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City-building game(s)

Found 28 results

  1. Hi mates, Unfortunately, I switched to 3DS Max 2023 due to a new computer and Window 11 I have always used 3ds max 2012 with the layout creator from Altiris, but unfortunately this no longer works with Windows 11, now I have downloaded the ArtistSuiteSetup.10.4.0.15 somewhere online but I don't know how this works and how I can create a layout file I don't know whether I need to install something in 3DS Max 2023, can anyone maybe help me with this? In short, here are a few questions: Where should I install the ArtistSuiteSetup in the main folder of 3dsmax or in the plugin folder? I know the viewer, but what is the BuildControl for? Is there an explanation somewhere about the ArtistSuiteSetup? I hope someone can help me Cheers twar alias axel (xlnation)
  2. Hello There! I'm using bat4max in 3dsmax 2017. But the last day the program started not working anymore, so I decided to uninstall it but i don't have the source to reuninstall it again. I still have a license to be able to work with it. I went to autodesk webpage and the last version supported is 2018, so maybe 2017 version is not working anymore for users even having an active license ( I was able to use it because the license wich I obtained for working with 2020 version was activated from 2020 version and allowed me to start 3dsmax 2017 - both version installed in my computer-.) My question is: ¿Does anybody who makes bat for simcity4 is working with 3ds max 2017? Does anybody is having problems with 3dmax 2017 version? @Barroco Hispano @IDS2 @Jasoncw @Diego Del Llano @JP Schriefer@kellydale2003 @gutterclub @AndisArt @Aaron Graham I appreciate any observation you could have so thanks in advance.
  3. I'm reading about a free alternative software for 3Dmax, Blender. Anyone aware or this or using it ?
  4. Hi, I've been trying to import a 3d model to Cities Skylines but have no ideas how to render texture using 3DS Max. I saw couple of instruction videos but none of those have the same number of components like I screenshot below. Whenever I tried render the texture, It generated multiple images not in a single one for CS importing. Please guide me what should I do about this Model???
  5. In 3ds Max 2013 and newer, the BAT4Max buttons don't work correctly, and you need to manually change a few settings in order for your renders to turn out correctly. This is because starting in that version of 3ds Max, new features were introduced to the Mental Ray renderer, and those features were turned on by default. The default settings were the wrong settings, and since BAT4Max was made before those settings existed, it doesn't change them when you press the buttons. I had actually tried to edit BAT4Max to fix this in the past, and it didn't work and I was under the impression that it was just broken, because some other people also weren't able to get it to work. Anyway, I tried it again just now and it seems to work, so it might depend on your version of 3ds Max. Try this out and let me know if it works or not, and what version of 3ds Max you're using. If it works then I'll add it into the main installation instructions for BAT4Max. To make the BAT4Max buttons work correctly: Go to C:\Program Files\Autodesk\3ds Max Design 2015\gamepacks\BAT\scripts or wherever you have 3ds Max installed. Open SF_LtbL_functions.ms in notepad. You need to edit the function SFFG1 and SFFG3. Press Control+F to open the find menu, and search for: fn SFFG1 = ( Add the following lines to SFFG1 and SFFG3: myRen.UnifiedEnable = false myRen.ScanlineEnable = false myRen.IBLEnable = false It should look like the screenshot below. I made the added lines indented differently so that it's easier to see.
  6. I do have problems with older versions just like Gmax to export will not be responding for high quality with loads of errors. I need to get help with this solve problem. 3DS Max 2015 should have to much better than GMax without crashing and freezing too. How can I get the right place with BAT4Max for 3DS Max 2015?
  7. Hi, I was hoping someone could, um, shed some light on this for me (my sincere apologies)... I haven't done much night lighting before; I am almost exclusively a day player. I did end up putting together a reasonably complex light setup for the winery I made, but that was 10 years ago and I had a lot of guidance. So anyway, I have a lighting problem that I can't figure out (sorry if I'm missing something obvious, I usually am...). So what's happening here is I have a building with lights (3x target spots pointing down at the two tables and the decking/patio/whatever you call it outside, plus 3x omnis inside.) However, for reasons I can't understand, there is light shining on the sculpture on the roof from underneath. (That big blue box isn't part of the scene, it's just there to make a solid distinction between where all the lights are, and where the light is ending up... ). Front view Top view I know omnis are often the culprit in these situations, and so they were the first thing I deleted, and sure enough: I understand light getting through little gaps accidentally left between elements in a scene; but here it seems to have been going straight through (multiple) solid objects. WTF?!? Any help appreciated, cheers.
  8. I will show you the only way to correct in less than two minutes the annoying white edges that cause a weird effect in our BATs Anti Bleeding Background: (Don't put 100% black background, you might end up with some issues while exporting the models). - Alpha Bleeding Examples: If this method works for you please leave a comment @korver @Odainsaker @Jasoncw @kellydale2003 @JP Schriefer @Bombardiere @MushyMushy @rsc204 @Aaron Graham @Diego Del Llano @Cyclone Boom @Reddonquixote @gutterclub @Toothless Stitch @mattb325
  9. Hey guys, I've been using Blender for a few years now, and i have some (very) basic python knowledge. Now that i'm back into SC4, and don't have a copy of 3ds Max 2014, i'd like to help out the community a bit and start a project that would benefit not just me but a lot of people. My only issue is that my skill set is kind of weak. I have dug up some useful info, but i suck at math. http://users.tpg.com.au/rivit/rvt-SimCity-articles2.htm <- some useful stuff here https://www.sc4devotion.com/forums/index.php?topic=17650.20 <- page 2 has some nifty stuff too If anyone is interested let me know (i'm sure a lot of people are)
  10. I hope its okay to start a new thread documenting my experiments. Busy week but I was able to reproduce my efforts last week in a much shorter amount of time. I made this welcome sign for my city - an early 1990s fictional city on the California coast between LA and SF. No LUT or any realism photo mods yet for pictures so they are more vanilla than most posted Great thanks to Hemeac, Badi Dea and Avanya for the assistance and encouragement getting me started!
  11. 0. INTRODUCTION Welcome to the BAT - Getting Started / FAQ / Resources / Help thread. This new thread replaces all of the functions of the previous BAT - Mega FAQ, BAT - Troubleshooting & General Discussion, 3ds Max - Troubleshooting & General Discussion, and BAT4Max V.5 threads, and adds the Getting Started guide. This forum's moderators are: @Jasoncw @JP Schriefer @MushyMushy @T Wrecks @Toothless Stitch @Terring Below are links to the different sections of this thread. 1. Getting Started Guide This guide will... guide... you through installing all of the programs needed in order to BAT. 2. FAQ (2.A. Export Problems, 2.B. Preview Render Problems, 2.C. General Problems, 2.D Installation Problems) Answers to the most frequently asked BAT questions. If you have a question, check here first. 3. Resources A list of links which you might find useful. 4. Help If you need help, and you weren't able to find a solution to your problem in the FAQ, you can post about your problem in this thread and someone will try to help you. Over time, an archive of questions and answers will develop, which you will be able to browse through to see if someone else has already had the same problem as you. This thread is the right place to post questions for anything BAT related.
  12. For those who use multiple versions of 3dsMax for the past years, sometimes you may get confused about what version was your file done in. I found this tiny program called 3DS Max File Version that lets you know just that. It is pretty straight forwards. The program is hosted in Scriptspot.com Linkie Enjoy!
  13. Hey all ok I got a 3 year legal license of 3ds max 2017. I also have the plug in manager and pim-x, also Ilive. Is this all I need or am I missing something.
  14. Hello folks! I have decided to advance into the unknown lands of asset creation, and everything has gone very well so far. But now I'm stuck when it comes to UV mapping. As I said in the title I'm using 3Ds Max. I've mapped the model, created a texture and even got to the point where the model shows in the viewports with the textures applied. And that's what the problem is, the program seems to be acting completely backwards when it comes to mapping (or I am :P). I've watched some videos that show the exact procedure I have to follow to create a diffuse map in Max and import the models to CSL, which is the following: Starting Point: I have a model that has all parts collapsed into a single mesh. 1. Select the model and apply the "Unwrap UVW" Modifier. 2. Pick the "Unwrap UVW" sub-option "Polygon" and open the UV Editor 3. Pick "Mapping">"Flatten Mapping" and map the model parts to where they are supposed to be on the texture (I set the texture I had already done to be the background). 4. Close the UV Editor and choose "Render">"Render to Texture", configure the settings and render the texture to where the model file is saved. 5. This is where it never does what I expect it to do. In the 2 videos I watched you would now edit the texture you just output to how it's supposed to be in the end (in my case I just put the texture I prepared before over the one I got from rendering and overwrite the file). Then, in the videos, once you went back to your Max window the texture would be applied to the model with the changes you just made to the texture. For me that simply doesn't happen, and I have no idea why. I've tried it forwards and backwards, upside down, nothing happens. One time I got an error message saying a file was missing. That missing file was the exact same texture I just rendered to a folder. I then chose the option in the error window to browse for the image manually, did so and I think that was when I got my texture model to show up in Max. However, I tried to reproduce that from an older save but I couldn't. 6. After I got the textured model I proceded as the videos showed by going to "Utilities">"More">"UVW Remove" and clicking "Remove Materials". 7. Now I went ahead and tried to import the model into CSL. I loaded my model (with the texture .png file named like the model file with a "_d" attached to it and located in the "import" folder along with the .fbx file) in the asset editor and it shows up - not just without textures, the rotation being wrong (model on its side) and the overall scale being 10 times too small, but also strangely stretched out along the z axis, approximately factor 1.5 I'd say. Which is very odd because all the untextured models I imported before for testing purposes had the rotation-axis-thing and the general out-of-scale problem, but the proportions were right and I could easily fix both issues. It looked exactly as I wanted it, just without textures. Here are two screenshots I took. The first one is how my model appears in Max, in the second one you can see how weirdly it's squished in the asset editor. The third one is the texture map I use, 512x512, nothing special. Don't judge the textures, I know they still need some work! I don't know what's wrong and if it's my own fault, but I spent the whole day looking for solutions and can't find any. I'd really appreciate advice from someone who maybe knows a bit more about 3Ds Max than I do! Also feel free to tell me if you have any tips or comments on how I do things and how it could be done better
  15. Hi, I am wondering if there is advice for eager new BATers. Is it worth starting and trying to learn GMAX with the Maxis LE/PIM or would it be better just to start with 3ds Max and the PIMX? (Assuming one could get 3ds Max for free). I know the GMAX is somewhat more simpler, but it is also out dated, and I also know PIMX is considered a better version of LE/PIM. GMAX/BAT is also a bit of a pain to install since it isn't compatible with the Origin version, so maybe it's just easier to start with 3ds Max and PIMX. Any thoughts?
  16. Hey People, so recently i installed 3ds max 2013 because i couldn't find 2012 on the autodesk website! Anyways, whenever i create anything then i render it, the render is all blue. I'm having BATFORMAX v5. Please need help for this issue
  17. Check out what I'm working on right now at the end of this thread; my initial post continues below... -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hiya people! I've decided to bite the bullet and (re-start) my modeling efforts for Cities: Skylines. My last effort kinda faltered at not knowing how to have a decent enough workflow going, and real-life commitments being in the way. Still, as a pretty long-time SketchUp modeler, I really felt like I should pick up this hobby of mine again and apply it in-game. As you might be able to discern from the picture at the right, I quit in exasperation at the point where I had just figured out object instancing in 3ds Max (my intermediate software solution) and some kind of UV-mapping workflow Fixing up normals, efficiently doing multiple texture maps, and lods were still out of my grasp though. However, after putting a number of decent-sized (and seemingly popular) interchanges on my C:S workshop page (http://steamcommunity.com/id/koesj/myworkshopfiles/?appid=255710) I decided to really delve into getting a nice building done. And immediately bit off more than I can chew, because I wanted to do this one: 1000 de la Gauchetière in Montreal. Yeah. As a first building? Yikes! However, I came prepared with a ton of free time, and an urge to prove myself in this, so let me sum up the 10-day long process of trying to get this thing done with pictures and some descriptions I luuuurve Sketchup, too bad that it generally produces nasty models for games: By being really disciplined about your modeling, stuff can definitely get done right, though: Through instances, for... instance: So I started UV-ing: And filling up my texture atlas: Then After Dark came out, deadline missed , and my model still had some faults: I feel like I'm pretty much done with the geometry though, and a quick diffuse for a post-modern building like this one isn't that difficult either: Never mind specular and illumination, those pretty much build themselves. Still, I feel like I've still got some nasty challenges ahead of me. Somehow my instantiation messes up normal maps (even after resetting normals post-collapse in Max), and properly baking stuff into textures kinda eludes me at the moment - with my lod showing stupid mistakes all round. Also, my texture atlas is an inefficient mess, with lots of empty space and stupidly rotated elements (before I 'got' what normal maps are for). But... My first building! It's not yet done, but it could have been so much worse Footprint: 10x10 Height: 206m (I think the extra meter is either something going wrong with my crown, or at the building's base) Tris: 4575 Texture maps: 1024x1024 - 10cm surface detail resolution throughout the model. And yeah I'm kinda regretting this right now! To continue the discussion we were having in your thread, AJ3D... Yeah I'd already figured the baking into the diffuse channel out myself Re: SketchUp. To be fair, I've kept ngon creation to such a bare minimum that it has only affected me once throughout the entire building. I look out for tri interpolition throughout my modeling workflow by importing into Max and checking the polys there. And honestly, SketchUp is so intuitive to me (in years of mucking about) that I'd rather stick with it until I've fully figured the texturing side of Max out. Only afterwards comes the point at which I'd consider upping my modeling game by learning to do it in another program, since right now it's way ahead of all the rest of my skills. 3ds Max is of course the place where I already do my UV-ing mind you. Let me check up on the normal map situation because I'm tearing my hair out over it!
  18. props NH Props V1

    Version 1.0

    499 Downloads

    Hello everybody! These are my props that I've been working on for the past months. It is a future theme. There are 14 props total, and 4 props has night lights. You can use them for your lots with Lot Editor. Also these props will very likely be dependencies for my other uploads. The Read-Me document is provided in the file. For any questions or comments, go to my BAT thread https://community.simtropolis.com/topic/58046-konstantins-creations/page-2#entry1518125 Thank you. That's all folks.
  19. BAT tutorial link missing

    Hi. I just found this tutorial on how to make the high luminance neon lights. Problem is the link provided doesn't work. Can somebody fix it?
  20. CBT: Jewelers Building

    Version 1.0

    9,903 Downloads

    I darn42 and the CBT are proud to present The Jeweler's Building. Also known as 35 East Wacker, and formerly the Pure Oil and North American Life Insurance building is located at the intersection of Wabash and Wacker. Built in 1925 and completed in 1927 this art deco beauty has graced the skyline of Chicago for almost 90 years. Originally a high-tech building designed for jewelers, it featured a 23 story car-lift that would bring the jewelry merchants inside before they had to unload their precious cargo. Recently, it was designated a Chicago historical landmark and renovation has been taking place. The beautiful ornamentation on the facade is, thankfully, being maintained. Included in this file are a LM and a CO$$$ growable file. Stats are as follows. LM Pollution: Air:3 Water:3 Garbage:17 Pollution Radii: Air: 1 Water: 2 Garbage: 0 Power Consumed: 110 Water Consumed: 0 Flammability: 10 Max Fire Stage: 4 Lot Size: 4x4 Plop Cost: 168300 CO$$$ Jobs: CO$$: 4567 CO$$$: 3195 Pollution: Air:19 Water:19 Garbage:7 Radii: Air:6 Water:7 Garbage:0 Power Consumed: 128 Water Consumed: 1385 Flammability: 35 Max Stage: 4 Lot size: 4x4 Simfox's Day and Nite Mod is required for the night to be viewed properly. You can download that here. Enjoy
  21. Version 1.0

    930 Downloads

    I found these in my folders while cleaning my hdd. Feel free to use these in your BATs. They are SAT files, just import into 3ds max. Enjoy! THESE ARE NO FINISHED BATs OR LOTs! FOR MODELLING ONLY! ... but this is only the first part ...
  22. Version 1.0

    1,021 Downloads

    Here comes the second part of the streetlights! Feel free to use these in your BATs. They are SAT files, just import into 3ds max. Enjoy! THESE ARE NO FINISHED BATs OR LOTs! FOR MODELLING ONLY!
  23. 3ds max "c-dilla" virus?

    Hi fellow colleagues. I know some of you use 3ds max to make buildings. I researched this program and I found an article which I am concerned. http://blenderartist...hp/t-16067.html In this article there appears that a virus/malicious program is packaged with 3ds max. It's called c-dilla. Full text from this site Do any of you friends have problems with this? Which versions of 3ds max is "c-dilla" packaged with? Where can I get clean version without this malicious program? Urgent advice needed! I do not want to download any bad programs.
  24. Thingfishs' BATs

    Hi, over the last couple of weeks I have been learning to create my first BAT. It is a rendition of the family business, Shottesbrooke Winery in McLaren Vale, South Australia. This is a TD (Team Downunder) project. At the moment my main problem is figuring out the best way of making the layout of the winery's gardens & paths accurate while allowing me to use props. I gather the use of base textures & LODs are the main ways. It been suggested using base textures (as these are easier on the game, plus there's so many great ones already) But won't I have to create a whole bunch of new ones to make the layout accurate? This photo is my first quick go at LODs once I figured out roughly how they worked. There is a gap on the left hand side of the building which I assume is because of the LOD not being tight enough. But why the long shadows, some with wavy tops? There are also new textures issues with this version (the lawn is nuclear green, the pavers have changed colour etc,) (I am starting to feel a little burnt out, is this the point I try something else and come back to this one?) Also I would really appreciate ANY feedback from those that can see other mistakes I am making. Thanks
  25. TruNite Tutorial

    Version 1.0

    2,585 Downloads

    BIXELS BIG BAD SCANLINE/MENTALRAY TRUNIGHT TUTORIAL OF ALPHA-OMEGA-OBLIVION!! Who to Thank: SimFox for be the originator of TruNite, Jasoncw for being a badass on the Camrigs. Search patterns Ctrl F! [00SC] Setting up [0SCD] DAY rendering [0SCN] NIGHT rendering. [0SCX] Window Textureing [0SCT] Technical [0SCF] Finish [0STS] Trouble Shooting What you need: Bulk Renaming Utility http://www.bulkrenameutility.co.uk/Main_Intro.php go get! Who is this for?? 3ds Max 7 Users that have been using Bat4Max to make custom content for SimCity 4!!!
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