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3D Studio Max BAT Version 2 Released !!

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6underground:

Sorry to reply here, but I can't figure out how to reply to PMs

I believe night light names should begin with a prefix of "nitelite" (if I am remembering correctly) and not "nitelight". Also, if you are getting only error code 6, you need to get the latest version of the "buildingmill.ms" script (attached to an earlier post on this thread). And about previews, you are correct, there is no preview possible.

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That's alright, i'm sure there will be others who have the same problem as me, airing it publicly will hopefully lessen your chances of being asked again about the same problem.

I just loaded up 3dsmax7 now, i have all the areas i need as "nitelite_01" etc all lower case. Another thing however is it states that "Night library will not be used" below the "export" panel, is this for special nitelites or is it mandatory to have a "Night library" applied pre-render? If so, how exactly do i go about this?

If not, below the "Parameters" section I have global intensity at the standard 1.0 and each object that i'd like nitelited has been given a 0.7 and "FiberOptik Blue" night map selected (available from the STEX).

as for the attachment, i searched high and low for it. It quite possibly never made the transition from the last Simtrop server to this. Could you please re-add it? Or send it to my email?

Many thanks again

6U

(Also, before I get the "code=6" It renders the first (North?) daytime view just fine, which led me to suspect that it has something to do with the nitelites.)

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Don't worry about the night library thing. Not sure I understand what you are doing exactly, but the updated buildingmill script will probably solve the problem. The problem is a.) I can't figure out how to attach it to my post here, and b.) I saw the link to your website in your profile, but couldn't find your email address there. (I'm really batting zero here.)

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Thanks for the script Cycledogg, unfortunately it didn't solve the problem %7Boption%7D

However it did allow for more explaination of the type of problem, i'm now getting this message after the successful render of the first daylight render:

"Export Failed!

Location =6

Code= 130"

going back a few pages in the thre I see that:

"130 - Problem creating fsh files/updating .sc4model file."

Is there some reason why the daylight render render "went through" but the subsequent night scene didn't?

For your benefit: (hoping this somehow, narrows the problem down)

1aproblem6ck.jpg

1aaproblem1lu.jpg

1bproblem3bm.jpg

1cproblem2sp.jpg

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*sigh* Can someone explain what happened here? I have a suspicion it's the LODs. Somehow, the instance numbers have been mixed up, and it means a giant jigsaw puzzle... 15.gif

I've tried everything [even putting the whole model into a new scene, gmax refuses to render anything. I tried doing this with custom LODs... standard LODs, and it does not work. Period.]

z2glitch.jpg

Everything seems to be OK here. Let's go to the next one...

z3glitch.jpg

Zoom 3 is funky now. The shadows are approximately in the right places... But the actual building seems to be one big jigsaw puzzle.

z4glitch.jpg

It's a lot worse.

z5glitch.jpg

So, it seems to be a problem with the FSH batching. So any ideas?

edit: It might be a good idea to note that all the FSHs are OK at all zooms in ilive's reader. So it must be the LODs... but I can't render new ones. Argh.


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Does this BAT work with Max 8?

If not, I'm screwed....

EDIT: You have no idea how angry I am right now.

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SA: Yes, I'd say it's the LODs. If your LODs in 3dsmax don't match the gmax LODs exactly, this is the type of problem that would occur. You need to reexport the LODs from 3dsmax, and import into a new gmax/BAT project. If gmax/BAT isn't working, you need to get it working somehow, or else find some way to export the LODs from gmax and import them into 3dsmax.

Ardecila: As far as I know, a few people tried it in 3dsmax 8, and it didn't work. 15.gif

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You need to reexport the LODs from 3dsmax, and import into a new gmax/BAT project. If gmax/BAT isn't working, you need to get it working somehow, or else find some way to export the LODs from gmax and import them into 3dsmax. quote>

I've tried that. The BAT just refuses to render the LOD. This is a standard LOD. So... I don't know.


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Would it be possible to reattach the fix for the error code 6, the attachments have been lost since the forum transfer and i need it to render One Canada Square (v2)


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Ok...I checked the paths in the different .INI files and they were all correct.  I'm not sure if it makes a different or not, but there were no /3dsmax7/gamepacks/BAT/Temp or /3dsmax7/gamepacks/BAT/OutputFiles directories so I created them.

I then recreated the steps for rendering and low and behold it rendered...I am wondering if the exiting out and coming back in later worked the same for the Output = 6 Error as saving as a temp file and merging back in to a new file as described above.

So, I hit the buttons for inserting the FSH files and such...but my question is now what...is that it?  Is the .SC4Model file in the /My Documents/SimCity 4/Plugins directory now updated with the new render done out of 3DS Max 7?

Any help is appreciated...the readme file with the instructions was kind of vague on this point...

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Any idear on a releace date for a max 8 compatible editor?

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Ok, I just have a quick question, what does the DELTREE.EXE file do? It deletes files, but from where? How does it know what files it can delete and which ones to leave? I'm afraid to touch anything as I like what's on my harddrive. I took the one that was included in the file from the MODs section, so how does that one know what to delete? Really, I'm confused about what the heck it does. I did all the things I could set up, but I'm worried that there was a DELTREE setup that I may have missed to make sure it picks the right folders to clear. I did the export of the LODs and was gonna go ahead and try the rest of it, but I'm just triple-checking myself before I go ahead with it to make sure I don't do anything retarded and the like. I'm sure if I were to follow the instructions ahead, I could figure it out, but just to make sure...

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yes, Ive found that the issue of the deltree.exe file is certainly a 'should I, shouldn't I?' issue. Looking back at this thread Im still kind of confused, although I think Ive identified that it works with XP with NFTS (am I right?). So Im still really not sure. Saying that a lot of previous deltree questions have just been ignored, so... And a MAX 8 compatible BAT would certainly be much appreciated.

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Originally posted by: toxicpiano Saying that a lot of previous deltree questions have just been ignored, so...quote>

Apparently. Anyone not even knowing about the BAT4MAX can answer this, as long as they have prior, decent knowledge of the deltree.exe file in other applications. Please?

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I use windows XP and the DELTREE found in the bat4max zip. It supose to delete the FSH files after they are imported into the model file. Although this doesn't work with me, I have to delete the FSH's manually. I haven't had any problem relating this DELTREE file. So i recon it's save. But I can only say: Use it at your own risk. Don't turn to me if anything happens.

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Problem: Using night light material library with nite windows at the same time.

In 3dsMax I can do nite windows by selecting the windows I want to light, then enabling them with the enable checkbox in the BAT for Max tools for nite windows, and it works great.

But if I load a night light material library (one that the library name ends in "_night" or "-night"), so I can get some text to self-illuminate during night time, the windows don't light up anymore.

So I take it that you can't use both methods of night lighting at the same time?

I've searched this thread for about an hour now, and can't find anthing mentioning this problem.

So does anyone have a suggestion on how use night time only self-illumination, and also do nite windows using the enable checkbox in Bat for Max tools? 

If I texture the windows myself, using a material from the C:\3dsmax\gamepacks\BAT\Maps\NightWindows,  which texture zoom level should I use?.  I think I saw someone using zoom level 3... And if I do it that way, will it look like normal window nite lighting?  Also any suggestion on Self-Illumiation level?

Thanks!

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Hi!

I got a problem with the rendering function. There's always a "Image I/O Error" window popping up afer the first camera view rendering. The error message doesn't fit into the window, so I can't even figure out what's actually wrong, but it seems to be something with the Outputfiles folder, which but seems to be totally okay. Maybe anyone of you has a solution? I'm working with 3dsmax 6.0 Sp1.

Thank you!

Demidov

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Shadow_Assassin, maybe you're having the same problem I am. (solution in EDIT below)

I know you asked for help about a month ago, but I just ran into this.

The problem I have is that the Bat4Max tool, when you export in 3DS to generate the FSH files, always uses Instance ID (IID) numbers in the 0x00020000 range, for each render it does.   When it should be using the IIDs in the .SC4model file that was created after exporting with gmax.

When gmax generates the .SC4model file - when you export the LODs from gmax -  it might use IID numbers in a different range, say like 0x00070000, or 0x00080000.

Inside the .SC4Model file, there are the various FSH images of your building, and there are also S3D files which piece those images together, depending on view and zoom level, to create the graphic.  The S3D files are "linked" to the appropriate FSH images by IID numbers.  When the numbers don't match up correctly, you get a mess.

The Bat4Max tool should be pulling the correct "base" IID from the file name of the .SC4Model file, which you have to copy and paste into the Bat4Max Export tool.  From that it can give the FSH files the correct Instance ID numbers and everything works.

In my case, the Bat4Max script is not taking the IID from the filename.  It insists on always using IID numbers in the 0x00020000 range.  Maybe need to remove and reinstall all the Bat For Max files.

<EDIT> I saved my 3DS model under a different name, and rendering from that one all works fine.  The Bat4Max tool is using the correct IID numbers again.  Go figure. 

So if you have problems, and nothing else seems to work, resave with a different filename.  I know that sounds goofy.

Also!  Make sure not to use WhiteSpace in the .SC4Model name (the human readable part).  Like, don't use "Mullet Head-0x5ad0e817_0x71516c87_0xb0000.SC4Model", but do use "MulletHead-0x5ad0e817_0x71516c87_0xb0000.SC4Model."  If you have whitespace, it won't generate the FSH files from the rendered images.  For reasons I won't explain.  This post is long enough!  46.gif

BTW, sorry about the length of this post.  I didn't set out to write a book on FSH and S3D files.  Hope somebody finds it helpful </EDIT>

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I meant to upload the latest buildingmill script here before I went away on vacation but I forgot all about it.  I have attached it to this post

aldara6166: Yes, if the FSH Batch Build and DAT FSH Insert were successful, your SC4model should be updated with the 3dsmax rendering.

aedificator, toxicpiano, etc: I don't know anything about the deltree.exe, but if you're uncomfortable with it, you can skip it.  IMO, it's not a big deal to clean out your Outputfiles manually every once in a while.  I wasn't able to get the deltree.exe working either (in XP).  Just be sure to keep the "AutoExecute" box unchecked (in the Batch CMD section), and don't use the "Clear Outputfiles" button, and you should be OK.

hawk015, toxicpiano: Basically it won't happen until someone with 3dsmax8 sits down and learns some maxscript.  It may be a fairly easy task or it may be impossible, depending on how much 3dsmax has changed from previous versions.

dudeson: If you have a current buildingmill script, you should be able to get both the night library illumination and the textured night windows at the same time.  I don't think the window texture rendering idea will work.  The nightlighting is more complicated than just a simple render.  Also, keep in mind that what you see when the night version is rendering is not what you will see in the game.  The textured nightwindows are never rendered, but are added later in the post-processing, so you won't see them in the rendering process.  You will only see them after you have brought the building into the game.  If you aren't getting them to show up in the game, be sure you have the latest buildingmill script (attached to this post).
I usually use a self-illumination level of 100 percent, or I use Self-illumination Maps.  If that's too bright (in the game), you can always lower it (or darken the self-illumination map) and rerender.
Also, excellent post re: IIDs and whitespace (although whitespace works OK in the filename for me in XP).  I've run into the IID thing myself.  It appears that you have to resave the .max file whenever you paste a new model name into the bat4max Export box.  The .max file doesn't have to be saved with a different name.  You can resave it with the same name if you want, but it has to be saved or bat4max can scew up and assume a wrong IID.

CPBuildingMill.zip

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I have this problem I can't understand, I've been dealing with this for hours. It keeps telling me it can't find the file. Why? Maybe the answer is obvious but...

error2hn.jpgThanks

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oh my oh my... for some reason my bat for max is massivly unstable. all most all the scripts fail and if i try to export max 7 crashes

help me please i want to render cool buildings for you all!!!

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Hmm. Go back through the install instructions and make sure the script files are in the right folders. Especially, check to make sure you have done step 3 in the "To Install" section of the instructions correctly. And also make sure you have configured the program correctly. (steps 4-6 in the "To Install" instructions.)

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