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BAT4Max v.5

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Does anyone know how to make Mental ray work on my computer without trying to purge more memory than my system can handle? I can't even render, the computer simply crashes due to the overly intense load on its memory.

 

And I'm using 64 bit 3dsmax2011, on 64 bit computer. So what's the problem?

 

Nobody's responding on my BAT thread, so I'd post it here instead.

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zahrul: How much memory are you working with ?

 

 

 

Well I am going out of mind with this:

tcdao.jpg

The daytimes looks allright. Tried the same gamma settings (1,6 / 1,4) for the nighttime.

More less the same result as the above (which is 2,2 / 1,0). Maybe a bit brighter :P>.<

 

Any idea what to try next ? Please! :lost:


PCk4tXG.jpg

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Tried another bat, but with the same result more or less.
 
Could it be some modding thing ?
 
 
 
or maybe some settings in the bat4max.ini

[Configuration]
TB2InitScript=CPTB2Main.ms
TempPath=C:\3ds Max 2014\gamepacks\BAT\Temp\
DestPath=C:\3ds Max 2014\gamepacks\BAT\OutputFiles\
;ExportExt=
AALevel=1
CamerasandLights=gamepacks\BAT\scenes\CamLightRigs\TB2_CameraLightRig.max
CamerasandLightsFolder=gamepacks\BAT\scenes\CamLightRigs\
TB2Scripts=gamepacks\BAT\scripts\
AlphaSeedFile=gamepacks\BAT\AlphaSeed Do Not Delete.bmp
GroupID=cddd1522
InstanceID=00030000
NightMats=gamepacks\BAT\Maps\NightWindows\
SC4PluginPath=C:\Users\vester\Documents\SimCity 4\Plugins\
UseNightWindows=False
CamerasOnlyRig=gamepacks\BAT\scenes\CamLightRigs\TB2_CameraLightRigALNCamerasOnly.max
ALN_RenderType=1
Gmax Root=C:\gmax\
LODExportPath=C:\gmax\
Night_Mode=1
Quickview_Size=795
[ALN settings]
Manage_Bucket_Width=false
Logarithmic_Exposure_Adjustment=false
MR_IES_sun_combo=true
[TruNite Config]
Turn_off_Sun=false
Dim_Lights=false
Night_Color=50
Turn_off_Shadows=false
 


PCk4tXG.jpg

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Which version of MAX do you use? If it's 2012 or above, you can send me your MAX scene and I can have a look.

 

a point is strange: "Logarithmic_Exposure_Adjustment=false"

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--   -My BATs on the STEX-

 

u2kl.jpg

 

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

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Remember Vester, if worst comes to worst, we can all help out by rendering the model for you. I know I'd do so, and I'm sure many others would say the same ;-)

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bipin2.jpg         Need to contact me? Send a private message, or head on over to my BAT thread!

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Which version of MAX do you use? If it's 2012 or above, you can send me your MAX scene and I can have a look.

 

a point is strange: "Logarithmic_Exposure_Adjustment=false"

 

 

Got hold of a copy of the ini file from Arthur (art128) and Antoine (girafe).

Delecto, you are using 2014, right ?

(can be found in the max program folder under gamepack/bat)

 

How does your batformax.ini looks like.

 

Arthurs looks like this:

[Configuration]

TB2InitScript=CPTB2Main.ms

TempPath=C:\3ds Max 2014\gamepacks\BAT\Temp\

DestPath=C:\3ds Max 2014\gamepacks\BAT\OutputFiles\

;ExportExt=

AALevel=1

CamerasandLights=gamepacks\BAT\scenes\CamLightRigs\TB2_CameraLightRig.max

CamerasandLightsFolder=gamepacks\BAT\scenes\CamLightRigs\

TB2Scripts=gamepacks\BAT\scripts\

AlphaSeedFile=gamepacks\BAT\AlphaSeed Do Not Delete.bmp

GroupID=cddd1522

InstanceID=00030000

NightMats=\gamepacks\BAT\Maps\NightWindows\

SC4PluginPath=C:\Users\vester\Documents\SimCity 4\Plugins\

UseNightWindows=False

 

 

To that I added these two lines (taken from my original ini file)

Gmax Root=C:\gmax\

LODExportPath=C:\gmax\

 

Maybe I could send you fsh files, sc4model and the bat file for inserting them ?

Just a way to figure out if its the max or later in the process.


PCk4tXG.jpg

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Here is mine.

 

[Configuration]
TB2InitScript=CPTB2Main.ms
TempPath=C:\Program Files\Autodesk\3ds Max Design 2012\gamepacks\BAT\Temp\
DestPath=C:\Program Files\Autodesk\3ds Max Design 2012\gamepacks\BAT\OutputFiles\
;ExportExt=
AALevel=1
CamerasandLights=gamepacks\BAT\scenes\CamLightRigs\TB2_CameraLightRig.max
CamerasandLightsFolder=gamepacks\BAT\scenes\CamLightRigs\
TB2Scripts=gamepacks\BAT\scripts\
AlphaSeedFile=gamepacks\BAT\AlphaSeed Do Not Delete.bmp
GroupID=cddd1522
InstanceID=00030000
NightMats=\gamepacks\BAT\Maps\NightWindows\
SC4PluginPath=C:\Users\Samuel\Documents\SimCity 4\Plugins\
UseNightWindows=False
 

 

But, why are you using an external .ini file? And have you tried  the gamma fix posted by Droric on the STEX for MAX2014?

 

Anyway, obviously you can send me your files and I can see if I can help you. :)

 

 

Sam.

  • Like 2

--   -My BATs on the STEX-

 

u2kl.jpg

 

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

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Not with BAT4MAX V5 from SimFox as far as I know.


--   -My BATs on the STEX-

 

u2kl.jpg

 

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

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Well in the CPTB2Startup.ms there a reference to the ini file.

If I don't have any ini, I get an error.


PCk4tXG.jpg

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I've been finished with a BAT for quite some time now, and the only thing in my way now is exporting. But of course, with my fantastic skill and tremendously awesome luck, the render appears for some strange reason, overscaled on SC4 PIMX:
 
53Aky.png
 
Then once I've convereted it into a prop file and put it onto Lot Editor, it's drastically underscaled (and/or cut off I guess?), and looks like a tiny stub on a 1x1 tile:
(Of course, on this one, the BAT I exported and used on it was different, but it was the same situation with my Data Cache BAT that exported before the one in this picture --- they both shrunk for some reason while PIMX showed them kinda warping out of the preview screen)
 
52Ku7.jpg
 
But all in all, the BAT preview I made showed that the BAT should look like this at Zoom 5-6: :(
 
53AvA.png
 
 
I'm so close to releasing something, yet 3dsMax and BAT4Max seem to make it look like I'll never complete a BAT. *sigh*
I've tested it on a simple box as well, and the same thing keeps happening. And no, the scale I've checked multiple times is fine. The BAT fits within a 16mx16m square as you can see: (The desired dimensions are approximately 10x9x4 meters and is supposed to fit within a single SC4 tile.)

 

54voq.jpg

 

Getting real demotivated with BATing now. Just one problem after another. The previews show it scaled correctly and how it'd appear at, in this picture above for example, at Zoom 6 (HD quality). Of course, once exported, the problems shown in the former pictures occur.

 

I'm really hoping there are some people here who can shed some light on this issue. Or is my 3ds Max and BAT4Max gone totally haywire? P.S. I've re-installed BAT4Max at least 3x today. It hasn't gotten rid of the problem. It's still occurring now. :(


4qVVB.gif    7b9e6b6310.jpg

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Selbring County 3N Random & Random The World by Huston The Random Project The Gurivian Federation Huston@NYBT

Check out my website ME:TMW for CJ episode & BAT archives!

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One trick always worth trying:

 

Open a new clean scene. Import/merge in the old scene.

 

A lot of times that does the trick.

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PCk4tXG.jpg

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It's unfortunately not working for me. The exports are still extremely under-scaled. :(


4qVVB.gif    7b9e6b6310.jpg

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Selbring County 3N Random & Random The World by Huston The Random Project The Gurivian Federation Huston@NYBT

Check out my website ME:TMW for CJ episode & BAT archives!

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Wow, I didn't realize that...huh. Thanks for that mandelsoft, seems like it solved the problem :) now I can get on to releasing it. XD


4qVVB.gif    7b9e6b6310.jpg

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Selbring County 3N Random & Random The World by Huston The Random Project The Gurivian Federation Huston@NYBT

Check out my website ME:TMW for CJ episode & BAT archives!

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Houston:  You arn't using 3ds max 2014 by any chance are you?  I am wondering if all the issues I seem to be having with my exports are a result of BAT4MAX 5 or max 2014.  I am half tempted to try to get the old BAT4MAX 3 without the HD renders and try that as I heard others having issues with Simfox's BAT4MAX.  My renders always look perfect at zoom 6 when rendered in SD but look not so perfect at zoom 5.  What gives.  I am also part of the extreamly frustrated BATers group.

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One thing I would love in the script would be to have a copy of the box with switching between SD/HD under [Export Sequence].

Keeps starting exporting in SD, when I wanted to do it in HD.

 

 

Anyone up for doing this small a small update ?


PCk4tXG.jpg

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Houston:  You arn't using 3ds max 2014 by any chance are you?  I am wondering if all the issues I seem to be having with my exports are a result of BAT4MAX 5 or max 2014.  I am half tempted to try to get the old BAT4MAX 3 without the HD renders and try that as I heard others having issues with Simfox's BAT4MAX.  My renders always look perfect at zoom 6 when rendered in SD but look not so perfect at zoom 5.  What gives.  I am also part of the extreamly frustrated BATers group.

 

No, I'm using a much older version, 3ds Max 2012 :P I decided to get '12 since I know few people have had issues with it, and the majority of the 3ds Max BATing community are using this particular version. The problem I encountered was a minor error when I was importing LODs in GMax that Mandelsoft pointed out. I can only speculate the root cause of your problem since I'm not as experienced as most people and only know so much about 3ds Max. But I guess it's probably because BAT4Max with 2014 is only at its early stages, and there WILL be plenty of bugs and improvements to be made to that version. It's why I chose to use 2012 over 2014 :P


4qVVB.gif    7b9e6b6310.jpg

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Selbring County 3N Random & Random The World by Huston The Random Project The Gurivian Federation Huston@NYBT

Check out my website ME:TMW for CJ episode & BAT archives!

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There's not really a "problem" with bat4max, it's just that with max 2014 it seems like enough things were changed around that some part of the scripts need to be updated.  For example with the render settings dialog ui changing because of the new unified sampling options, the scripts that automatically change the settings are trying to change things that no longer exist in the same way in the ui.

 

There was also a problem with one of the relatively recent versions of max that caused problems (something about the different versions cropping the images differently or something) and so a workaround had to be made.  Luckily since then there haven't been problems.

 

Unfortunately no one has the scripting knowledge to go in and see what changed.  Every new version that comes out the bigger the risk that something will break.  :(


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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There was also a problem with one of the relatively recent versions of max that caused problems (something about the different versions cropping the images differently or something) and so a workaround had to be made. 

 

Where would I find this workaround?  I think framing errors are causing issues on my BAT.  I am already aware of the unified sampling issue and the gamma.

 

If the workaround is not available is there any sort of guidance on how to cut the images up manually for import?  I seem to have black lines on the sides of some import BMPs (in the output folder of 3ds max) which I think is causing small issues on my final render in the texture.  Do they simply get cut in 128x128 bit chunks starting from postion 1 and working to the right then starting the next row?

 

I have already rescripted the Gamma in the let there be light script, and have rewritten much of the buildingmill.ms script to account for the new Unified Raytrace but am missing the critical framing issue workaround.  If I can get all these issues resolved for max 2014 perhaps I will have a BAT4MAX 6 to release.

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The workaround has already been in bat4max, so the files you have are what is around.  You can search for the forums for the previous bat4max threads (this thread is the one created for v5 but others exist for previous versions) to see development discussions.


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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The workaround has already been in bat4max, so the files you have are what is around.  You can search for the forums for the previous bat4max threads (this thread is the one created for v5 but others exist for previous versions) to see development discussions.

 

Thanks Jason.  I tried exporting my model in 3ds max 2012 as well and it might have the same issue I will look more when I get home.  I have a screen shot of what I am referring to but did not see this exact issue anywhere else on the forum.  I have been looking for the past 2 weeks for a solution to this.  Please see the circled areas for the defects in the render I am trying to avoid.

 

cb45d5a93ce6fdcd22a05aee799b15f9.jpg

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Those problems you're just noticing for the first time because you're the one making the BAT and you're looking with a more critical eye.  :P  All buildings in the game have those problems, you just haven't noticed them before.  :)

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02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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Those problems you're just noticing for the first time because you're the one making the BAT and you're looking with a more critical eye.  :P  All buildings in the game have those problems, you just haven't noticed them before.  :)

Jason thank you so much for confirming my suspecions.  I made a post in our private NAM thread regarding this issue and noted I can find defects on most (maybe every) building in the game if I look hard enough.  So this is expected and Par for the course and I should stop worrying and go on with my BATing.  I will post the night shots of my train station later tonight to my thread.  Again thanks for putting up with all my questions but you just confirmed what I had suspected.

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Thanks for all your help.

 

 

A small request, that in the long run would save me some time:

Output2_zps61355ad3.jpg

 

Take the selection between SD and HD output to a seperate roll out.

Keeps starting exports up in the wrong output format.

The output don't really belong in the [Export Squence], but still have a clear connection to the export, so that why it would be good to have it in a seperat rollout like in the above image.


PCk4tXG.jpg

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By Request!!

 

Here is an updated copy of the BAT4MAX UI that has the Output rollout reorganized.  I am still working on a BAT4MAX 6 release but it might be only for 2014 as I don't know how the gamma adjustments will effect later versions since these are new features for max 2014...

 

uityPaG.jpg

 

 

Replace the contents of your C:\Program Files\Autodesk\3ds Max 2014\gamepacks\BAT\scripts\CPTB2MainUI.ms with this

 

https://dl.dropboxusercontent.com/u/17886657/CPTB2MainUI.ms

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Thank you a lot.

 

Maybe you could place that part into a seperate script.

I see no reason to put it into a separate script.

 

I did however do this...

 

https://dl.dropboxusercontent.com/u/17886657/BAT4Max6_Installer.mzp

 

I did only minor testing on 3ds max 2012 but this only fixes issues that I found with Max 2014 so there is no benefit over ver5 for 2012 users.

 

Changes so far

  • Sets mental ray to work like it did in previous versions for compatibility reasons
  • Sets gamma correctly for Max 2014
  • Changes location of SD/HD output rollout
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