, I don't think that I have to add mullions in this, but I'll do it if needed.

    Also, what did you meant by "model them into the walls"?

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Alright, I've gotten back to BATing. This time, I decided to do a Brualist Styled building, this isn't based off anything. It's just something I saw in Jason's workshop in ST.

    exampl10.jpg

    This is in a day render and I made this is like 30 mins. Razz I know the doors needs improvement and a more modern look. So this is just a very rough WIP.  If you feel there's something wrong, please post it!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    What is your floor height?


    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

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Looks awesome!


    Click the links below to visit my:

    City Journals  *All CJs are now inactive*
    Dante's Peak    Paridise Island (v2)    The United Cities

    Workshops  *Inactive*
    NTM's BAT Workshop II  and  NTM's Lot Workshop

    Show me Your:
    Roadsigns!!!  or  Transit Hubs/Transit Centers!

    Other Significant Links:
    STEX Uploads  and  Guidelines/Rules/Tutorials

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Originally posted by: nathanthemayor

    Looks awesome!quote>

    No, no it doesn't. Care to explain why you say this? 

    Personally I think it has a long way to go. But the more pressing issue at the moment is that there appears to be a smoothing group issue on each of the window "slabs". From the looks of it, it would be better turning off the smoothing groups. I can't really understand the shape that it is trying to describe, most likely because the hard edges the slabs ought to have are being hidden by the smoothing groups (that's what they are supposed to do, FYI).

    Scale is also a significant issue. Good rule of thumb is 4m high floors, unless your reference and application say otherwise. You could easily be pushing 8m by rough guess, which is way out of proportion with the game.

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections