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Need some help first BAT!

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I'm working on my first BAT and I'd like to pick everyone's brains. I'm really in the thick of it here and have a lot of questions that I haven't figured out on my own. 

This is an overhanging 1x2 left corner lot. I angled it to fit against FAR--2 networks. 

image.png.dafce227f36e88db9382da23478f4d40.png

image.png.a3dabdce6f7df6eaec7c226c1d84a7f5.png

Can  I improve on anything based on the screengrab?

How do I go about texturing the windows in Sketchup? (or in general?) 

How far offset do I have to center the project to achieve the overhang, and...

What is the process to convert the model to a prop to be used as an overhanging building? 

Does anyone know a way to convert .skp files to .3ds, outside of sketchup? I'm using a free version and don't have access to pro.

Am I completely out of my depth considering this is my first project??

If you can answer any combination of these questions please let me know! I'm grateful for the support on this site and eager to build lol.

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On 16.7.2020 at 7:10 AM, Sloppyjoemess said:

I'm working on my first BAT and I'd like to pick everyone's brains. I'm really in the thick of it here and have a lot of questions that I haven't figured out on my own. 

This is an overhanging 1x2 left corner lot. I angled it to fit against FAR--2 networks. 

image.png.dafce227f36e88db9382da23478f4d40.png

image.png.a3dabdce6f7df6eaec7c226c1d84a7f5.png

Can  I improve on anything based on the screengrab?

How do I go about texturing the windows in Sketchup? (or in general?) 

How far offset do I have to center the project to achieve the overhang, and...

What is the process to convert the model to a prop to be used as an overhanging building? 

Does anyone know a way to convert .skp files to .3ds, outside of sketchup? I'm using a free version and don't have access to pro.

Am I completely out of my depth considering this is my first project??

If you can answer any combination of these questions please let me know! I'm grateful for the support on this site and eager to build lol.

Instructions are available on the Internet.
Sorry I don't have the link anymore.
Despite all my efforts, it didn't work.
Maybe I was just too stupid........*:8)
In my opinion, it doesn't really work without a full pro version or a 30-day trial version.

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On 16.7.2020 at 7:10 AM, Sloppyjoemess said:

How far offset do I have to center the project to achieve the overhang, and...

I'll try to explain it.
1. You need to know which part should overhang.
2. The other, remaining part is then centered. Example: 4 fields = 32x32 meters is the part on the LOT, the rest should overhang.
So the four fields must be centered.

3. So it's very easy. Think away the overhang and center the rest......

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On 16.7.2020 at 7:10 AM, Sloppyjoemess said:

How do I go about texturing the windows in Sketchup? (or in general?) 

Very simple, find a cool glass texture on the web that you like.
Then texture the windows with it, just like you textured everything else.
Then set the opacity of the texture under Edit material. A value around 50-60 percent has proven itself for me.
If you want night lights, follow the tutorial in the forum.
You cannot do this in Sketchup.

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The Sketchup viewports won't give you a good indication of what the building will look like in-game. 
Only preview renders in SC4BAT gmax or Max will give you the proper insight.
What might look deceptively good in the viewport might be awful looking when ported into the game, so using the viewport will only get you so far.

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ldrxcth.jpg

GOOD TEXTURES ARE MADE, NOT FOUND.
(I get tired of saying that in BAT threads.)

"Never keep up with the Joneses. Drag them down to your level." - Quentin Crisp
"I believe in talking behind peoples' backs. That way, they hear it more than once." - Fran Lebowitz
"Ordinary morality is for ordinary people." - Aleister Crowley
"No one ever said on their deathbed, 'Gee, I wish I had spent more time alone with my computer.' " - Dani Bunten Berry

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    Thank you both for your tips about textures. I'm running into issues when I export the model as a 3ds. What might be causing all the textures to be removed? I've exported using the same settings and achieved success. 

    image.png.af2645dc9076b04bbb4dfde695bd9f74.png

    image.png.6b2125946f90e4319f93865e09fa2bb8.png

     

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    You have a white side and a blue side in Sketchup. The blue side is not shown when batting in Gmax.
    Your model must be displayed completely white in Sketchup. Just put the view on monochrome in sketchup and you will see it.

    So you have the blue side to the outside and this textured. Everything looks normal in Sketchup. But since Gmax does not show the blue side, the textures seem to be "missing". But it is just not shown.

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    Looks normal

    normal.jpg.d1e9c70ad96e4b8d9a4fd42383f151e5.jpg

    But all darker sides are invible in B.A.T

    Turn it into white

    invisible.jpg.05377ee2366e2427c0497f859a2d3372.jpg

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    Ah. That explains a lot. I can reverse all the faces, but I will need to reapply all textures individually. From what I'm reading, it seems there is no way to batch apply materials to both sides of a face. I might abandon this particular project if I have to retexture the entire thing. But thank you for that piece of info! I'm sure it will save me grief in the future. Lol :) 

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    7 minutes ago, Sloppyjoemess said:

    From what I'm reading, it seems there is no way to batch apply materials to both sides of a face

    Even if you texture both sides in sketchup, only the bright, white side in B.A.T. shown.
    You can set in Gmax that both sides should be shown, but it does not work with models from Sketchup.

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    4 hours ago, WolfZe said:

    Even if you texture both sides in sketchup, only the bright, white side in B.A.T. shown.
    You can set in Gmax that both sides should be shown, but it does not work with models from Sketchup.

    From what I understand it's often preferable to model in sketchup and then texture the model in SC4BAT, avoiding having to redo things that get lost in the conversion to .3DS format.

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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.

    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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    Lots happening. I have a viable sc4model! Thanks for the advice about reversing faces, I reworked a previous version and now it's ok.

    I'm stuck at the lotting phase. After a struggle getting LE to work, I don't know how to use it. The conventional instructions aren't applicable to overhanging builds, correct? 

    Does anybody know of a tutorial for lotting overhanging buildings? I have scoured and I can't find any. (only dead simpeg links) Also, I've never lotted an orthogonal building before either.

    Can't wait to get the hang of the process... til then, thanks everyone!! :) 

    image.png.00b8df114ca7fce4450791e83f4155fc.png

    intlprev.png.9808fa82aba9d927736a3c1c66fa17ec.png

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    Hi, your work looks great! Angles and Overhangs aren't hard at all! You may have to move the prop around a few times to get it perfect, but the basic process is simple. Here is how I do it.

    First create a regular, no-wealth prop exemplar from the sc4model in SC4 PIM. Then use a 'blank' model to create a Ploppable CS Landmark (or whatever), create a lot from that building exemplar, and put the building prop on that lot. It's easier if the prop has dimensions planned to match the 16m grid. Also you'll need to find and understand directions for setting capacity.

    Each sidewalk tile in the default base texture is 1/10 the 16 meters. Setting W2W models 2 tiles from the road is standard. You can make this match easily on the ortho sides of the model. Experiment with the other sides.

    By the way, you'll probably also want to remove the sidewalk texture around the building before final render.

    I made a similar BAT/lot here which isn't perfect but illustrates the technique - examine it if you like:

    https://community.simtropolis.com/files/file/31471-fab-diagonal-industrials/

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    Hey, everybody. Thanks for the help. I've run into another wall on another project lol.

    This time it's an error message in BAT. I haven't encountered this one yet. I even had previous versions of the file working. What might have set it off? 

    The draft looked really good and I'd love to get it out there for real. see below

    Sorry for all the noob questions. I am a noob though :(

    image.png.4eaa883342eeb4eb0bb1c5c146006b1c.png

     

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    What error message?
    If it previously worked with the same file, the best way to find the bug is to look at what you've changed since.

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    Sorry--I meant to include originally.

    image.png.dd15a5e7d627590d7a81afaf0a748748.png

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    As WolfZe said, you'll need to back up to the version that worked in order to understand why it's breaking.

    I try to save lots of new copies of Gmax files as I work, since it's a little unstable sometimes.

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    Wolf---thanks again for steering me in the right direction. The issue was some of the signage. I'll have to go back and reimport as jpeg. I will sleep tonight!

    Golden advice CT. I save a new copy very hour. I know that I'm a noob and that I never know what I'll break. Lol :) 

    Here's what it looks like! minus awnings

    What do we think of the roof? tried something new

     

    gunhill.jpg

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    37 minutes ago, Sloppyjoemess said:

    think of the roof?

    It's not my job to rate anything. For me personally the roof would be too "restless".
    SimCity is the land of roofs. The more you take the leisure to deal with the roof, the more beautiful the building looks. I don't always succeed ........*;)
    You usually put too much work into the facade, which you can hardly see, in contrast to the roof.

    Especially in small buildings

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    I would consider reducing the contrast on the roof texture and darkening it overall.

    The seams could be less dark in relation to the main surface.

    To work with custom sidewalks, you can remove the flat tiles around the very edge of the building.

    It really looks fantastic overall. That's a 2x2 base footprint?

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    Noted, Wolf. I'll definitely put more scrutiny into my roof junk. Perhaps I'll add more to exaggerate. The maxis buildings are filthy with ducts and pipes and whatnot.

    Thanks for the kind words CT. Trying a new texture that's less "loud" haha

    It's a 2x2 footprint for FAR3, see below

    image.png.82c2773b4cad834d26787660ddd8b040.png

     

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    6 minutes ago, Sloppyjoemess said:

    Noted, Wolf. I'll definitely put more scrutiny into my roof junk. Perhaps I'll add more to exaggerate. The maxis buildings are filthy with ducts and pipes and whatnot.

    Thanks for the kind words CT. Trying a new texture that's less "loud" haha

    It's a 2x2 footprint for FAR3, see below

    image.png.82c2773b4cad834d26787660ddd8b040.png

     

    By the way, Bob Marley and the Wailers is just the right music for relaxing roof designs .....*;)

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    Yeah, I like to listen to Bob when I "relax". Lol

    Here's the new roof.

    Bonus points to whomever can tell me how to generate HQ screengrabs of model files.....

    image.png.4d5e715a489697a2653fac90455bef8f.png

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    13 hours ago, CT14 said:

    I would consider reducing the contrast on the roof texture and darkening it overall.

    Solid advice. I did just that and it's at a point where I think I'm ready to release.

     

    13 hours ago, CT14 said:

    To work with custom sidewalks, you can remove the flat tiles around the very edge of the building.

    Removed sidewalks from the side edge, but not the front. The building is set back 3 ft from the edge of the FA network. Would you suggest doing this differently? Maybe to avoid confusion among textures I should avoid a similar setback on that side in the future. Idk we'll see ha

    I've converted the sc4model to a no wealth prop in PIM but I'm a bit stuck now as I don't know how to find and select the prop once I'm in LE.

    Your recent angled builds are looking fantastic, by the way CT. Genuinely stoked to use them in my game. Creating prop families to generate diversity is an ingenious idea too.

    I'm taking notes!!

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    I'm glad the texture changes worked out. I always have to darken my textures quite a bit to compensate for the in-game brightness. If not in the pre-processing step in GIMP, then by using values less than 100 for diffuse map bitmap textures, while setting the ambient/specular color to black.

    Removing the ortho sides from the baked-in part of the model sounds like a good compromise for the sidewalks.

    There is a 'Props by Name' list in the asset window in PIMX Lot Editor. Your prop will be in alphabetical order there - but only after you relaunch PIMX so it can read the new prop exemplar...

    Since the names tend to propagate all the way from the Gmax files, I try to name my Gmax like "CT14_Final_Project_Name_00.gmax", and the prop name eventually ends up like CT14_Final_Project_Name_23_0x0123abcd.sc4model. Then I can find all my props easily without editing every single exemplar to fix names.

    Oh, and HQ screengrabs should be possible using the BAT render preview windows? windows+shift+s to copy a part of the screen to clipboard on Win10 - can paste directly to posts here.

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    Everything is looking great! They remind me a lot of Don Miguel's BATs.

    To add to the posting images thing, when you see buildings posted here they're either screenshots of the preview renders, or they're screenshots of the building in the game. There's not a good way of looking directly at the exported building, except for putting it in the game.

    Your roofs overall are looking good. In general with your textures I would just check how they are in the game. This will give you a better idea of the contrast and brightness and colors and stuff. And you don't need to export in order to see it in the game, you can do a preview render, and then copy and paste the screenshot of your preview render into screenshots of the game in photoshop. You'll want to do this a lot, because right now you're new at BATing and it'll take a little time to develop an intuition for the game's colors.

    Also for roofs, many BATers add what I call "eyeliner" to our roof textures, where you trace along the edge of the roof line and any objects on the roof to make something that's like a mix between grime and ambient occlusion. The Maxis buildings have it, and my buildings also have it, along with many others. Sometimes it can be subtle enough that you don't notice it, but it makes a big difference. I do it by taking a screenshot from the top viewport, copying and pasting it into photoshop, and then applying it using a planar uvw map. I don't know what kind of texture mapping options are in sketchup though. It looks like you're physically modeling in the grime and stuff on the roof?

    Also, you might have read before about scaling buildings vertically 133%. It compensates for the squashing effect from the game's camera view.

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

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    Amazing quality out there :thumb:Always need some more oddly angled stuff

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    ANARCHIST !

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    As promised..... I'm hung up again. lol

    Is it supposed to be an ordinary prop, or a building as prop? And then, how do I open it within the PIMX lot editor?

    I think this is my last big hurdle. Thanks in advance!

    image.png.0ea30c4071072397d3f3be1685306095.png

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    I do them as Ordinary Prop, No Wealth. Then you can just use them however you like on lots, along with a Blank-based Building exemplar.

    After you create the Prop exemplar, it gets saved to your plugins folder, you relaunch PIM-X and it should be available as a Prop, if you included the root of your plugins folder when launching PIM-X.

    Naming your prop file is important for finding it in the Sort by Name list. I try to make sure my model files in Gmax already have the desired result name so I can find my stuff later in the process without fiddling with the name values - e.g. CT14_W2W_Something_00.gmax eventually becomes a prop named CT14_W2W_Something_15_SCALED or whatever.

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