(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fexportproblem2.jpg&hash=e7cedc3430cc68d5b163a22deccbc75ab9254770)
i have followed the export procedure to the letter 3 times now and i still have the same problem...
if anyone can fix it, PM me, they are welcome to edit the model file because im at my wits end with bat4max... 11 months and only two successful exports... both drafts...
Edit: fix to see the pic ~wouanagaine~
This may happen in Reader, did you check in game as the code between Reader and SC4 is different in regard to texture handling
And stupid question but did you have all the up to date bat scripts ?
The normal cause for this is the texture ID being screwed. Export the LODs again, import into a clean GMAX file and then save with a new name. Export the LODs from BAT to get the new IID. Re-open Max to a blank scene and merge the old scene into this new one. Save this file. Set up the render engine and export again.
Wou, i have the latest version available as far as i know, i dont think chris adams has released his uograded version yet,
lee, i'll try that when i get back from work, however i have made a fresh set of LODs each time ive rendered.... although i havent tried merging the scene into a fresh one.
will get back to you later
OK, I took a look. Firstly, you need to visit the Maxis site and get the BAT script fix. GMAX is using sequential Instance IDs not Group ID's. It looks like you have previously rendered this with a different model file. MAX tends to hold the IID's of the first render, meaning where you had a F in your model IID, BAT put a C. Changing the C to an F for all the FSH file fixed it.
I would get the update and rerender the LODs. The merge the 3DS model into a new scene and rerender. Should work fine. And hopefully Chris's new scripts will fix this issue in the future.
hahaha i got it, the last thing i rendered was a transit model so i have the alternative building mill script in there...
Oh, meant to say too, your LOD is bloody complex....
It wont fit in an avenue roundabout otherwise.....
QuoteThis may happen in Reader
hehe, actually... the reader will show it as just fine, until you get in game and find out it's not ::). But the Pim-X on the other hand catches it :thumbsup:, as you see here.
It's actually very distinct from the problem the Maxis 'model names' script update fixes, as that fixed fsh texture IID conflicts with Maxis textures. But as Cal and Shaun pointed out, there's an error in Max4Bat's scripts where it'll hold over IID's or some such. I know the general vicinity of code that causes that particular bug, but it's a lot like Shaun's description of your LOD, bloody complex. fixing it there could potentially be a :angrymore: kinda thing.
But I've found a more roundabout(no pun intended, I swear $%Grinno$%) fix that seems to work so far, so hopefully it'll soon be a thing of the past. In the mean time, Cal's fix should do the trick.
Quote from: mightygoose on August 28, 2008, 07:30:01 AM
It wont fit in an avenue roundabout otherwise.....
K, I seem to be missing something here, but I don't see how the LOD will effect the roundabout. The LOD shouldn't hide anything as long as part of the model isn't in the way. Seeing as your model is pretty solid it would only hide the bits it's supposed to hide.
Does part of it go underground? That'd be the only reason in the case of this model (best as I can see) that would require a complex LOD. Otherwise, like Diggis said, the alpha will take care of it.
yeah part of the model is underground... sorry i should have made that clear...
Soory, I still don't see it. I've just taken a look at the model file, and can see nothing that would hide anything should you use a square LOD. The underground portion of your model isn't enough to warrant it.
well a 20 sided LOD looks like this in game...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FIMAX11ingamedraft.jpg&hash=d33713134dc992eb2d6296934297804ac80f55f2)
*draft quality*
Ahh, got it now. It's the concrete down the side that is causing the issues? Trick to get round that is to stop the outside of the concrete at Z=0 and then for this inside of the area use 1 sided textures so that they don't show up when you render them. Might work, although might get the floor showing up, but may be worth a try.
When I rendered Glenni's roundabouts, and modelled the CAM statue, I used a cylindrical LOD with no render issues...not sure why they're such a problem in this case
Oh, the issue wasn't the LODs at all, I just made the comment that they were high poly LODs. The issue was the model names script.
yeah i was using a transit model building mill script....