Jump to content
IDS2

IDS's (mostly) Minnesota BATs

823 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Wow that is large collection of BAT and I will say you could finish most of them, it would be more a matter of which ones you will want to prioritize in that way it would be easier to comment on those...if you ask me I like industrial BAT, but I'll say that the office park looks pretty promising and interesting and the modeling looks good.

Not sure what you mean on 0 thickness don't show in BAT4MAX renders, first it looks to me that in most cases you are not really using BAT4MAX renders, specially the one you mentioning (the garage), second you can have a textured panel with no thickness and it will still show in the render..

About texturing its obvious that you haven't done much and therefore you still need to learn a bit, just remember that texturing and modeling are equally important.

  • Like 1

Don't forget to visit my BAT thread amigos!

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thanks frex! and thank you harishna, and they are BAT4Max renders but for some reason I can't get the SC4 zoom previews to work. And this is an example of what I mean with the zero thickness:

    metropointwestdraft.jpg

    All those open window frames actually have modeled windows, but when I render they don't show up...For some reason I'm only having this problem on about half of my models.

    Also, I've spent my morning practicing texturing. I don't have any results worthy of posting yet, but I'll keep at it.

    Also...I've been working on Wells Fargo Plaza, the last one on the list.

    wellsfargotake2.jpg

    I'm almost done with modeling, all that remains are the entrances, windows and some other small details plus the round penthouse:

    blablac.jpg

    Any idea on how to go about modeling this? The curves really throw me off for some reason. It's functional office space, so those are regular windows and mullions.

    After I figure this out I can get started on the roof junk and try nightlighting. I'm thinking I'll go with trunite, I've been researching it and it sounds like the simplest and most realistic option. I'd definitely do both Maxisnite and Darknite as I personally play with Darknite anyway.


      Edited by IDS2  

    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    hi, nice models an excellent start..however they aren't BAT4MAX renders or preview renders if you will. What happens when you try a preview render? Chances are if you can't preview render you won't be able to export.


      Edited by gutterclub  
    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Lovely bats, I love it when batters show off a bunch of renders on most of there project. :D

    • Like 1

    -Simcity4fan12/Sgt Pepper -Kryptowhite -Jumpthefence -beutelschlurf -Hanson784 -Gwail -Don Miguel -Seraf -Kelistmac -Glenni -Aaron Graham -Vlasky -PBGV103 -Darknono35 -Evillions -lucky7- Parisian- Jackreid -GuerrilaWarfare -SimFox -un1 -Heblem -AlexandrosB13 -Anotn -SimHoTToDDy -Za

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    woow, thats really good :thumb:

    • Like 1

    /\ sky's SIM CITY VENUS - PROJECT /\

    "Many Buildings, Futuristic Designs, Endless Ways"

    LINK:

    COMING IN 2013

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    have you applied UVW maps to them? if so are you completely sure they windows are not showing or does it has to do with the settings applied? (e.g transparency, reflection, etc)


      Edited by harishna  
    • Like 2

    Don't forget to visit my BAT thread amigos!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    They're looking really good so far.

    For the round part, it's basically a cylinder, so just make a cylinder with the right number of sides, convert it into an editable polygon, and inset or extrude the faces until you get the right shapes.

    • Like 1

    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    gutterclub: Thanks! I think I figured it out...is it true it has to be an LOD in order to get a preview? That's what I did, I converted to LOD and it suddenly worked. I'm hoping I'm on to something.

    Aaron Graham: Thanks! Yeah, I'm a bit backed up at the moment :P I'm taking everything one step at a time, though.

    skyscraper: Thanks! hoping I stay on the right track, then :D

    harishna: yeah, I've added UVW maps, for some reason I only have this problem about half the time, and sometimes on only half the windows in a model. Here's an example, where the windows aren't any different but some show up and some don't:

    coldwellbanker.jpg

    I'm not really sure how to check transparency/reflection settings, but I'm pretty sure that's not it since the windows are all the same and I just cloned them into place, not model them individually. I'm still pretty sure I'm just doing something wrong but I'm keeping at it :D

    Jasoncw: Thanks a bunch! I wasn't able to try it on the actual building (I'll explain in a sec) but I did do this and I think I got the gist of it:

    blahblah3.jpg

    Grossly misscaled, of course, but I think I understand the procedure.

    Thanks again, everyone! So, I basically devoted yesterday evening to practicing texturing. I figured I should start small, so I tried my hand at the library:

    librarytextureddraft1.jpg

    It's got a loooong way to go...the shingles and asphalt roof are just the Maxis textures that I recolored in photoshop. The asphalt is pretty blurry and the shingles basically have no depth. I'm gonna try something more like this, in a much lighter shade of green:

    40chateaugreen.jpg

    Also, I was about to try and finish up Wells Fargo Plaza, but...the scale went postal on me:

    prob1k.jpg

    Nearly 3000x3000 (yes, my units are still meters) instead of about 60x75. All I can think of is that sometimes when I open it up it asks if I wanna rescale to the system default unit scale instead of the huge scale I had for the file. It was already fixed and I had rescaled it to the default 1:1 scale but somehow I got that instead? Beats me. Right now it's supposed to be about .025 times the size that it is, so I scaled it to that, but that just made it .025 times too small.

    In other news, my laptop is getting old and has been infected for a while with something I can't beat with anything, and I've tried about everything. Last night something deleted ALL my "default programs," so when I try to run ANY program now I have to manually find the .exe, and even then it often won't work. I'm gonna back everything up and restore this thing to factory settings as a last resort, so I might be gone for a couple days while I fix this.

    Thanks! IDS


      Edited by IDS2  

    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    not bad for being new to this! keep up the good work and you will soon be a pro!

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    If you go to customize there are options for setting up units. When you open max it automatically makes an empty scene with those units settings. When you then open a file, the prompt is asking if you want to use the units from the scene you're currently in (the empty default one), or if you want to use the units in the file that you're opening.

    tbh units confuse me, lol. But if you know that the file you're opening has correct units, then you should use the units set up from that file.

    I don't know what to do about the scale problem you currently have. If you have a copy of the scene somewhere from before the scale problems I'd go back to that and re-do the work. Depending on how much work you think it would be you could also just remodel the whole building from scratch (it goes a million times faster the second times around). The scale tool isn't exactly as it seems, and using it on entire objects (rather than sub-objects) has side effects that have consequences when it's used in extreme situations. The scale tool doesn't actually just change the size of an object, it acts like an invisible modifier which changes the size, so the object is actually still its original size in a strange way. The easiest way to see this is to make a box that is 10x10x10 meters, and then use the scale tool on it a bunch, and you'll see that the box is still listed as being 10x10x10 meters even though it doesn't appear to be.

    Anyway, it's important to get your units properly set up in a scene before you do any modeling.

    • Like 1

    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    wallacet: thanks! it's a steep learning curve but I'm up to the challenge. :D

    Jasoncw: Oofdah, did I ever have a heck of a time trying to fix the units :boggle: I got lucky, turns out I did have a backup but it was pretty much like starting over again. I guess I've learned my lesson about backing up.

    Frex_Ceafus: Thanks! I've got some progress today, fingers crossed that it's in the right direction! :D

    Alright, so I basically restarted the whole Wells Fargo Complex because the only other save file I had was the very beginnings of the tower. Luckily it did, in fact, go much faster this time around. The modeling is now about 80% done, all I really have left is all the roof junk and some working with the round cap of the tower (quite pleased with it, but it still looks a little icky). Then I can move on to texturing! Boy oh boy...

    wellsfargotake31.jpg

    wellsfargotake3.jpg

    Also, I worked more on texturing the library I decided I wanted purple instead of green. I think the new roof asphalt texture is just fine, but the purple shingles are a bit off...too large, perhaps? And they have this weird striped effect. Back to the drawing board, but I'm getting closer...

    librarydraft3texture.jpg

    When I look closer I can see the stripes almost look like they belong there. They really don't, but if they don't look too stupid I might keep them.

    IDS


      Edited by IDS2  

    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Look nice, I think the roof pipes and the roof shingles are a little to big, I also think that the brick may need little more work, but your going in the right path. :D

    • Like 1

    -Simcity4fan12/Sgt Pepper -Kryptowhite -Jumpthefence -beutelschlurf -Hanson784 -Gwail -Don Miguel -Seraf -Kelistmac -Glenni -Aaron Graham -Vlasky -PBGV103 -Darknono35 -Evillions -lucky7- Parisian- Jackreid -GuerrilaWarfare -SimFox -un1 -Heblem -AlexandrosB13 -Anotn -SimHoTToDDy -Za

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Some really nice projects going on here...Wells Fargo Complex is looking very promising, can't wait to see textures on it :)

    • Like 1

    simtropoliussignature.jpg

    RSP is now on FACEBOOK

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thanks guys! Alright, I worked a little bit on the library textures. Aaron, I scaled down the roof pipes and I'm working on making the shingles smaller too:

    librarydraft4textures.jpg

    I'm thinking I have to redo that shingle texture in photoshop. I just noticed how awful that grey shingle texture looks as well, so both are a complete redo. I also made the bricks a bit larger, but I'm working on a new texture anyway. The one I have looks too tiled. Now I have to figure out how to do the window textures...

    I can't find the Arch and Design material template...anyone know how I can find it? I found it once but I don't remember where it's at.

    Also, I finished modeling Wells Fargo Plaza, roof junk and all. It'll look a lot better with textures.

    wellsfargotake4.jpg

    I'm starting to think I might model the lot, too, with custom trees and such rather than goofing around too much in Lot Editor. I kind of have an idea in mind, but I was wondering if this is a good idea?

    So, yeah. texturing is still not my strong suit :P It's true, you really can't find good textures, you have to make them yourself.


      Edited by IDS2  

    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    WFP is looking good so far!

    As for modeling the lot, I think it's a decision that should be made on a case-by-case basis.

    IMO, modeled lots only look convincing if they don't clash with the rest of the game content. This, in turn, can only be achieved when the ground and flora doesn't look too different from Maxis counterparts. On smaller lots that wrap tightly around the building, you might even get away with a more "alien" setting, but especially when large horizontal surfaces are involved, it takes some skill and know-how to model and texture grounds and trees that won't stand out in a way that disturbs the impression of a coherent scene.

    Especially of the lot is more expansive, you'll also have to take into account that the size of your LOD box will increase considerably, slowing down renders and increasing file size.

    • Like 1

    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    To find the Arc & Design template you have to click on sky to enable the arch & design, but you can try to look at the material editor and click on a box on where you want you texture to be and click on standard and a pop up will come up, when it does in the search by name type in arch and you should see it. :D I hope that helps. :D

    Click


      Edited by Aaron Graham  
    • Like 2

    -Simcity4fan12/Sgt Pepper -Kryptowhite -Jumpthefence -beutelschlurf -Hanson784 -Gwail -Don Miguel -Seraf -Kelistmac -Glenni -Aaron Graham -Vlasky -PBGV103 -Darknono35 -Evillions -lucky7- Parisian- Jackreid -GuerrilaWarfare -SimFox -un1 -Heblem -AlexandrosB13 -Anotn -SimHoTToDDy -Za

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    T Wrecks: Definitely gave this some thought after what you said :P I decided I'll just stick with LE since I'm pretty fluent in that already. Thanks! However, what about a ground plane for window reflections? I have one of those and it's pretty large, it's invisible to the camera but does that mean the plane itself won't appear in the export?

    Frex_Ceafus: thank you!

    skyscraper241: thanks!

    Sgt Pepper: Thank you! as it is I'm having enough trouble with these two but I'll hang in there ;)

    Aaron Graham: Thank you so much! I was looking all over for it, very much appreciated :D

    Alright guys, I've come up with a first draft of texturing WFP. I'm not sure about a lot of it, but at least I understand the procedure for window reflections now. For some reason my BAT4Max previews aren't working at all for this file, along with getting a totally washed out or totally pitch black scene, so I might have to go back to an untextured version and retexture it again so that I can hopefully get it to work. I tried importing the model into a new scene, minus the cameras and lights, but I still have the problem.

    So, here's what I've got for a first try:

    wellsfargotextured1.jpg

    For one thing, the glass looks goofy to me (the reflections are of a random ingame picture). The grey stucco on the panels under all the windows also lacks a lot of detail, as do the concrete columns. If I could get my BAT4Max renders to work, maybe they'd be more pronounced.


    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    You understood the principle of a ground plane for window reflections perfectly right - it's supposed to give the windows something to reflect, but will not be part of the render. Since I don't use BAT tools myself, I can't tell you which buttons to press and which levers to pull. However, you obviously have the right setup already, because on your last picture, the windows are reflecting something, and there's no ground plane to be seen.

    What's happening with your light rig, though? The light seems to be pointing in a totally wrong direction. :???:

    • Like 1

    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Holy &@$%, this is gonna' be good. I I need all of these buildings.

    • Like 1

    8304485626_1c64b9f489_t.jpg

    Formerly known as Zulu2065

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    T Wrecks: It's all working just fine, except that picture is a viewport render, not a zoom 5 render. For some reason the addition of the ground plane makes it screwy. The lighting rig: I think it might just be that the light is aimed at the opposite side of the building, but I can't do any renders right now to find out. :boggle:

    zulu2065: Well thank you, I aim to please :P If I'm lucky, I'll be able to release most of them.

    Alright, so here's a bit more on the problem I'm having with preview renders. I was able to make them fine without the ground plane, but as soon as I added it and hid it from the camera, I got the "unable to create bitmap" error:

    3dprob.jpg

    My hypothesis was that I needed to reset my lighting rig, and I tried it but I'm not sure if I did it correctly. Upon examination of the error message, it told me I had no LODs, but I did...full error message (can I save space by hiding this in a spoiler alert box somehow?): EDIT: not actually an error message, problem solved.

    --------------------------------------------------------------------------------

    -- Script file guard

    -- Examine its value to see how many times the script was run.

    --------------------------------------------------------------------------------

    if (guardSF_Preview == undefined) then

    (

    global guardSF_Preview = 0

    )

    guardSF_Preview += 1

    Global B4M_Preview

    fn SF_Bat_Preview =

    (

    if $LOD*.count==0 then

    (

    messageBox "no LODs were found in the scene. \nPress Re-fit LOD's button in Parameters Roll-out and, if needed, edit them"

    )

    else

    (

    If gcamerarig.curcam != undefined then

    (

    local meshMaxX = 0

    local meshMaxY = 0

    local boxRadius = 8

    local PPT = 8

    local zoomSizes = #( 8, 16, 32, 73, sfhd )

    local curRot =#( "South", "East", "North", "West" )

    local testPt = (point3 0 0 0)

    local BBdim = $LOD3.max - $LOD3.min

    local myBB = box width:bbDim.x length:bbDim.y height:bbDim.z

    myBB.center = $LOD3.center

    hide $LOD*

    hide myBB

    local RenderCam = FreeCamera ()

    renderCam.transform = gCameraRig.curCam.transform

    z = -23.898 +myBB.center.z

    move RenderCam [myBB.Center.x, myBB.center.y, z]

    RenderCam.Target_Distance = gCameraRig.curCam.Target_Distance

    RenderCam.OrthoProjection = true

    RenderCam.name = "Preview: " + (curRot[gCameraRig.curRot]) as string + " Zoom"+ gCameraRig.curZoom as string

    local maxPt = myBB.max

    local minPt = myBB.min

    for vrtIndex in 0 to 7 do

    (

    if ((bit.and vrtIndex 1)>0) then

    testPt.x = maxPt.x

    else

    testPt.x = minPt.x

    if ((bit.and vrtIndex 2)>0) then

    testPt.y = maxPt.y

    else

    testPt.y = minPt.y

    if ((bit.and vrtIndex 4)>0) then

    testPt.z = maxPt.z

    else

    testPt.z = minPt.z

    CamPt = fnTransformPt TestPt (inverse RenderCam.transform)

    local camX = abs camPt.x

    if (camX > meshMaxX) do meshMaxX = camX

    local camY = abs camPt.y

    if (camY > meshMaxY) do meshMaxY = camY

    )

    testPt.z = 0

    scrSZ = meshMaxX + PPT

    local cellMinX = meshMaxX

    local cellMaxX = -meshMaxX

    for vrtIndex in 0 to 3 do

    (

    if ((bit.and vrtIndex 1)>0) then

    testPt.x = boxRadius

    else

    testPt.x = -boxRadius

    if ((bit.and vrtIndex 2)>0) then

    testPt.y = boxRadius

    else

    testPt.y = -boxRadius

    camPt = FnTransformPt testPt (inverse gCameraRig.CurCam.transform)

    if (camPt.x > cellMaxX) do cellMaxX = camPt.x

    if (camPt.x < cellMinX) do cellMinX = camPt.x

    )

    renderFov = 2* (atan (scrSZ/gCameraRig.curCam.Target_Distance))

    renderwidth = ceil((zoomSizes[gCameraRig.curZoom] * 2 * scrSZ)/(cellMaxX - cellMinX)+.5)

    renderheight = ceil((((meshMaxY+ PPT)/scrSZ) * renderWidth)+.5)

    renderCam.FOV = renderFov

    B4M_Preview = render camera:RenderCam

    delete RenderCam

    delete myBB

    )

    else

    (

    Messagebox "No view current camera is set, please select a rotation or zoom from the Preview rollout"

    )

    )

    )

    I'm pretty bad with understanding this stuff so I'm not sure what I'm doing wrong.

    Anyway, while I resolve this issue I'll be doing a bit of work on this model I came up with in 30 or so free minutes I had today:

    6545france1.jpg

    This is a recreation of the Southdale Medical Building at 6545 France Avenue South in Edina, Minnesota. I felt like being specific just now :P Modeling is about 70% done, I'll be doing the older version of the building before they ruined it with a shiny new entrance. Okay, well maybe not ruined, but it doesn't match the original 50s building at all. I like my buildings nice and boxy and ugly.


      Edited by IDS2  

    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I can't help with this issue you're having in Max...I wish I could but I only use Gmax and can some how manage with that. :P

    I must say, I really like your building choices. Boxy and "ugly" are some of the best stuff around if you ask me. Great work!

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Have you tried merging your model in a new scene, if not try that. I tried my best to get this error but I can trigger the error. Your models looking good.29.gif

    • Like 1

    -Simcity4fan12/Sgt Pepper -Kryptowhite -Jumpthefence -beutelschlurf -Hanson784 -Gwail -Don Miguel -Seraf -Kelistmac -Glenni -Aaron Graham -Vlasky -PBGV103 -Darknono35 -Evillions -lucky7- Parisian- Jackreid -GuerrilaWarfare -SimFox -un1 -Heblem -AlexandrosB13 -Anotn -SimHoTToDDy -Za

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I guess you used the option to create a plane that comes with BAT4MAX, I think I had this problem once...but can't remember exactly, why don't you check the size of your LOD's

    • Like 1

    Don't forget to visit my BAT thread amigos!

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections