Jump to content
Jasoncw

BAT - Getting Started Guide / FAQ / Resources / Help

682 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 
26 minutes ago, Raymond7cn said:

I have run into this similar issue again.

For smaller models this is really common. I have this happen to at least every second or third BAT that I make. 

In the reader, I tend to eye-ball the fix (you can just  select those blue vertices with the mouse and drag the lod box to the desired setting), but my methods are always considered unconventional, so I would recommend the 'correct' fix which is found on page 1 of this thread:

**********************************************

MY BAT IS DISTORTED

VuOYLaN.png

Open the .SC4Model file in ilive's Reader, and select the offending .S3D file. Then select the Vert tab. The u values and/or the v values, both of which should range between 0 and 1, are off. In this example, the v values needed to be doubled. Due to some kind of export error they were only half the number they should be. For example, the first v value in the list, 0.085938, needed to be doubled to 0.171876.

Since the values apparently tend to be either doubled or halved by the bug and typically all of the values (u or v) are affected, the easiest way to narrow down the problem is to try and change either the u or the v values by doubling or halving roughly and checking in the viewport whether the S3D starts to look better. Once you have a suspicion which values are off and whether they are too small or too big, you can simply select another view without saving your modifications, go back to the affected S3D and enter the exact numbers. Do not forget to select "Apply" once you are finished and save the corrected model file!

It's easier to slightly change the LODs (to hope that the new LOD geometry does not trigger the bug), and then re-export. 

*****************************

  • Like 4
  • Thanks 1

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    @Raymond7cn When you install BAT4Max there should also be a file that replaces one of the gmax scripts. When you export the LODs from gmax there should be an option for exporting in HD mode. In the Preview area, there's an option for choosing "SDoutput" and "HDoutput". If you have the HD mode available in gmax, then it has been installed correctly. And then when you want to export an HD mode, you need to have HDoutput selected in gmax when you export the LODs.

    Let me know if that helps. *:)

    If it's not the same problem as the problem related to HD exporting in the SC4D link, then it's the problem matt has said. *:)

    • Like 3
    • Thanks 1

    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Thank you so much !! Matt and Jason @mattb325 @Jasoncw :}

    @Jasoncw, Dear Jason, i thought my GMAX has been installed correctly in my comp, I have the HD and SD output from the very beginning, I still remember that i had the distorted BAT when my first model, since i chose HD in 3ds max but SD in gmax, so i always carefully do that after then, but this time is kind of different, i dimly remember that by mismatching SD/HD between gmax and 3ds max, all zoom levels and Perspectives would be distorted, But for this case, i just only have distorted LOD or uv map in two angles of one level.

    @mattb325 Dear Matt, I have fixed it with reader by the double uv value method, Thank you.:}

    However, i'm still a bit confuzzled about this issue, and i just happened to find that some BATs have this issue as well, for instance:

    If the issue happens on zoom 5, it would be very obvious to the BATter then fix it, but sometimes, it seems we will easily overlook some problem in zoom 1 or 2.

    10 hours ago, mattb325 said:

    For smaller models this is really common. I have this happen to at least every second or third BAT that I make. 

    Yes, exactly as Matt's experience, I made 6 cars and their dimensions are small (length < 6m), Then i just had this problem at the fourth model, I mean they don't have many differences somewhere, and whatever i tweaked for the fourth output (except remaking it*:D), it's always distorted. but i couldn't understand that if i hit some limitation of BAT4MAX (or SC4BAT)'s script, then why i don't have this problem with the 3 prior models? and for my Vertiport,

    It's a big model, but i still have this problem in zoom 1 level and SD output, Then it's strange, why i didn't have this problem with my other models before that, i just have checked 10 models i made, their LODs or uv maps are normal in every level and angle. i have tried my best to recall what changes i made between them, but i couldn't figure it out.

    Anyway, i can move on with my project now, it's not a big deal even if it happens again, since i don't have too much to tinker with small model (just 7 u values need to be doubled). however i do hope we could find out the error and fix it so that no need to worry bout it anymore.:} Thank you very much for the kind helps, Much appreciate!*:thumb:

    Yours Sincerely,

    -- Raymond

    --- Edit ---

    Hiya @JP Schriefer, I saw this post by you, May i ask that did this issue happen again after reinstalling everything? Thank you!*:blush:

    --- Edit Again ---

    Pretty Interesting! I just scaled problem model from 100% to 101%, Then the issue was solved.  But i do remember that i have used "Rescale World Units" of Utilities to scaled it up to 110%, it still had problem at then. Anyway, i thought it might prove that there is a limitation of dimension in script, and this limit seems not very stable, I don't know, Anyhow, at least i have two ways to deal with it, Scale it up a bit then use Tweaker to restore the size, Or double the U V values with Reader and Excel. I haven't had the ability to delve into script now, Thank you very much for your kind and helpful tips, @mattb325 @Jasoncw I should continue with my project now!*:blush:

    Sincerely,

    -- Raymond

    • Like 3

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    The problem happens because the scripts which have the math equations that do everything have mistakes in them. I don't know exactly what or why. The problem is triggered when the vertexes of the LODs have a certain position, which somehow trips up the equations and causes them to be halved. You can fix the problem by making the LODs slightly different and reexporting. Sometimes it takes a few tries but if you keep on slightly changing them eventually the glitch is not triggered. Or you can fix it manually.

    • Like 1
    • Yes 1
    • Thanks 3

    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 10/12/2020 at 12:46 PM, Jasoncw said:

    When you install BAT4Max there should also be a file that replaces one of the gmax scripts. When you export the LODs from gmax there should be an option for exporting in HD mode.

    Dear Jason, I'm still a bit concern about my installation, May i ask that how to confirm if that gmax script has been replaced correctly? Or i can cross check it by a comparison with your screen-shots. Thank you!*:blush:

    Yours,

    -- Raymond


    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    1 hour ago, Raymond7cn said:

    Dear Jason, I'm still a bit concern about my installation, May i ask that how to confirm if that gmax script has been replaced correctly? Or i can cross check it by a comparison with your screen-shots. Thank you!*:blush:

    Yours,

    -- Raymond

    image.png.459eef32f09308cc210399cc775c98a0.png

    If the gmax script is installed correctly you'll have the option to choose between SDoutput and HDoutput. *:)

    If the script hasn't been installed correctly, the "select for Zoom5:" area won't be there.

    And then, when the script is installed and you want to export HD content, you have to make sure you have HDoutput selected in both gmax and 3ds max.

    • Thanks 3

    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    While trying to match the color of mentalray sun and MR shadows in Vray, I found that the quality of the MentalRay shadows was horrible so I did a little digging and found that bat4max softened the shadows too much.

    shadowsoftnedsss.png

    Modified BAT4MAX rendering time: 0:17

    Default BAT4MAX rendering time: 0:17

    I'm going to modify the script so I don't have to change the value manually.

    • Like 2
    • Thanks 1

    Discord: JLeCoultre#9124

    My Simtropolis BAT Thread

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    That shadow softness was purposefully chosen, since it would have sharp shadows for details, and fluffy shadows further away, which is more compatible with gmax's fluffy shadows, and the real life shadows of tall buildings which do spread out like that as they go further away.

    • Like 1
    • Thanks 3

    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Hi there, I'm new to batting, so I have a small problem.

    Tried to make 4x4 tile size building and when I'm rendering it, it seems to me, that the preview is too big. On zoom 5 around 2k pixels (full screen on 2k monitor...), on zoom 1 it's so big, that the preview is reduced 32 times to see it... And rendering it my crash the program...

    Is it normal? I've attached the preview that I get on zoom 5.

     

     

    4a.png

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    It's very difficult to put the preview into perspective size wise, because that detail is not part of a screenshot.

    However, when modelling, you can't simply drag out objects and hope it will work, you must work to some sort of scale. For example, how large in meters did you make one of the walls? If you can't answer this question, then you must have skipped the basics of learning how to model. Trust me, gMax (SC4 BAT), 3DS max and the like are not akin to something like Word or Excel, you won't get far using trial and error as an approach for learning. You need to go through some tutorials and understand the basics of using the Application before you stand much chance of producing anything with it.

    Personally, I started with the Tutorials for gMax, note this is not part of the Application download, but can be found on the same page at TurboSquid as it. This is some of the best documentation I've ever read for a complex computer program, whilst it's not much use for making SC4 Models, learning the basics of gMax is made very easy by following through the first few example models. Note that SC4 BAT is not an application, merely a set of scripts for making SC4 compatible models using gMax.

    Whether you start with the gMax stuff or not, there is no better guide to the basics of modelling for SC4 than the following:

    • Like 1
    • Yes 1
    • Thanks 3

    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Figure I'll finally try this Gmax stuff out (I have never used it before and have no idea what I'm doing), so if I were to try to create a lot of a nearby building, what do I need to do? Would it be best to start with a building that is not W2W?

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Is there a way to apply texture to only one surface like a box and not the entire box?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    If anyone can show me how to use Gmax, I have zero clue how to use it and would like to try making a small W2W lot I drive by a lot: 

    image.png.77df784ae1bb8112e41bd23d7eb43325.png

     

    I have no idea how to even start, never used anything like these BAT programs before...

     

    Thanks

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    In the Material Editor, click "New", and then, instead of "Standard", choose "Multi-Material".

    This will create a material which you can put other materials inside. You can see that there is an "ID" column, which each sub material having an ID. These ID numbers are what control which sub material appears on what part of the object.

    So, apply this material to an object. The object should be an editable polygon. If it's not already one, then right click on it and go to "Convert to:" and then select editable polygon. Then, inside of the editable polygon select a face, and if you scroll down the right pane menu, eventually you get to an area labeled "Surface Properties", and in there there's a little box for selecting the Material ID of that face. By default it's 1, but you can change that to any number, and the corresponding material in the multi-material will appear there.

    In order to control the uvw mapping separately for each texture, you can take note of the "map channel" option, which is found in both the bitmap (your texture image), and also the uvw map modifier. It's always set to 1 by default, but you can change it to 2, etc. so that you can have multiple uvw map modifiers on one object, controlling different textures. It's the same concept as the material ID.

    Hopefully that makes sense. You can google "gmax multi-material" to get some tutorials although the first few that I clicked on weren't perfect, but they do have screenshots at least.

     

    Alternatively, you can just detach the part into a new separate object. You can do this by (again, it needs to be an editable polygon), selecting the face and then finding the "Detach" button in the right pane menu.

    Sometimes I detach things and sometimes I use a multi-material. Sometimes I'll start with a multi-material when doing the initial modeling (to get some approximate materials) and then detach the different bits later when I'm working on texturing. I almost always use multi-materials for windows (the frames being one sub material and the glass being another), and I also usually use multi-materials if I'm modeling panel lines or mortar lines into the BAT.

    • Thanks 1

    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Hiya @deanva, In addition to @Jasoncw's essential tips, May i suggest unwrap UVW as well, I usually use this method to deal with complicated cases, You can get enough tutorials of it on Youtube, and also this:

    https://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax

    I wouldn't recommend it when the very beginning of modeling, @Jasoncw's tips above are enough for most of models in game's perspective. I hope it helps in your future works.*:blush:

    Sincerely,

    -- Raymond

    • Like 1

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Hiya Rott, As @rsc204 has recommended above:

    On 10/28/2020 at 11:18 PM, rsc204 said:

    Whether you start with the gMax stuff or not, there is no better guide to the basics of modelling for SC4 than the following:

    I still think it's the best of tutorial for BAT even though i have used 3ds max for modeling now, and you can look through this one (i tinkered some missing parts*:blush:) for a reference. You can find doc and pdf versions there, i hope it helps.

    Sincerely,

    -- Raymond

    • Like 2
    • Yes 1
    • Thanks 1

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    7 minutes ago, Raymond7cn said:

    Hiya Rott, As @rsc204 has recommended above:

    I still think it's the best of tutorial for BAT even though i have used 3ds max for modeling now, and you can look through this one (i tinkered some missing parts*:blush:) for a reference. You can find doc and pdf versions there, i hope it helps.

    Sincerely,

    -- Raymond

    Hmm, I didn't see this guide before, I will look through it, thanks

    • Like 3

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Hello everybody.
    Where can I find the BAT program?
    I search everywhere in google but I've not found a good download.
    I hope to fin it inside the tutorial thread, but there's not even there.
    Many years ago I had it, but the pc I've used is not working anymore
    Thanks for your help.
    Bye
    Ugo

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Hiya @Ugoldrake

    All resources relevant to BAT has been elaborated in @Jasoncw's thread, You can find them out in the first paragraph: "1. GETTING STARTED GUIDE":

     

    And most of them (except gmax and 3ds max) are in this link:

    https://community.simtropolis.com/sc4-maxis-files/

    I hope it helps.:}

    Sincerely,

    -- Raymond

    • Like 3

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Hello,

    I use Gmax and BAT to create my buildings under simcity4.

    To test an other software to create building, I want know if it's possible to create export Gmax file in ".gmax" extension to "3dsmax" or "stl" extension ?

    I want test to export my work in "stl" to print it with a 3D print .

    Thanks for your help

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    56 minutes ago, pierrebaptiste said:

    I want test to export my work in "stl" to print it with a 3D print .

    I don't know of any way to make this work. Bear in mind gMax is a 20-year old application that was never intended to have the advanced features of it's commercial sibling, 3DS Max.

    I do use a tool to convert models from gMax to 3DS Max, once in 3DS Max, you can export it to any format that it supports. FFG is a set of tools created by the MS Flight Simulator community, but works just fine converting with anything from gMax to work in 3DS Max. It has some quirks but get's the job done.

    • Like 1

    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Where is there a good BAT tutorial in making things like road signs with photos or even a video? The tutorial by MandelSoft has the illustrations missing?

    Screenshot (25).png

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    You can export models using the quake .md3 extension Plugin to Blender (an open source Modeling suite). Be sure to use an earlier version like 2.79b

    Link: https://www.blender.org/download/previous-versions/

    I have some saved to my computer but since they are not my items I will only share if permission is granted.

    For now here are some links to the items for the scripts...

    Exporter for Gmax to .md3 = (http://pages.videotron.com/browser/)

    I don't know the exact link but to get the models into blender 2.79b you could use a script like this one.

    .md3 Importer into Blender 2.xx = (https://wiki.blender.jp/Extensions:2.6/Py/Scripts/Import-Export/MD3)

    @pierrebaptiste Please let me know of any issues. I should be able to help.

    image.png.1fa68f60d7cecb6612bb9cdce238659b.png

    A you can see... the .stl format is listed here for Blender 2.79b. I use this one since it can export into .3ds which is useful for NAM projects.

    -eggman121 (NAM Team Member)

    • Thanks 1

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections