Jump to content
zporp

Lot editor problem importing after PIM

4 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

When model/building is used in lot editor another model is shown. 

I started with creating the model with Blender and then exported as OBJ, so I can convert it with pCon.planner STD from OBJ to 3DS. Thereafter Import the 3DS file to B.A.T and make a simple BAT export. 

The renders looks ok when BAT is exporting the house. 

in SC4PIM All looks good when importing model to "unknown" as test. There is a "warning" symbol if that mean anything?  See picture below.  (Also tried other categories with similar results "other models shown instead in loteditor" )
636add4636ec9_loteditorbugg1.png.aaa9c3b2190bf68dc09dc7a134bc8c00.pngIn

 

 

In the Loteditor another model is shown when building is picked. On the right side you can see the measurment for the building but in the preview a small little box is seen instead (different models shown depending on category picked in PIM). See picture below. 
636add4422bda_loteditorbugg2.png.9530cdfdf3ae3d40bc6195a681bc80e5.png

 

I've tried both SC4PIM.lnk and SC4 plugin Manager.lnk.

What could be the issue here? 

Let me know if any further information is needed or anything is not clear enough.

Thanks in advance! 


Have a great one! :)

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 08/11/2022 at 11:56 PM, zporp said:

in SC4PIM All looks good when importing model to "unknown" as test. There is a "warning" symbol if that mean anything?

Why did you choose to use unknown?, I'm not sure what the purpose of such a category is, but it certainly doesn't create a functioning Exemplar, hence the warning symbol.

Assuming in your other tests you are using a valid Exemplar category, such as the various wealth Res or Com types, then the 'link' between that Buildings Exemplar and the Building upon a lot should be correct. That link consists of a TGI ID, 3 groups of 8 digits in Hex format, 0x5DA0E817, 0xAFEE1535, 0x001100000 in this case.

So the first thing that tells me is that you have either been manually altering IDs or failed to correctly install a necessary patch for SC4BAT, the BAT Texture Problem Fix, which can be found here. I know this because the Instance ID or third part of the above would otherwise always be 0x00030000. So I'd start by installing that, then re-exporting the model with a new ID. Note this ID forms part of the filename of an SC4 Model as exported by SC4BAT.

When you open SC4BAT a new project is created, this is the point at which a unique ID is generated for your model. Conversely, if you open an existing project, the ID will not subsequently change, so to re-export an existing model with a new ID, you must start a unique project and import your old scene to that. You should also avoid ever using the same project file to render more than one different model, because doing things this way will end up with duplicated (conflicting) IDs.

I suspect somehow you have more than one model with the same ID, which would explain why the preview and the LE preview objects don't match. 

  • Like 2
  • Thanks 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
  • Original Poster
  • Posted:
    Last Online:  
     
    On 2022-11-10 at 2:12 PM, rsc204 said:

    Why did you choose to use unknown?, I'm not sure what the purpose of such a category is, but it certainly doesn't create a functioning Exemplar, hence the warning symbol.

    Assuming in your other tests you are using a valid Exemplar category, such as the various wealth Res or Com types, then the 'link' between that Buildings Exemplar and the Building upon a lot should be correct. That link consists of a TGI ID, 3 groups of 8 digits in Hex format, 0x5DA0E817, 0xAFEE1535, 0x001100000 in this case.

    So the first thing that tells me is that you have either been manually altering IDs or failed to correctly install a necessary patch for SC4BAT, the BAT Texture Problem Fix, which can be found here. I know this because the Instance ID or third part of the above would otherwise always be 0x00030000. So I'd start by installing that, then re-exporting the model with a new ID. Note this ID forms part of the filename of an SC4 Model as exported by SC4BAT.

    When you open SC4BAT a new project is created, this is the point at which a unique ID is generated for your model. Conversely, if you open an existing project, the ID will not subsequently change, so to re-export an existing model with a new ID, you must start a unique project and import your old scene to that. You should also avoid ever using the same project file to render more than one different model, because doing things this way will end up with duplicated (conflicting) IDs.

    I suspect somehow you have more than one model with the same ID, which would explain why the preview and the LE preview objects don't match. 

    Thanks for the answer! 

    I tested unknown incase it would do any difference, but I also tried the Wealt res, "props as building", park and so on before. 
    There was alot of tries and errors, so yes there is some couple of models with similiar names unfortunally.  

    About the patch could probably be the reason since I've not installed that one. Where exactly do I put these files? *:???:

    I suspect that I now Install the patch, then start a new project with a new fresh "name", import the model, export as Bat. and the problem hopefully is solved?

    Have a great one!


    Have a great one! :)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    On 2022-11-10 at 2:12 PM, rsc204 said:

    Why did you choose to use unknown?, I'm not sure what the purpose of such a category is, but it certainly doesn't create a functioning Exemplar, hence the warning symbol.

    Assuming in your other tests you are using a valid Exemplar category, such as the various wealth Res or Com types, then the 'link' between that Buildings Exemplar and the Building upon a lot should be correct. That link consists of a TGI ID, 3 groups of 8 digits in Hex format, 0x5DA0E817, 0xAFEE1535, 0x001100000 in this case.

    So the first thing that tells me is that you have either been manually altering IDs or failed to correctly install a necessary patch for SC4BAT, the BAT Texture Problem Fix, which can be found here. I know this because the Instance ID or third part of the above would otherwise always be 0x00030000. So I'd start by installing that, then re-exporting the model with a new ID. Note this ID forms part of the filename of an SC4 Model as exported by SC4BAT.

    When you open SC4BAT a new project is created, this is the point at which a unique ID is generated for your model. Conversely, if you open an existing project, the ID will not subsequently change, so to re-export an existing model with a new ID, you must start a unique project and import your old scene to that. You should also avoid ever using the same project file to render more than one different model, because doing things this way will end up with duplicated (conflicting) IDs.

    I suspect somehow you have more than one model with the same ID, which would explain why the preview and the LE preview objects don't match. 

    I found where to put it!

    Place the file into your GMAX scripts directory (typically located in C:\\gmax\gamepack\bat\scripts\, if somebody have the same issue.  (https://www.moddb.com/games/SimCity-4/downloads/SimCity-4-bat-texture-fix)
    (make sure to only use ModelNames.ms and NOT use ._ModelNames.ms. Gmax will crash) 

    Works fine in the lot editor now. Big big thanks rsc204!! :party:


    Have a great one! :)

    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