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CB's Bats

Started by City Builder, January 17, 2008, 12:47:27 PM

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callagrafx

Actually you can export to the game using 3DSMax.  There is a ported script located here:

http://www.simtropolis.com/modding/index.cfm?p=details&id=374

You will probably need to reinstall 3DSMax 9 to the following c:\3dsmax9 rather than the default directory as it has spaces in the names, which causes one of the conversion programs to error.

Download the file and install, following the instructions carefully, as it can be a bit tricky.  Also, the line that tells you to change the 3dsmax.ini file is now outdated, as this file is located in a hidden folder (which can be made viewable by changing the folder options in Windows) C:\Documents and Settings\<user>Local Settings\Application Data\Autodesk\3dsmax\9 - 32bit\enu

It is, however, not for the faint-hearted and is a bit of headache to set up, but if you follow the instructions it should work.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

City Builder

#41
Im pleased you brought this up...  I tried this the other day and misread the instructions on how to use it.  I thought (maybe I wasn't actually thinking) that I had to create the LOD's in Max, then export all of the model *except* the LOD's to the 3ds file, then open Gmax, import the 3ds file, render it (which takes forever and a day), then find the file name in the plugins folder, put that into Max's output file name and render it again, this time in Max.  In reality I only needed to export the LOD files from MAX to Gmax, then render the LOD files one time, find the name plug it into Max and render in there which seems much faster too me.



But now I do have a problem with Max...  When I use the Render command (the one at the top of the screen, see screenshots) I get some dialog boxes and finally a failed to overwrite file.  Don't know what that's all about as when I use to hit the F10 key in Max, it would allow me to render a view of how my model will look.  As you can see in the third screenshot, the "Preview" of the tools for Bat4Max V2 is grayed out so I'm guessing that's never been finished and likely never will since the software is dated like 2004 or something like that.

Any suggestions on why it's trying to overwrite a file when I try to use Max's Renderer as seen in screenies 1 and 2?
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RebaLynnTS

Going back to Plopable VS growable ... in a situation where either would be ok, I generally make both, and give the user the choice of which to use.
Becca

Look for me at ... Becca At Bat

callagrafx

The error occurs when you try and render the scene after exporting the model as a BAT...The script uses the file save option but because it's scripted rather than manually input it doesn't have a filename...If you look at the error the path is shown but not an actual filename...the solution is to exit and restart Max.  On that note, it's best to save the file before copy/pasting the sc4model filename and exporting, otherwise this info gets embedded and can cause ID problems. If you've saved the file after pasting the name in, I recommend you merge the model into a new scene.

As for the greyed out sections, yep, those are disabled, non functional buttons, legacy from the BAT script for GMAX (which was the basis of BAT4Max).
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

City Builder

#44
Hey, thanks for that information, it is appreciated.

Okay, I think I've taken my L shape building as far as I can.  I've listened to some suggestions and I've darkened up the textures substantially as well as added  some "stucco" type of texture to the brown to give it more depth.  I've rescaled the HVAC boxes on the roof, I've added a roof top access door, I've added ladders to the rear fire escape levels, I've finished adding the rain gutters (which by the way show up rather nicely in the game I think), and I've just tidy'ed up some loose ends and just don't really see any more to do be done to make me happy with it at this time.

So with that said, if anyone has further suggestions on my L shaped building please let me know.  I will just say though before anybody complains about it...  On the side of the building is the numbers 9000.  I did this for my own satisfaction as when I was a child my biological father worked in the 9000 sunset blvd building (which looks nothing like this one, but which had big bold white letters on the building announcing to the world that it was "9000 sunset blvd") and so it's my little tribute to him as this will be the 30th year of his passing come next month so if you don't like having the numbers on it, don't use it I guess.  Hell, I created it for myself as a challenge to prove that I could do a whole building just because I wanted to see if I could do it so....  If people don't like it they don't have to use it, and those that do can.

So any further suggestions for it, let me know and I'll see if I can do it.

Oh...  The night lighting isn't working for some reason.  I renamed the window pane textures with the nite prefix like "nitewindowpane326" etc and they show up as lit up in the BAT renderer but for some reason in the game they don't lite up.  Unless someone knows how to fix that I don't suspect theres much I can do with that problem.
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flame1396

I think the textures could still use a bit of grittiness...

I like the model a lot.
The most astounding and unique aspect of the human race is our fervent application of our ingenuity to kill each other, thus completely defying the near-universally proven fact that the ultimate goal of a member of a species is to ensure the survival of the species.

City Builder

Im stumped how to even start to make them gritty.
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flame1396

Are the textures large and not repeated or repeated? If it is UV mapped I can probably help you out...
The most astounding and unique aspect of the human race is our fervent application of our ingenuity to kill each other, thus completely defying the near-universally proven fact that the ultimate goal of a member of a species is to ensure the survival of the species.

City Builder

I think they are repeated, attached is the stucco that I use for the main walls of the building:
Still suprises me how much the renderer lightens up the textures.
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flame1396

From the looks of it that covers very little area of the model. Is it possible to layer textures so as to add a grungy layer?
The most astounding and unique aspect of the human race is our fervent application of our ingenuity to kill each other, thus completely defying the near-universally proven fact that the ultimate goal of a member of a species is to ensure the survival of the species.

callagrafx

#50
Quote from: flame1396 on January 22, 2008, 07:07:09 PM
From the looks of it that covers very little area of the model. Is it possible to layer textures so as to add a grungy layer?

Not in Gmax..the texture editor is rudimentary at best.  The only way to dirty it up would be in a paint package like Photoshop, but you'd have to create a texture that was the same size as the entire wall so there are no repeats.


edit: I've played with the base texture and dirtyed it up somewhat, see if it works for you (making sure you change the UV map to 1, 1, 1 or no repeats)
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

Pat

CB i cant wait to see how you use the new texture....

Don't forget the SC4D Podcast is back and live on Saturdays @ 12 noon CST!! -- The Podcast soon to Return Here Linkie

City Builder

#52
I don't think this worked right, in other words Im a total newb remember.

Callagrafx, Im not sure what you mean by making the UV map to 1,1,1 or no repeats.  I applied the texture to the walls and just adjusted them to get what I thought was the best visual effects because it's quite likely that I've layed out the walls improperly to begin with, maybe I went north when I created them instead of going east or something like that.

Anyway, I think in this preview and because the walls are broken up and not one solid item (broken up by the darker brown ledges) then texturing with your texture (which is very very nice, so thank you) really doesn't get to be seen and it just looks brown.

I've also found out that while the BAT renderer seems to lighten up textures, on my computer when in game they are almost as dark as the original textures that I use.  Maybe I need to recalibrate my monitor one of these days.

Anyway the attached image is using the grunge texture but as you can see theres not any difference that I can discern, but maybe I just don't see the finer details.  I do think it's a tad shade darker though.  Im re-rendering the building now to see how it turns out in game, seems to me that the game for me renders things darker then the BAT renderer does.



I did change a few things though, like the roof texture is now using a gray pebble type of texture instead of the tan as I was really annoyed with the repeating tiles of the tan texture which made the roof look like it had 4x8 sheets of plywood on the roof, and I changed the top of the balcony's roof to be the same texture as the roof and finished the rain gutters around it, as well as the roof ledge to add uniformity.  I also changed the roof access box, the old one was too small and in real life if you had one like it use to be you'd open the door and just fall down a shaft with this one it's been made a bit longer to simulate the possibility of there being stairs inside there.  I also got rid of an annoying spotlight that I had forgotten was placed and was shining a circle of light on the roof.
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City Builder

Just thought I'd show how it looks in the game, and boy does it get dark in the game compared to Gmax and the renderings.

First screen is how it looks in the lot editor, 2nd screen is the building in the game (obviously).
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City Builder

#54
And here something I've been tinkering with today.
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callagrafx

I'm sure other LOTers can provide more feedback on the actual LOT, but first impressions are that the LOT is way too big for the type of building...a 7x3 LOT is the equivalent of 112m x 48m
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

City Builder

#56
I think it's actually ony 6x4, the parks at one end of the lot aren't part of the lot.  I could easily remove the front two rows and make it a 4x4 lot which I've been toying with as the front two rows look empty as I couldn't find anything in all the multitude of dependency files to use so they just stayed green.  Actually, just getting rid of one row would help I think since theres only the faux roads on the first row of tiles it wouldn't be any harm to get rid of it all together.  There used to be some other junk on those tiles but I didn't like the way it looked.
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rooker1

I haven't posted in here yet, but I have been following your incredible fast learning curve.  I am very impressed by your residential building.  This has potential.
I have some suggestions.  Maybe the roof could be a different texture, something that was a little darker, dirtier maybe.
The brick texture doesn't stand out enough, it almost looks like a solid colour.  Also could you try to do some becony junk, they look very bare.
As for the LOT, I like the first pic, it looks like that LOT is 4x4, this one is perfect.  But the other LOT, 7x4, I think is way too big.
Great work and I will continue you to follow this closely.
&apls &apls
Robin  :thumbsup:
Call me Robin, please.

City Builder

Quote from: rooker1 on January 24, 2008, 05:51:10 AM
I haven't posted in here yet, but I have been following your incredible fast learning curve.  I am very impressed by your residential building.  This has potential.
I have some suggestions.  Maybe the roof could be a different texture, something that was a little darker, dirtier maybe.
The brick texture doesn't stand out enough, it almost looks like a solid colour.  Also could you try to do some becony junk, they look very bare.
As for the LOT, I like the first pic, it looks like that LOT is 4x4, this one is perfect.  But the other LOT, 7x4, I think is way too big.
Great work and I will continue you to follow this closely.
&apls &apls
Robin  :thumbsup:

Hi Robin, thanks for the comments and suggestions.  I agree I too would like to change the roof texture to be a bit more grimey looking.  Ummm, I don't think there is any brick in the textures, the walls are what callgrafx posted for me above in this thread, and the dividers between the floors are a dark mahogony texture.  Hmmmm brick, that might be interesting, after all the buildings already got that squared off look so brick might be a natural for it and I've lots of brick textures laying around to try out on it.  I'll have to see if the way that I built the model will accomodate a brick texture, sometimes those side shots get that odd ball look of a squished texture.

Good suggestion on balcony junk, I really like that idea, maybe a bicycle, potted plants, clothes on a line etc.

When I finally do Lot it up for the public (if that time ever does come) then I'll make two of the lots, the 4x4 and the current 6x4.  I have the 6x4 in my game and love the size of it, and I think it looks pretty good once the trees have grown to full size (I hope they will grow to full size and not stay small, they are flora trees).  I attached an old pic above of the lot when it was 4x4, that building was the "old" model (haha) but yeah, I can see how some people would rather have a smaller lot, something that the building takes up most of the lot, so I'll just do both of them.

Thanks again for the comments.
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City Builder

#59
Well, since I couldn't sleep I decided to try to alter it incorporating some balcony junk, a different more gritty roof textures, and brick walls.

The result can be seen in the screenshot below.

1. You'll notice in the screenshot I have 4 mini images, the thing to note is the one marked "INSIDE GMAX" shows how I thought the roof texture would turn out, it seems much more gritty, dirty and texturized then the either the day or night renderings, I guess even on High quality a good bit of detail is actually lost.  I've also shown in the 4th mini screen the brick texture close up on one of the walls, which I happen to find quite pleasing, however in the renderings (and possibly the game too) I think it's rather hard to tell that it's even bricks.  Any suggestions on how to compensate for these problems I'd love to hear it.

No, I didn't overwrite the original, I saved this one with a different name so I can always work on the non brick, cleaner version if i should choose to keep going that route.

The other thing you'll notice is that I attempted to create some balcony junk, but with the way the balcony is with a roofline at each floor it's very very difficult to create anything that fits and can be seen that would be recogonizable, so I attempted to create a few things, the first floor has some moving boxes on it, the next level or two has a couple of potted plants (at least that's what they are supposed to be) and the colorful looking thing is supposed to be a rug believe it or not.  I know that a lot of little stuff becomes almost unrecognizable in the game so there was little point in my creating ultra realistic looking flowerpot or leaves and I felt what I did was probably going to do pretty well to represent the flowerpot and flowers in the game but I'll have to do a final render and LOT it up to be certain on that.

So, any suggestions on how to make the bricks more brick like when the renderer happens and puts the view to Z5 camera mode?  Seems to me that on that far zoom it's just going to look like the color of the bricks with little definition.  But maybe there is a trick to working with bricks.

Oh yeah, and again, while the Gmax/BAT renderer shows the night windows lit up, for some reason in the game this building's windows don't lite up at all.  Not sure why in the render the windows lite up like I designed them to but in the game they don't.  Most other buildings in my game light up the windows at night so I don't think it's like Im missing a patch or something like that...
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Oh!  Thanks for the negative rep, I love you too!