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BAT4Max v.5

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Thanks Simfox. Downloading now and looking forward to trying it out on my latest batch of models.

Just one question:

Now that you are including a ground plane and therefore know its name, have you excluded the groundplane from the LOD size calculation?

Also on the subject of LODs - I like the inclusion of a show/hide feature - very convenient!

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    Let me know what do you think of new interface.

    Any opinions, suggestions etc are welcomed and, actually, solicited. With this new installer it will be relatively easy and quick to update. So if someone could come up with better interface let's hear it!

    As for LOD calculations... no I, actually, didn't... Right now LODs are build as simple bounding box (geometry.max - geometry.min). Excluding Ground Plane would have to go (afaik) the way of creating array of all geometry minus the ground plane. There are some potential issues with such an approach. Or do you know of any other way to do just that?

    This could be in the next update together with other fixes that may be needed/suggested.

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    First impressions on the interface are good.  The layout seems to be more appropriate to the workflow used for the day model / night model method and it's good to see the FSH create and insert buttons replaced with the more logical 'day export' and 'night export'.

    The explanation of the LOD creation explains why it's not straightforward to exclude the groundplane.  I wonder if there's a way to limit the scope of geometry.max to a particular layer ( or a layer-based equivalent).  

    I haven't looked as Maxscript since I abandoned my automated render for your version of BAT4Max so I don't know of a definite way of doing it without using an array.

    No problems with the new version encountered so far.


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    Well it seems something always goes wrong for me, even with a one step procedure. I turned off my UAC, opened MaxScript, pressed run script, selected the installer file from the V5 folder, followed instructions (all seemed to go OK except the usual "night windows are incompatible..." and it said that installation had been successful. However, when I restart Max the interface is unchanged (for example the LODs bit just has the old 3 options). I am using Max 2010 and it's installed in my C drive root folder.

    Also in regards to the decoupled lights and cameras, after the above installation, I created a simple 2 box scene and it too rendered the same from all 4 angles... (so I guess it has nothing to do with that other scene)

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    Originally posted by: thingfishs

    Well it seems something always goes wrong for me, even with a one step procedure. I turned off my UAC, opened MaxScript, pressed run script, selected the installer file from the V5 folder, followed instructions (all seemed to go OK except the usual "night windows are incompatible..." and it said that installation had been successful. However, when I restart Max the interface is unchanged (for example the LODs bit just has the old 3 options). I am using Max 2010 and it's installed in my C drive root folder.

    quote>

    What did you get when you unzipped the file?  You should have 'BAT4Max5_Installer.mzp' and nothing else.  If you've got .ms files visible and have run 'newInstaller.ms' it will not have carried out the full install

    For some reason when I first extracted the file I ended up with the contents of the mzp file instead of the mzp itself.  I don't know how that happened and I haven't been able to reproduce it.  Something odd with WinRar I think. 


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    Originally posted by: zero7

    Originally posted by: thingfishs

    Well it seems something always goes wrong for me, even with a one step procedure. I turned off my UAC, opened MaxScript, pressed run script, selected the installer file from the V5 folder, followed instructions (all seemed to go OK except the usual "night windows are incompatible..." and it said that installation had been successful. However, when I restart Max the interface is unchanged (for example the LODs bit just has the old 3 options). I am using Max 2010 and it's installed in my C drive root folder.

    quote>

    What did you get when you unzipped the file?  You should have 'BAT4Max5_Installer.mzp' and nothing else.  If you've got .ms files visible and have run 'newInstaller.ms' it will not have carried out the full install

    For some reason when I first extracted the file I ended up with the contents of the mzp file instead of the mzp itself.  I don't know how that happened and I haven't been able to reproduce it.  Something odd with WinRar I think. 


    quote>

    When I unzipped the file I got a folder with 8 items in it including the newinstaller.ms  However I am on a mac for the internet (and unzipped it, as I usually do, prior to transfer over to my windows 7 setup) Thanks for the info Zero 7, (I'm assuming it will work then if I unzip it in windows itself)


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    For some reason when I first extracted the file I ended up with the contents of the mzp file instead of the mzp itself. I don't know how that happened and I haven't been able to reproduce it. Something odd with WinRar I think.

    Same for me, I needed to dowload again and to get the.mzp don't know why


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    Well perhaps you have gremlins living in your computers... Here are some evidence of their nasty dids:

    With file as is I have exactly same result you do have - Lights rotate but cameras do not:

    633d5724cd17.jpg

    Examining content of the file shows some interesting things.Here is list of cameras (these are from x-refed TB2_CameraLightRig.max):

    3e707d7e148d.gif

    After clicking on Remove button in X-Refed Scenes Dialog:

    0bc5c56da9c9.gif

    it looks like this:

    a0934deb2924.gif

    All cameras are gone. So these were from X-Refed file and not somehow stored in the model file.

    After pressing Reset Lights and Cameras:

    cd13e5e3f3da.gif

    It looks like this:

    0f301935c488.gif

    This is a list of cameras from proper TB2_CameraLightRig.max that comes with Bat4max v4.5

    Notice that those files marked with arrows in the first picture are gone!

    Now if I do preview renders I get this:

    ff9810b3dd49.jpg

    So, what could be said based on this information? Well, first of all it seems that there is something wrong with your installation of Bat4Max v4.5. The content of your TB2CameraLightRig.max file didn't match the content of such file in the distribution of Bat4Max v4.5 available, for instance on STEX. So, I guess, there was something wrong with your TB2_CameraLightRig.max file... And the fact that your new file with just 2 boxes show same very problem is another evidence to support this conclusion.

    I'll try to investigate why upload unpacks the way Zero7 and Girafe had stated... MZP is, in fact a ZIP file. But for now please notice that Installation Instructions say run BAT4Max5_Installer.mzp, and not newInstaller.ms.

    PS.

    Hm... Don't know... but for me upload file unpacks as BAt4Max5_Installer.MZP. Haven't been able to replicate situation described by Zero7 and Girafe...

    I'm using WinRAR 3.91 x64

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    BAT4Max v5 shopping list...so need gmax and SC4 bat-builder and... just need to find the gmax as I 'lost-it' some time ago, which ended my building efforts... ideally I'd like a copy of 3ds for myself but...

    SF well done, a useful tool that will aid in creating excellent SC4 content...

    However I'm having issues with it, I can extract but windows doesn't recognize *.mzp files, preventing install

    Jack

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    44.gif Such dedication to this project is truly deserving of a Trixie award. SimFox you got my vote for Enduring Dedication Award. At last no need to manualy clear output folder I would have been happy with just this but you give us more. 9.gif

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    Thanks for the thorough breakdown there SF. I have (mostly) good news. When I unzipped the V5 in windows instead of mac I got one file as expected. Installation was successful and the UI has been updated (which I'm already much preferring I have to say, there's been a lot of sensible layout decisions made). The first thing I did was open the "clean" Mill and, after setting my xref etc, the mill rendered differently from the different angles!! Then I made another 2 box scene and, without resetting my xref, it also rendered as expected. Joy!!

    But curiosity got the better of me. I opened the "GreatMill" file I sent you, to find the old 1 angle problem was still there (as was expected). Then, when I reopened the new "clean" mill, I couldn't get it to work. I will try again, and get a more thorough take on what's going on. How do I get that list you show in your pictures?

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    can someone please help me. After selecting run script i select BAT4Max5_Installer.mzp like said in step for of the installation instruction but when i click ok it says

    --runtime error: feature not available: 'createFile"


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    Hi SimFox, why do I always get the 'Error Failed! Code=6' message whenever I do the normal export (like those in gmax) with night lights? I tried the normal day export without night lights and the export went fine.

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    This is one reason (one of not the only one) WHY I developed truNite. The whole process of how standard night render was organized/scripted was very buggy. If you add to it inferior results then the question is why to bother...

    What version of Max are you using and why do you want to use those nitelites?

    But one also must keep in mind that the reason may also be in how you have set your nitelites. Still I would recommend you to go truNite way. By doing so you simply chop of a big part of buggy scipt.

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     i have windows vista and i did not know i needed 3ds Max. I don't have $3,495 to buy it41.gif


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    The reason is that truNite, as you have explained, the building would jump straight from day to night view instead the whole dusk routine. Personally, I just don't really like that. And I already tried a simple test which involves only a simple box and an omni light with the prefix "nitelite_". The nitelite, however, is still seen turned on in the day preview, instead of off, even with the prefix. And the error still exist too. And I'm using 3ds Max 2011 Student version.

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    And for the sake of this transition you're ready to sacrifice the quality of night view? Are you aware that you'll never be able to get it look good. I mean night view the way you want to do it.

    If you don't need any of the advanced features why do you need MAX at all? I mean why do you want to render in MAX. Model in Max export as 3ds and export from GMAX

    Preview in Max doesn't take in account "nitelites_" It does work differently. It has normal WYSIWYG work-flow. So if you don't want them on in day - you simply turn them off.

    But_ you don't tell us the full story... No matter what you prefixes are or aren't in day view with LetTherBeLight rig you'll NEVER see any nitelites. So in effect you can see all and any lites on they will NEVER be noticeable in day view.

    Alternatively you can download very old version of BAt4Max (version2) and use it...

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    Don't get me wrong, but I use MAX because it cuts down the rendering time by A LOT than if I use gmax. Anyway, I'm not really making a building, but rather an airport runway, so I it takes a LONG time to render if I use gmax (like 6+ hours). With MAX, I could cut that time to only 1 hour at most, plus there is a bit of anti-aliasing.

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    runway?... hm... does it really need to be a model (prop, I assume) rather than a texture?

    Anyway what ever you make the traditional (nitelite_ ) way of making night views has inevitable, inherent problem that is well illustrated by these examples:

    asfd0.jpg22c731fda860.jpg

    12609037.jpgfe26ee19929f.jpg

    This is a result of alpha masks that are the basis for default (non truNite) game night view.

    May be you could start your Bat thread and show what you're doing I'm sure people could offer you advise on how to proceed

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    Just a little issue I've been having that I thought I'd share. This isn't a performance problem, more of an annoyance really. At various (and unpredictable) times throughout the export, the export halts and a strange message simply asking 'Really Cancel?' with the options 'Yes' or 'No' pops up. If I press no, the export continues normally, however this message means that I can't leave my computer to do an export all by itself - I have to constantly come back and check on it. I haven't had this problem with a prior BAT4Max.. and no, I'm not hitting the cancel button. I'm using Max 2010 on Windows 7 32-bit.


     

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    I saw these in GMAX, but never ever in 3ds Max. The only reason I can think of is some sort of interruption in the workings of program memory controller... Do you always keep 3ds Max priority at the default level?

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    First of all, thank you for this job.

    I use Max 2009 and I had version 4.5 of BAT4Max, which I used without problems.

    I had to format the computer and I reinstalled the same Max but I decided to upgrade to version 5 BAT4Max.

    Max script update went as planned, but Gmax / BAT no. I don't understand why since I have Gmax in C: (default installation).

    I can see the folders that are in the setup file and I could do it manually but I don't know where to put them.

    Do I have to run a script for Gmax too? What?

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