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Showing results for tags '3dsmax'.
Found 26 results
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I'm reading about a free alternative software for 3Dmax, Blender. Anyone aware or this or using it ?
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Version 1.0.0
887 Downloads
Hi everybody!/ Hola a todos! Thanks for downloading Cornerbox Hotel by Ohdude. It is a 2x1 nighlighted CS$$ Ploppable Landmark Building. You can find it in the Landmark menu as Cornerbox Hotel. IMPORTANT: There are two versions: Dark Nite (DN) and Maxis Nite (MN). Just choose and install one of this, no both at the same time. You will need Simfox's day and nite mod for Dark Nite version: https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ DEPENDENCIES: No other dependencies needed. Just Simfox's day and nite mod. INSTALLATION: Just Unzip the content of this file into your Plugins Folder. UNINSTALLING: Just remove the folder with the files from your Plugins folder. DISCLAIMER: This Lot is presented as it is. The use of this download is at your own risk. If you upload a Lot made by yourself wich contains this BAT, please, consider to mention the author (Ohdude) in your description. Thanks in advance! Enjoy and Stay well! Ohdude. **** No Mac Compatibility **** -
Version 1.0.0
1,266 Downloads
Hi everybody!/ Hola a todos! Thanks for downloading Cornelia Corner by Ohdude. It is a nighlighted 2x2 CO$$$ Ploppable Landmark Building. You can find it in the Landmark menu as Cornelia Corner. IMPORTANT: There are two versions: Dark Nite (DN) and Maxis Nite (MN). Just choose and install one of this, no both at the same time. You will need Simfox's day and nite mod for Dark Nite version: https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ DEPENDENCIES: No other dependencies needed. Just Simfox's day and nite mod. INSTALLATION: Just Unzip the content of this file into your Plugins Folder. UNINSTALLING: Just remove the folder with the files from your Plugins folder. DISCLAIMER: This Lot is presented as it is. The use of this download is at your own risk. If you upload a Lot made by yourself wich contains this BAT, please, consider to mention the author (Ohdude) in your description. Thanks in advance! Enjoy and Stay well! Ohdude.- 3 Comments
- 11 Reviews
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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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Asset editor keeps changing fbx unit scale and adding tris
RaeFromStateFarm posted a topic in Cities: Skylines Modding - Open Discussion
Everytime i set my file's system unit scale and grid settings in 3dsmax and export it into the addons>import folder, the settings remain just as i left them until i open up asset editor in cities skylines and import them. My custom lod can't even be seen because the game keeps shrinking it to be way smaller than the main model even though i set them both to be about the same size. When i close CS and open up both files in 3ds max. the system unit scale and grid settings seem to be different than the way i left them before opening CS. Also the game keeps adding about 2,000 polys, i cant figure out what the problem is -
Hey all, Recently I decided to take a dive into 3d modelling and I was curious what do all you creators use as a scale guide for sims, cars etc. I'm just trying to get an idea so that my models look good next to other great creators like Nofunk, JasonCW etc. Thanks in advance, Thomas
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[HELP] Flattening textures in 3dsmax from sketchup
RaeFromStateFarm posted a topic in Cities: Skylines Modding - Open Discussion
I'm trying to flatten a model's uv map before i render it to texture in 3dsmax. When i flatten it the faces are butchered into so many tiny pieces instead of being properly layered though that it ruins the model. This is what happens to the faces after i flatten them: Vs what's seen in a tutorial: And this is what the diffuse render looks like after i'm done: I should add the model im doing uses over 20 separate but small textures in sketchup and the model it's self is already bombed and only has one layer. Is it maybe my model has too many faces? Also this is the tutorial i'm following: -
[HELP] Importing sketchup into 3dsmax issues
RaeFromStateFarm posted a topic in Cities: Skylines Modding - Open Discussion
Whenever i import my sketchup model into 3dsmax i keep getting issues with some textures missing or misplaced, which is weird since the very same texture appears in some parts of the model but not others. Also whenever i switch from "Realistic" view to "Shaded" in 3dsmax theres rendering issues like parts of the building being transparent. I've tried alot of different things like instead exporting the sketchup file to .OBJ or FBX but the same issues keep happening. In sketchup: In 3dsmax: The transparency issue: -
Quick question: is there a simple method to have night lighting on during the day renders with BAT4Max? I'm working on some RTMT models and the Subway entrance could do with lighting in the stairwell at all times. Since being underground they'd be needed during the day too. Never had to do this before and I can't see an obvious selection for it, could someone kindly point me in the right direction.
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Hi all, I have made a model in SketchUp ,see image, and I want make the UV map in 3ds Max. Importing the model from SketchUp to 3ds Max goes normal (saved the model as sketchup version 8 and used the import function in 3ds). When i open de uvw unwrap modifer and use the option flatten mapping it appears that the model has a lot of flat polygons, see image. Any idea what caused this or is this normal?
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Police vehicle asset, light glitch? [Help]
RaeFromStateFarm posted a topic in Cities: Skylines Modding - Open Discussion
An asset i'm working on is having a weird light glitch that i first thought was because of the specular mask or something. I know it's most likely the police lights causing it, it only happens when the police lights are on and it seems the rotation of the lights light up certain parts of the car too. I'm guessing maybe the police lights are positioned awkwardly or in the center? But i don't know where to begin in asset editor because when you position the police lights, you can't see the police lights while you're doing it like you can with headlights. -
Vehicle asset has flickering wheels? [Help]
RaeFromStateFarm posted a topic in Cities: Skylines Modding - Open Discussion
Hi i need help with an asset of mine, the wheels seem to flicker from completely shadowed to not shadowed whenever the car moves ingame. I was completely stumped on what the issue could be because in 3dsmax the wheels looked completely fine. But then i noticed something in the shading and realistic view, from a certain angle the wheels are completely shadowed just like ingame. I tried making the wheel's mesh more flat and making the wheels bigger but no luck, any other ideas? I'm not too experienced with all of this yet. -
I've just come across a post by @Reddonquixote over on SC4D, it would appear our problems with using BAT4Max on newer 3DS max releases are over. In one of the scripts is a reference to a function that was removed entirely from 3DS Max, it would appear that trying to call this function was causing the scripts to fail on newer 3DS Max releases. Now of course right now, this isn't hugely tested so I don't want to jump the gun, but it seems if 3DS 2017 works with this fix, then it should work for earlier affected versions, am I right in saying that's 2016, possibly 2015 too? Anyhow, all credit obviously goes to RDQ for finding this problem, but rather than everyone edit their scripts. I've made a patched file you can simply use to replace the one with the faulty reference (attached). Instructions (Readme included with fix also): Download/Install BAT4Max as usual Find the install location for the scripts included with BAT4Max Default = 3DS MAX INSTALL DIR\gamepacks\BAT\scripts Copy the included SF_LtbL_functions.ms file, overwriting the original Remember to backup the original (just in case), by copying/moving it elsewhere outside of the 3DS Max install path Lastly, if you've not already don't so, don't forget to also get the Gamma Fix for 3DS Max from here too: Disclaimer: I personally use 3DS Max 2011, so have no way of testing this fix. But it can't cause any harm, it either works or it doesn't. Worst case scenario, restore the original file and you are back to square one (i.e. it still doesn't work). Lastly, please can those who might make use of the patch confirm if it works and which version of 3DS Max they've applied the fix too. This will help greatly with troubleshooting the issue for other users and helping ensure 3DS Max can be used for batting models into the future. BAT4MAX_Fix.zip
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Hi guys, Do you know any good tutorial that explain how to create and export night scenes on 3ds Max? I am using BAT4MAX and 3ds Max 2012. The only tutorial I found was for GMAX. Appretiate any help. Thanks!
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Greetings!!! I have been a member of this site for a while now but I have not been active for quite some time, nor have I played SC4 for quite a while now. I have decided to get back into the game once again. Not only am I looking to play, I am also looking to create some models for the game as well and I was wondering what I should use for this. I used to use gMax for my modeling but I have seen posts where others are using 3dsmax for their modeling. Which is better? gmax or 3dsmax? If you suggest 3dsmax, where is a good place to get it? Do I need anything to go with it like Bat4Max in order to export it to SC4? Thank for your input. P.S. If I posted in the wrong forum, my apologies, please move to correct forum.
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Hello Simtropolis! I have been a member here for 5 years (Officially on 18th of December), and I know I have had my ups and downs with everyone, but I need your help with some things, if you guys do not mind giving me some advice. (Particularly the college graduates or current college students.) I am in my first semester of college as of right now, but I am still confused on what I want to go to college for, or what I need to be looking for. I come from a small town of around ~1000 people, so my resources are fairly limited. The small college I am at right now offers nothing in the Architecture department, nor does it offer anything in design of building or structures. What i am curious, is if you guys could give me some advice on what areas I need to look into, as I am very interested in something I can use my 3ds Max experience with, and my love for making buildings/designing. Anything helps, and I am very thankful for any help I may get, thanks again!
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Hello. I would like to ask a small request to the community. I need to convert a gmax file to a 3ds max file using this method. However, I do not have gmax installed, so I can't use this method. I still have the original gmax file though. Would someone be willing to convert it for me? The file is here: http://www.mediafire.com/download/06pf2e26ddj7fhr/I%24%24industrial_factory_For_sim_marscopysav3.gmax
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I can't get my head around this... Please explain to me how do I tile part of a texture while keeping the UV mapping in place in 3dsMax with only 1 map channel? When I apply a uv map mod on a polygon I can tile it any way I want, but it resets my uv mapping I did using the "unwrap UWV " mod on that single texture and when I drag the uv map to it's original position it resets my tiling. UV mapping is already a giant pain in the ass, I wish they just kept this in 1 interface.
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Hey everybody, I'm gonna start learning how to use 3dsMax to begin creating bats but my question is, You can import 3DsMax creations to SimCity 4?, there are some tutorial?, im a $%&^! in this sorry
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Unfortunately, this file is no longer availible. Where can I get it? This one is for Gmax. Can someone convert it into 3dsmax format? Does anyone have a copy of the SimMars roof junks, and would be willing to share it with me? It would be nice to have this file availible in 3dsmax format for all BATers.
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Hello and Welcome! I'm launching this thread to announce my, at this time, limited return to BATing after a 10 year hiatus. I've started this thread for the purpose of displaying developments, soliciting advice and/or help, and general support for all of my lots, both past and present. You may consider this the logical successor to my previous project in a past life, Operation Buffalo Wing, and to an extent you would be correct. However, life changes a lot in 10 years, and circumstances are such now that I may not be able to keep up the pace and dedication to the task that I may once have been able to. Also, as the erstwhile project was to some extent a group project, this likely will not. Scope: My primary focus is correcting varying aspects of just about (if not) every BAT I created that have always bugged me. Some of them are things that were unavoidable at the time. Others became apparent after release and I just never got around to and/or had an opportunity to fixing them. Finally, the real-life counterparts of some have changed over the course of the intervening decade, warranting updates to the models. Once that phase is complete, my next endeavor would be to finish at least a few of the several projects I started but never finished. There are no fewer than 8 such projects. At least 3 of them are ridiculously close to completion. But let's not put the cart before the horse just yet! All of my projects are recreations of existing structures and will continue to be. I just don't have the right level of creativity to come up with something original, nor do feel compelled to try on account of the vast talent already present in the community toward that niche. Additionally, nearly all of my projects have and will continue to focus on the City of Buffalo in particular and Upstate New York in general. Effort: One of my problems is that I'm a perfectionist and I easily get bogged down in minutiae. I need to make an effort to avoid that - along with an explosion of real life, it's one of the primary reasons I haven't created anything in 10 years. I simply burned out. On top of that, despite having considerable free time, I don't have as much as I once had. I also have never really ever focused on actually playing the game and that (along with maintaining a City Journal) is something I want to focus on as well. That said, I'm motivated enough to dedicate at least portions of a few days a week to the BAT. Assistance: There are a few aspects of custom content for which I will be seeking assistance. Off the top of my head, they are: Lotting. I stink at it, plain and simple. It's the achilles heel of my released projects.Modding. As an example, one of my existing lots features night lighting which changes with the time of the year. I have no idea how this was accomplished (credit goes to Smoncrie) and any update to the lot is going to require that effort to be replicated (or updated). Additionally, I would like to create a new custom query.I realize there are tutorials for some of these things, so maybe I'll be able to attempt and succeed at them on my own. But for now I'd like to serve notice that I may solicit assistance at some point(s) going forward. Enough of that; let's see where this takes us!
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I saw many vids in YouTube but they are too confusing. Do you Batters have any secret tutorial for 3dsMax Stair & Railing which is easy & simple. I am a newbie, I am still learning the basics of 3dsMax.
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Version 1.0
17,214 Downloads
Thank you for choosing Bipin's Industry Essentials pack! This download comes packed with four growable and ploppable warehouse and factory outbuildings, three smokestacks, a massive cooling tower, two utility buildings; one for power and one for water, as well as the essential transit-enabled lots for an HD, grungy road that may be plopped over the standard Maxis ones to give some old-time appeal! Furthermore, some filler items and extra props for the lotters out there are included. This is my largest upload to date. Don't forget to check out the pictures to see what's in store. You can expect to see "Vol. 2 - The Rust Belt" soon. Also be sure to check out my thread to see what's coming up after this: community.simtropolis.com/topic/46654-bats-by-bipin/?view=getlastpost Required Dependency Links: http://workingman-productions.co.uk/downloads/wmp_power_lots.html https://community.simtropolis.com/files/file/27701-paengs-gridbuster-warehouses-vol01/ https://community.simtropolis.com/files/file/26504-wmp-allotment-set/ https://community.simtropolis.com/files/file/26425-paengs-grunge-concrete-set/ https://community.simtropolis.com/files/file/28814-paengs-grunge-ind-alleys/ Optional Dependency Link: https://community.simtropolis.com/files/file/27200-light-replacement-mod-lrm-v40-mega-pack/ Psst... I hope you enjoy this little Festivus/Christmas present Simtropolis. I've been pretty ill recently, but I wasn't going to let that stop me from giving all you deserving members out there a gift! -Cori Note: The cooling tower is lacking base textures. The following is a patch by @rsc204 which will fix the water bug. bipin_coolingTower_7f9e990e.SC4Lot -
Hello, I have made this thread for people who need help with 3dsmax, or gmax. Everyone is welcome to join to help each other. Everyone who is feeling to share a trick in 3dsmax or gmax is also very welcome
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- turtorials
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Version 1.0
1,930 Downloads
THIS IS A 3D MODEL. DOWNLOADING THIS FILE WILL NOT MAKE BUILDING APPEAR IN SimCity. FOR 3DSMAX USERS ONLY. Bank Of Canada - Toronto This is a 100% fictional building I created summer 2013 as an experiment in using different techniques on creating glass (as a quick tutorial for members in chat). The Simtropolis chat community loved it so much they asked for it to be exported in the game. Unfortunately I have no intention of exporting this building. With the cleaning of my computer, this is better uploaded to the Simtropolis community. This scene has a real good taste of how I actually create my glass for my exported buildings! Download at your own risk. STATS: Poly count: 1,685,955 (high, mainly due to tree foliage) Dependencies Included: Y Created in: 3dsmax 2012 x64 Compatibility: Unknown Lighting Rigs: Let There Be Light (2012) by Simfox File size (decompressed): 84.5 MB in 4 files File Extension: ".max" Permission to re-upload: Y (but with credit) Author's note(s): I made this really quick during chat on ST, so it wasn't as clean as I usually intend by buildings to be. In other words, don't mind the mess! haha Visit the "Skyscrapers Galore! " thread under "Bat - Open Discussion" for more projects! , Kellydale2003

