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SimFox

Bat4Max 2K edition V 4.5

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    Aras:

    well it might have been exactly what I'm suspecting Max doing - sometimes it's internal workiongs do not pick changes to settings (both via UI or Script) when max is operated through scripts until file has been saved...

    erjolog:

    Glad to hear that! We need a bit more activity around these parts. STEX is getting rather sleepy these days.

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    Hi Simfox,

    I've got a problem with gmax using your scripts for 3dsMax2010. Everything on the 2010 side works fine, but when I tried to export LODs to gmax, I didn't see the "export LODs" in my BAT rollout, so I exported them manually. (BTW I checked the config file and the filepaths were correct.) Then I opened up my gmax (for the first time since installing 2010) and when try to open the BAT rollout, I get a "Utility Error" window that says "Script error while executing: OpenTB2MainUI."

    I looked at Configure Paths and gmaxStart points to C:\gmax and Startup Scripts points to C:\gmax\gamepacks\BAT\scenes\startup. The scenes and scripts paths are correct (C:\gmax\gamepacks\Bat\.scripts or scenes).

    So, what's wrong here? Thanks in advance for your help.

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  • Original Poster
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    Well, there fact that, as you've put it

    Originally posted by: gottago

    I didn't see the "export LODs" in my BAT rollout, quote>

    Is already a sign that not everything is fine in your Max2010. Otherwise that button would be there.

    Originally posted by: gottago

    (BTW I checked the config file and the filepaths were correct.) quote>

    these are totally irrelevant here.

    Originally posted by: gottago

    Then I opened up my gmax (for the first time since installing 2010) and when try to open the BAT rollout, I get a "Utility Error" window that says "Script error while executing: OpenTB2MainUI." quote>

    you definitely missing some crucial information here. As such installation of MAX2010 in NO WAY will affect ANYTHING in either GMAX or BAT

    Originally posted by: gottago

    I looked at Configure Paths and gmaxStart points to C:\gmax and Startup Scripts points to C:\gmax\gamepacks\BAT\scenes\startup. The scenes and scripts paths are correct (C:\gmax\gamepacks\Bat\.scripts or scenes).

    So, what's wrong here? Thanks in advance for your help.quote>

    I'm sorry I'm confused here, what "Configure Paths" are you talking here? Same goes to "Statup Scripts" pointing somewhere...

    what I would need is a clear screen shot of the expanded folder structure (showing both - all files and the folders they are located in) for both GMAX BAT as well as max and Bat4Max

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    I'm sorry I'm confused here, what "Configure Paths" are you talking here? Same goes to "Statup Scripts" pointing somewhere...

    what I would need is a clear screen shot of the expanded folder structure (showing both - all files and the folders they are located in) for both GMAX BAT as well as max and Bat4Max

    quote>

    Gosh, I found something in gmax/max you didn't know about--at least give me credit for that! It's in the 'Customize" rollout up top and does just what it says:

    CP.jpg

    And here are the trees (in columns):

    gmax.jpg

    max.jpg

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    Well I'm not familiar with GMAX at all, never really used it. Although I might have assumed that it has structure similar to that of Max, yet I still don't see how this is relevant or even indicative of any of these problems.

    Everything seem to be in order there. Yet you say you don't have Export LOD button in Max, and In GMAX BAT you get error messages... It's really odd, The only reason could be some sort of corruption of script files.

    Also a bit strange is that your ms files don't show any association They should be auto associated with MAX...

    BTW what buttons you do have in parameters Roll-out of Bat4Max?

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    Hmm I half was hoping you'd tell me that I'd done something stupid with the install and hadn't followed directions... I'd much prefer that to finding out that everything is in order but it's mysteriously not working. I just deleted and reinstalled all the scripts again--that has actually made Export LODs appear in the Parameters rollout in Max, so that much is fixed, but I still can't get the gmax BAT rollout to open and still receive the same error message I posted originally.

    My Max utilities rollout has: Asset Browser, Camera Match, Collapse, Color Clipboard, Measure, Motion Capture, Reset XForm, MaxScript & Reactor--then Export [Get Model Name, Render BAT], Parameters [HiRes Geo; LOD 3,4,5; Refit LODs; Export LODs, Reset Lights & Camera], Preview, Batch CMD, truNite Export with (1) day 2-nite and (2) trunite fsh insert, and finally LTBL.

    I doubt that this has any bearing on the problem but I have a dual boot system. My "My Documents" folder resides on XP and Max has installed the output files, autoback, scene assets, materiallibraries, etc there. So when I first (manually) exported my LODs the file went there too. In gmax, all those files reside within the gmax folders in Vista.

    Edit to add one more thing: when I went back to open gmax for the first time since switching to Max to import the LODs, an error window came up telling me to go to "Configure Paths" to set the correct path for the startup script. I did that and then I received the message "Script error while executing: OpenTB2MainUI".

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    (didn't installed the update of BAT4max yet - not enough time now - so I don't know if this problem has already been solved)

    Why when I click preview only the render window appears? When I press F9 (or F10 + [render]) two windows appear, the render one and the progress one (where I can easily stop the render by pressing [cancel]). The "progress" window can be very important because you might don't want to wait the render to finish...

    So, is it possible to add it?


     

    my website:

    www.victorfleur.com

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    I can't answer your question as to why both windows don't open, but to stop you render early just press escape, and x out of the preview render.

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    SimFox,

    Just an update to say I did a total reinstall of gmax over the weekend and that cleared up the BAT problem. Thanks for your help!

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    Back again with a new problem--at least they are getting smaller.

    I did a test daytime export and found a problem with the render (ignore the scale and lot overhang--the model needs to be enlarged and hasn't been centered yet for final export). There is a line of sawtoothed black-and white pixellation running around the base of the model, as if the edge isn't antialiased:

    CC_Ingame2.jpg

    All my Gmax & Max2010 settings are default and no objects go below 0 elevation. Any advice how to get rid of this?

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  • Original Poster
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    Nice to see some quite realistic (from what I can see in the picture) industrials - those are badly needed!

    As for the problem, well it isn't a problem. First of all pixalization is something entirely different to what you have there. All that it is is just NON-anti-aliased edge. So "As if" is in fact IS.

    This is a default setting in BAT (any variety of it). The issue is not all that simple. First of all there is a MAX own setting - Antialiase against background, it could be turned on or off - I don't remember what is the Max default. At any rate Bat4Max 6 LetTherBeLight do not touch that ... and then there is an issue of how what you render is displayed in game. In order for anti-aliasing being what it is supposed to be alpha transparency should be enabled, and by default (in the settings within SC4Modle file) it is NOT enabled. It could be, but even then it doesn't work very well - I guess limitation of game graphic engine, although playing game in window mode may improve it. In addition there are some sever graphical problems may occur - parts of the models behind one with transparency turned on may be in fact blocked by black areas in the alpha as long as those are still on the LOD.

    All in all such a transparencey setting could be recommended only for skintight LODs

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    Thanks! Its a big (10x6) IM cable factory modeled on RL.

    I just hunted down the Max background setting you mentioned: "Don't antialias against background," which is unchecked. So, being a double negative, this shouldn't be happening. There are two other variables there, "Filter background" and "Use environmental alpha," both unchecked.

    Your other solution would not be good here because the LODs aren't all that tight. I'm pretty unhappy if I have to live with this, it ruins the illusion with a nasty render artifact.

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    you've got me wrong...

    those two are not "other" solution, instead those are integral parts of one solution. Meaning that without enabling transparency you'll not have true anti-aliased view in game , no matter no much you'll anti-alias in MAX.

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    Just a question?

    You can see in the pic below I get a shadow around the base of the building, you can see from the shadow witch way the light is coming from, but then when you look to the side I get anther shadow coming from the a different direction?

    The circular plan is at 0 so there shouldn't be any shadow under it, but I don't understand why I get that.

    46490431.jpg

    Also what is the difference between HD, SD ?

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  • Original Poster
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    First question has noting to do with BAT4Max. It is bad settings/graphic card drivers. Set everything to high/best and run game in windowed mode, it may fix those issues, or at least make them decent enough to see if there is something more to it.

    As for the SD/HD difference, it is a choce of which Zoom level 6 or 6 to show in 1:1 pixel. SD shows Zoom5 and Zoom6 is just 2x blown version of Zoom5. HD, on the other hand shows in 1.1 Zoom6 and Zoom5 is 2x shrunk version of Zoom5.

    Each has it's own pro and contra. All-in-all Zoom6 is better and could be recommended for smallest things in game - benches, light poles, trash cans, bus stops etc... things you would actually want to see at zoom6. Rest of the stuff that you likelihood pay attention at zoom 5 and above is better realized at SD.

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    Over this weekend I had some time and started working on a texture package. these are companion textures for use with Bat4Max 2K edition v4.5

    I call these "Companion" because these are textures from the game itself (used for plazas, pavements etc) that were processed in such a way as to appear on BATs (on up facing sunny side) as close as possible to they appearance in game itself.

    Here are examples. Four centeral squares marked by red arrows are in fact a BAT (32x32x0.5m) and surrounding ones are games "flat" textures:

    523c68e18a2b.jpg

    37d179fb7bbb.jpg

    ad13105176d3.jpg

    55f980ef5a1d.jpg

    first pack is ready and will be on STEX later tonight.

    Minwhile if you have some other in-game textures you would like to see processed let me know!

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    What about the textures "Columbus Textures" and other popular train mods, the pegus one's are also nice.

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    Hey, I am running Max 9, the camera scene does xref correctly and when I try to open just the TB2_CameraLightRig.max I get an error. I can't merge it either. Any ideas?


    I just downloaded the trial of Max2010 and it works with that, but I dont own max2010 15.gif


    Ok, so I hand copied all the parameters, xyz positions, and rotation params to a max9 compatable file and now it works.

    Here is it, incase anyone else has this problem,

    9.gif

    TB2_CameraLightRig_replace.zip

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    Hey, Thanks for this! Everything is working out great so far.

    I am just wondering if there is a way to tweak the shadow darkness? maybe soften it a bit? I am making some underground/canal type lots and the shadow seems a bit too dark. I thought maybe it was the gamma, but its seems like its the way its suppose to be, but for my taste here I would like it a bit lighter. I tried changing the type of shadow in the light, but nothing is working. Any ideas?

    Thanks again!

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  • Original Poster
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    You can't just ask such question, without seeing the picture there is no way to say what it is exactly , but I strongly suspect that this is gamma not getting really applied. For some reason sometimes Max will not applie settings done via script. The solution is to open Gamma and LUT settings tab in Settings and without doing anything close it.

    After that (I mean assuming that settings are picked up, you shouldn't touch any of it. Doing so will wack things out of balance. But you should be also skilled in material setting as well as generally in color and light issues. There is a theory behind it all, naturally, but you eye and mind should be first judge. You should think of how things work and at what stage things may be wrong. Once again leaving all the settings related to brightness of light sources and exposure untouched.

    One of the most common mistake is usage of overly saturated and overly contrasty (particularly too dark) bitmaps. People don't bother to think how light will be working and don't care to learn about it although there are literally tons of info on that subject floating around. Generally speaking you bitmap should NEVER contain pure black, and preferably no pure white either, it should well and evenly light with very defuse light with no shadows. And it should be bland - just like things look at gray overcast day, not those popping up artistic photos.

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    o.k I’m back. 
    I get this message when i frat start the preview render, what dose it mean?

    eoor1.jpg

    and then I get this error message when it is rendering   
    eoor2.jpg

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    is there anyway to fix the running out of memory, my computer doesn't seem to be struggling with it.

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    I just ran into the error myself (my thread). I was able to bypass it with the 3GB switch, however  think this is only a superficial solution to the problem.

    Here is the tutorial to turn it on for XP, I'm not sure what OS you are running but a quick google and you will find it for anything else.

    I really don't know what else to do for now.

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