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SimCity 4 General Discussion and Tutorials => Tips, Tricks and Tutorials => Tutorials on Custom Content Creation => Topic started by: SimFox on October 26, 2007, 04:09:30 PM

Title: Bat4MAX Setup Tutorial by SimFox
Post by: SimFox on October 26, 2007, 04:09:30 PM
Greetings to all! :)
This is first in set of tutorials where i'll try to share with the community some tips and tricks in using 3ds Max with Bat4Max to create buildings and props for Simcity4
Hope you'll find it helpful and more custom content will be added for all to enjoy!

PDF version of this tutorial could be downloaded from here:
http://rapidshare.com/files/65424336/SimFoxBat4MaxTutorial1.pdf(153kb)


Setup and StartUp


This first installment starts with the presumption that you have installed both – 3ds MAX and Bat4Max.
Just one word of caution – when installing 3ds max make sure that it installs into the folder that has NO SPACES in it's path name. For instance:
this is a good path name:

  C:\3dsMax

and this is a bad one:

  C:\Program Files\..

Spaces in path name will prevent one of the crucial elements in BAT package – FSHTool form working properly. Installing 3ds Max into custom folder will not in any way affect its work.




attention. Important update.

Seeing how many problems editing, or to be precise, finding of 3dsmax.ini in newest versions of 3ds Max had caused plus the fact that for some bizarre reason BAT is supposed to take over the PlugCFG directory of 3ds Max I've decided to take a closer look at the issue.

I've found that the whole process of editing 3dsmax.ini could be avoided AT ALL.

I've modified BAT starting script so that it points to the BAT folder without any need for touching 3dsmax.ini
This, modified script leaves PlugCFG alone, so you wouldn't need to find it (even knowing of it) and moving/copying any files at all!

You'll find new version of affected scripts in a zip file attached to this message. Use them instead of same-named ones in BatForMax V2 distribution package when you do fresh install.

If you already have BatForMax installed you have options to

- restore your original 3dsmax.ini and use all new scripts.
- just replace CPBuildingMill.ms - in this case your installation will remain as messy as it is currently but you'll gain use of all type of lights for nitelite as opposed of only standard ones in original version.

Choice is yours!

If you need additional help/instructions - ask!
it you find some problems with new scripts let me know!




Following is no longer needed if you use modified CPTB22startup.ms file and left here for "historical purposes"

Location of 3dsmax.ini file

Readme supplied with Bat4Max gives detailed and clear instruction on editing both BAT.ini and 3dsmax.ini. But in later versions of 3dsMax (9 and following) 3dsmax.ini file location has been altered and second copy exists in the system.
Here is what you should do and how find the right one:

Install 3ds MAX. Make sure the proper location as described above.

Start program. Follow if needed activation or trial procedures and let program fully start.

Close 3ds Max.

During this first start working copy of 3dsmax.ini has been created from system backup copy – this is one you'll be editing. In order to get access to its location make sure that "Show hidden files and folders" option is enabled in Folders Options on your system. Depending on your system it could be in different locations. On Vista it is located in folder with path name along these lines:

 C:\Users\(your Username)\AppData\Local\Autodesk\3dsmax\9 - 64bit\enu
  C:\Users\(your Username) \AppData\Local\Autodesk\3dsmax\2008 - 64bit\enu
  C:\Users\(your Username) \AppData\Local\Autodesk\3dsmax\2008 - 32bit\enu

On Windows XP is located in Documents and Settings Folder, but I'm not entirely sure – just make a search for it.

Location of 3dsmax.ini on WindowsXP (Curtosy of Marcszar) (9-32bit/9-64bit - is a version of Max installed):
 C:\Documents and Settings\(your username)\Local Settings\Application Data\Autodesk\3dsmax\9 - 32bit\enu\3dsmax.ini

  -or-

  C:\Documents and Settings\(your username\Local Settings\Application Data\Autodesk\3dsmax\9 - 64bit\enu\3dsmax.ini

IMPORTANT!
Before editing 3dsmax.ini make a note on the path to which PlugCFG is pointing.

On PlugCFG

For some reason BAT needs to take over PlugCFG folder of your 3ds MAX in order to work – that is a very reason for editing 3dsmax.ini. This, however, create problems as it is a working and important folder for MAX. In order to insure that both BAT and some components of 3ds Max (like Logarithmic Exposure control, FinalGather presets etc.) are working, copy the entire content of PlugCFG  - the one to which line in original 3dsmax.ini has been pointing (for some unclear reason Max2008, for instance, installs more than one PlugCFG folder) into BAT folder.
Once all these procedures that may look a bit scary on paper, but are very simple in reality are done your 3ds max will be ready to run BAT4MAX.
The sign that everything has been set up properly is that Max Command panel after opening will look like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F2574%2Fsetuparm0.gif&hash=1a6bb5d2c690a731fac4d4445b06a9f1a8931bcc)

If all or any of those are missing you have made some mistake in editing of INI files and should recheck them.

Also make sure that all the plug-ins from PlugCFG have been initialized:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F3089%2Fsetupbgv1.gif&hash=de282fb29101fdc6b08bac5bb98e3fb4433abf1c)

Logarithmic Exposure Control has to be present in the pull down menu. Other things there may differ depending on version of Max you run and other additional plug-ins you may have or not have. If everything checks we can now set MAX interface to work with BAT and to make some UI adjustments to help us later on.


Setting Max to work with BAT


First, all users of 3ds Max of versions 8 and later would need to set System units. This is a step crucial in order to make Bat4Max work in these versions of 3ds Max and not an optional feature. Failure to do so will result in export crushing shortly after start with Error Code 6 message.
To set System units go to Customize Menu and there to Unit setup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F6593%2Fsetup1hy7.gif&hash=e6d9185967eb9ac0da8b089c578abe3ce333ec71)

Make sure that you e system unit is meters. Display units could be anything you prefer – metric, imperial or generic it is purely the  matter of convenience and habit.

Another modification I suggest you to make (this one is optional) is to place Axis constrain floater onto your main dock. To do so right click on empty space on dock and from pop-up menu check Axis Constrain:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg139.imageshack.us%2Fimg139%2F7120%2Fsetup2ks1.gif&hash=567572f201555146e785702355cae62044898a46)

Place the floater onto the dock and it will lock into there.

Next lets edit snapping setting. Snapping is extremely helpful and important feature of Max that insures accuracy and efficiency of your work. Go to customize menu select Grid and Snap Settings:
This screen allows you to decide what should your cursor snap to. I strongly recommend for now enable ONLY snapping to vertex. All other may prove too confusing in the beginning. and Snapping to grid points is just plain evil in case of architectural modeling (IMHO).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F4978%2Fsetup3pf6.gif&hash=8967552bcb20e0bdbe2006890eea275b646a7eac)

Generally I would suggest to totally disable the grid as it will more than anything else get in the way and clutter you viewports. It isn't reliable measure of size or scale as it tend to subdivide and vice-versa as you zoom in or out of your scene. Snapping to grid will lead to unnaturally size elements of design. You should always use precise measurements and sizes and Max makes it really easy at any stage of design.


On drivers


For vast majority of situation I would recommend you to run Max in Direct3D mode – the default for Max 8 on. Other modes are OpenGL and Software. Both are significantly slower than Direct3D in terms of viewport performance. But have NO impact what so ever on rendering speed.

This concludes brief setup guide for Bat4Max. See you next time when we'll take look at some of the modeling techniques applicable to BAT.
"$Deal"$







Title: Re: Bat Tutorials by SimFox (mostly for Bat4Max)
Post by: SimFox on October 26, 2007, 04:53:28 PM
Marcszar:
thanks a bunch!
Title: Re: Bat Tutorials by SimFox (mostly for Bat4Max)
Post by: Shadow Assassin on October 26, 2007, 11:27:34 PM
QuoteWhen I use Direct3D in 3dsmax or any other 3D Modeling/CAD program, I always get random artifacts and sporadic viewport freezes. It also seems slower than OpenGL. When I switch to OpenGL display, it works beautifully in almost every case. I thought the case for Direct3D vs. OpenGL depends on what type of video card you have. (eg- integrated, "gaming," or workstation class.) My laptop has an ATI Mobility FireGL, which might be why OpenGL works better than Direct3D in my case.

It indeed does depend on the graphics card. The newer model ATI cards (X-series, eg: X800; and X1-series, eg: X1600) will work just fine with OpenGL and D3D: in fact, in some cases, there may be better performance with D3D. It is recommended you stick to using D3D if you have an nVidia card. When I had a 6600 and used OpenGL, the performance was nowhere as good as in D3D.

If you have a pre-DX9 card, or non-DX9 compatible integrated graphics, I recommend using Software mode to run the program. Case in point: nVidia GeForce MMX440 does not support DX9 (in fact, it only supports up to DX7, feature-wise, which means no shader support).

With newer integrated graphics solutions: use OpenGL. It will usually give better performance, because nowadays there aren't really that many 9.0c-compatible integrated graphics cards (unless you have a Vista machine running the Aero theme, in which case it is virtually necessary - you definitely have a DX9c compatible integrated graphics card). I think OpenGL 2.0 is the version supported by Max at the moment.

Useful tutorial, SimFox. I won't need it at the moment (I've already installed it! :P), but it'll be useful for if I need to reinstall.
Title: Re: Bat Tutorials by SimFox (mostly for Bat4Max)
Post by: jeronij on October 27, 2007, 12:22:08 AM
Finally it starts up. Great ¡¡¡¡  :thumbsup:

This one is really interesting and I love to see so many tricks and hints  ;)

Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: delija21 on June 12, 2008, 06:54:10 PM
Hi guys...i have just downloaded BAT4MAX and followed all the steps but when i open MAX i'm missing EXPORT,PARAMETERS,PREVIEW AND BATCH CMD rollouts......what have i done wrong?????
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: SimFox on June 13, 2008, 01:06:32 AM
delija21:
this most probably means that some mistakes were made in either editing 3dsmax.ini (part that redirects PlugCFG to .../gamepacks/BAT, or may you have somehow misplaced the core scripts of bat. Those have to be in (your max root directory)/gamepacks/BAT/scripts.
in the downloaded ZIP file that folder also contains startup subfolder. Scripts from there have to be moved to ...scripts/startup folder in your max.

attention


While editing ini files make sure that you close lines with "/" in Batformax.ini and NOT add "/" at the endo of PlugCFG line in 3dsmax.ini
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: delija21 on June 13, 2008, 03:21:34 AM
What's the difference betwene closing lines with / and adding /....i really don't know much about this stuff
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: Diggis on June 13, 2008, 03:46:53 AM
Quote from: delija21 on June 13, 2008, 03:21:34 AM
What's the difference betwene closing lines with / and adding /....i really don't know much about this stuff

Same thing.  Just make sure there is one at the end of the line.
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: callagrafx on June 13, 2008, 04:18:29 AM
Quote from: SimFox on June 13, 2008, 01:06:32 AMWhile editing ini files make sure that you close lines with "/" in Batformax.ini and NOT add "/" at the endo of PlugCFG line in 3dsmax.ini

Noooooooooooooo........Windows uses backslashes \ not forwardslashes.  This is terribly important.  Do not confuse it with web addresses, which is a legacy from Unix.
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: delija21 on June 13, 2008, 04:21:35 AM
i did all of that but it's still the same
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: callagrafx on June 13, 2008, 04:48:35 AM
Quote from: delija21 on June 13, 2008, 04:21:35 AM
i did all of that but it's still the same

Have you moved the startup scripts from c:\3dsmax\gamepacks\BAT\scripts\startup into c:\3dsmax\scripts\startup ? *substitute c:\3dsmax for your 3dsmax directory
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: delija21 on June 13, 2008, 05:05:07 AM
yes....i moved it into c:\Programfiler\Autodesk\3dsmax\scripts\startup........i do have last 4 rollouts but i'm missing first 4
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: callagrafx on June 13, 2008, 05:34:24 AM
Is that where the application is installed?  You should really re-install it to c:\3dsmax
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: SimFox on June 13, 2008, 01:21:58 PM
ups...
sorry for "/" - "\" confusion...

I was contacted privately by one member about exactly same issue...
I think it must be due to errors in editing 3dsmax.ini or7and batformax.ini.
So, may be you could just post here those two files, or send them to me privatelly so I could take a look...

The fact that you have last 4 roll-ups means that you have ST Tools loading. they are a separate and pointless nowadays script. You can safely delete it altogether since it deals with nightwindows that will crash your export in max versions 8+.
The fact that Bat itself is not loaded means only that max isn't aware of it. And since you nave placed your scripts in proper place that means there must be some error in ini files...

ATENTION:


I've made little experiment...
if you have an error message when Max load saying something along these lines: "..Runtime error: fileIn: can't open file -.." then it is absolutell certain that you either had failed to edit 3dsmax.ini, or have made a mistake in that editing or may be edited the wrong 3dsmax.ini - the back up one...
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: delija21 on June 13, 2008, 04:13:49 PM
Hi guys...it's finaly working...i went trough all steps of the instruction once again and found out that i copyed wrong ini. into the BAT...i copyed the edited ini. not the original one.....so much problems for such a small thing....i just want to thank you all for all your help

btw SimFox...do you meen that i shoud delete both files( CPTB2Startup and SimTropolis_Tools_V104) from the Startup directory???
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: delija21 on June 13, 2008, 04:35:56 PM
I have another problem now,Logarithmic Exposure Control is missing in the pull down menu???
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: SimFox on June 13, 2008, 06:09:58 PM
read the very first message in this thread. I specifically describe there this situation and solution.
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: delija21 on June 14, 2008, 05:01:48 AM
I don't knw what you meen by "copy the entire content of PlugCFG??? Should i copy whole enu folder or what???
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: callagrafx on June 14, 2008, 05:54:39 AM
No...the contents of the original PlugCFG folder (located in the same place as your 3dsmax.ini file) have to be moved (not copied) to the 3dsmax\gamepacks\BAT folder
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: delija21 on June 14, 2008, 04:52:12 PM
It's finaly working....FINALY.......i was just wondering what files did SimFox ment i should delete??? i'm using MAX 2008
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: callagrafx on June 15, 2008, 01:00:07 AM
Quote from: SimFox on June 13, 2008, 01:21:58 PM
The fact that you have last 4 roll-ups means that you have Simtropolis Tools loading. they are a separate and pointless nowadays script. You can safely delete it altogether since it deals with nightwindows that will crash your export in max versions 8+.

Delete the Simtropolis Tools script in the scripts startup folder.
Title: Re: Bat4MAX Setup Tutorial by SimFox Updated (Important!)
Post by: SimFox on June 30, 2008, 03:49:05 AM
Bump!

Important update in the first message of this thread. Read it!
Title: Re: Bat4MAX Setup Tutorial by SimFox Updated (Important!)
Post by: callagrafx on June 30, 2008, 04:45:41 AM
Thanks for the update  :thumbsup:...can you post the the code modifications you made in the maxscript file, as I've already altered my version to exclude Deltree and don't fancy another code hunt.
Title: Re: Bat4MAX Setup Tutorial by SimFox Updated (Important!)
Post by: SimFox on June 30, 2008, 06:08:43 AM
I think you're talking about the wrong script. The one I've edited is a Start-up script. It loads all other scripts and has nothing to do with deltree. it is very small script just few lines of code.
As I see it you're mistaking it with CPBuildingmill.ms It has references to deltree. At any rate deltree will not worlk if you don't specifically place that exe file in the BAT directory. And, at any rate, even Windows XP doesn't have it, although it will still work there. In Vista on the other hand it wouldn't even run! (at least in 64 bit versions of it)

Anyway what I did is to point Max to look for BATFORMAX.ini in new and neutral place.

In original GMAX script it points to #PluCFG. Same was simply copied to Max version of BAT. I can't quite understand why, but it was. May be it was tried to point to gamepacks directory, but didn't work, because it isn't a referrence Maxscript understands. It operates with fixet nuber of standard directories. In case you want to refer to a new one  - like gamespack/BAT you have to specify it location vis-a-vis something Maxscript is surely aware of. The best option is #maxroot.

So what I did is changed:

global gINIFile         = (getDir #plugcfg) + "\\BATFORMAX.ini"

to

global gINIFile         = (getDir #maxroot) + "gamepacks\\BAT\\BATFORMAX.ini"


that's it...

And, ofcourse restore original 3dsmax.ini file, or if you don't have one anymore to edit it again to point PlugCFG entry to the proper PlugCFG folder (actual location of which depends on the version of MAx and OS you're running).

well, that and removed the silly warning that people HAVE to edit 3dsmax.ini (because, actually they don't, it is script that has to bee changed) to point PlugCFG to BAT.

This solves 2 "problem" need to find and edit 3dsmax.ini and potential problems with PlugCFG...


PS
that change wouldn't require any change in installation of BAT4Max.
I'm not entirelly sure about PlugCFG folder... I mean it is a working folder of MAX. It writes to it every time you start and exit Max session. Some important plugins like Color Mappers reside there, the host of ini files.
In the original tutorial I've urged people to copy content of the PlugCFG (and yes - copy it, not move!!!) to BAT folder in order to ensure that those items still work in Max with BAT installed. In this case (again - copying not moving) restoring 3dsmax.ini will work as is. If, on the other hand files had been MOVED -eg deleted in the original location - you have quite messy situation on your hands. You can try to sort out what belongs where by sorting files in Bat folder by modify date, but it could be tricky...
Title: Re: Bat4MAX Setup Tutorial by SimFox Updated (Important!)
Post by: callagrafx on June 30, 2008, 06:23:04 AM
oops yep, it's the buildingmill and Ui scripts I changed.  I simply removed all references to it and removed the button so the autoexecute was error message free  :thumbsup: as I have XP and no deltree, it's completely redundant. I just like to remove stuff that's obselete  :thumbsup:
Title: Re: Bat4MAX Setup Tutorial by SimFox Updated (Important!)
Post by: SimFox on June 30, 2008, 06:28:48 AM
I thought so...
generally how good are you with MaxScript?
I'm thinking of finally getting preview working the way it does in GMAX (at least a day one) and, in the process solving the issue with MR in Max2009/2009Design. Because without it BAT wouldn't be anymore compatible with new Max releases -which isn't good!

PS!!!
Lee
don't change you startup script!!!
There seem to be some problems it. Export is getting aborted by "user" ...
Have to look into it...
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: callagrafx on June 30, 2008, 07:03:23 AM
Not that good....I can trace back and see how it's done and remove stuff that I don't need, but I'm more of a visual person than a programmer  :D :D  Are there issues with Max2009 then?  I only have 2008 and hadn't planned on upgrading yet. 

I don't plan on changing my version as I've already got the 3dsmax.ini file altered and plugins in BAT folder.
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: SimFox on June 30, 2008, 09:11:29 AM
OK, I've got it to work.

The problem was that #PlugCFG was also mentioned in CPBuildingMill.ms - rooting to temp and Output file were made via reference to #PlugCFG - very odd way... In other script those paths were simply taken from BatForMax.ini file, why not here?

Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: surdanis on October 13, 2008, 12:47:19 AM
i'm getting a syntax error when i start up 3ds Max 2009 with your startup script, SimFox.
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: SimFox on October 13, 2008, 11:57:23 AM
can you post exact message you're getting?


On the separate note, unfortunately as of today there is a problem between Max2009 family and BAT. To be precise the problem manifests itself when you use Mental Ray. the framing of th model doesn't work right so all the slabs cut in the places not coinciding with how they were cut in GMAX when LODs aree exported.
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: surdanis on October 13, 2008, 12:02:26 PM
it reads:

MAXScript Auto-load Script Error - (my directory)
-- Syntax error: at ), expected <factor>
-- In line: )


so should i downgrade in 3ds Max? which is a good one? i mean, what do the majority of BATters here use? think maybe 3ds Max 2008 will be ok. that's what i have on my other computer.
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: callagrafx on October 13, 2008, 01:29:54 PM
It works fine with Max 2008...although it's possible none of your 2009 models will probably open once you downgrade.  Why Autodesk cannot have a legacy .max format I do not know.
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: Diggis on October 13, 2008, 01:53:53 PM
same reason adobe don't have a legacy .il and .ind format.  They just like being difficult.
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: callagrafx on October 13, 2008, 02:00:31 PM
Quote from: Diggis on October 13, 2008, 01:53:53 PM
same reason adobe don't have a legacy .il and .ind format.  They just like being difficult.

Adobe do....in Illustrator you can save .ai files down as low as CS (3 versions) and eps down to v3 (from 13).  Indesign can also legacy save but only one version down via the Interchange format.
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: surdanis on October 13, 2008, 02:48:41 PM
u think how you install it has anything to do with it? any problems, perhaps, with the 64-bit version?

for example, i have 64-bit 3ds Max 2009. it's installed in the following: G:\3dsMax2009\

just some thoughts. guess it's back to 2008. wish me luck on getting Bat4Max to work.


UPDATE:

got it work, though i used the original scripts, rather than the SimFox ones provided in the top post. i also had to copy the files into the BAT folder as per the original instructions.
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: callagrafx on October 14, 2008, 12:27:31 AM
You may be interested in this thread too...

http://sc4devotion.com/forums/index.php?topic=5512.0

Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: SimFox on October 14, 2008, 02:38:09 PM
Surdanis:
1. fact that you have 64 bit version is definitely not a problem. I use 64 bit versions of both 2008 and 2009 and everything works fine (that is in Max2009 you can properly export with MR (yet))
2. there is a way to export you models to the older versions of the MAX - BFF!! (Bobo File Format) It works most of the times, although not 100%, but anyway is something very worth to try. It based on terning your entire model into collection of scripts - very ingenious idea by the guru of MaxScript  - Bobo aka Borislav Petrov. Here is a link to download: http://www.scriptspot.com/3ds-max/bff-bobos-file-format
3. Installation directory, the fact hat it isn't on C may have something to do with the problem you have experienced. I would still very much recommend you to get to the bottom of it for two reasons - first, the new script uses much more appropriate structure and locations and as such don't interfere with proper MAX operations and functionality, Old one screws it up. there are ways to get around it but why get around something that doesn't need to be a problem in the first place. I'm more than sure it is doable as i my case and in case of quite few others it works fine. Second by identifying the problem we can provide a sort of "public service" and prevent repetition by others.

coming back to you error message. It is an exact one? it mentions "(my directory)"  what is this "my directory"?? There shouldn't be one...
I think the reason for your problem may be in the way you have structured your folders.

Anyway here is what you need / should do:
1. 3ds Max 6-2008 (preferably, almost imperatively fresh install into folder with NO empty spaces in path name, eg C:\Max)
2. Download this ZIP FILE (http://rapidshare.com/files/154059862/Bat4Max2_1.zip) attached to this message. It contains all the necessary files.
3. UnZip the contents of the archive into root folder of your max installation (again for example c:\max)
4. start Max.

With this version you don't need to edit ANY ini files! NONE!
On first run script will automatically determine your version of Max and depending on it will either enable or disable Night Windows (thanx, Chris, for an excellent idea). It will also automatically set your Output and Temp folders.
After that you'll be prompted to select your PLUGIN folder (this part of script is from Chrisadams3997). It Probably also could be automated, I'll look into it later on.

You are done!

This version of export script supports all and any type of lights. It contains default lighting rigs. I believe that this is a standard minimum that should be distributed. All the othre bells and whistles should be clear EXTRA and be used only by those fully understanding what are they and what are they for.
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: surdanis on October 14, 2008, 07:34:04 PM
ooh, the part where u say that i didn't have to play with any ini folders: that might be the problem since i modified the BATFORMaX.ini. but it works using the original method, like i said. anyways, i played with exporting a box i made. i managed to get a relotted Alamo with an un-textured "white" box in the game. i'm assuming that the lack of any texture caused the box to become blurry/pixelated when i went to closest zoom.

but anyway, i'm new to all this 3d modeling stuff in general, and i'm slowly learning how to use it properly. i feel like i'm in way over my head among giants, but i've been inspired by you and others to apply my already existing artistic talents in the world of BATting. because i lack any real skill or thorough knowledge of 3d modeling techniques, i'm going to stick with relatively simple stuff--fictional, for now. i appreciate all the help thus far.
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: SimFox on October 15, 2008, 01:34:42 AM
Well if you have only edited BatForMax.ini is not a problem at all since you would simply overwrite it with one included and all the settings will happen automatically when you start Max next time. Important point is that your 3dsMax.ini shouldn't be edited...

I personally see the development of BatForMax toward as little interference with the Max itself as possible, since such interference will inevitably limit the functionality of the program and hence clip you creative wings. For example the original installation cuts away quite a bit of it.

Anyway, it's your choice. I'm here to help f you would need it...

PS
those scripts include integrated Preview system (day only)
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: surdanis on October 15, 2008, 01:23:03 PM
ok, that one link you provided in your that one post was a much better fit than what you provided in your first post here in this thread, SimFox.

however, i got a msg that read nightlighting was disabled b/c it was incompatible with this version of max or some such thing. does that mean i can't do nightlights? i think i may need something else for that. no matter. i'm still new at this, and i may not need it yet.

UPDATE:

i just realized i'm missing a bunch of rollups when i tried the SimFox link... i figured out his link is missing the SimtropolisTools startup script, which i had to pull from the original BAT4Maxv2 folder.


also, do i need to have that deltree installed for this to work? i keep getting a popup saying i do. but then i read in the readme this might screw up my comp. i'm running 64-bit vista. anyone else with this same OS have deltree put in place like it says?
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: SimFox on October 27, 2008, 07:04:38 AM
Sorry I didn't reply earlier...

First of all there is a newer version 2.5 available on Simtropolis:

And now let's look at your questions...

1. when you run this versions of the Bat4Max (2.1 and 2.5 they do test your max when first started and if it is newer then Max 7.5 (eg 8-2009 (11)) it will remove from UI all the settings for NightWindows. Because they are NOT compatible with these versions of MAX. If you set them up and then try to export your model your export will fail. So, yes, you can't use them! But Night Windows only one (and by far the worst), type of night lighting. You can still use all other ones - niteLites, Night Libraries, truNite (which technically not a type of lighting, but rather visualization method that takes one Day/Night export and splits it in2 separate ones, so you don't need ANY special treatment to your lights then could be whatever your version of MAX and render you use support.
BTW the export script included in those releases also supports all type of lights (standard, photometric, V-ray lights etc...) and is Instance proved (meaning it would lead to brightness cascade)
2. Simtropolis tools are missing by design, as they are dealing with Night windows and as such shouldn't be there no more (unless you are using MAX v7 or older).
3. Deltree is absolutelly save to use, but only on Windows XP. If you run any version of VISTA it will simply not work at all...
Title: Re: Bat4MAX Setup Tutorial by SimFox
Post by: Tarkus on June 05, 2022, 02:22:02 AM
Files from original post reattached.  Credits to SimFox.

-Alex