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Bat4Max 2K edition V 4.5

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If you used boolean to make your LOD that could be the issue. Boolean can become evil and cause issues sometimes so try and aviod using it for LODs Also try and make your LOD as simple as possible. Use a exturded spline to make the LOD and use as few segments as possible. For example in the front you dont need all that variation you could  do with alot less:

lodb.jpg

Make a simple LOD like this one with a spline and extride it from 0 to the higest point in your model. then just make something else to cover the open area If you arent putting props in the open area then close it off inside the LOD, that can be done with one line from the left conrner to the tree near the support

Rember always try and use as few lines as possible.

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I'm working with particles, parray and space warms, i need to make a preview on frame-30, but it always crashes max!!! Anyway whem i'm make preview on frame=0 i have no problems!!! But for the particles i need to make a model on frame=30 anyway!!! Some idea how to fixit??

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Sorry, but I have to admit that I'm utterly confused. I downloaded gmax, and am already working with it. Did so some year ago, and also exported a BAT for use in SC4, but without having Bat4Max installed. Now, after reading several posts in several threads, I can't help but ask:

What for do I need Bat4Max? 42.gif

Is this an SC4-specific addon for rendering in gmax? And how do I use it? Just copy those files as mentioned at the begionning of this thread, and then start up gmax as usual?

Second, will I now need the 4.5Fix that is availabel, given that I downloaded Bat4Max right now? Or has the "inital" file already been updated?

Sorry for a *****'s question, but sometimes those things are confusing ...8.gif

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bat4max is for odelling in 3dsmax!!! So you'll modelling in max and export also in max but with gmax too, first one then in other!!

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I'm afraid you are a little confused 4.gif

BAT4Max is a utility for 3dsMax, not Gmax.  3dsMax is the more advanced version of Gmax, which some people prefer to use to make their BAT's.  

If you only have Gmax then you don't need BAT4Max at all.  You can do everything you need to do with the official BAT tool provided by Maxis, and it can be used to make some fantastic BAT's. 

Hope this helps to clear up the confusion! 

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Well, but why then is there

- a "gmax" folder in the Bat4Max download

- a gmax section in the beginning of this thread

...?

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Ah yes, that's because BAT4max isn't stand-alone.  It's necessary to use both Gmax and 3ds Max together in order to get a building made in 3ds Max into SimCity4.  If all you have is Gmax and the BAT tool then you don't need to use the BAT4Max files at all. 

The only thing that would be of use to a Gmax user is the HD (High Definition) function.   If you want to be able to export HD models from Gmax then you can follow the instructions for Gmax that you refer to... however this is purely optional.  You don't need to do anything with the 3ds max files though.  You can discard those.  

Nothing in the BAT4Max download is essential for you to be able to make fully functioning buildings for the game.  All you need is Gmax and the SC4 Building Architect Tool.

 

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Hi SimFox, sorry to bother you, but every time I did a truNite export, the night FSHs does not seem to be inserted to the SC4model at all. I've confirmed this after using the Reader and checked the instances. None of the FSHs contain the instances with "8" as the fifth digit. This is really weird since I've did everything as instructed, and the day render was perfectly fine. 

I was using the BAT4MAX ver 4.5 with the ver 4.6 update, along with 3ds Max 2011 (Student version). And I do have spaces in the installation path (E:\Autodesk\3ds Max 2011). Reason was that if I installed 3ds Max under a different folder name (e.g "3ds_Max_2011" instead of the default"3ds Max 2011), Max just refuses to run (there's an error).

I really hope that you would be able solve this problem (otherwise I might have to go back to gmax).

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Your path has spaces in it which is the reason the FSH insert isn't working. You'll have to do it manually. Do everything as you would otherwise, and then open the .SC4Model in the Reader. Right click, and "Insert & Compress" the FSH files from your gamepacks\outputfiles folder.


patreon.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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 Uh... now I'm having trouble inserting & compressing... Could you please indicate clearly what must I do? I'm lost at the moment. There are so many files in the Output folder. Which of those must I insert & compress?

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In the output files folder there should be a folder for each of the BATs you've exported. Find the BAT in question. Within that folder there will be a large number of folders (these have the renders and the masks for each of the .FSH to be made), a large number of .tgi files, and a large number of .FSH files. Sort the list by filetype, find the top .FSH, select it, hold down shift, and then select the bottom .FSH. All of the .FSH should now be selected for you to insert.


patreon.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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    well, Bat4Max Ver5 is basically ready... It will solve ALL problems with empty spaces in the path - Max could be installed to the default folder, Plus it will have comprehensive installer - no more would one need to move files around! Installer will also handle all the issues with old version (will remove it during installation of the new one).

    So anyone having problems now just way a day or so...

    In addition to that there are numerous utility ungraded, and all new interface...

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    Originally posted by: SimHoTToDDy

    You mean you are taking out all the work? Where is the fun in that? What will you do with all the free time you usually spend telling people to check their installations?quote>

    Nope, I don’t say that … All the work – actually modeling, creating materials, lighting etc is still there to enjoy… only pointless tidium with installation and set-up that despite all the instruction still creates tons of problems have been taken out. Well, at least I hope it has been…

    Originally posted by: Cockatoo-210893

    Sounds like the version to end all other versions. I can't wait to see this 'new interface'.quote>

    Afraid, no, again…

    As of now I have plans for some more changes expanding on functionality. For instance possibility to output whole, per view images, so that those could be edited, say in Photoshop and only then automatically chopped and converted into FSH. This could be useful in quite many ways.

    And then there is a BAB. Right now it is GMA only tool, and that cuts in it practicality quite a bit. I’m thinking of porting it to Max. Or most likely simply building analog of it from ground up based on MaxScript, since it is the only “programmin’ “ I know, at least at the moment…

    Originally posted by: mightygoose how far back in versions will it be compatible..... as far as 9?quote>

    This one should be compatible with all versions of Max. There are some features, Like say glare that are lucking in the older versions, but it will offer all the same functionality for older versions that ever had been there. Nothing is taken away.

    It is also totally compatible (with original rigs that is) with classic export method. So TruNite is an option rather than forced path. But that was true for all version released by me.

    So, stay tuned!

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    4aOHy.jpg

    Hi,

    I posted this a few days ago in the 3D max thread but as SF said it was more a Bat4Max issue I thought I might stand a better chance of a reply in here. The gamma issue in this picture has been resolved but the decoupling of the lights and cameras hasn't. I know my setup isn't quite normal because I have to reset my xref scene every time I open a project. I followed these instructions of SF's to no avail:

    "II. Lights are decoupled from Cameras. 

    Solution: 

    1. Click on 3dsMax Icon in the top left corner of open 3ds max window -> References -> Xref Scenes. Select your current CameraRif scene (in the list in Xref Files list) and click on Remove button 

    2. Find in your scene object called TB2CameraHandle and delete it. There might be more then one. This is actually one of few causes of this problem. Make sure you delete ALL of them. 

    3. In Parameters roll-out of BAT cleick on reset Lights & Cameras. 

    4. In LetThereBeLight roll-out click on desired illumination setting (Day, Nite etc)"

    This all works fine until step 4. (In step 3 I reset lights & cameras and it is added to the x-ref bit) Then when I click on DAY it says it can't find Z5 or something. When I check back in the x-ref scene it's now in red...

    Does anyone know what could be going wrong?


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    I think I do...

    Program can't find CameraLightRig file in the specified location. That's why it's name (with path) are in Red in the X-Ref dialog window and you get "can't find" message when you try to set Day Scene.

    There are couple of causes for such a problem that come to mind.

    1. you haven't installed your BAT4Max properly.

    CameraLightRig file isn't there where it suppose to be because you haven't placed it there. Again, as Callagrafx said RTFM.

    2. UAC on Windows7 and, perhaps Windows Vista.

    You did place everything to the place you were supposed to, but UAC prevent final autosetup of BAT4Max by blocking any write operations to files.

    During autosetup scripts on they own determine all the relative locations and write them into BATFORMAX.ini. But since UAC blocks write operations these settings couldn't be saved. this, however, is only relevant if your 3ds Max had be installed in the default folder eg one in "Program Files" one. However yours, as far as I know, is not there... am I correct?

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    No my Max setup is in C Disk root folder. I have RTFM and had Girafe compare his setup to mine to find it identical. My CameraLightRig is in gamepacks/BAT/Scenes/CamLightRigs

    I can set it and render with it but if I open the scene again the file path will be in red (so I set it again). Am I missing something?

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    It's my model, however the scene began life as an experiment (for SimMedieval) to see whether it was worth importing dae models from google warehouse. The decision was no but before I deleted the original (which was of the same building), I "traced" it's basic A-frame dimensions. When I press H there is nothing in the scene that I haven't created (but at one point there was a couple of minute files in there). I have also tried merging it into a new scene.

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    well, pressing H will only show you stuff that is not hidden...

    Anyway I recommend you to download and install new version of BAT4Max, it is on STEX now. It has automated installer that should remove the problems that were caused by faulty installations.

    You can also save the file as *.max and post it, say on Rapidshare or some such, I could take a look at it...

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