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zombie615

Lazy Newbie Question

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Say I want to create a small park or a custom home from scratch (Not alter an existing lot with lot editor). Where do I begin?

 

I've been looking through all the threads an all I've come up with thus far is....

 

+ Lot Editor (downloaded)

+ ilive Reader (Downloaded Latest Version)

+ SimCity 4 Dat file (Copied an saved for backup)

+ GMax

+ Building Architecture Tool

+ Plugin Manager

 

.... but now I'm lost lol

 

I see all these other creations an I wonder how hard can it be. All I need is someone to point me in the right direction. I'm pretty good at figuring out how to work something once I have the essentials in front of me.

 

I found a few threads that had links to useful programs but the link come up with "error - 404 page" or "Link non-existent"

 

I don't want to do anything amazing just be able to create something simple an learn from there on my own.

 

BTW - Probably not that right area to post but hey I'm a newbie :)

 

Edit: Found something....

 

 

Is this up to date information as well as the tools?

 

https://www.sc4devotion.com/forums/index.php?page=7

 

What do I need from the above link?

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OK, well you might start with the BAT Essentials tutorial in the Omnibus.

 

To do what you want you need gmax (from turbosquid), registered, installed and run once.

You then need the BAT (gmax gamepack), Plugin Editor (comes with BAT) and the latest Lot Editor.

 

This is a rather steep learning curve, but quite achievable.  After you get going, you will find yourself equipped with a considerable knowledge of 3D editors which can be applied widely.  You might decide to use a student license and get 3DS MAX, but I consider this an ego thing.  The 3DS MAX package requires another set of macros available from the modding group (I think its on the STEX).

 

The most important thing in building a new lot in the Lot Editor is to get the right layout of your base textures.  Also, note that you cannot have a model that fits exactly the dimensions of the base (a 1 px border should do).  With the Lot Editor you need to choose a base lot which can then be shredded to be whatever you want, including growing or shrinking its dimensions.  Have fun.

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    Well in just one day I feel I've learned a good amount of the basics. I now know the basic process to import my creation from Gmax into the game using the PIM & Lot Editor. Along with that I've kinda figured out the texturing process of my model. I'm reading a different tutorial now that goes a little more in-depth about the basics.

     

    Here is the first tutorial that I read that got me started

     

    https://www.simtropolis.com/omnibus/_/simcity-4/batlot-editor-tutorials/how-to-make-a-custom-lot-with-the-lot-editor-r209

     

    https://www.simtropolis.com/omnibus/_/simcity-4/batlot-editor-tutorials/creating-a-simple-house-r65

     

    Now I'm trying to read through this one to get a more complex simple house started.

     

    http://www.simcitycentral.net/knowledge/simcity4/bat-tutorial-part-1/

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    Well, texturing a model is really part of building the BAT.  You can't texture a model after you've exported it.  You have to use the built-in texturing system in gmax/BAT.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    Well, texturing a model is really part of building the BAT.  You can't texture a model after you've exported it.  You have to use the built-in texturing system in gmax/BAT.

     

    Alright so with your advice an with the help of many others who put effort into their lengthy yet simple tutorials this is what I've come up with. Mind you I wasn't going for an oh this looks great building. Just wanted to accomplish the basics an feel comfortable redoing it without referring to a tutorial.

     

    myfirstcreation001_zps0d6ce12d.jpg

     

    crappark_zpsf1b3f829.jpg

     

     

    Now that I'm past that step....

     

    Q: How come when I placed the building in lot editor it wouldn't center or mover anywhere I wanted. It would move way off the grid an cover the road area.

     

    Q: How come the texture looks like $%&^! in game but good in Gmax?

     

    Do I need to export it in a higher quality or something? I've been exporting in "Draft" quality

     

    Q: How do I add more textures to my selections when using the Raw-Material Editor?

     

    Cause all I have is a couple of pre-maxis textures an honestly that brick texture in the picture is bout the only building texture I see fit for anything lol

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    Well, texturing a model is really part of building the BAT.  You can't texture a model after you've exported it.  You have to use the built-in texturing system in gmax/BAT.

     

    Alright so with your advice an with the help of many others who put effort into their lengthy yet simple tutorials this is what I've come up with. Mind you I wasn't going for an oh this looks great building. Just wanted to accomplish the basics an feel comfortable redoing it without referring to a tutorial.

     

    myfirstcreation001_zps0d6ce12d.jpg

     

    crappark_zpsf1b3f829.jpg

     

     

    Now that I'm past that step....

     

    Q: How come when I placed the building in lot editor it wouldn't center or mover anywhere I wanted. It would move way off the grid an cover the road area.

     

    Q: How come the texture looks like $%&^! in game but good in Gmax?

     

    Do I need to export it in a higher quality or something? I've been exporting in "Draft" quality

     

    Q: How do I add more textures to my selections when using the Raw-Material Editor?

     

    Cause all I have is a couple of pre-maxis textures an honestly that brick texture in the picture is bout the only building texture I see fit for anything lol

     

    I dislike Bauhaus buildings like that intensely, but everyone to his own taste.

     

    First question, if the building is not to scale or is too large for the lot, there will be problems.  What size is the model compared to the lot you are trying to use?

     

    Second, draft is only for checking.  Export in high quality for final output.

     

    Third, you can easily make a texture.  Examine any of them in an editor (GIMP for example), and you will find out they are ordinary swatches.  If you want to tessellate them, some care is needed so edges match.  If you look at the wallpaper texture is a section of the Sistine Chapel ceiling that I made into a texture.  Wanted something rather mysterious.

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    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
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    So basically with the textures you can make any image a texture. If I wanted to snap a shot of my eye ball an slap it on the side of that unsightly building I could?

     

    When you say what size is the model an lot what measurements are you referring to?

     

    The Building is 10x10x12 grid lines

     

    Note - I went back into Gmax an centered the model on the bold black crossed lines that go through the graph you edit models on. Than exported it an it seemed to position better on the lot than previously.

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    Make sure you set up gmax to use metres as units. One tile in SimCity is 16 x 16 metres.

     

    If your model seems to be off center so that it jumps around when you rotate it, and centering it on the origins doesn't quite fix this problem, it looks like you'll have to re-fit the LODs. The building is probably not in the centre of the LOD, and the LOD determines the grey box you see as your building in the Lot Editor, not the actual building.

     

    As for texture quality, rendering in draft will of course produce lower quality. However, you won't get around doing some trial and error anyway. The scale in game is rather small, so textures with fine patterns may suffer from a Moiré pattern or similar problems. Likewise, colour brightness is displayed quite differently in gmax and in SimCity. The SC4BAT renderer for gmax tends to brighten textures considerably, especially horizontal surfaces. A neutral grey roof in gmax may end up almost blinding white in game. You'll have to gather some experience and do test exports in order to find a shade that will look good in game, even though it may look far too dark in gmax. IIRC, gascooker has made a tutorial on that subject.

     

    Finally, if you look at your screenshots you'll notice that you modeled the windows to be pretty much perfect squares in gmax (height equals width). Now if you look at the in-game screenshot, the windows appear to be rectangles - their width is bigger than their height. The door, in contrast, was modeled to be taller than wide (logically!), but it looks like a square in game.

     

    This effect is due to a perspective distortion caused by the camera angle in SC4. In order to compensate for it, you'll have to scale your building to 133% of its actual height. Jasoncw has published some helpful tidbits of knowledge, make sure you check out his thread and visit some of the sites linked in his signature. :)

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    Thank you for the advice. Much appreciated. I will read up some more on these hidden modeling techniques to capitalize on the looks of my future projects.

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    The newest version of the Reader is actually broken and will corrupt files that you edit with it.

     

    You'll have to find the previous version of the Reader which I *think* is version 0.1.1

     

    The new Reader (the one to avoid) has a UI like the new Microsoft Word does (the "ribbon") while the old Reader has a more old school UI like you'd expect from a program from 2003/2004.


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    Actually it's v0.9.3, I just checked. Been using that one all the time, without the slightest problems. :)


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
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    Well I had a good attempt at making models but after all this confusion of what program version to use an what not to use. I think I may just stick with doing the simple stuff lol

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    Try 3DsMax if you really want to get in Modelling.

     

    The UI of 3DsMax 9 is just a dup of Gmax :)

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    The newest version of the Reader is actually broken and will corrupt files that you edit with it.

     

    You'll have to find the previous version of the Reader which I *think* is version 0.1.1

     

    The new Reader (the one to avoid) has a UI like the new Microsoft Word does (the "ribbon") while the old Reader has a more old school UI like you'd expect from a program from 2003/2004.

    I had noticed certain edited files lost properties like icon previews. Is there any way/location you know of to get the old version back?

     

    I kind of like the new interface, as it seems easier to use, but things like Nathanthemayor's highway dividers and SFBT's tram stops don't work properly when I modify seemingly innocent values like capacity and TSEC. I thought I wasn't doing something right, but is that actually the reason?


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    Posted:
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    The newest version of the Reader is actually broken and will corrupt files that you edit with it.

     

    You'll have to find the previous version of the Reader which I *think* is version 0.1.1

     

    The new Reader (the one to avoid) has a UI like the new Microsoft Word does (the "ribbon") while the old Reader has a more old school UI like you'd expect from a program from 2003/2004.

    That's the first I've heard of this.

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    Try 3DsMax if you really want to get in Modelling.

     

    The UI of 3DsMax 9 is just a dup of Gmax :)

    Actually, gmax is a feature-stripped "light" (and slightly buggy) version derived from a now sorely outdated 3dsmax. It's like, for example, 3dsmax 4 light.

     

     

    As for the new Reader, Jason seems to be right. I remember some of the models he tweaked with the new Reader would disappear in certain camera angles. Such a thing never happens with the old Reader. I saw the problem myself, and simply by making new descs with the old Reader, the problem vanished. This means that the models themselves had never been at fault.


    -=| 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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    Try 3DsMax if you really want to get in Modelling.

     

    The UI of 3DsMax 9 is just a dup of Gmax :)

     now sorely outdated 3dsmax.

     

    Is 3DsMax also outdated? Ouch ...

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    No - please read the complete sentence: gmax is derived from a now outdated version of 3dsmax. There hasn't been any further development worth mentioning, whereas 3dsmax keeps getting new releases.


    -=| 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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    imo it's easier to start with 3ds max.

     

    The learning curve for 3ds max is slightly higher than it is for gmax. But once you've learned gmax you'll be spending a lot of time trying to do pretty simple things.

     

    Starting with 3ds max you'll learn a handful of very fundamental things which will let you make the vast majority of things you'd want to make. For modeling you need to learn a handful of tools, and for materials you need to learn a handful of options. There's also a few other things you need to learn in either program, and then for either you need to learn an image editing program like photoshop in order to make textures.


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    No - please read the complete sentence: gmax is derived from a now outdated version of 3dsmax. There hasn't been any further development worth mentioning, whereas 3dsmax keeps getting new releases.

     

    imo it's easier to start with 3ds max.

     

    The learning curve for 3ds max is slightly higher than it is for gmax. But once you've learned gmax you'll be spending a lot of time trying to do pretty simple things.

     

    Starting with 3ds max you'll learn a handful of very fundamental things which will let you make the vast majority of things you'd want to make. For modeling you need to learn a handful of tools, and for materials you need to learn a handful of options. There's also a few other things you need to learn in either program, and then for either you need to learn an image editing program like photoshop in order to make textures.

     

    Thank you T Wrecks.

     

    Thank you Jason... Yes I know Photoshop a bit but need to learn its real powers to make real good textures.

     

    I am eagerly waiting for the Batting & Modelling classes to begin.

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