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3D Studio Max BAT Version 2 Released !!

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Author: CycleDogg
The primary color thing, as shown in budman01's pic, is probably an incorrect TGI. If the TGI's of the new .fsh files don't match the TGI's of original .fsh files in the .Sc4Model file, you will get those primary color squares. The TGI's could be incorrect if a wrong number was entered into either the Group ID box or the Model ID box in 3dsmax. Also, if you rerender the LODs in gmax, you will have to do a rerender in 3dsmax using the new Group and Model ID numbers. If you simply try to insert the .fsh files from the previous render, the TGI's will be incorrect, the Lot Editor (or Rush Hour) won't be able to find the .fsh files it thinks belong with the model, and will stick out it's primary color tongue at you instead. Also, if the .fsh files were moved to a different directory without their corresponding .TGI files prior to being inserted into the .Sc4Model, they will end up with incorrect TGI's and you will get the dreaded primary colors.
quote>

What does this mean, lol, I'm confused [this was on page 3 - did a search and came up with the solution.]

So how would I go about fixing those TGIs, re render? 42.gif

Also, if you rerender the LODs in gmax, you will have to do a rerender in 3dsmax using the new Group and Model ID numbers.
quote>
What does this mean?

Nine degrees of separation??

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Shadow_Assassin: This was for an earlier version.  Since then, Ralfaelninja added the program that inserts the .fsh files into the .sc4model file.  So ignore what it says about Group box, ModelID box, etc, as those no longer exist.  What it means for the current version is: if you have rerendered your LODs in gmax, you need to be sure to change the text in the SC4Model Name textbox in 3dsmax to the new .SC4Model name when you render in 3dsmax.

 


g-funk: make sure you have all of these files in your 3dsmax\gamepacks\BAT\scripts directory:
CPBuildingMill.ms
CPCameraRig.ms
CPFileUtils.ms
CPModelNames.ms
CPScriptUtils.ms
CPStringUtils.ms
CPTB2Main.ms
CPTB2MainUI.ms
CPTextureUtils.ms

make sure the BATFORMAX.ini file is in your 3dsmax\gamepacks\BAT directory, and also these files:
DatCmd.exe
OR_DAT.dll
system.bmp
fshtool.exe
cr.txt

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omg, i'm such an idiot, i just added a new plugcfg line into the 3dsmax.ini and did not change the existing. 14.gif

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So are there any new ideas on why the DAT FSH insert isnt working on mine, I didnt quite understand what happened the last few posts.

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Hmm... it still doesn't work... the stupid Plugin Manager only shows the LOD that I created for 3ds to export to... it's nowhere to be seen.

I'm at the end of my patience with this program. 32.gif


Nine degrees of separation??

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Download the Network Addon Mod and its related components here.

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You may have to try to insert the .fsh files manually, unless someone shows up who has had that problem and solved it (or Ralphaelninja).

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ok, i hope someone can help me with this.
i have some probs with the night windows, night lights work fine.

the way u make night windows like in gmax won't work, i can select an object, enable it as night window and, nothing.

andcan someone please explain me how the night libraries should work? sounds interresting from what i read in the readme.

thx 1.gif

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Shadow Assassin: yeah, you'd have to use ilive's reader or datgen.  There are some instructions for doing this in the readme.

g-funk: Not sure why night windows wouldn't work.  Make sure random off isn't set to 100 percent.  There are some additional explanations of the night libraries a few pages back.

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ok, thx, i'm gonna check it out

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Hello,
 
I'm trying to make BAT for 3DS Max work, but during export/render I'm getting:

Export failed! Location = 6, Code = 130.
What is this? I can see it has something to do with a failed attempt at creating fsh-files/updating the sc4model file, but what exactly does that mean? What do I look for, to solve this problem?
 
Thanks 1.gif

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Never mind. 1.gif
 
It would seem the error I was getting, was because I was using Mental Ray to render the model. Once I switched that back to standard render, it worked. 1.gif
 

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Can anyone help me solve this problem: I followed the instructions and everything works fine untill I click FSH Batch Build. Nothing happens and when I click DAT FSH Inserts it says: the fsh files are created by the FSH batch Build after rendering the model.

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Hey, Malty: how did you switch from Mental Ray to normal rendering? I'm getting the same error message you did, but when I go to Customize/Preferences/mental ray the Enable mental ray Extensions box is already unchecked. Ack!


Disclaimer: with two minor exceptions, all objects contained on my lots are the product of someone else's hard work and skill. Credit belongs to them alone.

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I download load the file and I can't get the program won't go in my computer.[i download everything and I'm cofussed. I would appresat in you help.

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The good news: the error message I was getting was due to a mistake on my part, not to the incompatibility of 3d Studio MAX 7 with the BATforMax scripts. I'm now able to export models without almost no problems. 1.gif

The bad news: I still cannot get night lighting to work properly - in either gmax/BAT or 3dS. Anyone else able to set up lights but not export them?

Incidentally, whomever's in charge may add 3dSM 7.0 to the list of supported versions. Except for the night lights, this baby works fine.


Disclaimer: with two minor exceptions, all objects contained on my lots are the product of someone else's hard work and skill. Credit belongs to them alone.

ASFSignature.jpg

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Last Online: A long, long time ago... 
 
Hello guys!
I had the four-color-box problem on page 2 already (it's been a long tiome ago 2.gif ), there I could solve it with a new installation of 3ds...

Unfortunately the error comes up again (even after reinstalling 3ds, gmax, sc4). I get a four-color-box in the LE. If I look to the file in the reader everything seems to be ok, the .fsh files are inserted, I can view them.

Are there any ideas or a workaround?

A not to forget, it worked quite well until the day before yesterday...

Thanks for your help!


Nevermind, solved it with dividing the model in different pieces and exporting these pieces as different files. Afterwards merged them, and that did the trick...

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This is a great script BTW, however I did a test export of a model I've been working on, I'm not going to bother with showing screen shots unless you want it, but basically it exported perfectly, got in the game and everything.

The only problem: Way too bright. Some of the textures don't show so good because it is soooo bright. Is there anything I can change? can I adjust some of the script files for the camera or sumthing, the building GLOWS near the rest of the SC4 defaults and others rendered in gmax.


I love coffee and buildings.

You can find more info about me here > http://nbixelsimcity.tumblr.com/

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I did another test, I think I was wrong about my previous statement. The building I used was NOT textured with the exception of a couple surfaces (very light textures) so not too bad. This is a great improvement BTW to gmax, the time saved alone in rendering is OMG whew! Just great! thankyou.


I love coffee and buildings.

You can find more info about me here > http://nbixelsimcity.tumblr.com/

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Last Online: A long, long time ago... 
 

hello.

im in a bit of a situation with your Bat for Max program (which is a great program)
 
i own 3dsmax 7 (the full version) and have downloaded and tryed to install the bat for max plugin.
i cannot understand the readme and have no idea whare i place some files. and i also have no idea how to render a projects from 3dsmax to sim city 4!
 
in other words im lame and cant understand what to do.
so can you tell me in simple and through steps on whare to place files and how to render a model
 
thanks a million!
 
 

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UH OH! I got a building that is pretty damn tall, the Harbourside, during my test rendering I noticed the top part of the building to be darkened, it is still rendering even as I type. So I've yet to test it in game. it is 74 stories tall approx. 270 meters tall. I download the custom BigCameraRigFix for gmax, should I try to put this in 3DS Max5 as well? Maybe this could solve the problem? We'll see, check out my thread in Open Discussions, I will post a pic there.


I love coffee and buildings.

You can find more info about me here > http://nbixelsimcity.tumblr.com/

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I exported a building, but it only shows colored squares in the lot editor. I read about this a few pages back, but i don't understand the explanation. Does anyone know how to solve this without having to render it again?

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I have the full, registered version of 3DS Max 8.0.  I wanted to know if anyone had tried to use this script with version 8.0 yet?  Has anyone been successful with this.
 
Regardless of whether or not I get this to work, your work on this MOD has been outstanding!! 29.gif

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