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2 hours ago, memo said:

@Koonam Thanks. That is very useful information. The log shows that there is a character encoding problem for the Korean characters indeed.

To fix this, either upgrade to the latest Java version 25 (or at least version 18+), or make this change to the fshgen.bat file.

I changed the fshgen.bat file and finally render outfut file has its own data! Thank you so much Memo!

+

Now I'm trying to make SC4Model file shows up in PIM. As far as I know, SC4Model files need to be combined with xml files to be visible in PIM. But in SC4Tool file merger, I can't bring the xml file. It says 'No valid data found!' when I choose the file. Is there another way to combine SC4Model files with xml files?

or...Is there a way to make the SC4Model file visible in PIM?

SC4Model shows up well in PIM-X program. So I think I can proceed with the process of making BAT afterwards now. :) 

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Interesting project, thanks for making this. I'm a blenderhead.

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Add me on EA: IcedSonic

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I'm not a BATter by any means, but I have a technical question about Bat4Blender.  Can it create something like this?

 

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    @Kel9509 Technically yes, but it involves some manual plumbing. See for example:

    The best way to animate a windmill might be as a True3D model though, like the Maxis wind power plant, which relies on Effect Directory modding, as far as I know.

     

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    Just having a play around at the moment but having trouble with the exporting part. It comes up with this error.

    image.png.d306a0add8d849fbf33b4a537200d369.png

    I have managed once to render something properly but haven't managed to recreate this (despite essentially using the same settings). 

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    @memo Yes I do - but somethings clearly not working with it. Disabling super sampling got rid of the error message and allowed things to continue processing.

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    Well, actually, thats not true. There was no error message but while it seemed to start rendering, nothing was actually processed properly.

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    @EastChapel Please be more specific. What exactly was not processed properly and how? What BAT4Blender settings have you tried? What's your Java version? Which BAT4Blender version? Start by rendering the default cube to test your setup. If there's no error message, check the system console for logging info and potential error messages. Files are saved in the current working directory, which is the directory in which Blender was started, on my end – I don't know which folder it is on Windows, but obviously you need write permissions to that folder.

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    9 hours ago, memo said:

    @EastChapel Please be more specific. What exactly was not processed properly and how? What BAT4Blender settings have you tried? What's your Java version? Which BAT4Blender version? Start by rendering the default cube to test your setup. If there's no error message, check the system console for logging info and potential error messages. Files are saved in the current working directory, which is the directory in which Blender was started, on my end – I don't know which folder it is on Windows, but obviously you need write permissions to that folder.

    I'm using Bat4Blender 0.5.1 with Blender 5.0.1. I believe Java 25.0.1(?) is installed too.

    These are the current settings I've got.

    image.png.bb5896c89f65110f475fdbfeb60ad62a.png

    I turn off super-sampling it will render up to 6% then move on. I initially thought it hadn't generated anything but it actually generated an SC4Model file which I missed. If I try open it in Ilive reader it crashes however. I dare say I'm missing something very obvious. Appreciate the help though, it's my first real attempt at the BATing process so I'm a little over my head in this learning phase.

    Edit, I realised I didn't answer your request about the system console - very dumb question, but how do I find this?

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    @EastChapel Regarding the system console, go to "Window" → "Toggle System Console", as described in the Readme. (see also the Blender docs)

    The rest looks fine, assuming it's with the default cube. If there's no error in the console, try disabling post-processing. If that works, send the SC4Model file.

    Edit: For good measure, also check out this post from above.

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    Hi and firstly, welcome back all!!

    During the shut-down I got to do a lot of Bat4Blender tinkering which I'd like to release as soon as the restoration clouds settle. One thing I'd like to ask is, is there a way to export an animated scene, object, etc from Blender (BAT4Blender) to be able to be used ingame? (even something as simple as a blinking light). Thanks.

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    16 hours ago, Dono said:

    One thing I'd like to ask is, is there a way to export an animated scene, object, etc from Blender (BAT4Blender) to be able to be used ingame? (even something as simple as a blinking light).

    No. You'd have to render and assemble it manually like I showed earlier in this thread. Or use something like the B4B animation tool (which I haven't used before).

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    Two questions: How do you create a night scene or add night lights to the scene like in Gmax/3ds Max? Also is there a way to set up a script to batch render scenes in Blender?

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    5 hours ago, nic49548 said:

    Two questions: How do you create a night scene or add night lights to the scene like in Gmax/3ds Max? Also is there a way to set up a script to batch render scenes in Blender?

    I'm not that great with all this stuff but I hope this helps.
    In Blender(Bat4Blender) with nights there's a few options depending on what you are trying to achieve. In your Blender Scene Collection when you render your scene, lets say you render in 'Day and MN', your final product will be identical both for the day and night, apart from one obviously being in the night time and the in the day time. This is ok for a scene without lights.

    With lighting, you are best to have two folders in your Scene Collection, one called Day and the other Night. Bat4Blender will use these 2 folders to differentiate between what you see in the day or night. This way whatever is in your day scene will only show in the day time, and the same goes for the night scene. My personal way to do this is to first fully create my night scene in the Night folder, add the light emitters to their own folder (called Lights) in the Night folder. Once I'm happy with the render, I duplicate everything in my Night folder and add it to the Day folder (which was empty). Then I just delete the Lights folder from the Day folder as I don't want them to be still still on in the day. When you do the same 'Day and MN' render, Bat4Blender will render the correlating named folders into the one Model file.

    Adding lights is very simple, Blender has 1000's of YouTube 'how to videos'. At the top of Blender there's an Add tab, mid way down is Light where you have 4 options depending on what type of light you are wanting. Once created it will appear at the World Centre Cursor, move it to where you want it and on the RHS a new light bulb icon will be where the render/object/materials/etc icons are. you can adjust it's properties here. Sorry, I don't know anything about batch rendering.

    Example.jpg.bc822e3396298bf0247a72e4a58888b7.jpg

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    On 6/27/2026 at 6:00 AM, nic49548 said:

    Also is there a way to set up a script to batch render scenes in Blender?

    Yes, as of version 0.6.0 of BAT4Blender, batch processing is possible, as described in the Readme.

    On 6/27/2026 at 8:22 AM, Dono said:

    Once I'm happy with the render, I duplicate everything in my Night folder and add it to the Day folder (which was empty).

    My preference it to put the shared objects in neither Night nor Day folder, to avoid duplicating everything.

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    1 hour ago, memo said:

    My preference it to put the shared objects in neither Night nor Day folder, to avoid duplicating everything.

    Cool, I wasn't sure if I could do that, thankyou!

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