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BAT - Getting Started Guide / FAQ / Resources / Help
AP replied to Jasoncw's topic in SC4 BAT & Lot Workshop
@Raymond7cn that is exactly what I was looking for: Now the problem that is left is that the render does not take this setting into account. Is there a solution for that? Or is there any other way I can fix this? I tried extruding the bulwark to flip the normals but that option seems to be grayed out (also I am not sure if I did the extrusion correctly since I seem not be able to select the extruded outline of the poly: -
BAT - Getting Started Guide / FAQ / Resources / Help
AP replied to Jasoncw's topic in SC4 BAT & Lot Workshop
BACK FACING in gmax Does anyone know how to activate back faces in gmax? Deleting the top polygon of a cube leaves me with this, but I would like to see the away facing polys as well. When I rotate the view I still see them from the outside: -
Hi everyone, I opened this thread because I have a few interface questions for gmax BAT and possible other 3D modeling programms. I saw that there is a number of posts around this topic (some of them rather old) and I still have a few questions left. This is where I stand: Currently I use gmaxBAT to create and render my models. As far as I understood I always need to use gmaxBAT as the final programm to render because this is how a 3D model is transformed into an sc4model. (please correct me here if I am wrong). I also saw there is also BAT4Max, which I understood is a plugin for 3dsMAX. What does that do? Can that not render and save to sc4model-files? I wanted to look into more advanced programs than gmax since it is rather old, not supported and tends to crash. On the other hand it is free and still quite all right. (originally I am used to work with autoCAD and Inventor) I would just like to have the ability to save in different file-types than .gmax. My understanding is that I would use 3dsMAX to create 3D models, save them as *.3ds and then open them with gmaxBAT and render them. However this seems not to be the case. I downloaded a 3ds-Model and tried that. gmax just shows an error message when I try to open the file. So my general request would be that someone explains the process to me in a very detailed way (possibly with some screenshots as well): How do I model in 3dsMAX and render in gmaxBAT?
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This is such great news, thanks for your reply, this hint was exactly what I was looking for! The route using MD3 sounds as interesting as using the 3D listener! I found the following MD3 export plugin for gmax: https://jkhub.org/files/file/2-gmax-md3-exporter/ of course loosing some detail is not ideal but I guess it is worth a try. Can you recall the best version or where to get it from ideally? I will try the listerner method tonight (thanks for including the link)! Very exciting! I hope I can get some of my models into a more universal format! In terms of going the other direction: Can you recommend a way to get Blender to export in a format that can be imported to gmax? EDIT: very impressive: (1) original gmax-model (2) exportet model with FFG in 3dsMAX Now again that unfortunately requires having a licensed version of 3dsMAX (currently I am on a 30d trial) It would be so great if this would exist for blender... using belder 2.79b to import the .3ds-file confuses a few things: (3) Imported 3ds-model in blender with positioning and rotation bug does anyone know how to fix that? EDIT: In fact I did figure out to how to fix it, the solution can be found here. (4) 3ds model in blender with fixed rotataion and positions I am also able to export it as 3ds and re-import it into gmax: (5) re-importet 3ds model in gmax with missing mesh edges The only issue that is left now is that the edges of the mesh seem to be invisble in blender and therefor they are not visible in gmax. If that could be sorted out then blender would be a valid alternative to gmax I assume... don't know if anyone cares
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Thanks for the reply @rsc204 , however it did not quite get to the core of what I was wondering about. I completely understand that gmax (or 3dsMAX with BAT4MAX in combination with GMAX) with B.A.T. and the render script is always the last step in the chain to get to an sc4MODEL-file. I am not lookinig for an alternative to that. So I am not looking for a render-script for any other 3d program. I am looking for a 3d modling program or converter that shares export and import file-types of gmax compatible file-types. In an ideal world I could export a model in blender as .3ds and import it in GMAX to render it for sc4. Additionally, I would be able to use blender to import a .gmax file. But blender does not have this interface to .3ds or .gmax. So my two main questions from above are still: 1. Does anyone know a program to import .gmax or .P3D? (which are the two output formats GMAX can produce) 2. Does anyone know a modern affordable 3d modeling program that can export in a file format usable by GMAX (maybe even with another import/export step through an intermediate program/format)? And with the points you mentioned above in mind, these two questions will become more and more pressing, since 3dsMAX licences are going to run out and v2018 versions of 3dsMAX being available will become less and less. Unless everybody starts modeling in gmax again.
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I am currently looking into a variety of other 3D modeling programs and was looking for some advice about the interfaces (file conversions) and some of you might know. 1. Is it possible to export my .gmax models into a format any other program can import? GMAX has the build in option to export as .P3D and I found no program that is able to import that, such a shame. Does anyone know a program to import .gmax or .P3D? 2. I wouldn't mind working in a more modern (if possible freeware) 3D modeling program with a file format that can transfer into .3ds (or any other format that GMAX is able to import). It seems GMAX can import: .3DS, .PRJ, .DXF, .SHP This has two simple reasons: I became quite advanced in GMAX by spending days and days in the program and it feels like kind of a waste not to learn these skills in a more up to date program. And secondly I would like to be able to repurpose the models that I create, which means I need a file format that can be im- and exported into other programs. Of course 3dsMAX would be the simple solution and I would love to have a license, however it is not in the price range that I am willing to spend on this hobby From @davide1983it 's explanation I found out that SketchUp seems to be able to export as .3ds so that might be an option (although it is not freeware). I was hoping to find a shared format with blender, which would seem like a great freeware tool to work with, but blender does not share an interface with GMAX. Does anyone know a modern affordable 3d modeling program that can export in a file format usable by GMAX (maybe even with another im-port export step through an intermediate program/format)?
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the props are in here: EDIT: actually I just realized that you might know that since the turbine technicians are in it...
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If you are interested in those let me know:
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Version 1.0.0
549 Downloads
This prop pack contains content for the land-based logistics of on- and offshore wind turbines. Content This File contains the following props: A_1P_Transport_Blade1 Rotor blade transport: rotor blade (in the style of LM 58.7 P*1) on Mercedes heavy transport convoy (straight) A_1P_Transport_Blade2 Rotor blade transport: rotor blade (in the style of LM 58.7 P*2) on Mercedes heavy transport convoy (in curve) A_1P_Transport_Nacelle1 WTG*3 nacelle transport: Nacelle for wind turbine (in the style of SWT-3.6-120*4) on Mercedes heavy transport convoy (straight) A_1P_Transport_Nacelle2 WTG nacelle transport: Nacelle for wind turbine (in the style of SWT-3.6-120*5) on Mercedes heavy transport convoy (in curve) A_1P_Transport_Tower Tower segment transport: steel tower segment for common wind turbines with two flanges (20m, 4mØ) (straight) A_1P_Transport_Tower2 Tower segment transport: steel tower segment for common wind turbines with two flanges (20m, 4mØ) (in curve) *1 Type of rotor blade from LM Wind Power A/S© *2 see above *3 Wind Turbine Generator *4 Turbine type from SIEMENS© *5 see above A_1P_MainShaft_Assembly_Seafasten Main shaft - bearing assembly of a wind turbine: The polished shaft end is connected to the low-speed shaft of the gearbox with a shrink disc. The wide end with the halfmoon discs is going to be connected to the hub holding up the whole rotor star. The blue bearing housings carry the first and second main bearing. Their feet are mounted on the main frame. (sea fastened on transport frame) A_1P_GearBox_seafasten Gear Box for a wind turbine: 2 planetary stages and 1 spur gear stage. (Power class 2-4 MW). The side with the big lowspeed shaft is connected to the main shaft-assembly [above]. The high-speed shaft on the other side drives the generator. Manufacturers like winergy, Eickhoff and Lohman & Stolterfoht produce these (sea fastened on transport frame) A_1P_YawDrive_Store Yaw drives including a gearbox and a yaw engine. Modern turbines have usually at least 4 of these mounted vertically around the tower top carrying the yaw ring to rotate the whole turbine head into the wind (2 drives stored on pallet) A_1P_YawRing_Store Slide ring with gear teeth for top of the tower to allow the turbine head to rotate (stored on pallet) A_1P_Generator_Store Generator for wind turbines: typical generator with integrated cooling unit on top (3-4 MW, 2 pols, 1500rpm) (stored on pallet) running at 1500rpm on 2 poles, driven by the high-speed shaft from the gearbox produces AC at the typical grid frequency of 50Hz Here is some inspiration I used: (source: https://www.doll.eu/en/news/company-news/press-releases/detail/article/transport-in-a-new-dimension-rotor-blades-for-state-of-the-art-wind-turbines/) (source: https://www.p-adams.eu/news-en/643/ ) -
@art128 thanks for clarifying! and thank you @Barroco Hispano for the screenshot. so if I understood correctly GMAX is only used to export the blank LODs (what does LOD stand for by the way?) and create an sc4model-file. Then BAT4MAX uses this sc4model and renders the model as 2D pictures on each side of the LOD and "fills" the sc4model-file -- so the actual rendering is happening out of 3dsMAX?
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BAT - Getting Started Guide / FAQ / Resources / Help
AP replied to Jasoncw's topic in SC4 BAT & Lot Workshop
actually not too complicated (once I understood it) I was thinking about making a little bit of a more detailed tutorial, since the once I used, really drove me crazy... -
BAT - Getting Started Guide / FAQ / Resources / Help
AP replied to Jasoncw's topic in SC4 BAT & Lot Workshop
That is rather easy @Rott, you simply pull the model on the Prop section PIMX works pretty similar in that way The most important settings are the following: under COMMON > Is Ground Model: makes the prop cast shadows (not on other props, just on the ground) under ADVANCED > AppearanceZoomsFlag: the soom levels at which the prop is visable > Light: turns on night lighting if you have rendered some on this model > Previewable: when you hover with the lot in game over an area where you want to place it, whether you see the prop or not Of course you can set all of that up in reader as well... -
Thanks for the summary @rsc204 ! The tip to import the 3ds file was what I missed. So here is what I did so far: downloaded a 3ds model (this step simulates me having access to 3dsMAX, saving (or I guess you mentioned exporting) my model as *.3ds) importet it with gmaxBAT (there were a few errors that I had to skip, I think I hit retry multiple times and it magically worked at some point) (the textures are lost) Re-fit LOD's (under BAT - Parameters) and exported it with BAT If I understood you correctly I now would have to open the sc4model that gmaxBAT rendered with 3dsMAX (impressive that would work, is that the magic of BAT4max?) and apply textures? My understanding is (like you said) that the sc4model is just a bunch of rendered pictures glued on a cube that are created for the 4 views and zoom levels? so I would be texturing 4 2D pictures? It would be really cool to see a few screenshots to document this process. Maybe you or @Barroco Hispano could provide a few?
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CHAPTER 18 -- THE FITTING-OUT BASIN
AP commented on Dreadnought's City Journal Entry in IMPERIAL DOCKYARDS WILHELMSHAVEN
Excellent description of construction and commissioning of war ships! Thank you very much as always!- 9 Comments
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What is this tunnel entrance in the middle oO (never seen it! some NAM feature?)
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- ferry terminal
- transport
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Version 1.0.0
315 Downloads
This is a manufacturing yard for large offshore structures for substations, rigs and wind turbines. I have displayed the production cycle of a monopile foundation for offshore wind turbines in this lot with timed props. Building the structures and applying corrosion protection and shipping them away. I recommend using it in combination with my Wind Industry Port Pack and Heavy Lift Terminal as well as Offshore Turbines. Content This pack contains a LOT-file and a DAT-file with lots of timed props that can also be used on other lots if you want. A_1P_OffshoreManufacturingYard.SC4Lot A_1P_TowerFactory.dat Dependencies · A_1P_120_SimWorkers_1.1.dat · A_1P_WindIndustryPort Pack 1.1_Props.dat · A_1P_WindIndustry_ComponentLogistics.dat · Grfe_Carpack_vol. 1 & 2.dat · BSC - VIP girafe bushes (v1.0) · PEG-CDK3-SP_SEAPORT_SUPER-PAK.dat · PEG_ChainLinkFence_RESOURCE.dat · SM2 Mega Prop Pack Vol1.dat Instructions Unzip and place in plugin folder, eg.: C:\Users\<USER>\Documents\SimCity 4\Plugins- 1 Comment
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@megustaelcanguil I beleive this is from the Nams Props Pack Vol 2. Mentioned here.
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Can anyone recommend good palm tree packs? (ploppable MMPs if possible)
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Now available for download here:
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Offshore structure and steel tower factory, started playing with timed props to simulate a production line...
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Really cool to see these red roofed houses and beaches. Btw. there is a remodeled version of the offshore turbine available ( I feel very honored that you used it in your CJ)
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Version 1.0.0
384 Downloads
This is the model of a standard pilot boat as operated in wide regions around the world. Pilot boats are used to transfer pilots out to larger vessels when entering or leaving any port or close quarter manoeuvring area (Revierfahrt) like river estuaries, locks and canals. The pilot takes over (or assists) the captain in manoeuvring the ship while in such areas. The local pilot has knowledge about the currents, tides obstacles and other pitfalls that the crew may face while docking or departing. Content There are 3 lot files in this pack, install whichever you like (it is possible to use all 4 files at the same time). · A_1P_Pilot_boat1 Pilot boat - underway (working and bridge lights dim, navigation lights on, personnel on bow) · A_1P_Pilot_boat2 Pilot boat - docked (working lights on, bridge lights on, navigation lights off, personnel on deck, fenders overboard) · A_1P_Pilot_boat3 Pilot boat - hard-to-port (working and bridge lights dim, navigation lights on) · Dependencies · none Instructions Unzip and place in plugin folder, eg.: C:\Users\<USER>\Documents\SimCity 4\Plugins
