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Jasoncw

Jason's BATs & Tutorials

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    Another thing that's come to mind is that in the early days of BAT4Max, there was some kind of "fix" done which corrected an alignment problem. But I don't remember what the alignment problem was. 

    @rsc204 ok I was hoping that one of the settings changed which values it considered transparent or opaque. Like right now it seems like everything that is perfectly black is transparent and everything that is non-black is opaque (or maybe it's 50% grey and everything above or below is rounded up/down), but maybe there'd be an option for making perfect white opaque and everything non-white transparent. So you're saying you know what the settings do and they aren't useful?

    Some fun storytelling from back in the day... Originally BAT4Max didn't automatically make and insert the .FSH files, it just spit out the output files to some folders and created a .bat file which you manually ran when you were ready. Then you manually inserted the .FSH files it created into the .SC4Model file. But the real pain was in doing the first TruNite (MaxisNite, before DarkNite was created) renders, where you had to manually go through and copy the day alphas and paste them to replace the night alphas. So I'm pretty sure I'd have start having flashbacks and panic attacks if I had to do something like that again. :D 

    @mattb325 The background color is grey just like it's always been and that shouldn't be affecting the alpha but I'll give it a shot.

    Edit: ok changing the background color to that just changed it to a black outline instead of a grey one. 

    I think making it a matching green halo would make it passable but it's not an acceptable long term solution, and everyone else with newer versions of max has the same problem so I'll keep on seeing what I can do to solve it. It should be easier to work on a solution now that I have a newer version of max myself.

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

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    Whilst you can enable transparency for models, that really only applies to seeing objects through glass/transparent areas that are not part of the model itself. The issue here is that the alpha channel itself does not correctly match the contours of the model, the halo represents the area the Alpha should be covering but isn't. Literally those halo lines will either be on (white) or a shade of grey that still allows too much of the edge to show through.

    From what I could work out, that's the crux, 3DS max isn't correctly making the alpha channels so SC4 can't pick up on it. The edges should be more transparent and indeed this is something a lot of users would like to see fixed. It seems to affect 2014 and newer versions, so everyone on a student licence version is affected. I agree, long term it would be best if we could fix this issue by finding the cause. But sadly no one with the knowledge of the inner workings/scripting such as SimFox seems to be batting right now :(.

    9 hours ago, Jasoncw said:

    So you're saying you know what the settings do and they aren't useful?

    I wouldn't go as far as rubber stamping that statement, but from what I understand that's correct. But the default settings work just fine when the alpha channel is correct in the first place. I also can't see how the model settings would be able to alter said alpha channel to correct the problem. Bearing in mind the models are still created by SC4 BAT, nothing here has changed.

    Assuming you've used the default install path, you can verify the faulty alphas easily. Rendering a model, then open the C:\Program Files\Autodesk\3ds Max 2011\gamepacks\BAT\Outputfiles folder. Here are the BMPs that are exported by 3DS Max for FSH conversion. You can easily check them in a photo editor. Actually, if you run the scripts manually you can edit the images and import an edited set from here automatically. I must say, I didn't check the files here, the ones I tested for Matt were from the model file and converted from FSH. It might be worth double checking the BMPs to make sure it's not the FSH importing process that's altering the alpha channel, but I don't expect that to be the cause.

    21 hours ago, JP Schriefer said:

    The only way to disguise this problem so far I believe is to choose the background color in the render settings similar to the color of the building's edge. It may work when the edges have almost the same color, like yours. If you choose a greenish background it can get better to this building in my opinion.

    Is this always necessary for each model? It's just helpful to gain more data, because that again confirms the alpha problem. I wonder how consistently the edges are off between different models. If a pattern for the error can be read from looking at samples of the problem, that might help pinpoint the solution.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

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    Yeah, the root of the problem is that the alpha is antialiased, but I was just thinking that instead of changing the alpha we could change the way the game interprets the alpha. But if that's not an option then we're left with trying to fix the alpha directly again. 

    It also occurred to me, for anyone wanting to manually fix the alphas, to get an ideal un-antialiased alpha, you can change the renderer to scanline, go to customize>preferences>rendering>don't antialias against background, and then go to the render set up window, and Common>Assign Renderer and change it to scanline. That way when you export you will get un-antialiased alphas which you can replace mental ray's antialiased alphas with so you don't need to go through photoshop. 

    Also for anyone wanting to check alphas you can look at the alpha of your preview renders by clicking the little black and white circle that's next to the r g b circles at the top of the preview render window. From preview render to .FSH there's very little, if any, difference. 

    Something that's confusing to me though is that older BATs without this problem also have antialiased alphas. Comparing the old and new Trier Tower alphas, the old ones are less antialiased in general but in some parts the new ones are actually much better, but there's still the problem. So it's all kind of mysterious. 

    Also the way I'd think you'd improve the alpha is by going to the render set up window and going to Renderer and changing the contrast/noise threshold. How mental ray (in the classic/raytraced mode anyway) does its sampling is it keeps on taking samples (relative to the min and max samples you've set up) according to the contrast/noise threshold which is an rgb (and a) value. So if the red channel between two samples is off by more than, say, 0.02, then it takes more samples until the samples are consistent with each other, and the natural result of this is that it puts more samples into resolving detailed areas. Anyway, you'd think that lowering that number for the alpha channel would result in a sharper alpha and it kind of does but it doesn't fix the problem. I'm not aware of any other way of manipulating the alpha in max. I'll keep on googling though.

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

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    Wonderful work you have here. :)

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    Good work!  :thumb:  I'm very interested in the idea of buildings like this one in which the interior (such as furniture) can be BATted.  Your work is always top of the line, Jason, even if there are technical difficulties.

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    @Jasoncw I was in Milwaukee for a night this weekend and while walking around I came across a beautiful building and I immediately had an SC4 flashback.  Turns out it was your Northern Trust Bank (I think SG did a version too).  And SimGoobers Milwaukee club is on the same block.  I know I walked past a few of Nofunk's creations too... Milwaukee is full of some great old architecture.  
    Anyway, just a funny story that I thought I would share. :)

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    SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

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    1 hour ago, SimCoug said:

    @Jasoncw I was in Milwaukee for a night this weekend and while walking around I came across a beautiful building and I immediately had an SC4 flashback.  Turns out it was your Northern Trust Bank (I think SG did a version too).  And SimGoobers Milwaukee club is on the same block.  I know I walked past a few of Nofunk's creations too... Milwaukee is full of some great old architecture.  
    Anyway, just a funny story that I thought I would share. :)

    Yeah! 

    A map should probably be made showing where the buildings are because there's a good number of them for the game. Those two are there, Jestarr's Gas Light Building, and my US Bank building are just to the east. And then there's all the other ones spread around. It's definitely one of the more represented cities in SC4

    And for me some of the buildings I've recreated I know much better from SC4 than from real life so I still get excited when I see them lol. When all of those tiny pixels are suddenly a big real building in front of you.

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

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    I have seen that in previous pages of this same post have published images of buildings very well done, I would like to know if they can or where to download them for the game.
    Or are they simply exclusive to STEX discs from Simtropolis?

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    Fanastic as always.

    About the Regal Theater, I always loved how creamy it was in color. And altho the limestone facade is spectacular ;) I think it might be too cool for the original color.

    In my mind, the bircks on the auditorium box part were always integral part of the theater. I would love to see them in the new version as well. Don't get me wrong, new thing looks great, but I would like the character of the original to remain. 

    As for Art deco store, I forgot about that marvelous thing. I would like to know where does the floaing part fits in in the original. 

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    So.. much... Wonderful.

    That department store deserves to be built in RL!

    About the lotting: what if you release the building on a blank lot and let some lotter to do their magic? We have seen some great relots lately, this could result very good..

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    Trier Tower is looking great, so glad you decided to revisit - thank you!!!

    Rest of your works are stunning as usual.

    As for 1001. I see your conundrum. Not sure it will ever be resolved as it looks real tricky, other than batting the whole block including roads together? Would be such a shame to see it wasted though..any possibility of releasing a non-recreation, othagonal version, then once ready release the v2?

    Keep up the awesome work and happy new year! Glad to see you still going strong in 2017

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    TBH, I wouldn't waste that much brain juice for the growable version at least. Those who grow are probably not going for a fully perfect Detroit Replica, but simply want to have a great and realistic highrise building of best BAT quality for their cities - slap it on any conventional lot size where it will compete with Maxis buildings and other skyscrapers, adding variety and realism, and they'll be happy.

    If anything, I'd reserve more thought for a ploppable version. I could see that as an overhanging lot that players will be able to surround with FA roads as the situation demands, and that's it.

    Maybe I'm just being a caveman here who insists that smacking things hard enough with a wooden club will fix pretty much anything while architecturally sensitive people wince at my ignorance, but that's the way I see it. :P

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    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    I'm glad to see you revisiting 1001 Woodward, because I've always liked how you did the cladding material. I'm personally in favor of option 2 (normal size). I doubt the angles of Woodward/Griswold/Michigan are even possible using FAR pieces. This building lends itself really well to being used just about anywhere, so putting it on a 4x3 with a plaza would probably work just fine for most players (someone attempting a recreation could always produce a custom lot). Whereas with something like the Compuware building you would really be hamstrung by the fact that it's just a weird building with odd angles. 

    I know it's been said already, but the Guardian Building is looking fantastic. 


    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

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    Great job at the tower, Jason! I like the station this way, but I'm sure your improvements will make it better anyway :P

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    "If you fall I'll be there"
                         -The Floor

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    Just nerdy curiosity on that marvellous piece: what is supposed to be inside the station? I've always thought on its internal distribution, and the most I could grasp is that the ticket offices would be on the side buildings, at street level, and that the central stairs could be only exit (at least on rush hour)


    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    Wonderful work on this building Trier Station V2.:)


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    Hopefully its inspiring *cough* Park Avenue Building *cough* Hotel Wolverine *cough* :):) 

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    I agree. There are also some buildings that won't need much of a makeover IMO, but unfortunately lack a DarkNite compatible render...

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    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    ok everyone, after a few years of the links and images being broken I've gone through and FIXED EVERYTHING. :D 

     

    All of the links in the first page of the thread should all go to their respective tutorial posts, and all of the images in all of the tutorials should be fixed. 

    I also did a little bit of minor editing and added in a few notes, based on a few more years of experience. 

    Some of the tutorials are very good and some of them are just ok, but if you haven't seen the tutorials before I recommend going to the first page of this thread and going through and looking at all of them. :) 

    I'm sorry for taking so long!

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

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    On 1/2/2017 at 0:00 AM, gutterclub said:

    Hopefully its inspiring *cough* Park Avenue Building *cough* Hotel Wolverine *cough* :):) 

    Those sure could use reboots, couldn't they? Maybe i need to go dust off those old model files... gotta find 'em first. :ooh:

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