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Everything posted by Dono
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Cool, I wasn't aware I could do that, thankyou! I assume then, if I have no difference in the scenes everything can be together, and I just need the "Night" folder to contain the lighting effects.
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I'm not that great with all this stuff but I hope this helps. In Blender(Bat4Blender) with nights there's a few options depending on what you are trying to achieve. In your Blender Scene Collection when you render your scene, lets say you render in 'Day and MN', your final product will be identical both for the day and night, apart from one obviously being in the night time and the in the day time. This is ok for a scene without lights. With lighting, you are best to have two folders in your Scene Collection, one called Day and the other Night. Bat4Blender will use these 2 folders to differentiate between what you see in the day or night. This way whatever is in your day scene will only show in the day time, and the same goes for the night scene. My personal way to do this is to first fully create my night scene in the Night folder, add the light emitters to their own folder (called Lights) in the Night folder. Once I'm happy with the render, I duplicate everything in my Night folder and add it to the Day folder (which was empty). Then I just delete the Lights folder from the Day folder as I don't want them to be still still on in the day. When you do the same 'Day and MN' render, Bat4Blender will render the correlating named folders into the one Model file. Adding lights is very simple, Blender has 1000's of YouTube 'how to videos'. At the top of Blender there's an Add tab, mid way down is Light where you have 4 options depending on what type of light you are wanting. Once created it will appear at the World Centre Cursor, move it to where you want it and on the RHS a new light bulb icon will be where the render/object/materials/etc icons are. you can adjust it's properties here. Sorry, I don't know anything about batch rendering.
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Version 1.0.0
92 Downloads
Commercial Services Demolition Site Sims are always building stuff, so it's time for them to knock something down! A ploppable 4x4 demolition site as well as 4x2 add-on lot if it helps your zoning. Offering 168 CS$$ jobs as well the smaller having 49 CS$$. Both lots will be found in Landmarks, or in the Commercial Services zoning tab under CS$$ if using the submenus DLL, maybe both. DarkNite and MaxisNite varieties. (My DN isn't the greatest, the model is displaying correctly but the surrounds are not the best, something I've learnt for next time. If you think it doesn't fit just remove and use the MN version). All models either created or modified in BAT4Blender, including lighting. Thanks goes to nos.17 and Jasoncw Dependencies: - DONO Prop Pack v1.0.2 - AGC Streets DLC - AGC Automobile DLC - AGC Heavy Machinery DLC - AGC Industry Energy Telecom DLC - A_1P_120_SimWorkers_1.1 - European Truck Prop Pack vol.1 - SM2 mega-prop-pack-vol1 If you're downloading the DN version I assume you'd have it, but if not you'll need: - Simfox Day/Night Modd- 5 Reviews
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Hi and firstly, welcome back all!! During the shut-down I got to do a lot of Bat4Blender tinkering which I'd like to release as soon as the restoration clouds settle. One thing I'd like to ask is, is there a way to export an animated scene, object, etc from Blender (BAT4Blender) to be able to be used ingame? (even something as simple as a blinking light). Thanks.
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Version 1.0.1
212 Downloads
Airport Security Fence Roads and Taxiway Fillers NOTE: This is my first upload, and these were made some time ago to specifically fit into my games airport which was widely based on Scaley McSlithers (DRP) Diagonal Runway Project. https://community.simtropolis.com/files/file/32959-the-diagonal-runway-project/ Grass fillers to match the tarmac grass edges to remove the zigzag effect that the diagonals cause. Ortho and diagonal security fences made with memos Bat4Blender, with a variety of roads to suit the tarmac and airfield grasses. The majority of lots are 1x1, with all perimeter fence lots having a park effect on air pollution. SPOT props have been added to help with road directional placement. All lots will be found in the Airports Menu. A Submenus patch folder will be in the download folder. If using memos Submenus Dll, all lots will be found in the Airport submenu "SF Fillers". (it can remain there unless you want to move/delete it, it will have no effect unless you use the Submenus Dll and its required dependencies). Thanks goes to philforhockey51, rsc204, Tyberius06, nos.17, memo, ACEfanatic02, CorinaMarie and hugues aroux in all my SC4 journeys to date. Dependencies: DONO Prop Pack DONO Texture Pack AGC Street Props KOSMO Security Checkpoint SPOT (Optional) BSC Common Dependencies Pack If you don't want to install the entire BSC Common Dependencies Pack, you only require BSC Mega Props-JES Vol01 v2 Airport Common Dependency Pack If you don't want to install the entire Airport Common Dependency Pack, you only require AC Mega Textures Vol01 v2 and SCAG-ARIP_Textures (If needing to choose a drive side, either left- or right-hand drive files should work as my lots are universal) Any problems: Please check the Comment section below (next to Reviews) as I have added a post that will be updated with anything relevant.- 2 Comments
- 2 Reviews
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I've just got the puzzle piece portion of this mod and just checked my plugins. For me to only have the PLOP, I have just these files. UrbanStreets_T21_PuzzlePiece_RHD_Seasonal.dat Urban Streets Helper Lot_RHD_Seasonal.dat UrbanStreets_Props.dat UrbanStreets_TrafficTextures_PuzzlePiece_MaxisSidewalk.dat
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Message from Creator Ok, I stuffed up the update from v1.0.0 to v1.0.1. If you are a new downloader, you don't have to do anything, it only effects those updating from v1.0.0 to v1.0.1. You will know if it has affected you if the overhanging security hut (Green roof) won't show when plopped. sc4pac downloaders, easiest step is just click the Install with sc4pac button again and it should see the link to version 1.0.0 is broken and it should say something about version 1.0.0 not being found or a name change or something similar and do you want to delete/remove the folder etc....choose yes. Then proceed with the new v1.0.1 sc4pac install and all should be good. Manual downloaders having the older version will only have the problem if you update the DONO Props to version1.0.1, if that's the case just download the new Kosmo Security Checkpoint dependency from the dependency list on the main page and you're good to go. Sorry for the drama, I'm new to everything and made a rookie error.
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- 1 Review
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I finally finished my Diagonal Runway fencing and filler lots and got to use some in my new Airport to make sure I didn't overlook any. Will hopefully have them uploaded by the weekend. And yes, my runways are currently a bit short lol, my concept was to have a shorter runway for local smaller craft and the diagonal longer one for domestic and international.
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I've done this in my game but was considering looking into how to do this as a part of the upload.
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Hi, I've created the diagonal fence props and have all the lots. I had to relot the ortho lots, as the new diagonal fences I created in Bat4Blender were going to be different, I hoped I would get away with keeping the older fences, but I got carried away using DXT3 to get the fences as realistic as I could...so I had to remake the ortho fence props as well. Apart from the new diagonals, just their existence caused the need to create 23 more lots and 19 textures for the diagonals to integrate with the orthos Now.... I'm just adding SPOT for easier user plop alignment, and I just yesterday finished all the lot icons, currently just adding the item order and adding the new icons. If I had a day it would be done, I'm lucky to get an hour lol.
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I have created a few Overlay textures for a project I'm working on but when using two overlays together in PIM-X I get the zoom issue, as others have, where the overlays trade places in no orderly fashion (the top overlay ends up on the bottom etc). Is there a work-a-round for this? I wasn't sure if I could change an ID so the bottom Overlay is seen as a Base texture or if I have to just spend the extra time in Gimp and combine the 2 textures as one. Thanks. Sorry if in the wrong area, please move if needed.
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Thank you @hugues aroux I just tried but unfortunately it didn't work for me. Which brings me to hopefully a quicker fix than using Gimp to merge the two overlays in the correct alignment. Does GoFSH allow the importing of 2 overlay textures and overlapping them, just as you would in making a lot, then exporting it as a new texture?
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No, the XML won't effect the render, it doesn't effect much initially, mostly how some of the modding tools sees the item (for example Maxis PIM needs it to see the item so you can add it to a lot etc) but ingame has little effect if any.
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That's ok I misread that you were using the latest version so I tried "Blender 5.0" and it failed for me so someone else might have to confirm that one. I know the original AceFantastic02 lighting rig didn't work on anything under Blender 4.5, but as it's now incorporated in the new BAT4Blender I assume memo would have compensated for it as the readme says 3.6 should be ok. As I got Blender 4.5.3 to work all I can recommend is deleting 3.6 and and install 4.5.3. Or if you want to stay with 3.6, triple check you have installed everything correctly, chosen Cycles as the render engine, etc.
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@Koonam @memo Hey, I'm not sure how you went but I just downloaded Blender 5 and I couldn't get BAT4Blender 0.5.0 to work on it (bad time for similar version numbers), I believe it has something to do with the Compositing addition to the new BAT4Blender, although I could be wrong. I uninstalled 5 and installed Blender 4.5.3 and it worked straight away.
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Unless one of the guru's come to you with an answer, if it was me I'd uninstall the lot and start fresh, I did see in some posts back you started to follow the instructions for changing Nodes (for advanced users), who knows, you might have missed replacing a string when restoring it and it has failed. At least if you start over you'll catch those pieces we found you missed in our prior conversations. It's just come to mind too that Blender has just done an update to version 5....if you got that, it could be the issue, at the time of the recent BAT4Blender updates I think Blender was at 4.5..I'm running 4.5.3. Hope whatever direction you choose, you get it to work.
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Unsure, but a month ago would put it being installed in the old version of BAT4Blender, I'd remove it and then reinstall again. It's worth the try.
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Looks like you've had a few missing things so it's hard to know if you have something else missing or if it's a BAT4Blender issue, getting above my pay grade lol. Have you tried just a Day&MN render on its own instead of the combined render where you get the 2 files.
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Yeah, it's apart of the render process. Hope that's it
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@Koonam Sorry, I'm still using the prior BAT4Blender as I'm 3/4 finished a project and didn't want to chance anything. As you're not getting an error code I assume you have the ImageMagick and fshgen files setup correctly under the Super Sampling and Post-Processing tabs. If anything else comes to mind I'll yell out.
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@Koonam I'm probably not the best help but either way, the files are way too small, for instance my basic lot length fence is 115KB. I'd recheck that you're rendering in Cycles and everything is setup as in the description/readme file for BAT4Blender. If all that is ok check the object your rendering is still in the LODs...you can delete the LODs (Under the Preview button) then just press the Add button to reset them. Make sure all the Objects you are rendering in the Outliner (where the Scene Collection is) have the camera icon highlighted as this is what's being rendered, we don't render the LODs so don't highlight them or you'll get white boxes.
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It will be in the folder where you store your Blender files, specifically where the .blend file of the object that you rendered is. There will also be an XML file with it if you want to add it to the model file manually.
