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3D Studio Max BAT Version 2 Released !!

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Well, I hate to try to screw up my version 8 but somebody has to try this.  So, I got through all of the steps so far, right up to the point where you are in 3DS Max and hit Export Model.  As soon as I hit the button, it tries to start the render but gives me this error.  I'm sure it is something simple that I screwed up but I need an opinion on this please.
 
http://img480.imageshack.us/img480/7972/3dsmax8error17ym.jpg
 
 
 
I'm hoping that I just screwed up typing the path names in one of the .INI files.  I really would like to get this thing to work, even if it will take a little while to do.
 
Also, a side note...how do I set up 3DS Max v8 to be the same scale as the BAT?  When I imported the LODs made by 3DS Max, they were really, REALLY tiny.  I noticed this with a few .MAX files that Sarg sent me for the MAPP...when importing them in to the BAT I had to resize the entire think in a major way. 42.gif
 
Ok...we'll let sleeping dogs lie for now.  Anyone have any help?  I know there are several version 8 owners out there that would love for me to get this thing working!! 19.gif

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I don't mean to bump this thread, but I was wondering if anyone that has worked with the BAT for Max had any idea what this error was caused from.  Either that or maybe somebody has some experience making the thing work.
 
Anyone have any ideas? 42.gif

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Nope, that is not an install issue, 3dsmax 8 apparently is incompatible with bat4max. Guess we'll need to use Max7 (which works like a charm) or older. 45.gif

Another thing I found out is that NIGHT LIGHTS MUST be unique (ie, not instances or references) otherwise they apparently get odd lighting and shading. 14.gif
Mental ray appears to work fine with it, but since its shadow maps suck, render times may escalate to prohibitive ammounts when other things such as ambient occlusion and advanced IOR enter in the scene.

Also I'd like to know if the HUGE rig is or not the fixed version? 3dsbat is ideal to do huge models, but it would be a shame if the rigs couldn't lit them up... 30.gif

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Date: 1/7/2006 10:48:36 AM Author: J.O. Nope, that is not an install issue, 3dsmax 8 apparently is incompatible with bat4max. Guess we'll need to use Max7 (which works like a charm) or older. 45.gif
quote>
 
Man...this completely sucks!! 32.gif  So, I have a program that is basically worthless.  I mean, I can export to .3DS and import in to the BAT and all...but I hate to do it that way.
 
Wish there was some way I could get a full version of Max7... 27.gif8.gif15.gif

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J.O.: (Also I'd like to know if the HUGE rig is or not the fixed version? 3dsbat is ideal to do huge models, but it would be a shame if the rigs couldn't lit them up... 30.gif)

 
I have a hugecamrig that I replicated from someone's hugecamrigfix for gmax. It works perfectly that I just replaced the old one with mine.
 
you can get here, in the attach.
 
 
 I've tested it with a 600m building, but you might be able to go much higher. 1.gif

I love coffee and buildings.

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

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I just read about the problem with 8.0!

Is there any news about this subject, or is it absolutely fixed that it is not compatible with version 8.0?
 
It would be a real pitty if the bat4max doesn't work with version 8.0 8.gif
 
If so, I hope somebody can modify or add something to the b4m so it will work.
 
 
by the way, how many people tried it? And did everybody with 8.0 experience the same problem?

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Where can i find this file? It says its released, but i can't find it anywhere...

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Pooty: go to the Modding Files section on the left.

EDIT: ignore the file attached to this post.  I uploaded the wrong version46.gif

IN THE NEXT POST is a new CPBuildingmill script that fixes a night rendering problem a couple people had on the previous page.  (In certain situations 3dsmax would render each night zoom darker and darker.  This should fix that problem.)  Replace your existing 3dsmax\gamepacks\scripts\CPBuildingmill.ms file with this one.  You may want to save your old CPBuildingmill.ms somewhere, just in case, since a.) I'm not 100% certain I updated the most recent version of this script, and b.) I haven't tested this with every possible type of night lighting.
 
 

Just a thought on the 3dsmax 8 incompatibility and image I/O error shown in the pic on the previous page:
As far as I remember, all the code relating to image I/O is in the CPBuildingmill script, so if someone decides to undertake a 3dsmax 8 compatible version, maybe they would only have to fix up the image I/O portions of that one script, (especially the FnRenderAndMapDicedShell function and FnDoRender function.)  Then again maybe there's more incompatible stuff than just the I/O.21.gif

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OK, attached to THIS post is the lastest CPBuildingmill script file.1.gif  See previous post for instructions.

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I think he posted before you edited your post with the new attachment, look at the time of post. Thankyou SOOOO MUCH for solving this issue!!!!!

 
I think Paulvmontfort jumped the gun in the HK forum, he said that you have fixed the Zoom 3 nitewindow problem, Basically its seems to me that on large building with lots of windows the Zoom 3 nite_windows would not show, so you got basically black hole spots all over the building at that zoom level. CycleDogg I am sure you are very busy in RLS but if you can figure out a way to solve the zoom 3 nite_window problem you will be my hero!!!!43.gif

I love coffee and buildings.

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

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Date: 2/16/2006 10:39:54 PM Author: bixel

I think he posted before you edited your post with the new attachment, look at the time of post. Thankyou SOOOO MUCH for solving this issue!!!!!

I think Paulvmontfort jumped the gun in the HK forum, he said that you have fixed the Zoom 3 nitewindow problem, Basically its seems to me that on large building with lots of windows the Zoom 3 nite_windows would not show, so you got basically black hole spots all over the building at that zoom level. CycleDogg I am sure you are very busy in RLS but if you can figure out a way to solve the zoom 3 nite_window problem you will be my hero!!!!43.gif

quote>

Well, the problem was that i rendered Far East Finance Centre with the new script and the black nightwindows were still there. After that, I posted my previous reply. Then I tried another building not rendered before although much smaller and the nightlightning did work. That really confused me. But bixel's statement that it only happens on bigger buildings can be tru. I just really hope this can be fixed.

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I've been experiencing the problems reported here (and elsewhere) with regard to checkerboard render output, and have been doing some investigating. I have taken two instances of the same file (in my case a simple model of 5 55 gallon oil drums) and run them through both the standard BAT and the 3ds max version (running in 3ds max v6). The standard BAT works, the 3ds max version produces a checkerboard. Hmmmmmmm, I though, or words to that effect, this needs looking into. From what I can determine, this has to do with the way the SC4model file is output. In the BAT the model file is constructed so that the S3D file is immediately followed by the coresponding FSH file, whereas the 3ds version has the S3D grouped, and then the FSH grouped. In other words, the BAT version pairs the S3D and FSH elements by instance, and the 3ds max version does not. Unfortunately, as the 3ds version relies on more than one element to produce the SC4model file I cannot think of a way around this at the moment other than to completely rewrite the 3ds max plugin code so that it works in exactly the same manner as the BAT version (that is without any external dependencies). I have a good friend who is something of a maxscript guru and have asked him to have a look at this, but as he is currently involved on a movie project it might tke him sometime. Unfortunately, I do not see a quick fix for this, but I sure hope that someone can come up with a cure as I do not really relish rendering my sawmill model in the standard gmax BAT (a draft test render took almost 7 hours!). However, if it's the only way, then it's the only way, and I'll just have to find something else to do whilst the BAT consumes 100% of my processor capacity. Ah well, as they say, c'est la vie.

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Originally posted by: onlyplace4

I've been experiencing the problems reported here (and elsewhere) with regard to checkerboard render output, and have been doing some investigating. I have taken two instances of the same file (in my case a simple model of 5 55 gallon oil drums) and run them through both the standard BAT and the 3ds max version (running in 3ds max v6). The standard BAT works, the 3ds max version produces a checkerboard. Hmmmmmmm, I though, or words to that effect, this needs looking into.

From what I can determine, this has to do with the way the SC4model file is output. In the BAT the model file is constructed so that the S3D file is immediately followed by the coresponding FSH file, whereas the 3ds version has the S3D grouped, and then the FSH grouped. In other words, the BAT version pairs the S3D and FSH elements by instance, and the 3ds max version does not.

Unfortunately, as the 3ds version relies on more than one element to produce the SC4model file I cannot think of a way around this at the moment other than to completely rewrite the 3ds max plugin code so that it works in exactly the same manner as the BAT version (that is without any external dependencies). I have a good friend who is something of a maxscript guru and have asked him to have a look at this, but as he is currently involved on a movie project it might tke him sometime.

Unfortunately, I do not see a quick fix for this, but I sure hope that someone can come up with a cure as I do not really relish rendering my sawmill model in the standard gmax BAT (a draft test render took almost 7 hours!). However, if it's the only way, then it's the only way, and I'll just have to find something else to do whilst the BAT consumes 100% of my processor capacity.

Ah well, as they say, c'est la vie.quote>


The checker problem can be easily solved by downloading the texture fix from the official simcity website.

the only thing that really needs to be fixed is the black nightlightning problem.

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I have the texture fix and I still get the checkerboard problem.

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Paulvmontfort: hmm, I just tested it on a large building and it seems to be working fine for me.  Do you have an in-game picture?  Also, what kinds of night lighting are you using?


onlyplace4: the order of the files doesn't matter.  The group and instance ID numbers of the files matters a LOT though.  I believe the colored squares happen because the game (or lot editor) can't find the FSH files it wants.  If the order of the subfiles in the SC4Model file is changing as you say, thats a good sign.  Bat4max is finding the right sc4Model file and adding some FSH files to it, so your configuration of the program is probably OK.  One possible cause for the colored squares is forgetting to uncheck the convert scale box when importing the LODs into gmax.  Actually, changing the LODs in any way after exporting them can potentially cause the colored squares.  You will also get them if you render your LODs with gmax set to "Foundation".  These are the only things I can think of at the moment, but I'm sure there are other possibilities.  You might check earlier in this thread, because this issue has come up before.

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Thanks for the feedback guys. 44.gif I have checked and double checked that I am doing everything right and that I have the right update, files, etc. I make sure I uncheck 'convert units', and I make sure I never touch the LODs. I've even made sure that the light cones from the nitelites fall within the LODs, but nothing it seems will work at the moment. 46.gif I am going to do a fresh install of my PC in the next few days (not sc4 related, just about time I did it with all the junk I have accumulated), and will see if that helps. One thought has occurred to me: could multiple instances of 3ds max be causing this? I have 3 versions currently running on my PC - 3, 6 and 8, and my installation of 6 might be the cause as it has a dll problem (even though the dlls exist and no matter how many fresh instals it still persists). I'll report back with some screen shots after I've done the reinstal and for now will continue with the gmax route even though this does mean I actually have to find something else to do whilst the render is going on, and that something else is usually some form of housework ... oh man, am I sad or what? 43.gif (Do NOT answer that!!! lol).

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paulmontfort: Interesting.  Almost looks like a bad nightwindow texture.  I guess check to make sure nothing is wrong with your zoom 3 nightwindow texture (needs to be 256 pixels by 256 pixels and no black borders anywhere).

onlyplace4: well hopefully that fixes your problem.  In the meantime, enjoy the program's housecleaning assistance features.2.gif

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Originally posted by: CycleDogg

paulmontfort: Interesting.  Almost looks like a bad nightwindow texture.  I guess check to make sure nothing is wrong with your zoom 3 nightwindow texture (needs to be 256 pixels by 256 pixels and no black borders anywhere).

quote>


Ok, I replaced the zoom4 texture with the zoom3 texture and it actually worked!!! Thank you soooo much. This issue was troubling bixel and myself for such a long time and the solution is just soo simple!!

thanks 39.gif

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Anybody get this to work with version 7 of 3DS Max?  I just was able to get that version and want to know if it works...I know all version up to 6, but don't know about 7 and I know 8 doesn't work.

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Originally posted by: aldara6166

Anybody get this to work with version 7 of 3DS Max?  I just was able to get that version and want to know if it works...I know all version up to 6, but don't know about 7 and I know 8 doesn't work.quote>


Yes, if everything goes well, it should work with 3dsmax 7

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I've followed the instructions explicitly and now get this error message with 3DS Max 7.  Anyone know what is going on or anyone already use 3DS Max 7 successfully?

test8uc.th.jpg

After I click Cancel through a few of these errors I get this...

test21om.th.jpg

Any help anyone?

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Originally posted by: aldara6166

I've followed the instructions explicitly and now get this error message with 3DS Max 7.  Anyone know what is going on or anyone already use 3DS Max 7 successfully?


What are you trying to do?
Are you trying to render your model to SC4 or just rendering it on screen?

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Originally posted by: digger313

What are you trying to do? Are you trying to render your model to SC4 or just rendering it on screen?quote>


I got to the part where you save your LOD's from 3DS Max, and then export them in the BAT.  You then take the file name, put it in 3DS Max in the Export tab, click tab and then click export.  There is where the error occured.

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I have a problem too, I'm hoping i dont have to wait 2 weeks before i get some help. I get upto the point of rendering, when 3dsmax fails to set cameras, all i get is the "dummy" cube, no lighting rig or camera rig. I checked the folders and both the .gmax and .max filetypes/rigs are there and crossed match them with the instructions. I do however get a message about a missing xref in a lighting gmax file (TB2_CameraLightRig), but when i hit "browse" and set up a path so it can access the file, it doesnt, much to my frustration. What is happening here? Why is this happening to me? :-(

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Anyone? Upon trying to export is says: "Failed to set cameras" all "Cameralightrigs.gmax" and ".Max" are accounted for.

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aldara6166: All I can think of is to carefully check the paths in your bat4max.ini file, especially the DestPath= line.

6underground: If you are trying to reference .gmax cameras/lights in 3dsmax that won't work.  You can only reference the .max cameras/lights in 3dsmax.  Also if you have renamed the camera/lighting rig or any of its directories in any way, you must change the "Camerasandlights=" and "CamerasandLightsFolder=" lines in the bat4max.ini file or it won't find it.

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I'm hoping you'll spot something here i maybe overlooked Cycledogg (or anyone else for that matter) :-) problem015ll.jpgproblem029pk.jpgproblem031su.jpgproblem047fy.jpgproblem050fm.jpg

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