SC4 Devotion Forum Archives

SimCity 4 General Discussion and Tutorials => SimCity 4 General Discussion => General Custom Content Discussion => Topic started by: woopypooky on July 09, 2016, 11:22:55 PM

Title: Bat4max rendering help!
Post by: woopypooky on July 09, 2016, 11:22:55 PM
i rendered an .sc4model and opened them with plug-in manager. drag it into prop/college saved it but its not showing in the lot editor...(i put exemplar name as 'testwall')Anybody knows why? There is .sc4desc file created everytime i repeat with plug-in manager.

I already moved my plugins folder in documents to new place, and only keep the 'testwall' .sc4model file inside. So lot editor load 'em with minimum files.

Then i tested with somebody .sc4model only and put into the plugin file, open with plugin manager and did the same thing again also can't find it in the lot editor, so i am pretty sure this isn't .sc4model issue.

is there any other program to do these .sc4model to be readable inside lot editor?
Title: Re: sc4 plug-in manager help!
Post by: woopypooky on July 10, 2016, 12:32:32 AM
Nvrmind,  I figured out whats wrong already.  I need to open similar or bigger lot to see them in editor.

Bit I got one question,  why on max zoom,  zoom 6 my large building goes missing in game?
Title: Re: sc4 plug-in manager help!
Post by: mgb204 on July 10, 2016, 08:04:25 AM
Are you sure you mean zoom 6 when you say max zoom, or do you mean zoom 1? Zoom 1 is the smallest everything gets, Zoom 6 is the biggest. You can set a property in PiM that dictates which zooms a model will appear in. This property is called "Appearance Zoom Flag". I've never seen a setting that excludes zoom 6, only the smaller zooms, often where smaller models simply can't be seen. So it saves resources not rendering them.

If it really is zoom 6 that's missing, I don't think I've ever heard of this problem. You see zoom 6 was not originally intended to be part of the game. Maxis were told by EA to add the UDI mode, and zoom 6 was added as an afterthought at this point. Thus, all zoom 6 shows is the zoom 5 model and textures, up scaled to look larger on screen. So if zoom 5 is there, but zoom 6 not, you have something really wrong somewhere.
Title: Re: sc4 plug-in manager help!
Post by: Andreas on July 10, 2016, 08:15:57 AM
I think woopypooky talks about zoom 1 alright, since the Maxis Plugin Manager assigns "zoom 2-5" to props by default, which means they don't show up in zoom 1. This irritated many of the early BATters when they rendered buildings and added them as props on their lots (which is apparently what woopypooky did with his college BAT). The "Appearance Zoom Flag" property for zoom 2-5 is "0x0000000E" instead of "0x0000000F" for all zoom levels, so you can either change that manually, or set the property with the Plugin Manager properly.
Title: Re: sc4 plug-in manager help!
Post by: woopypooky on July 11, 2016, 12:31:38 AM
i changed the bat from prop to landmark, and now can see them already in farthest zoom. So meaning all props can't be seen in farthest zoom? But why i can see trees?
Title: Re: sc4 plug-in manager help!
Post by: Andreas on July 11, 2016, 01:00:22 AM
You can set the visibility with the aforementioned property yourself anytime, but the Plugin Manager assigns "zoom 2-5" to props by default. Usually, props are small items, so showing them in zoom 1 would result to a bunch of pixels only, hence it saves resources to omit them. Trees are often flora items instead of props, maybe those get the "zoom 1-5" setting by default, I haven't checked that.
Title: Re: sc4 plug-in manager help!
Post by: woopypooky on July 11, 2016, 08:41:15 PM
can any kind souls help point any guide to make night lights?
I am using 3ds max 2009 with simfox bat4max 2.6hd

I am quite poor in 3dsmax.  I download online some models. I dunno how to make them.  I only know how to change color and size and make them working in the game. Everything is fine but now I need night lights.

People say is to shine some directional lights to the model , but how do I export them ? How the bat4max know its day or night?
Title: Re: sc4 plug-in manager help!
Post by: mgb204 on July 11, 2016, 09:34:40 PM
Quote from: woopypooky on July 11, 2016, 08:41:15 PM
People say is to shine some directional lights to the model , but how do I export them ? How the bat4max know its day or night?

Don't know about your version, but you can set Day or Night in BAT4Max for the latest version. Each needs to be rendered separately, the IDs are then made in such a way that SC4 will know it's got lights and utilise them. Shining lights on the model though, that's probably not going to look all that realistic at night.

As for tutorials, there were never that many, most have since lost pictures or have other problems. Perhaps this (http://sc4devotion.com/forums/index.php?topic=4884.0) helps give you an idea.

Title: Re: sc4 plug-in manager help!
Post by: woopypooky on July 12, 2016, 01:13:41 AM
Quote from: mgb204 on July 11, 2016, 09:34:40 PM
Quote from: woopypooky on July 11, 2016, 08:41:15 PM
People say is to shine some directional lights to the model , but how do I export them ? How the bat4max know its day or night?

Don't know about your version, but you can set Day or Night in BAT4Max for the latest version. Each needs to be rendered separately, the IDs are then made in such a way that SC4 will know it's got lights and utilise them. Shining lights on the model though, that's probably not going to look all that realistic at night.

As for tutorials, there were never that many, most have since lost pictures or have other problems. Perhaps this (http://sc4devotion.com/forums/index.php?topic=4884.0) helps give you an idea.
Thanks for the link.  Looks good and understandable.

Is it I need to export the bat day and night separately? Or prepare the night light texture and then export lods once ?
Title: Re: sc4 plug-in manager help!
Post by: mgb204 on July 12, 2016, 10:53:46 AM
Using the latest version of BAT4Max, here is the process to use in 3DS max.

Under "sky" you need to set the Rig for either Day, MaxisNite or DarkNite. Note that DarkNite makes nitelights that are compatible with SimFox's darknite mod.

When you export the model, the LODs need exporting only once. Then you render the DayExport (ensuring the Rig is set to Day). Once that's finished switch the rig to the desired night mode and render once more using the NiteExport.

Note that BAT4Max only exports the rendered textures, it can not export the LODs. That's why you need to make those in SC4BAT as part of the process. If you don't add the night textures, then your model simply won't light up at night. The process doesn't need two separate models for day and night, only two sets of textures.
Title: Re: sc4 plug-in manager help!
Post by: woopypooky on July 13, 2016, 06:59:45 PM
Quote from: mgb204 on July 12, 2016, 10:53:46 AM
Using the latest version of BAT4Max, here is the process to use in 3DS max.

Under "sky" you need to set the Rig for either Day, MaxisNite or DarkNite. Note that DarkNite makes nitelights that are compatible with SimFox's darknite mod.

When you export the model, the LODs need exporting only once. Then you render the DayExport (ensuring the Rig is set to Day). Once that's finished switch the rig to the desired night mode and render once more using the NiteExport.

Note that BAT4Max only exports the rendered textures, it can not export the LODs. That's why you need to make those in SC4BAT as part of the process. If you don't add the night textures, then your model simply won't light up at night. The process doesn't need two separate models for day and night, only two sets of textures.
Whats the latest version of bat4max? What 3ds max version is compatible?   Is it bat4max 5? Cos I only found that link available. 
Title: Re: Bat4max and sc4 plug-in manager help!
Post by: mgb204 on July 13, 2016, 09:05:00 PM
v5 is the latest, it hasn't been updated in a while. But if you are using 3DS Max 2009, that shouldn't be an issue.
Title: Re: Bat4max and sc4 plug-in manager help!
Post by: vortext on July 14, 2016, 02:24:38 AM
To add, I'm using 3DS Max 2014 and don't have any issues with BAT4MAX v5 either.
Title: Re: Bat4max and sc4 plug-in manager help!
Post by: woopypooky on July 19, 2016, 09:01:51 AM
thanks, i managed to get night lights into the bat.

but anybody can tell me why my rendered building looks  less detailed than normal? straight lines appear jagged at zoom 1 (closest)

Other building by others people is more detailed.

There is nothing wrong with my model. is it because of LOD? i used the auto-lod in bat4max.
Title: Re: Bat4max and sc4 plug-in manager help!
Post by: vortext on July 19, 2016, 10:26:25 AM
Might be a rendering issue, best results are with 'Classic Raytraced'. Press F10 and look under the render tab (iirc).
Title: Re: Bat4max help!
Post by: woopypooky on July 20, 2016, 06:09:39 AM
ok, i changed to mental ray and use classic raytrace and adjusted some setting. the output was 10% better and it took 1 hour instead of usual 10 mins.

but another problem arises, why my building on zoom 3 goes missing, and come back in zoom 5 and 6. sometimes it is part of the building. the building is rectangular and i uses the auto LODs fit.

Everything is rendered during the render process, i can see each screenshots as they render. just that the building is a bit off to one side instead of middle. But i double check that the center of building is on the axis x y z
Title: Re: Bat4max help!
Post by: mgb204 on July 20, 2016, 06:23:04 AM
Have you tried removing and re-making the LODs?

Mental ray rendering does use a lot of CPU power, depending on your PC, it might take a while. How big is the building in question?
Title: Re: Bat4max help!
Post by: woopypooky on July 20, 2016, 07:02:08 AM
so the problem is LOD? but i got no idea to make LOD

the building is 100m x 200m x height 40m
Title: Re: Bat4max help!
Post by: mgb204 on July 20, 2016, 07:49:54 AM
OK render time of an hour for something that size is totally normal. What on earth are you making that's 100x200m in size? Have you made models before? That's very large, you'd be better off making smaller modular pieces. An SC4 tile is 16x16m, such a model would fill a 12x6 lot. Of course if that is one large building, you may have no better option. But if you can split it into smaller pieces, you will make the process of creating it a lot easier for yourself.

The automatic LODs are a simply box. If those don't work, you might need to make something more complex. A LOD is simply a box that surrounds the entire model. In every dimension it needs to cover every extremity of your model, but it can never extend below the ground level (0 on Z Axis). Having made the LOD, name it LOD3, copy this object to LOD4 and LOD5 and you have custom LODs.
Title: Re: Bat4max help!
Post by: JP Schriefer on July 20, 2016, 08:10:31 AM
When my models show up any problem related with the LODs I just increase them like 0,01m in height and it works. It's actually a Jason's tip.
Be careful about the size of your model as well. When I exported the MaracanĂ£ some weeks ago I had to separate the complex in 8 pieces! The softwares won't render huge buildings, so be aware about that as well.
Title: Re: Bat4max help!
Post by: woopypooky on July 20, 2016, 10:27:12 PM
I dunno why but i used back the scanline instead of mental ray, adjusted anti aliasing and global supersampling and re-render again and it is showing all sides on every zoom. Previously i uses mental ray for 3 renders, all are buggy.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2Faowego.jpg&hash=83c4872d5b6cf1ec32363ab78cf2423034ec13e5)
it is this building i saw free in google sketchup, so i downloaded it and took pain in ass to convert it to 3ds max and retexture again.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2F2sb4p7a.png&hash=a87cbf2df60fbb07b552441804e664260680058f)
it pales is comparison to that yellow building. that one is downloaded many years ago and i wonder how he managed to get those details. even the roof edges are in straight lines while mine is jaggy.
Title: Re: Bat4max rendering help!
Post by: mgb204 on July 20, 2016, 10:48:13 PM
The thing is, many people see free 3D models on online sites and think "that would look great in SC4". But often they don't realise the special requirements of making models work with a game using a 2.5D isometric view.

There are lots of very specific requirements that help to optimise a model's appearance in-game, usually the best way to ensure this is reflected in a model is to build it with SC4 in mind. Option B is to adjust what you have downloaded where required, but this frankly requires a high-level of experience with 3D modelling tools. Then there is the issue of textures, I spend more time making textures than I do making the models. This would be less of a problem if you were more talented in using image editors and making graphical assets.

To a point people can provide some tips and assistance with 3d modelling. But all those who can get good results have had to spend countless hours learning 3D modelling. There is no shortcut if you want to produce something that is of high quality.

I would also advise when starting out, don't jump in with huge models, they only further complicate the learning process. Something no larger than 2x2 tiles would be an ideal place to get to grips with modelling. After a few such models, you'll be more prepared and knowledgeable, helping you to get better results with more complicated models such as this.

To be frank, if you think anyone will walk you through 3D modelling, step by step, you are going to be disappointed.
Title: Re: Bat4max rendering help!
Post by: vortext on July 21, 2016, 01:16:02 AM
Wow that's a humongous model to tackle if you just start BATting.   :o 

Quote from: woopypooky on July 20, 2016, 10:27:12 PM
it pales is comparison to that yellow building. that one is downloaded many years ago and i wonder how he managed to get those details.

Well the answer is simple: it's all modeled in. The stairs railing, the columns, the roof ornaments, it's all modeled. That's the nice thing about SC4: you can cram as much detail into the initial model because the final, isometric SC4Model is just a simple box which shows the rendered images.

Free online models on the other hand are typically meant to be used in a proper 3D environment and as such they'll lack a level of detail because it'd slow down the 3D environment.
Title: Re: Bat4max rendering help!
Post by: woopypooky on July 21, 2016, 01:27:24 AM
But u see why his building no jagged edges? Straight line remain smooth as if anti aliased,  while mine is jagged. U see the stock power plant also got some jagged lines along edges.

I suspect it is about rendering rather than modeling. Cos mine looked smooth in my 3ds max.  Only after rendering it came out like this. 

Perhaps someone here know the optimum setting for rendering.
Title: Re: Bat4max rendering help!
Post by: vortext on July 21, 2016, 01:47:13 AM
Hm yeah now that you mention it, it looks as if the model is rendered in HD, i.e. high definition. Under 'preview' in the BAT4MAX panel you can select HD render. Please note, however, this will significantly increase render times. In addition you have to export the LODs in HD as well.

It's well advised you start with a smaller model simply because it'll be faster to determine what will give you the best result.

Also should mention that the roof texture on your model is horribly tiled, i.e. it repeats over-and-over. This, too, causes the appearance of jagged lines.