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I've just come across a post by @Reddonquixote over on SC4D, it would appear our problems with using BAT4Max on newer 3DS max releases are over. In one of the scripts is a reference to a function that was removed entirely from 3DS Max, it would appear that trying to call this function was causing the scripts to fail on newer 3DS Max releases.
Now of course right now, this isn't hugely tested so I don't want to jump the gun, but it seems if 3DS 2017 works with this fix, then it should work for earlier affected versions, am I right in saying that's 2016, possibly 2015 too?
Anyhow, all credit obviously goes to RDQ for finding this problem, but rather than everyone edit their scripts. I've made a patched file you can simply use to replace the one with the faulty reference (attached).
Instructions (Readme included with fix also):
Download/Install BAT4Max as usual Find the install location for the scripts included with BAT4Max
Default = 3DS MAX INSTALL DIR\gamepacks\BAT\scripts Copy the included SF_LtbL_functions.ms file, overwriting the original
Remember to backup the original (just in case), by copying/moving it elsewhere outside of the 3DS Max install path Lastly, if you've not already don't so, don't forget to also get the Gamma Fix for 3DS Max from here too: Disclaimer: I personally use 3DS Max 2011, so have no way of testing this fix. But it can't cause any harm, it either works or it doesn't. Worst case scenario, restore the original file and you are back to square one (i.e. it still doesn't work).
Lastly, please can those who might make use of the patch confirm if it works and which version of 3DS Max they've applied the fix too. This will help greatly with troubleshooting the issue for other users and helping ensure 3DS Max can be used for batting models into the future.
This thread will include everything I create and share for CS, either in progress or already finished. I’m slow so I won’t add much often, but every now and then I’m tempted to enhance the game and add a little to the community
Now I’m making an enhanced temperate theme that is supposed to look lush, designed for maps full of forests and eco cities with lots of nature beauty instead of dirty factories. It’s basically finished, but it’s never bad to ask for some feedback before releasing. I changed all textures and normals except for moon, gravel, and pavement, and tried to make them as little repetitive as possible, and balance a nice look between zoomed in and zoomed out views.
Ruined is supposed to look like dirt, not like sand or dry ground. I changed alpha of ruined in a way that stops it from appearing under cliff (I never liked it). Field is fine, so I left it very noticeable, just changed the colour. I hope my alphas make a natural and smooth transitions between textures. Oil and ore areas are basically unnoticeable when zoomed out. It’s on purpose, because the vanilla “stains” don’t look good in my opinion, and there is the resource view that lets us see the exact resource placement. When zoomed in, there’s a little difference in the grass look. The textures are mash-ups, edits, and blends of The Sims 2 (and 3 with respect to grass) textures (I create content for TS2 and I often use original textures from that game to make mine), and a few free ones found online. I’ll post necessary credits in the description in the workshop. They either were seamless originally or I made them seamless, so there isn’t any tiling noticeable. The scale of tiling (adjustable in the theme editor) was the hardest to balance for the cliff texture. Large tiles look pretty good from distance, but very blurred when zoomed in. Small tiles look good when zoomed in, but make the texture very repetitive when zoomed out. I went for something in between, so it looks alright in both views, but I’m not perfectly content with it. It’d be best with a huge texture, but that’s not reasonable (and I don’t have any), so it’ll probably have to stay like that. It’s just my opinion, but the default temperate sand is terrible – not only does it glow orange/yellow, but has strange and repetitive alpha.
I know the previews aren’t very good, but I’ll make nicer and more descriptive ones for the actual release
By Bad Peanut
Hey guys! so with the hint of a road modding tool in the next DLC arriving, and presuming it's something like Network Extensions let's discuss what roads would be cool to add!
I've looked at the source code of Network Extensions and I've looked at their textures etc so I want to make a start at creating textures for roads. for that i need suggestions!
Use https://streetmix.net/new to visualise your road. I won't even consider ones that are just some random description For roads you want to zone on: use either 16m wide roads or 32m wide roads as those are the two widths that work with zoning. For highways you can use any width lanes for cars, trams, buses etc should be 3m in width. parking should be 2m wide sidewalks should be at least 2m wide (maybe 1.5m at the smallest) and this is for either side of the road, so at least 4m of sidewalk altogether! try and keep in mind that it's not about creating new types of prefabs like MOM, it's for reskinning like we do with Network Skins! Here's some examples of Vanilla Roads visualised in StreetMix
a 16m Wide Basic Road:
And a 32m Wide Medium Road
You can click on the above links to be taken to a template in streetmix.
Give me inspiration!
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