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SimCity 4 General Discussion and Tutorials => SimCity 4 General Discussion => General Custom Content Discussion => Topic started by: thingfishs on April 08, 2010, 04:59:05 AM

Title: getting to know Max
Post by: thingfishs on April 08, 2010, 04:59:05 AM
I've made the transition from gmax to 3ds. Well in a manner of speaking I have, it's great to use but I'm yet to export a successful render. I've had long error messages on some files which I found to be because of spaces in the file names. But on the ones with no spaces it does nothing.... just makes a "ding" type noise and that's it. Can anyone point me in the right direction, thanks. :thumbsup:
Title: Re: getting to know Max
Post by: callagrafx on April 08, 2010, 05:16:41 AM
Not without knowing a whole lot more...

For instance, which version of Max?
Which BAT4Max script?  Have you followed the instructions properly?
Installation path of Max
How and when does the error occur?
What error message are you getting?
Can you preview render?

You have got off a bicycle and have sat in a Ferrari, now you need to learn how to drive. 
Title: Re: getting to know Max
Post by: thingfishs on April 08, 2010, 11:50:58 AM
- 3ds MAX 2010 32 bit (on windows 7
- BAT4MAX 4.5 and I think so...
- C:/program files/autodesk/3ds Max 2010
- it occurs when I try to export (after being prompted to refit the LODS & to pick a view from the preview bit).
- the small dialog that comes up says "unable to convert: undefined to type: string" with a heading of "MAXscript rollout handler exception" Then there is the log version (or whatever it's called) I have posted that here in case it's of any help... http://easy-upload.nl/f/WmN8F07q (http://easy-upload.nl/f/WmN8F07q)
- when I preview render all that appears is a very thin and tall black space which doesn't seem to contain anything.

Thanks for your help
Title: Re: getting to know Max
Post by: callagrafx on April 08, 2010, 02:21:43 PM
It sounds like something in your scene is screwing up...Have you unhidden everything, selected the TBCameraHandle helper and deleted it?  Also delete the Xref and then re-click on the Day button to re-engage the lighting.  I have Max 2009 with B4M 4.5 but as yet haven't tried to export...I'll run a test to see if I can replicate the error.
Title: Re: getting to know Max
Post by: thingfishs on April 08, 2010, 02:24:58 PM
this is happening in a test scene composed purely of a box with a texture

EDIT: to clarify, when unhiding everything there is nothing else (LODs haven't been created (and saved) yet. But I don't know what you mean by xref...

Also I'm being asked if I want to render the 20? views of the model...
Plus the measurement/scale system seems to jump all over the place from project to project. I have gone in and set it up to 1m a few times...

EDIT#2: Also it just struck me that you've never exported, I suspect I worded it wrong. What I am trying to do is render my model, via the export tab.
Title: Re: getting to know Max
Post by: Diggis on April 09, 2010, 01:39:49 AM
I can't comment on the errors as I don't have Max 2010, or BAT4MAX 4.5 (simfox?) but unless it's bypassing fshman you'll need to reinstall Max in a location that doesn't contain spaces.  You have 3 in your installation path.
Title: Re: getting to know Max
Post by: callagrafx on April 09, 2010, 01:58:14 AM
Quote from: thingfishs on April 08, 2010, 02:24:58 PM
this is happening in a test scene composed purely of a box with a texture

EDIT: to clarify, when unhiding everything there is nothing else (LODs haven't been created (and saved) yet. But I don't know what you mean by xref...

Also I'm being asked if I want to render the 20? views of the model...
Plus the measurement/scale system seems to jump all over the place from project to project. I have gone in and set it up to 1m a few times...

EDIT#2: Also it just struck me that you've never exported, I suspect I worded it wrong. What I am trying to do is render my model, via the export tab.

When I say export, I mean render the BAT.  As for the 20 views, it has to render 5 zooms and N, S, E & W...total number of renders = 20  :thumbsup:


First, uninstall 3DS Max and delete the gamepacks folder (and the startup script)

Reinstall Max to a folder where the path has no spaces, ie c:\3dsmax2010

Next, install the BAT4Max script.  Make sure you follow each step exactly.  Also ensure you install the GMAX scripts into the correct folder for BAT.

Launch Max and click OK at the prompt about nightlights (it should be asking you to disable them).  Next, at each prompt, select the path to SC4 plugins and finally the BAT gamepacks folder for GMAX.

Go to Tools > Grid and Snaps > Grids and Snap Settings and set the home grid spacing to 1m and Major line in 16m increments.  Max should default to meters for system measurements.  To check, go to customize > Units Setup > System unit setup.

Next, check gamma correction is set properly by going to Rendering > Exposure control and scrolling down to the Gamma setting.  It should be 2.2

This should conclude the setup.  Now to test..  Create a cube, 16m x 16m x 16m and assign a texture.  To make sure the lightrig is ok, click Day under "let there be light"  (daft name I know, but creative writing is not everyone's forte).

Then refit the LODs and export them (saving the scene).  Open BAT up and import the LODs.  Check the scripts installed OK by the appearance of SD & HD radio buttons under the preview rollout.  Save the scene with a name that does not contain spaces (i.e. test_cube.gmax) and the click Export.  Once this has done, switch back to Max, select the model you just rendered and click Render BAT.  It should render properly with the cube more or less filling the render window.  When the render has finished, under the Batch CMD rollout, click FSH Batch Build and then DAT insert.  You should see DOS progress windows.

I ran several tests and could not replicate the error.  Try the above and see what happens.  If it still happens, you will need to contact Simfox, who's more active at ST than here....
Title: Re: getting to know Max
Post by: Girafe on April 09, 2010, 04:29:56 AM
I had some problems too with the bat4max 4.5 and 3dsmax 2010 but finally it worked and have made a tutorial but in French there if you have little knowledge in French http://www.toutsimcities.com/forums.php?viewthread=612118 (http://www.toutsimcities.com/forums.php?viewthread=612118)

As Callagrafx said, it's better to install 3dsmax 2010 in this folder c:\3dsmax2010 and the same with gmax in the place c:\gmax
After the instructions of Callagrafx are very well explained.

With these places It would be work  &Thk/(

However pay attention to have well installed HD tool of Simfox in Gmax at first.

In another part, I have read I think in ST that there is some problems with paths in Windows 7 and administrators rights maybe have a look on it.


Title: Re: getting to know Max
Post by: thingfishs on April 10, 2010, 01:49:27 AM
thanks a lot calliagrafx & girafe :thumbsup:

Although I'm not out of the woods yet.... I have followed the step by step guide there and everything has been fine up until the end. I have imported the LODs into gmax and saved without spaces. There are SD & HD options in the preview tab, but when I export it stops after 30 seconds or so with a MAXscript dialog that says "export failed! Code=6"
Title: Re: getting to know Max
Post by: callagrafx on April 10, 2010, 09:09:14 AM
So, the error is in Gmax, not 3DS Max?  If so, try uninstalling GMAX and then reinstall it, plus BAT, then the additional GMAX scripts from Simfox's BAT4Max....
Title: Re: getting to know Max
Post by: Girafe on April 11, 2010, 12:37:39 PM
We took time with thingfishs to fix the problems and I think now we solved all, hope there will be no more issues  ;)

and I took this occasion to post a tutorial about bat4max 4.5 for 3dsmax in the french section there (http://sc4devotion.com/forums/index.php?topic=10596.msg319715;topicseen#msg319715)
Title: Re: getting to know Max
Post by: thingfishs on April 11, 2010, 02:09:33 PM
Yes indeed, I had my first intensive msn coaching session with Girafe, huge thanks again and fingers crossed it will be smooth sailing now...  :thumbsup: :thumbsup:
Title: Re: getting to know Max
Post by: thingfishs on April 15, 2010, 02:06:46 AM
but, alas, it hasn't been. I have been going through all the steps girafe showed me (which worked at the time), but I haven't been able to replicate that success.

This is my process:
-I have a model in Max.
-click day in let there be light
-re-fit LODs
-hdoutput (this is a HD prop I am making)
-export LODs

then in gmax:
-import
-hdoutput
-save with new name
-export

back to Max:

-click day in LTBL
-click export/get model name (and this is where my run ends.... with a small "ding" noise??

Now I think I am doing this as instructed; can anyone see a flaw in my process,
thanks.
Title: Re: getting to know Max
Post by: Girafe on April 15, 2010, 02:20:21 AM
Quote from: thingfishs on April 15, 2010, 02:06:46 AM

back to Max:

-click day in LTBL
- reclick to HD output
-click export/get model name (and this is where my run ends.... with a small "ding" noise??


But I am not sure it was not only things wrong. As soon as I have time and you too we will re-done all the path in msn  ;)
Title: Re: getting to know Max
Post by: thingfishs on April 15, 2010, 02:35:38 AM
thanks girafe,
I've tried that but it's still not working...

(btw I am free for the next 5 hours or so)

Another question: I have a model that I am trying to texture, but when I apply the texture it comes out black/grey. This is a model I have downloaded, is it somehow set to greyscale or something?
Title: Re: getting to know Max
Post by: callagrafx on April 15, 2010, 02:41:19 AM
Your steps are OK up until this point, correct?

Quote from: thingfishs on April 15, 2010, 02:06:46 AM
-click export/get model name

In the Export rollout, can you actually select a model name?  If not, it sounds like your path to Simcity 4 plugins is not right.  Check this by editing the bat4max.ini file in the gamepacks folder.  It should have something like this:

[Configuration]
TB2InitScript=CPTB2Main.ms
TempPath=C:\3dsmax2009\gamepacks\BAT\Temp\
DestPath=C:\3dsmax2009\gamepacks\BAT\OutputFiles\
;ExportExt=
AALevel=1
CamerasandLights=gamepacks\BAT\scenes\CamLightRigs\TB2_CameraLightRig.max
CamerasandLightsFolder=gamepacks\BAT\scenes\CamLightRigs\
TB2Scripts=gamepacks\BAT\scripts\
AlphaSeedFile=gamepacks\BAT\AlphaSeed Do Not Delete.bmp
GroupID=cddd1522
InstanceID=00030000
NightMats=\gamepacks\BAT\Maps\NightWindows\
SC4PluginPath=C:\Documents and Settings\yourcomputername\My Documents\SimCity 4\Plugins\

UseNightWindows=False


Where "yourcomputername" is the name of your account.

Second, it sounds like your imported model doesn't have UVW mapping.  Select the model and add a UVW Mapping modifier from the modifier list (panel on the right of the screen).
Title: Re: getting to know Max
Post by: thingfishs on April 15, 2010, 02:53:42 AM
Quote from: callagrafx on April 15, 2010, 02:41:19 AM
In the Export rollout, can you actually select a model name? 

No, it just makes a noise.

In my bat4max.ini file the only thing with the path that was different was that the path says \documents\Simcity 4 whereas the actual path is \my documents\simcity 4
Would this be causing the error? It confuses me because I did actually get a successful render two days ago. ()what()

Title: Re: getting to know Max
Post by: callagrafx on April 15, 2010, 02:59:32 AM
make sure the path in Bat4Max.ini is the actual path....The best way to do that would be to delete the line from the ini file and re-run Max.  It should ask you to choose the folder again.
Title: Re: getting to know Max
Post by: thingfishs on April 15, 2010, 03:40:15 AM
thanks a lot callagrafx :thumbsup:

I tried changing it to "my documents" but it still didn't work. So I did as you suggested (erasing the line and resetting the path) and it worked!! (I was then able to successfully render the BAT ;D)
What I don't understand is that the path looks identical to the one that previously wasn't working, but I'll stop looking my gift horse in the mouth.
Title: Re: getting to know Max
Post by: Girafe on April 15, 2010, 05:47:46 AM
I am glad to see that finally it works.

For the textures, in my 3dsmax there is a little bug I had to select in views "view with textured objects" maybe in yours it s the same  ;) 
Title: Re: getting to know Max
Post by: thingfishs on April 18, 2010, 05:50:11 PM
OK, more problems. I am successfully rendering the BAT, but no model is appearing in the LE or SC4PIM. I can see and open the file in all, but when I open it it's blank. Sometimes you can see the blue occupant size square and sometimes even that is missing and there's nothing at all... ()what()
Title: Re: getting to know Max
Post by: Diggis on April 19, 2010, 01:45:36 AM
Quote from: thingfishs on April 18, 2010, 05:50:11 PM
OK, more problems. I am successfully rendering the BAT, but no model is appearing in the LE or SC4PIM. I can see and open the file in all, but when I open it it's blank. Sometimes you can see the blue occupant size square and sometimes even that is missing and there's nothing at all... ()what()

Do you get a *.SC4Model file?  Can you upload it here?
Title: Re: getting to know Max
Post by: Girafe on April 19, 2010, 01:53:16 AM
Quote from: thingfishs on April 18, 2010, 05:50:11 PM
OK, more problems. I am successfully rendering the BAT, but no model is appearing in the LE or SC4PIM. I can see and open the file in all, but when I open it it's blank. Sometimes you can see the blue occupant size square and sometimes even that is missing and there's nothing at all... ()what()

Are you sure that yu didn't forget a step like Batch cmd or insert FSH  ()stsfd()
Title: Re: getting to know Max
Post by: thingfishs on April 19, 2010, 07:50:32 AM
Quote from: thingfishs on April 19, 2010, 02:27:40 AM
thanks diggis & girafe,

I've just followed the steps outlined in my earlier post; it's the first I've heard of batch cmd or insert fsh...
Yes I am getting a sc4model file, I will upload it in a while

here it is: http://easy-upload.nl/f/L1jXRA1D (http://easy-upload.nl/f/L1jXRA1D)
Title: Re: getting to know Max
Post by: Diggis on April 19, 2010, 08:09:11 AM
OK, in the rollouts for BAT4MAX will be one with batch commands in it.  It may be called that, not sure, can't check right now sorry.  There are 2 batch commands that need running as girafe said above. These should be checked to run automatically.  I would guess yours aren't and so the MAX render never got put in the model file.
Title: Re: getting to know Max
Post by: callagrafx on April 19, 2010, 08:10:43 AM
Quote from: thingfishs on April 19, 2010, 07:50:32 AM
here it is: http://easy-upload.nl/f/L1jXRA1D (http://easy-upload.nl/f/L1jXRA1D)


It mentions them in the step by step guide here:

http://www.simtropolis.com/forum/messageview.cfm?catid=37&threadid=112233&enterthread=y&STARTPAGE=1

9. Create and Insert FSHs.
Depending on your settings program will go through numerous render passes and when done display success report. Now press
FSH Batch Build and then DAT FSH Insert.

RTFM  $%Grinno$%


Edit: DON'T tick the autoexecute as it'll fall over if you don't have the DELTREE.EXE file in the BAT folder.  Even if you do, I sincerely advise against using it in XP or higher. Simply get into the practice of clicking those two after you render.
Title: Re: getting to know Max
Post by: thingfishs on April 19, 2010, 08:19:11 AM
Quote from: callagrafx on April 19, 2010, 08:10:43 AM
RTFM  $%Grinno$%

I haven't come across that term before but I didn't need to google it to interpret it.  :D
What can I say, I've been trying to learn too much all at once and there are consequences... like missing crucial bits of information. I'll admit I don't learn well from manuals and like I did with gmax, am naturally inclined to jump right in and figure it out as I go. But it's become very obvious that 3ds is not nearly as straightforward as gmax; I just hope the increase in quality is worth it (to my untrained eye)

Thanks diggis & callagrafx, I'll get there eventually  ;)
Title: Re: getting to know Max
Post by: thingfishs on April 21, 2010, 05:38:21 AM
Well it's still not working (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimages.zaazu.com%2Fimg%2Fboxing-boxing-boxer-athlete-smiley-emoticon-000198-large.gif&hash=332b98b0c62c857369214efb10ee163f2f50e74b)

My steps are:

-I have a model in Max.
-click day in let there be light
-re-fit LODs
-hdoutput (this is a HD prop I am making)
-export LODs

then in gmax:
-import
-hdoutput
-save with new name
-export

back to Max:

-click day in LTBL
-HD (it's still checked from earlier)
-click export/get model name
-render BAT, click OK
- FSH Batch Build button
- day-2-nite button
- truNite FSH Insert button

I create my LOT without issue and can see and open it with the LE. However when I try and place it all I can see is the blue occupant size rectangle...  :'(

I am really starting to miss gmax.
Title: Re: getting to know Max
Post by: Diggis on April 21, 2010, 06:19:27 AM
I don't use this version of BAT4MAX, but it sounds like a lot of steps at the end.  My copy has a check box to run the scripts automatically.

Again can you upload the SC4Model file?  Also, check in the MAX/Gamepacks folder and see if there are any output files in there.  I'm not 100% where it puts them but there should be a series of folders with the model names in them.  Check for their existence.

Additionally, SimFox (I assume it's his script thats 4.0?) must have a trouble shooting thread somewhere so I would suggest you post there.
Title: Re: getting to know Max
Post by: thingfishs on April 21, 2010, 06:35:57 AM
thanks diggis,
My MAX\gamepacks\BAT folder has many cheeky reminders of attempts that haven't worked in it (ending in .bat). Here is the model and desc files of my latest failure:
http://easy-upload.nl/f/xRsiqm67 (http://easy-upload.nl/f/xRsiqm67)

As for the many steps at the end I was told it was better to get used to doing those steps manually (presumably on this thread)
Title: Re: getting to know Max
Post by: Diggis on April 21, 2010, 08:24:38 AM
What is the name of your MAX installation folder?  And Lee wrote the message above (via ninja edit, was after I read the post) about not checking the Auto box.  I have Chris's version which doesn't require Deltree.

Find the folder for the model you uploaded and see if there are renders in there with images on them.  Either Max is doing blank renders or your batch processes aren't running properly.
Title: Re: getting to know Max
Post by: callagrafx on April 21, 2010, 08:36:09 AM
Quote from: thingfishs on April 21, 2010, 05:38:21 AM
Well it's still not working (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimages.zaazu.com%2Fimg%2Fboxing-boxing-boxer-athlete-smiley-emoticon-000198-large.gif&hash=332b98b0c62c857369214efb10ee163f2f50e74b)

My steps are:

-I have a model in Max.
-click day in let there be light
-re-fit LODs
-hdoutput (this is a HD prop I am making)
-export LODs

then in gmax:
-import
-hdoutput
-save with new name
-export

back to Max:

-click day in LTBL
-HD (it's still checked from earlier)
-click export/get model name
-render BAT, click OK
- FSH Batch Build button
- day-2-nite button
- truNite FSH Insert button

I create my LOT without issue and can see and open it with the LE. However when I try and place it all I can see is the blue occupant size rectangle...  :'(

I am really starting to miss gmax.

OK, I think I see what's happening....

You only do the last two steps for the night version.  What's happening is you are rendering the day version and then converting the FSH TGI to night version ones.  Do everything EXCEPT the last two steps (in bold) and add in a step, which is to press FSH Insert (in the Batch CMD section) and see what happens.

Shaun, I wish I could use Chris's, but I'm on Max 2009 Design and B4M3 is incompatible  :'(
Title: Re: getting to know Max
Post by: Diggis on April 21, 2010, 08:49:20 AM
Quote from: callagrafx on April 21, 2010, 08:36:09 AM
Shaun, I wish I could use Chris's, but I'm on Max 2009 Design and B4M3 is incompatible  :'(

I know, and I sympathise.  I was more pointing out that Thingfish should really be posting this in SimFox's support thread, and that it's funny SF has left that section in there.
Title: Re: getting to know Max
Post by: callagrafx on April 21, 2010, 09:11:06 AM
I dunno why he left it in either... It's easy enough to remove if you know enough about Maxscript.
Title: Re: getting to know Max
Post by: thingfishs on April 21, 2010, 09:30:51 AM
Thanks guys, but still no luck.

diggis: My installation folder is c\3dsMAX2010. I checked the output files folder and they did contain further folders with successful render images.

callagrafx: I'll say it for you RTFR... :D (in this case the Reply). I was all set to say it didn't work (as can be seen above), and it was only in rereading your post on the reply page that I saw my error. I just left off the last two steps without inserting them, twice...  &ops

In other words, it worked!! (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Femoticons2.yolasite.com%2Fresources%2Ffiesta.gif&hash=1f2de1898adfa1ec1b6375e04ec0e9a9b8695058)

Great thanks to all (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Femoticons2.yolasite.com%2Fresources%2Fworship.gif&hash=9ca233a14feb3acee3d98fdba5fc819ec05e629a)

BTW, what are the discernible (by mortals), differences between BAT4MAXs?
Title: Re: getting to know Max
Post by: Diggis on April 21, 2010, 09:40:53 AM
Quote from: thingfishs on April 21, 2010, 09:30:51 AMBTW, what are the discernible (by mortals), differences between BAT4MAXs?

Hmmm, tough question, and bear in mind I am totally a mortal in this area.  As I haven't played with SF's one I can't really say.  Essentially they are both based off the B4M V2 which was complied as a group effort I believe but CP gets a lot of the credit.

I think SF has added in a lot of stuff for very advanced users and advanced lighting (which appeared to be causing you issues) as well as not removing the reference to DELTREE in the scripts.  He also has HD rendering in his scripts which aren't in Chris's public upload.

Chris has some very good integration between GMAX and MAX which I find a time saver, as well as Batch rendering (which is gold to those of us doing modular items) and some good LOD compilation options which I like. He was testing HD before he had to dissapear so unfortunatly it was never released.

Unfortunatly the scripts would need updating for Chris's to allow them to be used with 2010 so you're stuck with 'V4'.  Fortunatly for you Cal is in the same boat and therefore able to help you out as I wouldn't ever have been able to with that error.
Title: Re: getting to know Max
Post by: zero7 on April 21, 2010, 11:03:32 AM
Actually the main advantage of SF's latest Bat4Max is not in the surface functionality, which is pretty much as it always has been since he implemented the two stage 'trunite' render.  The real advance is in replace FSHman with null45's PNG to FSH conversion.  The result is that the FSH is no longer a vague approximation of what you saw in the render, but actually matches it pixel for pixel.  The only degrading of the image from 3DS max to what you see in game now takes place in the game engine.

For all the nice twiddly bits in Chris' version, SimFox has concentrated on the core functionality resulting in better quality output and so for me if you're using a compatible version 3DS Max you should be using the latest BAT4Max.

CAL - your advice to thingfishs looks right to me - using the night insert buttons for the day render.
Title: Re: getting to know Max
Post by: callagrafx on April 21, 2010, 11:25:55 AM
Well, they both do what they say on the tin... Chris did a load of tidying up that SF hasn't and made the creation of skintight LODs much easier...vital if you are doing water based stuff.  The problem I encountered with SF's version is the nightlighting.  While it's been adapted to reflect SF's own preference, the two stage render process is a bit convoluted, and if you switch lights off for the day version, they mysteriously turn themselves on again after the first render, which screws things up a lot, so in effect you need two scenes, day and night.  This isn't a major problem for most things, but the La Mirage model runs to nearly 150MB, so having two of them eats resources.  And, as far as I'm aware, the old system of day and night renders in a single export is no longer available.  Which means what was a fairly automated process now requires manual input.
Title: Re: getting to know Max
Post by: zero7 on April 21, 2010, 11:42:19 AM
I wasn't keen on the two stage render initially and at one time had my own automated scripts to make it a one stage process.  However the ability to move objects about within the LOD between the day and night versions convinced me.  For example on my 'Wedge Tower', the restaurants are busier at night, with more people models and rearranged tables and chairs.  I also find using two scenes more straightforward than night libraries for self illuminated materials.

Ultimately it comes down to people's preferred methodology and as we know there are a number of differing views on BAT creation and the characteristics of the look that results - it all keeps things interesting.


Title: Re: getting to know Max
Post by: thingfishs on November 18, 2010, 10:21:25 AM
Hi again,
still battling away with Max, although I've come a long way since last using this thread. My problem at the moment though has me stumped. With my current scene, when I perform a preview render, I get the same view no matter which view I choose. ()what() (N,S,E or W)
I have had this happen before with a downloaded web model but never found a solution. My current scene began life as an experiment for SimMedieval, to see whether it was worth importing .dae models from google warehouse. The scene came through minus textures and in one piece, so the experiment was considered a failure. Before I deleted it though, I "traced" the outlines of the building to get it's approximate dimensions.
Upon noticing the rendering issue I mad a new scene and merged the building with it but to no avail. Does anyone know how to fix this problem?
Title: Re: getting to know Max
Post by: thingfishs on November 20, 2010, 07:29:08 AM
Here's a picture of my problem in case it jogs anyone's memory, as I said, the render view is the same (other than the lighting), regardless of orientation chosen:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimgur.com%2F4aOHy.jpg&hash=aed4e2380999e931e36cd65c63ae2ec826fd4b6b)
Title: Re: getting to know Max
Post by: Girafe on November 20, 2010, 07:40:53 AM
do you change the background color ??
Title: Re: getting to know Max
Post by: thingfishs on November 20, 2010, 07:48:33 AM
no, that's how the preview renders look (what colour should they be?). btw a fully rendered BAT comes out with the same problem.
Title: Re: getting to know Max
Post by: Girafe on November 20, 2010, 07:51:33 AM
Something Simfox said me, thnk you have maybe the same problem  &Thk/(

I also see that you Bat4Max isn't set quite right. Things are too dark. There is a bug in some version of Max (or Max script) the program doesn't pick up settings made for Gamma correction made by script. They are there, if you open Gamma and LUT tab in Preferences (found in Customize menu) you'll see that everything is right, so you don't need (if you use Max 2010) to alter anything just click on OK and than you should see the difference.
Title: Re: getting to know Max
Post by: thingfishs on November 20, 2010, 07:59:10 AM
Quote from: Girafe on November 20, 2010, 07:51:33 AM
I also see that you Bat4Max isn't set quite right. Things are too dark.

OK, thanks Girafe, I'll follow your instruction.

No ideas about why I only have one view? ()what()
Title: Re: getting to know Max
Post by: zero7 on November 20, 2010, 08:47:33 AM
It's to do with how the light rig and object rotate and happens when you lose the helper that ties the two together - I can't remember how to fix it within the scene (I haven't had it happen to me for a while), but the simplest way to fix it is to merge the model into a new scene.

It's probably worth starting a new scene with a simple object first to check that the problem is limited to just this scene.