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GMAX BAT Export Failed! Code = 6

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Hello, guys. It's my first time posting here.

So I've been getting this error whenever I try to export a large BAT.

I've noticed that it only happens with large objects and not with small ones. So I'm not sure if Gmax BAT has a limitation or something.

Does anyone know why this error happens? Or if there's a limitation in the size of the buildings?

My model (just volumes right now) dimensions are 172 m x 130 m at the base and 500 m high.

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Posted:
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If you scale it down to 10% of its current size does it still give the error?

Also, did you make this in gmax or import it from another format? It's easier to solve these sorts of problems if it is a native gmax model.

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  • Original Poster
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    Hi, there.

    Yes, if I scale it down to 10% it does export. And yes, I modeled everything in Gmax.

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    That's good to hear that it will export at a smaller scale. I'd try scaling only the X and Y next, to see if you can get it to work at full height (Z).

    If it's possible to break up the model into several BATs to reduce the very large footprint, that would be the next step (assuming full height works at all).

    And yes, Gmax is known to have some limitations in this area.

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  • Original Poster
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    Alright, so I did several tests scaling the model down in X and Y.

    I scaled it down to 10, 20, 30, 40, 50, 60, 70 and 80 percent and it did export successfully in all those with full height (Z).

    However, when I rescaled it down to 90 percent it failed and gave me the same error.

    As for breaking the model in several pieces, I have a question about this: does this mean that I'll have to export this several pieces as props and then join them in the Lot Editor?

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    Posted:
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    Great! Yes, you can possibly do it in just 2 props from what you've described.

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  • Original Poster
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    Alright, thank you very much.

    Just one last thing (I'm not sure if it belongs to this thread): I've heard about BAT4Max for 3ds Max, so if I do the BAT there would I have this same problem if I export the BAT from there since I have to export the LODS from Gmax BAT?

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    Yes, quite possibly it is a problem with the LOD size. For what it's worth, newer versions of 3dsMax since 2013 have their own rendering problems. If you can find an old version, 3dsMax 2010-2012 is best.

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    Usually what someone will do is cut the model vertically into two (or more) pieces. However, that's only necessary for very large models. In essence, there is a hard limit to the number of textures you can fit into an SC4Model file. The render is made up of 256x256px textures and if you exceed the limit for how many textures are needed, that's one reason for the Code 6 error. However Code 6 is a generic error, although given the testing you've done, I would be very confident it's the size here that's the problem.

    Note that SC4 doesn't use 3D models, the LOD becomes your model and the textures which are pre-rendered then get applied to it. So switching to 3DS Max is not going to help you any, because to export the LODs, that part of the process must take place in SC4BAT. Where inevitably you'll again get the same Code 6 error. Even if you could bypass that, you're still running into the same basic limitation. That said, if you've a vaguely modern PC, the major benefit to 3DS Max is both the render quality and the ability to more fully utilise modern hardware during the render process.

    53 minutes ago, CT14 said:

    newer versions of 3dsMax since 2013 have their own rendering problems

    This is only sort of true. Most of the newer releases will require some patches/workarounds, but so far as I know, you can still get all versions to actually work at this point. Beyond 2014 you might experience a fuzziness around the edges of the BAT, where the alpha channels aren't ideally cut from the image. This could be fixed with some manual work after rendering too, it's also not the end of the world for everyone either. If you are relying on a Student Licence version of 3DS Max, you won't be able to use anything much older than 3 versions back.

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    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.

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  • Original Poster
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    Thank you both for your replies.

    2 hours ago, rsc204 said:

    In essence, there is a hard limit to the number of textures you can fit into an SC4Model file. The render is made up of 256x256px textures and if you exceed the limit for how many textures are needed, that's one reason for the Code 6 error.

    I'm not sure if I understood this well, but how do I know how many textures I can have in my model?

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    Posted:
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    I don't have a specific figure I can give you, but even if I did, there is no way to translate the number of textures into some sort of value that is helpful when modelling. It's simpler just to know that when the model is too big, it can not be exported as a single object. Although essentially both are explanations of the very same problem.

    • Like 1
    • Yes 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.

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  • Original Poster
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    Alright, thank you. I'll see how to split my model.

    And also thank you for the info about BAT4Max. I'll also see if I can get 3ds Max 2012 or if I can make BAT4Max work on newer versions (I already have student license for 3ds Max 2016 and 2018).

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    Posted:
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    Good luck, we are looking forward to seeing it!

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