Jump to content

SimFox

Member
  • Content Count

    3,828
  • Joined

  • Last Visited

  • Most Liked  

    14

Everything posted by SimFox

  1. Version 1.1

    8,739 Downloads

    mGeneral Info Simfox has honor to present to you, good folk of Simtropolis Dark Nite version of ChaoTianMen (Gate to the Heaven) tower. this release includes 2 growable lots: 4x2 Co$$$ stage 8 2x4 Co$$$ stage 8 and one plopable lot: 4x2 Co$$$ Essential Stats Capacity satisfied : 2 900Co$$$ / 4 200Co$$ Pollution: air water radiation garbage : : : : 13 over 6 tiles 6 over 7 tiles 7 over 0 tiles 0 Consumption: power water : : 133 1800 Building value : 32 544$ Bulldoze cost: : 2 199$ Construction time : 227 days Plop Cost : 50 000$ mInstallation Just unpack into your plugin folder. If you already have Maxis Nite version of this building replace it with the files in this download. mDependencies There are couple of dependencies, but, I'm sure, most will already have them installed. Remember that this is DarkNite version, eg without DAY'n'NITE mode it will look odd. BSC Textures Vol 01.dat BSC Mega Props - SG Vol 01.dat BSC Mega Props - MJB Vol01.dat DAY´n´NITE mod
  2. SimFox Day and Nite Modd

    Version 1.0

    214,471 Downloads

    This modd alters the look of both Day (slightly) and Night (in far more drastic fashion) view of the game. Days gain richer more natural looking shadows, greater overall contrast and better interaction of terrain and various models (in terms of shading). Nights are now much darker and less blue/purple. Yet unlike in some other similar modds they aren't completely black-hole, pitch black. The city, vegetation and terrain are all still visible in the night, albeit just so. Installation is very simple just unzip the content of the archive into your Plugins folder and start the game. Special Note on TruNite buildings. This modd is tailor made to work with DarkNite TruNite buildings. Normal TruNite ones will look overly bright and blue. So look for special DarkNite releases! Have FUN! Questions and suggestions for a time being may be addressed to BAT4Max thread
  3. Version 1.0

    6,463 Downloads

    General Info Simfox has honor to present you, good folk of Simtropolis, Dark Nite version of ThermoFisher Scentific building. This download includes: SimFox_ThermoFisher_flags_DN.SC4Model required file and following 7x4 tiles GROW lot files: CO$$$5_7x4_ThermoFisher Offices.SC4Lot jobs provided: Co$$$ 1 120/ Co$$ 1 600 CO$$6_7x4_ThermoFisher Offices.SC4Lot jobs provided: Co$$ 1 600 IHT$$$3_7x4_ThermoFisher Scientific.SC4Lot jobs provided: I-HT 1 404 as well as following 7x4 PLOP files: PLOP_7x4_ThermoFisher_IHT.SC4Lot jobs provided: 1 404 plop cost: 5 376$ PLOP_7x4_ThermoFisher_CO$$$.SC4Lot jobs provided: Co$$$ 1 120/ Co$$ 1 600 plop cost: 4 472$ PLOP_7x4_ThermoFisher_CO$$.SC4Lot jobs provided: Co$$ 1 600 plop cost: 3 886$ PLOP_7x4_ThermoFisher Hospital.SC4Lot plop cost: 4 450$ capacity: 7 700 patients PLOP_7x4_ThermoFisher Science College.SC4Lot plop cost: 3 950$ capacity: 9 000 students mInstallation Unpack into your plugin folder model File and any or all of the Lot files. mDependencies DAY
  4. P44TM Towers nonCAM lot fix

    Version 1.0

    3,229 Downloads

    This is a fix for normal, nonCAM version lots which were growing empty. If you have downloaded P44TM Towers DarkNite release before date of this release and use nonCAM lots please download these and replace with them those in the original release. Sorry for inconvinience. My bad.
  5. SimFox P44t midrise corner

    Version 1.0

    11,471 Downloads

    m General Info Continuing development of P44T series I present you mid-rise corner residential block. This download contains 2 models (white and "brick" detailing) growing on a 6x6 medium density residential zone. Make sure you read ReadMefor guide how to get it to Zone for it and make sure that it grows in appropriate orientation. By placing 4 6x6 zones in a square pattern you can form perfect 12x12 mini districts with lush green yards. m Installation Release comes in the form of installer. Unzip and double click. Models and Lots will be placed into: \My Docs*\SimCity 4\Plugins\SimFox\R$$\Non_Cam\p44t readMe with JPGs into: \My Docs*\SimCity 4\SimFox_readme * my Docs = My Documents (Windows XP/2000) / Documents (Windows Vista) Make sure you read through the Read me as it contains important information, as well as live links to the dependencies. m Dependencies I have departed with my usual No Dependencies policy in this release and it has quite a few. In my defense I have to say that most of my new releases will be using same library and I'm sure many of you already have them. Here is a list. Props: BSC MEGA Props - SG Vol 01.dat (essential) SimFoxProps_8Chestnuts.dat (essential) BSC MEGA Props CP Vol01(optional, but recommended) BSC MEGA Props - DAE Vol01.dat (optional, but recommended) BSC MEGA Props - MJB Vol01.dat (optional, but recommended) BSC Mega Props jestarr Vol02.dat (optional, but recommended) CSX MEGA Props - Vol03.dat (optional, but recommended) Base and Overlay textures (essential): BSC Textures Vol 01.dat BSCTexturesVol 02.dat BSC TexturePack Cycledogg V 01b Live links are (as I have already mentioned) in ReadMe that will be displayed at the end of installation process. PS. lots seem to be very easy to grow have Fun!
  6. Version 1.0

    10,579 Downloads

    mQuiTao Building This is DarkNite update of my QiuTao building originally released (maxis night version) on September 10 2008 and available for download here. It is corner wall-2-wall office/retail combo loosely based on a building I saw from the passing car in Hangzhou, China. mStats: This package contains: Newlly rendered (both day and night views) Dark Nite model 1 plopable 4x4 Cs$$ lot with 484 jobs (wall2wall) 1 growable mid density CS$$ stage 5 lot with 484 jobs (wall2wall) Jobs (growable / plop versions): Cs$$ Cs$ (dilapidated 484 1964 Consumption: water power 688 39 Pollution / radii: air water garbage radiation 12 / 5 6 / 6 23 / 0 0 / 0 Other stats: building value bulldoze cost construction time flammability max fire stage Landmark effect (landmark lot) mayor ratings (landmark lot) Plop cost (landmark/plop lot) Monthly cost (landmark) tileset (growable lot) 28247 582 58 40 4 40 over 20 10 over 256 40000 100 all mInstallation Instructions: Fresh installations unzip into you Plugin Folder. Upgrade from Maxis night version find in your plugin folder file named SimFox_QiuTao-0x5ad0e817_0x135c6ca8_0x520000.SC4Model and replace it with SimFox_QiuTao_DarkNite.SC4Model found in this release. You don't need to do anything about the LOT files they'll work with new modle file just fine. mDependencies Te only dependency for this BAT is DAY´n´NITE mod Enjoy! my BAT threads: non-Asian buildins Asian buildings bat modeling-rendering tech thread
  7. Version 1.0

    6,519 Downloads

    This is re-render of JasonCW's great BAT done for players using SimFox Day'n'Nite mode. All the stats are identical to those in the original release Download includes Model as well as 3 lots - one growable CS$$ one ploppable CS$$ and one Landmark lot. Dependencies: the only dependency - but absolutelly required is SimFox Day'n'Nite mode
  8. BAT4Max v.5

    This thread is now read-only. If you have a question, please check this post, and also check the FAQ here. If your question isn't answered in either place, feel free to ask it here. -Jasoncw Advice: BAT4Max might not be 100% compatible with 3ds max 2013 or higher. The most common problems to new versions are incorrect Gamma value (buildings are too bright) and low quality of the building's look (you can notice that on previews). If you're using one of these versions, please make sure to check the settings on the bottom of this post to set the right configurations. If you're using 2012 version and your exports look like red/blue/green/black boxes, also check the fix to this problem on the bottom of this post. BAT4MAX v5 can be downloaded here: What's New in Version 5 Glare Turns on Glare Camera output shader. Allows for the creation of much more “alive” looking night views. Ground and Sky Creates and sets necessary properties for ground plane (used to apply reflection source) and sky. Darker Brighter Nigght switcher Allows to change brightess of the night (between Maxis Nite and Dark Nite) without changing any of the other settings apart from level of illumination. Clearing output Files Essentially does what old Deltree.exe used to do – removes old project files that could clog your BAT folder. However it does so in an entirely different and Windows version independent way. Additionally the process had been split in two “versions” one deletes only current project related files and another clears entire BAT folder. New FSH generation and insertion algorithm Now Bat4Mx is finally fully compatible with 3ds Max default installation folder e.g. one containing empty spaces in the path. New Interface Changing interface is often a risky proposition. People get accustomed to certain things and the effort needed to update old habits has to be justified. I was keeping in mind these points when I was re-designing the Bat4Max interface and I believe, well at least hope, that I managed to strike the balance. Old users will not be totally lost in the new interface, while new users are likely to find it more intuitive and flowing, like in “work flow”. This is particularly applicable to the export procedures that are not 1, 2, 3 easy… New Installation procedure While I have always tried to give explicit and exhaustive installation/set-up instructions the whole thing was repeatedly been proven to be too much of a challenge to many, particularly those not too keen on the whole “computer thing”. So it was clear that something has to be done to clear this rather pointless burden away. In this version of Bat4Max installation is no more that selecting one file and following on screen instructions. No more need to move around files and some such! Installation will also add/update necessary files to your GMAX+SC4bat provided you’ve installed those into default location e.g. C:\GMAX If, on the other hand you’ve used some custom installation you would need to do that manually. You’ll find necessary files and relevant folder structure in C:\GMAX after installation of Bat4Max v5. New interface overview Roll-outs have been rearranged in more logical (imho – suggestions are welcomed) flowing order. LetThereBeLight Sky new Pressing Sky button sets Mental Ray Physical Sky procedural Map as a background for your scene. After pressing Sky it is recommended to press desired rig button in order to set Physical Sky to the desired output. Set Rig For Buttons in this frame are pretty self explanatory I think Each creates Lighting rig and tunes all the necessary settings for each of 3 lighting conditions. Change Nite new Buttons in this frame alter brightness of the Sky Light in Night Lighting rig independently from all other settings (FG, AA, Glare etc). This allows you to keep all your custom setting when switching between two Night versions when you do night export. Darken and Brighten buttons only work with Night Rig. Glare sets “good for most” glare camera output shader for night scene. You can still manually change those to your liking/needs by instance dragging it from Render Setup->Renderer->Camera Shaders->Output to any slot in Material Editor. Troubleshooting group Delete Rig Lights Does exactly what is says. Reset Lights & Cameras Re-establishes link to CameraLigtRig x-Ref file located in folder specified in BAT4MAX.ini LODs There are some changes in this roll-out. Custom LODs new Buttons in this frame are to help you create custom LODs for your model. The key word here is “help” not create custom LODs for you. The later is impossible by definition. Here is how it works: LOD3 button creates basic LOD – scene bounding box that encompasses EVERY geometry object in your scene (that includes ground plane as well as any other hidden/frozen etc geometry you may have there), names it LOD3 and converts it into editable poly. Now you can dive in and make it whatever you want it to be! Once done simply click on LODs 4&5 and copies of your modified LOD will be created and named accordingly. LODs are now kept on their own separate Layer. Automatic LODs This button simply creates 3 identical basic Scene bounding boxes places them on LODs layer and names them accordingly. Ground new Pressing Ground creates a plane (1x1 km by default) places it at XYZ =0 on a new Layer and freezes it in order to prevent accidental movement and sets it to be invisible to camera. It will also checks for your version of 3ds max and in case you have a compatible version it will supply you with instructions and open dialog window where you would set it to be invisible to FG (Final Gather) rays. This step insures ideal lighting conditions, but only possible in 3ds Max Versions 2009 and newer. Setting has, for now, to be made manually as these properties are not yet exposed to MaxScript. Show / Hide Shows or hides LOD3 (so you could edit it) or your model (Hi Res Geo) Preview Roll-out The layout of the roll-out had been re-arranged to save some space and to provide some logic (shows proper export sequence eg South-East-North-West otherwise the functionality is same. Rotations / Zoom allows you to select desired view for preview, while “select for Zoom5” SDoutput – basically normal Zoom5 view, or HDoutput – Zoom6 is substituted for Zoom5. Clear Output Files This roll-out makes come back to Bat4Max after a long absence caused by incompatibility of Deltree.exe used in old functions with newer OS. All scripts here have been completely re-writen and perform their functions without any external help. Clear Current new Deletes all files related to the current project (Sc4Model has to be selected in Export Sequence – SC4Model Name). Clear all Deletes ALL output and other technical files generated by BAT4Max. Basically clicking on this button will return your BAT folder to the pristine – just installed state. Export Sequence Former Export roll-out Here we have the biggest changes to both workflow and interface reflecting it. Buttons/operations behind them are arrange in a sequence of actual export. Export LODs this is a first step of any export. Pressing this button will export LODs from your scene as “yourMaxFileName.3ds” to your GMAX root folder so that you can export them in GMAX BAT to generate SC4Model file. The button is un-numbered since this is once-only step per any model (well, unless you change you LODs) (1) Select Target Model new Opens dialog window to your Plugin folder you’ve specified during installation of Bat4Max. Here you can select desired SC4Model file generated in GMAX BAT. (2) Day Export new this button runs normal export. After model is fully rendered FSHs are automatically* created and inserted into SC4Model file you have selected in previous step. This button could also be used for old style/original day/night combo export. (3) NiteExport new this button runs commands for specific truNite night export. First of all it checks if current scene is a night one. In it is not it will inform you and offer you choice to either abort export or proceed. If the scene is in fact a truNite one export will start automatically and after it is finished night FSHs will be created and inserted automatically* Current Material Libraries these refer to the old/original day-nite combo export method description of which could be found in the readme for Bat4Max v2. * Dialog/info windows will pop-up during the procedure informing you about completion of various stages of export, process will continue after your reply/acknowledge of info. Compatibility and pre-requisites OS: Winodws XP, Windows Vista, Windows 7. 32 and 64 bit version of all these system are supported. For Windows 7 (and perhaps Windows Vista) UAC – User Account Control must be disabled prior to installation of Bat4Max v5. After installation/setup had finished if you want to turn it on again you would need to enable write rights (or full control rights) for your account/user name for gamepacks folder. Alternatively you can keep UAC off… 3ds Max could be uinstalled into any folder including one with empty spaces in path, like the default one, eg. C:\Program Files\Autodesk\3 ds max ####\ 3ds Max Core functionality of this version of Bat4Max is compatible with 3ds Max 7 -2011. Some of the features require newer versions of 3ds Max. Recommended version of 3ds max 2010 and newer. Both Mental Ray and Scanline (for basic functionality) are supported. 3rd party renderer support (V-ray, FinalRender etc) is untested... GMAX + BAT GMAX + SC4Bat installed into default folder (eg C:\GMAX) is must! First of all without GMAX + SC4Bat you wouldn’t be able to export anything. Default installation path is required because during setup of Bat4Max v5 some files will be updated in your GMAX SC4Bat as well. Installing BAT4Max 5 Special note on UAC (User Account Control) in Windows 7 and, perhaps, Windows Vista (not confirmed). UAC in Windows7 blocks any write operations into “Program Files” folder. As a result neither setting not operation of BAT4Max is possible while UAC is turned on. So if you are running these versions of Windows please disable UAC prior to the installation of BAT4Max v5. After installation had been finished you would have 2 options – either keep UAC turned off, or turn UAC back on but allow to yourself (your user name) full control of \BAT folder Alternatively you may install 3ds Max outside of “Program Files” folder. Download LINK Unpack to the location you’ll be aware of – for instance on your desktop Start up you 3ds max In the menu select MaxScript -> Run Script and navigate to the location you have unzipped downloaded archive (see #2) and select BAT4Max5_Installer.mzp and follow on-screen instructions. Attention! During installation run Bat4Max v5 checks for previous installations of Bat4Max and removes it. This is necessary in order to avoid conflicts and to stray, none working elements in the interface. So if you have something there so important that you need to save please do so prior to running installation. Since Gamma setting in older version of 3ds Max (prior to max2009) hasn’t been fully exposed to Max scrip and in Max 2010 has troubles accepting setting made by MaxScript at the end of installation Scripts would automatically open the Preferences Dialog window. At the moment there is no way to open it in a precise tab, so you may have to click on Gamma and LUT TAB. Then depending on your version of Max either simply click on OK without doing a thing (in Max 2010 and 2011) or alter some settings like show on following pictures 3dsMax 7: 3ds Max 8 - 9: 3ds Max 2008 and 2009 (2009Design): in 3ds Max 2010-2011 (also Design versions) there is no need to manually alter any settings, just press OK! How to Use LetThereBeLight-truNite Workflow Exporting Day Set your scene Easiest and quickest way to do so is by running LetTherBeLight (click on Day button). This will set units, render, anti-alias, and final gather, gamma and color correction to the values optimal for your particular version of 3dsMax needed for both export and preview. I would also recommend clicking on Sky button (for 3ds Max 2008 and newer users). Strictly speaking this is "required" only when your model has some reflective elements pointing at sky. Create your model. Do NOT create any night time lights or texturing, this is gonna be you day scene. Read following section for instruction of doing truNite export. note that in order to use preview you would need to create LODs for you model. Create/Edit LODS. You can do this by either pressing Automatic LODs button in LODs roll-out, or LOD3 button if you need custom LOD. Once you have finished editing the LOD3 click on LOD4&5 to finish LOD setup. One word of caution: go lightly on LODs remember that they should be as simple and low poly as possible so to not overburden the game’s ancient 3d engine Export LODs to gmax. This could be accomplished by pressing Export LODs button in Export Sequence roll-out. Script assumes that you have installed your GMAX and GMAX BAT into default locations. If this is not the case you would need to do it old fashioned manual way by selecting LODs and then choosing Export Selected from File menu. Export LODs in GMAX BAT. Open BAT (GMAX) and import LODs. If you have been following all instructions precisely you’ll find them (as a .3ds file) in the list that will open when you select Import command in File Menu of GMAXBat. Make sure that “convert units” option is NOT selected. SD or HD. Decide if this models should be exported as SD (standard definition – pixel perfect Zoom5 and 2x stretched Zoom6) or HD (pixel perfect Zoom6 and 2x reduced zoom5). Typically HD export is only sutable for smallest models - trash cans, benches and like. or traffic signs at which you wish texts to be redable.Things that would be typically looked at at biggest zoom - Zoom6. Anything else should be exported as SD, since this way you would get better qualtity Zoom5 views. If you choose to export an HD model, the HD option must be checked in Gmax, before exporting the .SC4Model file, and in 3ds Max, before exporting from 3ds Max. Make a selection. Done that, press Export button. You’ll be asked to save the GMAX file. Do that and give it appropriate name so you could easily identify your coming SC4Model file later in 3ds Max. Once export is finished you can return to Max and Exporting from 3ds Max. In Export Sequence Roll-out: Press (1) Select Target Model button. It shall open the window showing you your SC4 Plugin folder. Select desired SC4Model and make sure you’ve selected same settings for SD/HD export as in GMAX BAT, when exporting the LODs. Press (2) DayExport Acknowledge on-screen dialogs that will inform you about completion of the various stages of export process. You're Done! Nite Export TruNite is a special technique for generating night time views. It builds on two main principles: Total Mask covering entire model. This is done to prevent ugly blending artifacts that are bugging many traditional night views and to allow for a full range of night effects such as specific night reflections, alternative models and textures/materials etc. Special night general lighting. This could deal away with strong shadowing that is so unrealistic for night views. With truNite instead of one single day/night export (providing your model has any kind of night lighting) you would do two separate exports – one for a day view and another for a night one. This solution has several significant benefits. It cuts on errors during export in a major way as vast majority of those occur during day/night switch by the export scripts. Since for the BAT export script truNite is just as another day render none of that ever takes place. Also for a larger models such separate exports may be beneficial because the wouldn’t occupy your computer for exceedingly long time at once Another advantage is a big reduction in overall, combined export time (by as much as 30%) since truNite deals away with night mask render pass. The only “drawback” of this method is that you model will “jump” from day to night view rather than go through the whole dusk routine. Another point that has to be taken into consideration is that both day and truNite models should occupy exactly same space (location) in both files and that their outline must be the same. TruNite night comes in two flavors selectable in LetTherBeLight roll-out Maxis nite This will create night view that blends with default lighting and coloring scheme used by Maxis for SimCity4 Darker Nite This generate much darker and less blue view which is broadly compatible with existing Darker Night mods. Special truNite DarkerNight mod will be release at around Xmas day. Nature of truNite makes these two flavor mutually exclusive. So if you want to provide community with both version you should do two night exports. If you decide to do only one I strongly suggest to chose Maxis one for it. If you decided to go with two version BAT make a copy of your just exported day scene (prior running night export), name these accordingly, but remember that you can alter only first part of the model name and not the alpha-numerical end of it. Create your Night Scene Open your previously saved day scene and make to it any adjustments you see fit. This may be lights, special textures or even alternations to the model (as long as they fall into same outline as a day one. Important note!!! Do NOT use any of the traditional naming conventions like nitelite- or night- prefixes for your geometry or lights Type of night - Maxis or Dark selection Cress one of the Nite buttons in LetThereBeLight roll-out. This will create appropriate Lighting rig and settings for gamma and color correction, etc. If you use 3ds Max 2010 and newer you may click on Glare button. Select Model file for export Click on (1) Select Target Model button and select the same model you have previously exported as a day view. If you have two versions (Maxis and Dark ones) choose appropriate Export Press (3) NiteExport button Acknowledge on-screen dialogs that will inform you about completion of the various stages of export process. You're Done! That’s all! Your model now has both day and night views! in case you need to do another night export repeat same procedure, but choose appropriate lighting and target file. BAT4MAX v5 can be downloaded here: PS Use of SimFox Day´n´Nite mode is strongly recommended with DarkNite models produced with this version of Bat4MAX as Lighting levels and hues used in truNite DarkNite export as realized in this version were calibrated to fit with this modd. SimFox Day´n´Nite modd can be found on STEX. ---------------------------------------------------------- Manual Settings to 3ds Max 2013 or Higher Users Since 3ds Max 2013, BAT4Max has some natural incompatibilities that can be fixed with some simple manual settings: Gamma Fix: if your renders are too bright (gamma is incorrectly set) try the following fix, Sampling Quality: you need to change the Sampling Mode to every single new project you start. In newer versions it's set as Unified/Raytraced by default and you need to change it to Classic/Raytraced. Now your models will look way better. To do it, you just need to click on Render Setup icon > Renderer tab and set the configurations as shown below: Skylights & Environment Lighting (IBL): at the same Render Setup window, click on the Global Illumination tab and change the Skylight Mode from Skylight Illumination from IBL to Skylight Illumination from Final Gather (FG). ---------------------------------------------------------- Fix to 3ds Max 2012 Important: Are you using 3dsMax 2012 or 3dsMax Design 2012? Do your exports look like this? (Red/ blue/ green/ black boxes?) https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash3/537179_10152763779940691_2095097160_n.jpg You need to update Max (apply Hotfix 1) before your updates will work! Download the appropriate version here: Hotfix1 for 3ds Max Design 2012 32 bit Hotfix1 for 3ds Max Design 2012 64 bit Hotfix1 for 3ds Max 2012 32 bit Hotfix1 for 3ds Max 2012 64 bit
  9. > As my interests lay not exclusively in Asia proper, but also around the world I’ve decided to start this non-Asian thread. I’m opening it with this replication of new Apartment tower form Moscow. New age commieblock. Hope you’ll like it. Building is essentially ready. Few minor details like some roof junk, may be some patio furniture and entrance to underground garage are still to be made. Wall are basically like that, But If you think that they look too plain I’ll try to come up with some sort of texture to break monotony… Comments, questions and suggestions are, as always, welcome! >
  10. Bashnja na Naberezhnoj C

    Version 1.0

    37,003 Downloads

    Bashnja na Naberezhnoj C (Embankment Tower C) by SimFox 68 storey Bashnja na Naberezhnoj C (Embankment Tower C) at 268m is currently tallest building in Europe and first finished office tower in Moscow's new CBD - MoscowCity, located downtown - 5 km away from Kremlin. Steel and glass tower is a part of the complex of 3 towers (Tower a - 17 floors and tower B 27 floors). my BAT threads: non-Asian buildins Asian buildings bat modeling-rendering tech thread Stats This package includes 3 5x4 lots: 1 landmark lot 1 growable CO$$$ stage8 lot 1 plop CO$$$ lot Jobs CO$$$ CO$$ 7642 10924 Consumption power water 277 2961 Pollution/radii air water garbage radiation 19/7 19/8 6/0 0/0 Other numbers building value bulldoze cost landmark effects(for landmark lot) mayor ratiings (for landmark lot) tileset (for growable lot) 85429 3105 10 over 256 90 over 30 euro Installation instructions Unzip the content into you Plugin Folder within your Documents Folder. Special Notes: This building is using "truNite" style. The idea behind it is to make ni
  11. Version 1.0

    11,355 Downloads

    NYBT presents Barclay Tower - 205meter 56 storey tall Residential skyscraper designed by Costas Kondylis & Partners LLP Architects and built in 2007.Building contains 441 rental unites managed by Glenwood. Building is situated in New York City's TriBeCa district (Lower Manhattan) - right next one of city's most iconic landmarks - Woolworth Building and Ground Zero - site of former World Trade Center. This download include: Barclay Tower model file (MAXIS nite version) 3x2 Ploppable Lot with CS$$$ jobs 3x2 Stage 8 Growable R$$$ Lot 3x2 Stage 8 Growable CS$$$ Lot Installation Instructions:Unzip content of the archive into your Plugin Folder. Key Stats: Grow R$$$ Grow CS$$$ Plop CS$$$ Residents/Jobs 1490 R$$$ 3407 R$$ 6169 R$ 769Cs$$$ 1917Cs$$ 7661Cs$ 769Cs$$$ 1917Cs$$ 7661Cs$ Plop Cost N/A N/A 56 434$ Polution / radius: air 19 / 6 53 / 6 53 / 1 water 6 / 7 26 / 7 26 / 2 garbage 6 / 0 53 / 0 53 / 0 Consumption: water 226 1482 1482 power 169 166 166 Dependencies NYBT Essentials
  12. I think we need this sort of thread where all relevant and helpful information for the group could be collected over the time. Please keep it clean and simple. It isn't really place to for the discussion, just a catalog. To make it easier to find stuff be precise in your definitions, may be include a picture to describe it better, but be short. And ONE resource per message so one would not need to scan throug each message.
  13. QiuTao Building

    Version 1.0

    12,447 Downloads

    QuiTao Buildingby SimFox QiuTao building is corner wall-2-wall office/retail combo loosely based on a building I saw from the passing car in Hangzhou, China. Stats: This package contains:1 landmark 4x4 lot (wall2wall) 1 plopable 4x4 Cs$$ lot with 484 jobs (wall2wall) 1 growable mid density CS$$ stage 5 lot with 484 jobs (wall2wall) Jobs (growable / plop versions): Cs$$Cs$ (dilapidated 4841964 Consumption: waterpower 68839 Pollution / radii: airwater garbage radiation 12 / 56 / 6 23 / 0 0 / 0 Other stats: building value bulldoze cost construction time flammability max fire stage Landmark effect (landmark lot) mayor ratings (landmark lot) Plop cost (landmark/plop lot) Monthly cost (landmark) tileset (growable lot) 28247582 58 40 4 40 over 20 10 over 256 40000 100 all Installation Instructions: Unzip SimFox_QiuTao_Building folder into Pluging Folder within your documents folder. Special Notes This is a truNite building, so glorious night view comes at a price of dawn/dust one.There are no dependencies what so ever as entire thing is modeled/bated Enjoy! my BAT threads: non-Asian buildinsAsian buildings bat modeling-rendering tech thread
  14. SimFox CandyGarden

    Version 1.0

    50,224 Downloads

    Fellow citizens of Simtropolis! I present you my first upload to STEX - CandyGarden which is designed to add variety and shamelessly bright color to your cities! Garden has same stats as games default large park with exception of Park effect magnitude which ahs been increased from 20 to 50. Lot size is 3x4 Feel free to express your opinions in any form you wish! Installation is pretty straightforward. Just copy SimFox_CandyGarden folder from ZIP file into C:\…MyDocuments\Simcity4\Plugin\ After that Garden will be available in Parks menu in game! Thank you for you custom! If you've liked this garden, come and visit some of my threads: SimFox Construction & Research in HongKong/Asia Bat Team Room Forces of Light and the Geometry of Shadows on BAT-Workshop forum Assorted BaTs of Simfox on Bat-Open discussion SimFox
  15. SimFox TreePack #2

    Version 2

    56,418 Downloads

    Good day to you all! Here is a pack of 7 trees in a form of both Props and Mayoyor Mode Ploppables. Installation is extremelly simple - unpack the conten into your Plug-in Folder. Enjoy! PS File had been updated on May 4th 9 AM CET to include missing prop exemplar for 2 models.
  16. Hi_Def models

    Not sure if anyone here had been following the discussion on sc4devotion in NAM place about new ideas of using "Hi definition" textures - basically double the normal size (up to 256x 256 pix). And another discussion sprung from this idea - creation of high definition props and generally models. But for all others I just deliver short version: Idea was to replace ugly pixilated Zoom 6 with something better. Zoom6 is a blowup of Zoom5. S3d models are scaled 2x and so are FSH textures. Such a scale doesn’t cause any degradation of the 3d model itself, but the textures (and the what FSHs are) don’t fare quite as well. What happens is that existing 256x256 pixel Zoom5 FSH texture is stretched to 512x512 pix size. In practical terms that means 3 quarters of all pixels you see in the game are “invented” by the game… This scale up happens in the crude way leaving us with rather sad looking result. The basic Idea that has somewhat collectively evolved in our discussion was to ensure that at zoom6 we would have full sized FSH showing 1:1 pixels to screen resolution. Those interested in more technical details could find them at the link provided above. But now and here I’ll just show you final result: here is new HD Zoom6: and here is zoom5: which in this case is like a reverse of old situation – half-sized zoom6. as you can see Game handle reduction in size FAR, far better than scaling up. To finish this announcement I just add that this new level of detail is achieve with help on new BAT scripts and require NO intervention by user what so ever. All is done automatically.
  17. What's New in version 4.5 Entirely new FSH processing engine – courtesy of Null45. Thanx to it compressed FSHs look virtually indistinguishable from the original images rendered by 3DS Max. The difference is particularly striking for the very dark colors. This occurs irrespective of day or night views, simply it is more noticeable at Night (particularly Dark TruNite views). This new engine is integrated into Bat4Max workflow in a way (to the user) entirely same as previous one and doesn’t call for any changes in the established routines. However, this far superior quality takes great deal more time to calculate, so be prepared for FSH conversion times going up to 5-10 times. Still, given that initial time we are talking is just few seconds at most this isn’t really a drag, now is it? To take full advantage of superior looking models produced by this version it is recommended to run game in Hardware Windowed mode. More on this later in this document. New MentalRay framing error fix. Based on previous solution suggested by AutoVino, new version deals away with its shortcomings which, at least theoretically may have resulted in some graphical glitches. New procedure is producing resulting BMPs which are 100% like those produced by Bat4Max normally (in pre MentalRay3.6 versions). This removes any risk (however remote in the first place) of it affecting resulting FSHs. New improved Gamma correction for the rendered images. In this version images itself and its Alpha had been separated and only image is gamma corrected. Alpha has been taken straight from the render and used as is. This results in better quality Alpha, as applying Gamma correction to image before splitting its Alpha resulted in some artifacts introduced into Alpha. Those artifacts would not, for most cases, affect fully opaque models, but may be a problem for a semi-transparent ones. So this problem has been dealt away with! Additional deterioration to the Alpha has been caused by the use of the ages old technique, actually a Hack to work around some limitation in Max 4.2 (!) Well, I don’t believe there is a single copy of the antique is in use anymore, so I’ve replaced it with modern method which is faster, and perfect in terms of quality of output In addition to the “facelift” mentioned above few hundred lines of code had been removed or brought up-to date. Still this is a work in progress. Bat4Max as we have it today is a bizarre product of reverse engineering already reverse engineered script. Script was originally developed by Maxis as an in-house automation tool for the 3dsMax , back in the days of Max3-4 and later adopted to run with GMAX when BAT was released. As a result it full of non functioning vestiges of GMAX and old workarounds of adolescent days of MAX. Unfortunately one can’t just come and yank all those out, since although non-functional they are still integrated across numerous scripts and thousands of lines of script. But I have started the process. It appear that first clean-up didn’t harm any functionality. But I can be certain only about truNite/LetThereBeLight workflow. Future development would need, in order to be manageable; to deal away with the maze of old script. As such it will be mostly (or even exclusively) concentrated on such a workflow. As a part of the above described process there are some changes in the interface. non-functional selection of the output type (building vs. Foundation) that still was sitting there in Parameters roll-out occupying valuable screen estate had been removed (along with quite a few functions serving this dead weight) Slight adjustment to the Lighting Rigs for the DarkNite truNite. Change is small, but given that this new version offers superior dark FSH output re-export of such models is advisable. Anti-aliasing setting had also been strengthen somewhat. The reason for this is that people looking for better quality output are typically trying to change wrong setting to achieve it. This new version will offer better Spatial Contrast detection for 3sd Max v 9 and newer. I can’t offer same improvement for the older version as I have no way of testing it or even be sure about availability/exposure to MaxScript of those controls in them. This version is also offering potential independence form the 3ds Max installation folder. Meaning that now Max could be installed in any location, including one which path has empty spaces. However this may have some limitation dependent on the OS you're running. Read more about it, and how to avoid it, in Installation section. Miraculously all those updates resulted in smaller size for SC4Model files. Reduction isn’t big – about 10%, still a welcome change, wouldn’t you say so? What's New in version 4 (for historical purposes) this version brings to the table long overdue compatibility with Mental Ray 3.6 and above (included in the 3ds Max versions 2009 and newer). LetThereBeLight is now a part of Bat4max. As a result all the rigs had been replaced with NoLights one. New color correction further improves on fidelity of the colors as well as compatibility to the game lighting. Although this will apply only to the 3ds Max 2k series. New way of gamma correction application to the rendered images. It is applied to the original HDR render output as opposite to the already saved 24bit images as before. This will markedly improve appearance of the darkest areas. In practical terms this will more likely apply to the Darker Night output, but will improve on overall quality of any render as well. Annoying 256x256 perspective render that has been bugging me and many others for quite some time has also been dealt away, finally… Features Automatic setup and configuration (fully automatic for Max 2010) This version of Bat4Max does away with the tedium and possible mistakes of manually hunting down and editing INI files, it will configure itself for the most part automatically, or will ask you to perform a simple task through windows standard graphic UI, that everyone, I’m sure is fully familiar with. Let There Be Light New way to work in bat4max, that takes away guessing and need for deep, involved knowledge of the modern renderers, while ensuring high level of both quality of the output as well as it’s compatibility to the game. And all that at, literally, one click of a mouse! HD export Bat4Max v4 2K edition provides option for HD export. Models exported in HD have true, 1-to-2 Zoom6 views, dealing away with pixalization and terrible loss of resolution associated with this, games highest, zoom. However this comes at the expense of the Zoom5 which is now 2x shrunk Zoom6 view. As a result some loss of detail (particularly very fine once is possible. And the file size may balloon dramatically (upto 4 times). All this means that this option is worthwhile for something small, like road/street side props, things that are just too small for Zoom5, rather than actual buildings. TruNite export with both Maxis and darker Night settings truNite export combines ease of use – true WYSIWYG workflow, with great improvement of both quality and realism of the night views generated. And at up to 30% reduced overall export times! Compatibility This release is compatible with every 3ds Max from 7 to 2010 (both Scanline and Mental Ray. Compatibility with other rendering engines must be tested and is not guaranteed Installation Unzip downloaded archive to some place in your computer you’ll be aware of and open resulting folder. You’ll need to copy /move some of its content to various locations as explained below. In order to ensure full and reliable functioning of this release of Bat4Max you will need to update your installation of GMAX BAT in addition to the installation of the Bat4Max itself. Archive includes two folders named GMAX and 3dsMax containing files relevant to the respective packages. GMAX Full feature operability, primarily HD export capability requires updating your GMAX BAT as well, however, even if you have no need for HD it is strongly recommended. Doing so may prevent some of the errors that have been popping now and then during Bat4Max exports. Backup you entire GMAX BAT installation. Copy content from the scenes and scripts subfolders in GMAX folder into respective subfolders in your GMAX BAT installation overwriting existing files and folders. e.g. files from Scripts should go into: C:\gmax\gamepacks\BAT\scripts and files and folders from scenes into: C:\gmax\gamepacks\BAT\scenes note: this assumes that you have installed GMAX into default folder. 3dsMax Caution about 3ds Max installation location As has been stated in What's New section this version of Bat4Max allows to any installation path for 3ds Max, including those with empty spaces in the path, for instance like the default path (C:\Program Files\.... However it is important to keep in mind that Windows may come to interfere with self setting functionality of Bat4Max. Namely Latest versions of this OS (those with UAC - particularly Windows7) will block write access to the files in Program Files folder making impossible autoedit of BATFORMAX.ini As a result it is still recommended although not any more required to install 3ds Max in a folder outside of Program Files. Doing so will not humper Max functionality in any way and provide peace of mind. If on the other hand you insist on putting in in a default location within a Program Files and after installing Bat4Max and starting 3ds Max you don't see Bat roll-outs: close 3ds Max make sure that you grant yourself write access to the BAT folder in your 3ds Max Root replace BATFORMAX.ini with a fresh copy from archive Start 3ds Max again If you have done everything correctly - mostly this refers to granting write (or full) access to BAT folder you'll see normal queries made and after doing what they ask you'll see BAT roll-outs. Fresh Install Move gamepacks subfolder from 3dsMax folder to your Max root installation folder. This is a place where you have your 3dsmax.exe Move content of startup subfolder from 3dsMax folder to the same named (startup) subfolder in Scripts folder found located in your 3ds Max root folder, eg if you have installed your Max into C:\Max then you should move these to C:\Max\Scripts\Startup\ Upgrade from Previous Version Upgrade is NOT recommended for this version. If you have any previous version of Bat4Max installed on your system remove it and do the fresh install of Bat4Max as described above Setting up Bat4Max Once Bat4Max installed start 3dsMax. You’ll see more likely than not the notice about disabling NightWindows, followed by request to point to the location of your SimCity4 plugin folder. For 3dsMax 2010 and 2010Design users that’s all that have to be done. Rest of setup is fully automatic. Unfortunately users of older versions of 3ds Max will have to perform few more operations manually. Once max is fully started you would need to set program gamma settings. Click on Customize command in program menu and chose Preferences (the last option). Once there, go to the Gamma / Gamma and LUT tab make sure that you settings are as follows: 3ds Max 7 3ds Max 8 - 9 3ds Max 2008 and 2009 (2009Design) Note: disregard areas covered in blue in illustration those will be set automatically Unit setup is now handled automatically by LetTherBeLight together with the rest render settings. Important note in order to avoid nasty surprises it is strongly recommended to run LetThereBeLight first thing when you start new project How to Use.LetThereBeLight-truNite Workflow Exporting Day Set your scene easiest and quickest way to do so is by running LetTherBeLight (click on Day button). This will set units, render, anti-alias, and final gather, gamma and color correction to the values optimal for your particular version of 3dsMax needed for both export and preview Create your model. do NOT create any night time lights or texturing, this is gonna be you day scene. Read following section for instruction of doing truNite export. note that in order to use preview you would need to create LODs for you model. Create/Edit LODS. You can do this by either pressing Re-fit LODs button in Parameters roll-out, or by manually creating/editing them. Later option is preferable when you model has complex, non-boxed shape. One word of caution: go lightly on LODS remember that they should be as simple and low poly as possible as to not overburden the game’s ancient 3d engine Export LODs to gmax. This could be accomplished by pressing Export LODs button in Parameters roll-out. Script assumes that you have installed your GMAX and GMAX BAT into default locations. In case this is for some reason doesn’t hold true you would need either to manually edit your batformax.ini file (found in your …gamepacks\BAT\ folder) or do it old fashioned manual way by selecting LODs and then choosing Export Selected from File menu. Export LODs in GMAX BAT. Open BAT (GMAX) and import LODs. If you have been following all instructions precisely you’ll find them (as a .3ds file) in the list that will open when you select Import command in File Menu of GMAXBat. Make sure that “convert units” option is NOT selected. SD or HD. Decide if this models should be exported as SD (standard definition – pixel perfect Zoom5 and 2x stretched Zoom6) or HD (pixel perfect Zoom6 and 2x reduced zoom5). Make a selection. Done that, press Export button. You’ll be asked to save the GMAX file. Do that and give it appropriate name so you could easily identify your coming SC4Model file later in 3ds Max. Once export is finished you can return to Max and Push DAY button in LetThereBeLight Just to make sure that correct settings are chosen. Input SC4 Model. This could be accomplished by pressing Get Model File button. It shall open the window showing you your SC4 Plugin folder. Select desired SC4Model and make sure you’ve selected same settings for SD/HD export as in GMAX BAT, when exporting the LODs. Press Render BAT. Create and Insert FSHs. Depending on your settings program will go through numerous render passes and when done display success report. Now press FSH Batch Build and then DAT FSH Insert. Save your scene. Nite Export truNite is a special technique for generating night time views. It builds on two main principles: total Mask covering entire model. this is done to prevent ugly blending artifacts that are bugging many traditional night views and to allow for a full range of night effects such as specific night reflections, alternative models and textures/materials etc. special night general lighting. this could deal away with strong shadowing that is so unrealistic for night views. With truNite instead of one single day/night export (providing your model has any kind of night lighting) you would do two separate exports – one for a day view and another for a night one. This solution has several significant benefits. It cuts on errors during export in a major way as vast majority of those occur during day/night switch by the export scripts. Since for the BAT export script truNite is just as another day render none of that ever takes place. Also for a larger models such separate exports may be beneficial because the wouldn’t occupy your computer for exceedingly long time at once Another advantage is a big reduction in overall, combined export time (by as much as 30%) since truNite deals away with night mask render pass. The only “drawback” of this method is that you model will “jump” from day to night view rather than go through the whole dusk routine. Another point that has to be taken into consideration is that both day and truNite models should occupy exactly same space (location) in both files and that their outline must be the same. truNite night comes in two flavors selectable in LetTherBeLight roll-out Maxis nite this will create night view that blends with default lighting and coloring scheme used by Maxis for SimCity4 Darker Nite this generate much darker and less blue view which is broadly compatible with existing Darker Night mods. Special truNite DarkerNight mod will be release at around Xmas day. Nature of truNite makes these two flavor mutually exclusive. So if you want to provide community with both version you should do two night exports. If you decide to do only one I strongly suggest to chose Maxis one for it. If you decided to go with two version BAT make a copy of your just exported day scene (prior running night export), name these accordingly, but remember that you can alter only first part of the model name and not the alpha-numerical end of it. Create your Night Scene Open your previously saved day scene and make to it any adjustments you see fit. This may be lights, special textures or even alternations to the model (as long as they fall into same outline as a day one. Important note!!! do NOT use any of the traditional naming conventions like nitelite- or night- prefixes for your geometry or lights Type of night - Maxis or Dark selection press one of the Nite buttons in LetThereBeLight roll-out. this will create appropriate Lighting rig and settings for gamma and color correction, etc. Select Model file for export click on Get Model Name button and select the same model you have previously exported as a day view. If you have two versions (Maxis and Dark ones) choose appropriate Export press Export button and once render is finished press FSH Batch Build button and then (1) day-2-nite (2) truNite FSH Insert That’s all you model now have both day and night views! in case you need to do another night export repeat same procedure , but choose appropriate lighting and target file. Bat4Max v4.5 2k Edition could be downloaded HERE with this release supersedes Bat4Mx v4 2k edition and consequently later is discontinued. PS Use of SimFox Day´n´Nite mode is strongly recommended with DarkNite models produced with this version of Bat4MAX as Lighting levels and hues used in truNite DarkNite export as realized in this version were calibrated to fit with this modd. SimFox Day´n´Nite modd could be found on STEX Footnote some additional information on LetTherBeLight is available here LINK Previous versions of Bat4Max support threads can be found here: Bat4Max 2.6 HD Bat4Max 2.5 r2
  18. Linda Swampy Medical Centre

    good model, but there is a distinctive lack or correlation between the the wall paneling and those exuding bits, as well as windows
  19. Maxis References

    Actually it is possible... since all we see are pictures those could be open in, say, Photoshop, and color corrected to just about anything you want! You also, if you good with the tool (said Photoshop) add or remove any details and so on...
  20. BAT advice

    What version of 3ds Max do you use?
  21. Preview shouldn't look better, it should look accurate. Game background isn't black. so you need something of more or less similar brightness to accurately judge your model's brightness levels as well. For instance side wall of the main tower is just too black - it's neither sits well in game nor is it realistic. Reflectivity of the glass under such an view angle would be greater that that of the front wall. I would also say that the roof is too dark, or too monotonously dark... It doesn't look like it is under the direct sun. You would also need to hick up AA settings in order to recover disappearing lattice. But all in all good work on a building!
  22. BAT4Max v.5

    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. Yaay, thank you very much! I put the TB2_CameraLightRig.max file from the BAT4MAX v2.6 in place of the existing one and it works now and lets me render. I'm not sure the settings are correct, though, as the render result window was about 8 times higher than it was wide, with nothing but black at the top and my model very small at the bottom (it was at the correct Camera 5 size when I zoomed in to that). I'm guessing this is a LOD issue but I haven't really had time to fiddle about with it properly yet. I copied the objects from my BAT project into a new scene and there was nothing obvious that was causing this. I will try experimenting with it and creating my own LODs but if I get stuck again I'll post here. Anyway, thanks for all your help, I'm getting there! It's much appreciated. Regards, Gary Garry, I think I know what was at the root of your problems - the RIG files included in Bat4Max v5 were made in versions of 3ds Max newer than yours. These new versions of Max have some plug-ins that are missing from your version. And when you try to open such a file Max looks for those plug-ins and failing to find them spits out that error message. Problem is that at the moment I don't have access to the old version of 3ds Max in order to fix those files. Taking them out of Bat4Max v2,5-2,6 may be a problem though... as I simply don't remember what do those contain. Do they have lights in them, or only cameras... Rig files that would be compatible with Bat4Max v5 must have ONLY CAMERAS in them. So, check the Rig Files you're using now and delete all lights if there are any. The problem you see at preview - disproportionately tall and largely empty window is most likely cause by the fact that you haven't set up you system units right. If I remember correctly... What you should do is to set them up (remember system unit HAS to be meters) before you start modeling anything. This set up will be performed when you click any of lighting setup as well. But if you had modeled something already it may end up being scaled. This works somewhat different in different versions of Max that's why in instructions it's said that you should click on lightning setup first! Before you start modeling anything. This, I may add, hold significance only the very first time you run 3ds Max since unit setup will stay what you've set it till you specially go and change it.
  23. BAT4Max v.5

    Stephen, I've tried to read and re-read you message several times...And, sorry to say can't really make heads or tails of it! I'd say go lighter on "LOL"s and heavier on meaningful details and precise (perhaps illustrated) descriptions. Here, for instance, what exactly "nothing i have made so far has been successful at creating" ? Again, it's utterly meaningless phrase. "Appears" , "simply does not like"... I mean are serious talking about piece of software as it would be a person? The worst thing about such an approach is that it completely removes out consideration the only actor that actually is responsible for any of it - you! Like it all magic.. It is, I assure you, NOT! BAT4Max works just fine with both Windows 7 and 3ds Max (Design) 2012. The only reason why it doesn't work in your case is some erroneous actions on your behalf during either installation or operation of the tool. Or both... The real problem here is that give info you've been providing the only conclusion I can draw is that you have no clue about things you're trying to do. For instance you're posting this picture: and right under it write: You don't see anything strange here? Where did you install Bat4Max? in GMAX or in 3ds Max? How about BAT? You also write: Together with the picture I can only say that you didn't follow the instructions. Unfortunately I can't be exactly sure of what you didn't do... In fact instruction were written precisely in order to avoid this guessing game. I just have a nagging feeling you don't understand the difference between GMAX, Max, BAT, BAT4Max Again it is totally non-descriptive! It could mean anything and everything and as such means nothing. Well, you trying somehow to prove that the problem is external, in a sense that it has nothing to do with you, but just about anything else. Yet I assure you this is not the case. The problem is in your actions, or failure to take such according to the instructions. Changing Windows or Max version will not help. Unless you yourself somehow, accidentally perhaps, make things right. Above above ... Same problem I've addressed , well, above... You are quick to jump to the most bizarre and ungrounded conclusions/explanations - software versions, file sizes texture resolution etc, etc, etc. All are total non-sense. If for no other reason than for for the simple fact that you can't really provide any logical connections. I know this reads harsh. And it is. But it is absolutely necessary if any of your problems to be solved. Otherwise you'll be getting polite silence, or generic try this, or that. which rarely help, simply because they are generic, meaning practically never (rather than by chance) have any connection to the actual problems. So, you really want to solve it than you should understand the issues preventing you from doing so and others from providing meaningful help. Now, please give step by step, with precise names of programs used and order, what exactly you've done while installing and than running the tools. Also all the messages you've been given by programs in the process. It may be tedious that that is the only way to know for sure at what point you gone astray.
  24. Lots of good stuff here! Trees are fab by any count! As for the platter over EDF entrance, and generally for other metal bits and pieces, you may try to turn on the Physical Sky as a background. Right now it all reflects gray background, Having something more like sky with it's specific hue (may be adjusted a bit to reduce not too game like cyan component) may prove to be beneficial... anyway there is no harm in trying!
  25. BAT4Max v.5

    Have you installed original BAT?
×