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Everything posted by rottenart
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I'm glad it worked for you as easily as it seemed to for me. I wonder, though, if this is a common issue? Has SimFox come across this problem in v5 with others' installations too? I wonder if maybe a check of the file included with the installer script should be examined. I dunno, some people seem to have got it working out of the box, so perhaps we're just special! Looking forward to seeing your BATs!
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Well, school has gotten int eh way of finishing BAT projects, but I'm looking for the time!
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Just saw this response and thought I'd chime in, though I haven't really had time to mess with my "fixed" version to test the preview render issues I discussed. As I look at it now, I actually DL'd the source files from v2.5 HD rather than v4.5 as that DL seems to have been deleted from the STEX. HERE is the link to a Rapidshare DL of the v2.6 version. That DL contains the files themselves, with no installer script. I found that if I simply navigated to the location that the BAT4MAX tool was looking for (the one in red/the one that seems to be corrupted) and replaced the file itself with the older version, the problem seemed to be fixed. I imagine that there hasn't been a change in the TB2_CameraLightRig.max file iteself, so that's why the older version works. Keep in mind that I did not alter the installation of BAT4MAX v5 itself, only replaced the single .max file. Like I said, once that's done, then the basic problem of the unopen-able file seems to be fixed.
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You mean once the preview is already rendered or before I render it? I'll open it up and take a screen shot to show what's happening... Also, when you say turn the lights on myself, does that apply to self-illuminating materials too? shouldn't they just glow by themselves?
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Well, it seems like it kept alternating between looking in the root folder with one installation and then looking in the \program files with another. Again, the issue seemed to be with the .max file itself because even when I pointed it in the right direction, it would still not find the cameras and when I tried to open the light rig .max file, there was a 'failure to open file' error. So, I downloaded the files themselves from BAT4MAX v4.5 and replaced (overwrote) the TB2_CameraLightRig.max file in the correct folder. Now it seems to be working, although whenever I preview render a scene now, It doesn't seem to give me a black, night background. The process works, but I'm not sure what the preview result is supposed to look like, so I can't tell if it's working completely. I have some areas that are semi-transparent and self-illuminating and they don't appear to be lighting up. Is the DarkNite preview render supposed to show the objects against a black background with the lights on?
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I should also add that when I open a brand new scene and try to set LTBL, I check the File>Xref Scene and the file path is in red...
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Well, I DID follow the instructions. Installed 3ds MAx fresh, installed BAT4MAX first thing. It doesn't matter which setting button I push on the rollout, day, maxis nite or truenite, it gives me the "couldn't find camera z5" error. That is with a brand new install. I mean, the instructions are not difficult... run the script, restart... And, then when I go to try opening the TB2_CameraLightRig.max file, it fails to open... which makes me thing that file is the whole problem, maybe it's corrupted or something?
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OK, so I managed to get a new TB2_CameraLightRig.max file saved, but it doesn't have a camera or light rig attached. Is there some way to just set up the default and save it that way? I think this may work. Sorry I'm such a $%&^! at this...
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Well, I'm completely stuck here. I've tried everything I can think of, but nothing gets rid of the 'couldn't find camera "z5"' and I can't open up the TB2_CameraLightRig.max at all. The file fails to open. I managed to save a new scene with that name, but it didn't have any cameras at all after saving... I've reinstalled 3ds max, BAT4MAX v5 numerous times. I would love some help on this...
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With all the problems I'm having with BAT4MAX, i'm going to tackle my plugins organization first and finish the BATing a bit later.
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OK. I tried reinstalling 3ds max and bat4max v5 fresh and I'm still getting the same problem: the TB2_CameraRig.max scene will not open. I don't know if there's a problem with the .mzp file or what. Is there a way to uninstall the bat4max without uninstalling 3ds max? I'd like to try again with v4.5 and see if that fixes it. I noticed bat4max checks for previous installations... i wonder if that will work with going to a previous version or if I'll have to go through the whole process again? It's really strange, I have tried every configuration listed and nothing seems to fix the corruption problem.
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So, I went to open the TB2Camera_Rig.max scene and it wouldn't even open up. I don't know if something I did corrupted it or what's up. I'm doing a complete uninstall and reinstall of 3ds max to try and fix the problem, but it's really bizarre. I have another question: if I can't get BAT4MAX to work properly and decide to just create in 3ds, export as .3ds, then import into gmax, will there be big problems with the things that gmax can't do? I'm thinking like lighting and reflective textures, specifically, but I'm sure there's a whole host of bells and whistles that 3ds max has over gmax. I was really looking forward to the ease of exporting directly from 3ds max, but c'est la vie, non?
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So, if I open the Xref'd scene and the camera is not there, then can I add it manually and save the scene? Or perhaps link to a different camera rig scene that does have it (I think I've seen like 4 with the same name..)? I'll try it, and let you know. Many thanks...
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OK all, I'm hoping someone can help me out here... I have followed all the installation instructions to a T: installed both gmax and 3ds max 2009 into my root folder (c:\), merged my scene with a brand new default scene, deleted TB2_Camera_Handle, and NOTHING seems to work. No matter what, I get a"couldn't find 'camera z5'" error. I've also tried setting the path to the camera rig scene correctly. It's very frustrating. Additionally, every time I delete the Xref path and the TB2CameraHandle and try to redo the LTBT, it replaces them immediately. It makes no sense to me. I really, really want the ease of BAT4MAX but I wonder if I should reinstall and then install v4.5 instead? I should say that I'm a totally beginner when it comes to BATing, both with 3ds and gmax, so perhaps I don't have the details down for what I need to do... Thanks for any help...
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Awesome, MadHatter! Thanx! Excellent, work, btw. I'm using some of your buildings as we speak! Excellent stuff!
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Hmmm. Well... I kind of need these textures I'm making...
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The OKC Team (me!) is getting close to offering its first release for critique! Stay tuned!
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I wonder if I need to alert someone to the fact that this thread is alive? Has GeoffHaw been on in a while?
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Brand new BATer, working on an OKC landmark... I have some questions...
rottenart posted a topic in SC4 BAT & Lot Workshop
Hey all. I guess I don't have to tell anyone here about the awesomeness that is creating custom content for SC4. I discovered this place not very long ago and it's all been downhill from there! I thought after looking around for some specific projects that I would dip my toes in the water and try out a BAT. I think I will actually start up my own OKC project team (of myself) so I can bring some of the cool buildings we have here to the community. In that vein, I thought I would start with a really cool LM: the OKC National Bombing Memorial; not only does it have some cool architecture and design that would look great in-game, but it has the added bonus of being a really unique nite-lighting challenge. You can check out Google Images for pics of the memorial at night and I think you will all agree that it could be spectacular in any mid-size to large city. So, with all that said, I have some questions about some BAT and Lot details that I hope you all can help me with. I have been looking at the tuts and looking around online, so I really think I'm getting the hang of gmax and creating props to create lots, so this is all about particulars. I'm sure I've missed the answers to some of these in the forums or the omnibus, so please feel free to just link me in the right direction. Ok! Dependencies: I have been using a few props from BSC and a few others, as well as my own, and I was wondering how I can check to make the list complete once I have the project complete? The last thing I'd want is to make my very first upload an inadvertent brown box! So, can I use the PIM or perhaps Cleanitol to check the packs I've used? Additionally, how do I make sure the props I'm creating get put into the final SC4 lot?Land Elevation: I noticed a parameter box for land elevation in the lot editor, and it seems as though I've seen some Lots that have high and low ground... are hills, steps and depressions something that can only be achieved with props? Is there someway to create, say, a terraced hill within the confines of a lot?JPG Details: There are some details in the monument that might be tricky modelling, though I think it might be necessary: here and here. Should I just create those numbers in gmax rather than using a flattened font or something? Those numbers also lead me to ask about...Lighting: I will figure out the nite-lighting myself, as it seems there's some great tuts here in the STEX forums, but as to the difficulty of rendering in-game effects, will 168 (the number of chairs) little cubes of light, plus the spots on the walls and tree, be too much to ask the game engine and rendering to handle? I guess I could reduce the number of chairs for simplicity's sake, but the number is pretty significant to the monument. If it's too much hassle, I may make it a day only version. Secondly, as far as lighting goes, I've seen some cool neon lighting, with letters, so I guess doing the numbers won't be a big deal? I think that's it for now. Here's a look at what's happening thus far, so if anyone would like to offer any advice, that would be super-duper! Depending on my time in the next week, I plan on adding the museum and the memorial overlook parts of the monument, which will likely be two more seperate ploppable landmarks to be used in conjunction with this one, rather than making a 10x7 massive lot (unless you all think that's a good idea? I'm also tweaking the placement as I work from teh map of the monumnet, so the positions of props aren't set in stone either. Now... it's off to tackle the reflecting pool! Thanks for the help!!!! -
Brand new BATer, working on an OKC landmark... I have some questions...
rottenart replied to rottenart's topic in SC4 BAT & Lot Workshop
@T Wrecks: Thanks so much. I had a feeling it would be something like this, but I thought there was some super secret Modding knowledge that I wasn't privy to. That will make things so much easier! Can't wait to get to work... -
New CV axles and Tie Rod Ends, and like a true SC engineer, did it myself! I was almost as good as BATing!

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Brand new BATer, working on an OKC landmark... I have some questions...
rottenart replied to rottenart's topic in SC4 BAT & Lot Workshop
Thanks guys! I think I'm redoing what I have to make it slightly more unified given what I've learned so far. I should have pics soon! I'm excited about doing some OKC buildings, but like anything else, it's just practice using the tools to do it right. @T Wrecks and @Jasoncw: That's great advice, thanks! I have another couple $%&^! questions, though. What's up with the duel plugins folder in ~\My Docs\Sim City 4\plugins and the the ~\Program Files\Maxis\...\plugins ??? I guess I don't understand quite how to pinpoint props into an empty 'plugins'. Again, I'm sure this is in a tutorial somewhere, sorry. I mean, I went through and condensed and cleaned inside the \plugins folder. Also, I was unclear as to which packs contain props that show up in the LE. I guess the answer is to go through with the PIM and organize that way? I find this problem with textures too, scrolling through endless packs of stuff I don't need...... TL;DR I can't unclutter. Thanks for all the help and the support from you guys. I'm trying to make my debut impressive so bear with me! -
I need a range please!
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BATTING for the first time ever!
