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hkabat-forum-threads SimFox Construction & Research
fabfab replied to SimFox's topic in SC4 BAT & Lot Workshop
jackel.22 > I don't think that there are a lot textures at all. To me it looks like well-set materials, which looks a lot better, of course... -
Forces of Light and the Geometry of Shadows
fabfab replied to SimFox's topic in SC4 BAT & Lot Workshop
Great! That's what I needed - thank you so much, mate! I'll use a NightLib right on the next project... OMG, this will save me lots of time adjusting lights for faking Night-Windows. And they will even look better - HOORAY! -
Long time no see... *cough* Here are some teasers for my upcoming work. The ultimate RG-Propaganda-Central! ... seems like the Rcombination Group evolves into kinda regime or some authoritarian government. Note that I used SimFox's customized IESun/Sky CameraRig the first time in this one. For the next 2 weeks from tomorrow on, I will be offline and gone. But I will have my desktop with me as I need to work with it, so I think I'll come up with some finished projects after that... Have a good time, y'all x Fabian
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Yea, I know about the special shadows and lighttypes for MR. Just off topic: I found out that I need to completely disable Area Shadows in Rendering-Settings to boost the Rendering-Time to 1/3 with MR (other shadows applied, of course)..! I guess I have to thank you for sharing your knowledge in the Forces Of Light-Thread, without it i had never found out... Normal Preview Render in all Zooms and user-perspective worked fine. Sample: I went on exporting that thingie using MR-Renderer without any lights except the BAT-LightRig at all and here's the result: I still have no clue what was the reason for the error, but I keep getting it. Now I will set up the new Rig using Sky/Sun. I assume that this has nothing to do with my issue, but it will look fantastic on future projects, i guess edit Oh and i forgot: A Night-Library Tutorial would be fantastic..! Thanks so much!
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version of MAX type of lights used: default, photometric (which), other type of shadow assigned to the light (to each type) rendering engine used (Scanline, Mental Ray, other) rendering setup ( AA, Indirect Illumination) were any night Windows used with any preffix/suffix (nite/night ect.) was Night Library used any other settings differing from absolute default in max > 1: 3DSM 8 > 2: default > 3: several combinations, but only 2 types - Area and Adv. RT > 4: At that time i tried Scanline, but MR failed, as well > 5: AA default setting but disabled for maps > 6: No NightWindows (due to max8-bug), but nitelite_Lights > 7: No Night Library, I don't know how to set up one (though I really want to! ) > 8: Nothing special I could think of, except a envi-map (jpeg of some sky/clouds) and several materials I set up (but nothing too odd, just some bump-maps, raytracing materials and/or facettes enabled) Meanwhile I finished 1 render with default scanline which yielded in a color-checkerboard-like building. I merged the model without any lights to a clean scene and am now rendering with MR-Renderer (still in progress) just to check if the model is corrupt. Thanks for sharing your knowledge on skies and lighting! I got your Sky-Setup from the STEX and will try using it on the next project. But still I couldn't find a thread which explains how to actually set up any Night Library and how to work with it. Would you mind explaining how to do that? Do I need to add materials with a nite_ prefix and assign them to clones of my geometry? Or whats the deal about that? Thanks again, mate!
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Sorry, haven't tried it in max8, but I can say so far that I used the boolean right, I guess. I'll try it the next days again!
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Yea, I have thought of that, as well! Along with SimFox's Self-Illuminating Nightmaterials this would be a solution for the missing Nightwindows (and even looks better with a falloff that allows more variety on lighting-levels)... I rendered my model that caused the problems i described above, using some night-materials that illuminate. I'm not sure if it works, but I'll have a try ingame now...
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hkabat-forum-threads SimFox Construction & Research
fabfab replied to SimFox's topic in SC4 BAT & Lot Workshop
I absolutely must second that. See, I dropped into the SC4-Community just a few weeks ago. I bought the game this year (yea - believe me, or not - 2007!) and since I am a big fan of the modification of it. After having started to BAT i rarely play the game anymore. It's unbelievable how much creative and analytical power this game sets free at so many people. And your work (on BATting and scripting and analyzing the structures behind it) is simply (along with some other fellas) the best ***** i've seen on game modding out there... Err, what I wanted to say is just 'Thank You' for so much input and inspiration // edit: oh yea, and keep on posting your postcards - i love them! try some clay-renders, those would definately look gorgeous on your projects! -
Hi again! I'm stuck on the nitelite_ problem with 3dsmax8... The last time I used the prefix on lights, everything worked pretty well (on the RG comm center found on the STEX)... Shadows were done using a combination of area shadows and adv. raytrace and everything worked very good (even with the omnis). At my current project I did exactly the same, but MAX delivers an error 2 right after hitting the export button. I tried deleting all the lights - and voila, everything works great. So I deleted them again without setting up any new - success. I tested to set them up, without assigning them as nitelite_s - success. So I get my lightlights to be rendered in day-view.. haha The error occurs even with 1 assigned nitelite_ :/ I'd be happy if anyone who found a solution to that issue before would post it... xx
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Version 1.0
4,999 Downloads
Recombination Group! Your services of choice in case of nuclear winter. All the RG facilities have lots (LOTS!) of antennas, satellite dishes and kilometers of cables running on them. What for? - You might ask. Now you get to know to answer... They're all part of the superduper Big-RG-Brother network that allows to watch you while you're showering. Nodes of those networks are the proudly presented Comm-Centers. Each tower features a super-villain and his white cat. Menu: (Your totally overloaded) Landmark Menu Plop Cost: 1150$ CS-$$-Jobs: 150 NOTE I'm not a good modder! If you have any trouble with this, PM me. In case you want to improve the settings of the LOT/Building, feel free to do so, but send me a message. Maybe you can help to contribute to an update on this!.. will be credited of course Have fun, Fabian -
I finished this today, and it'll be up the STEX by tommorrow, i guess... Dont worry, the LOT is just temporary to see if the model works > MarcosMX I will upload the models of the files that my go well with the SM-Project, but i don't think that i want to work on the project seriously...
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Version 1.0
3,132 Downloads
Recombination Group! Your services of choice in case of nuclear winter. The RG this time delivers a solution for all your uniform residential needs. Our service contains 3 different sizes of concrete mushrooms! The absolutely innovative technique brings us to this consequent absence of style and beauty of this creations. Feel free to bulldoze huge areas of pretty nature just to plant down those communities of spanking panels. Hi ya'll! This is my third output into the STEX. This pack contains 3 different files, one for each size. If you just want to use one of them, feel free to do so. But as they are all built in a very similar way they are a good fit to each other. I'm a bad modder, so if anyone wants to give them some use (they actually dont have any), just do so and send me a message if you like to. They're all found under the parks menu as they were intendend to copy some very natural shapes and structures. Sizes small & medium were done by using the gmax, the large size is my first attempt in 3DSM. Thanks for having a look
