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Dono

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Everything posted by Dono

  1. BAT4Blender

    Instead of a new post I'm just updating this one: I downloaded your lighting blend file and had a go at adding my object to it, I kind of got it to work but your setup is very alien to mine so me being new didn't help so I went down too many rabbit holes trying to figure out if I had things right. On the upside I did learn how to get the LOD boxes perfect. Going back to my blend file I was able to get my objects into PIM, their footprint was perfect and they looked to be in the right positions in my lots. Unfortunately I can't confirm if it's my textures or the lack of a light setup that's causing the Models in PIM to look like black mould on the front view and a light grey on the side/back views. I'm probably making too many fundamental basic mistakes to put a finger on what the issue is. Ok, I went back to your .blend file and worked it all out so I had a better grasp of what I was doing in your environment, textures look 10x better. Only issue is the rendered preview just shows a white filled boundary box, the material view is perfect, the SC4Model file ends up the same white box....It doesn't do this in my blend setup but either the textures look wrong or it's the lack of proper lighting in mine.
  2. BAT4Blender

    I was actually looking at doing exactly that as I thought it would be easier adding my object to your lighting setup. I haven't tried it yet as last night when I tried adding the LOD's from the B4B tool LOD "Add" option the render process took ages (at least it got past my previous 40% stall point when I used the blender default) but when complete and I added the created SC4Model to a lot, It was huge beyond what could fit on my screen lol. It didn't do that when I used the default LODs (when one would work), the model fit as a diagonal fence should have from corner to corner, but the render/textures were messed up. I'm going to go back and try my fence as an ortho using the B4B Tool and its LODs. Then if I get that to work, then revert to the diagonal and try as you have suggested in your post by creating a custom box. Thank you for your help, much appreciated.
  3. BAT4Blender

    Thanks, I kind of thought it was automatic as when I click on "Render all Zooms and Rotations" the LOD1 through LOD5 automatically populate the Scene collection window. So on that note, when I hit the LODs button "Add" (Before Rendering) and it adds the 5 LODs to the Scene Plain, do I need to make any changes or are their defaults good enough (I'm just making diagonal fence props). And when I Add the Sun, have you any suggestions for its settings, I've been through the last 5 pages of posts and have ended up more confused, I understand all those involved are brainstorming to get a pre-set locked in but I couldn't see a posted temporary solution.
  4. BAT4Blender

    Ok, I may have jumped the gun saying no more questions. I overlooked, or more so, assumed, the use of the LOD buttons in the BAT4Blender addon. Is it that when I do the reneder all zooms it does what is required for ingame but if I want more control over each zooms quality, then I can use the LOD buttons. Plus my b4b camera is in the same orbit as the moon. If I drop it down on the Z axis will it be still on the required coordinates for the game. Since using the new camera and disabling the default one, when i do a render it gets to about 40% and freezes.
  5. BAT4Blender

    Thanks heaps, sorry for all the questions. I've now a better understanding of where most things fit in so at least I wont be going down some unknown garden path to get things working, at least any other questions should be in the bating forum
  6. BAT4Blender

    Thanks for the clarification on my questions, helped heaps. On the one related to PIM-X, I did have the latest non-Maxis PIM but my stupidity was the issue. Once I created the prop I then opened PIM to create the test lot from the .desc file but it was blank because I hadn't also added the Model file to PIM. Usually in a .dat file they'd be bundled together. Also if someone has a link or basic instructions on how to add the xml file to the .SC4Model that would be much appreciated, I searched but couldn't find any info on adding, just removing, and reverse engineering the remove process didn't work. Two questions I forgot to ask was during the creation of my object and on rendering: -Do I need to remove the default Camera and Light from the Render process and add the Sun and Camera from BAT4Blender. -And I understand lighting is what's being worked on ATM but as I'm only making Props, is there any specific angles/settings I need for the Sun and Camera or is addressing my first question all I need to worry about. Thank you.
  7. BAT4Blender

    I wasn't sure if this thread was for the development of BAT4Blender or for those like myself with probably stupid questions on using it. So please delete or move to the appropriate area. I'm just creating basic props, with a bit of a struggle have got my test prop in to SC4PIM but it's invisible when I go to add it to a lot (the yellow box shows its been added to the lot, and it can be moved around but has no textures at all). From my journey some questions arose which may be linked to my issue as follows. 1. From the original memo post, is the "Pull Request" link still relative? I haven't used it thinking it would have been done by now, I have updated everything else. 2. Probably related to Q1, where's the roadmap mentioned in the SC4Blender readme, I have noticed some of them in the BAT4Blender Scene Properties plain in Blender, but not all of them. 3. In a recent post it mentioned you had to render the day setup then do the same for the night, then merge the two. I assumed the Day/Night tab if I selected ''Day & MN'' it was doing that? 4. Once I complete my Object do I 'Render Image' from the top menu and save, then do the Render all zoom & rotations in the B4B addon. Or once I complete my Object can I just save it then do the Render all zoom & rotations. 5. and last, when I added my SC4Model file to SC4PIM to create the prop it gave me a message(as apart of the created file name) that the XML file wasn't present, but it completed the creation. I saw Tyberius06 post, he said it should be ok in SC4PIM but I wasn't sure if something has changed and that was involved. Thanks.
  8. BAT4Blender

    OK thank you. Yes the 3d files I downloaded were FBX and a GLB as I had read a SC4Model couldn't be reverse engineered, so to speak. So at least from your reply my 3d design process is on track lol. I'm not lotting buildings, just fences and other objects at the moment so the night lighting isn't a concern. If the combining of day and night renders is different to the night lighting I may have a problem lol. I've tried to get a gist of what the actual process flow is from creating the 3d object to end useable .SC4Model. Something basic like - Create 3d item in Blender - add textures in Blender - export as ## in Blender - open in ### - etc, etc would be handy as at least then I could finish one thing and search up how to do the next part, there's so many different ways, opinions, and 20+ years of changes to contend with, I'm a bit lost but happy with my start. Thanks again.
  9. BAT4Blender

    Hi, I'm new to Blender (says everyone, lol) and modding on that note. I've been making a heap of lots, mostly airport road fencing, but there are very limited diagonal fence props to my liking. I've used the PEG security fence props (they had a diagonal) in my industrial lots but they don't look the part for my airports, so thought I should learn to do it myself. I've set up Blender and added the BAT4Blender addon. I have Blender set so the suggested setups are now my default and am ready to go. I have downloaded a few free 3dModels that I liked that have the creators consent to use and have imported them into Blender and played a bit to see what I was up against. Is it ok use the unsupported SC4 3dModels in Blender to get them to look how I want, then to export them to what SC4 requires, or doesn't it work that way? Plus I just edited my post as I was asking about starting off with the correct sizing, but during my last mess around found that I think I should be fine if I keep my X and Y axis in 1meter tiles and design to the SC4 diagonal tile size of 22+ meters, and when done stretch my z axis to 133%? Sorry, just realised my post probably should be in the BATing thread...Please move if required!! Thanks.
  10. Show us your Airports!

    Ha, my mere lots have nothing on your creations but thank you and thanks for the DRP, I could imagine during its creation you you would have gone down that road of "at what point do I stop" lol...as I've learnt, one thing leads to another.
  11. Show us your Airports!

    I've made all the bases for the diagonal fence lots as I had originally used the PEG security props as my fences as they had diagonal fence props. Unfortunately, they were more suited to Industrial lots (which I have also created for the IRM I-M Texture) but the fence I ended up with (also one of PEGs) doesn't have a diagonal. I'm very much a newbie in the creation side, I've downloaded Gmax/Bender, etc and when I find a year to work out how to design a diagonal model/prop lol, I'll have something worthy to release. These are what I have so far for the tarmac texture used in the Diagonal Runway Project without the diagonals.
  12. Show us your Airports!

    I have 50+ security fence and road lots I've made for my personal game for the DRP (Diagonal Runway Project) tarmac and grass textures but in all honesty, I think most can probably be found in other smaller uploads. If I get around to taking note of the dependencies I might look at uploading but it might be too repetitive with the other member uploads. I have added a zip with 9 grass textures to assist in getting rid of the zigzag effect on the diagonal runways, you probably just need 2 as I can see you are trying to retain your in-game grass texture, where as in my pic below, I have completely filled the zigzag sections with the runway textures. You can delete what items you don't want, just keep the texture files. DONO.zip
  13. Heretic GLR Station and Terminus Pack v.1

    I thought that may have been the case, but of all my subway lots only one other did this so I thought it was a glitch. My other subway lots would plop as usual and when you select the subway tool it would go to the underground mode and a connection point would show, they wouldn't go to underground from the menu, only the subway tool. Thank you for your fast response and awesome lots.
  14. Heretic GLR Station and Terminus Pack v.1

    Been wanting to get these for years lol, manned up and fought the web of dependencies and have things close to 100%. Just having an issue with 3 stations...Spire Luas/Cosham Downtown and Periam Street. When I click on any of them from the GLR menu every texture on my screen disappears, I can plop them but then cant remove them or any other lot on my screen unless I select another lot from the menu...as long it isn't one of the 3. Any ideas?
  15. JENX runway issue

    Hi Terraner, Unfortunately a few of the lots found in the Legacy Ultimate Airport Pack are not working, it's no longer supported but obviously we can ask questions and hope someone has the answer. As it is, the people involved in these Airport bits and pieces are hard at work updating other projects at the moment but the Airport Pack is up for an overhaul in the unknown future, until then we just have to persevere.
  16. What do you mean by: Usually when installing sc4pac to an existing plugin folder you just keep it. I'm not sure if things have changed, but once you have sc4pac installed you just create the 075 folder in the plugins folder and put your existing plugins into it. Just not the .dll/.dat/.log/etc files that weren't in folders, they just sit in the plugin folder as they were. All the numbered sc4pac folders will remain hidden until you download a plugin that fits that category, then that numbered folder will be created by sc4pac and added to the plugins folder with what you downloaded in it. Sorry if stating things you probably know but just trying to get a baseline. Also as you mentioned the submenus plugin. Depending on what you already had in Plugins and what you have just downloaded, a lot of menu items may have moved to other areas. Like you may have downloaded a number of commercial ploppables, these may now show up in the Zoning Tools menu where you would normally select the tool to drag out low/medium/high densities.
  17. Show us your Airports!

    I've just finished some filler lots based the Diagonal Runway Project textures to get rid of the jagged edge look. I can upload here or forward them by PM if you're interested. (Unless you are using different runways).
  18. Get ID range for textures?

    Ha, thanks, I read through that post when searching on how the consecution went, but can see now what rsc204 was implying, I completely over thought it. After seeing rsc204's spreadsheet, I defiantly don't need that many but I'll chop away, I'll follow this thread and in the future if I see someone looking for a few I can, with your/admin approval, pass some on. Thank you again, much appreciated rsc204.
  19. Get ID range for textures?

    Thank you, sorry for my ignorance but the person who shared the last group sent me a txt file with the consecutive twelve IID numbers (hex) listed. I realised there was a pattern but not sure where to start....the last 2 digits went 04...09...0E...14...19...1E etc. Do I use the same principal or is there a tool I'm meant to be using. I was keeping track on a spreadsheet.
  20. Get ID range for textures?

    Hi, I'm needing a handful of texture IID's for ground textures, I've just used 12 that were humbly donated to me that finished my project, but I'm after another small amount just in case I missed something. Thank you.
  21. Hi, Can I delete the old SC4Growify.dll if I install this and check that box?
  22. Submenus DLL

    I read through the readme a few times before but couldn't find the items it mentioned. I just tried again, my bad, I had opened two similar lots so was comparing apples with apples, it's all pretty obvious now. I assume I can just delete the Building submenu exemplar. Thank you.
  23. Submenus DLL

    If in the wrong place please move/delete. I've just finished a bunch of IRM I-M base texture security fences with roads. In PIM I lotted them all under Parks, specifically about half were created under Parks/With invisible building/Parks and the other under Parks/With invisible building/Neutral lot. Unforeseenly, now in game half my lots show up in the normal Park menu and the other half show in the Parks submenu Green Spaces...which industrial fences don't fit well with Is there a property I can add or change to assign them to the same menu/submenu. Obviously I can assign them to my own submenu in the cli tool but if I ever did release them I'd like them to be in the same spot to start with. I've tried a few searches but not knowing the terminology I don't know what I'm looking for Thanks
  24. Thank you. I did notice in the prop folder there were two, one opened gate, the other closed. I did wonder where the closed position come from, the only reason it didn't occur to me was when I first added it to my lot, the opened one when you hovered over it in PIM said it was a timed prop. The closed one when I did the same just gave the .dat file name it was from. Thanks again. P.s I just did the changes, unfortunately the creator had 2 of the same files for the closed position, one that was closed permanently and the other that I assume was meant to be timed. I have the option to use his barbed wire style fence in the closed position as they are both there...depends on how much of a control freak I am lol.
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