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Problems Post-Render with BAT4MAX - FSH Batch Build

Started by jen_p, June 11, 2007, 12:46:53 AM

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jen_p

I have a particular model that I've been working on in BAT4MAX with max8. The export all goes fine, but when I click on the FSH Batch Build button the dos window pops up for a second and that's it. It doesn't do what it is supposed to do. As far as I can tell, att of the relevent files are created during the render. Has anyone else had a similar problem, or know how to fix it?

I have tried merging the contents into a new file, but the same thing happens. I have tried rendering a different model and everything works perfectly.

If I need to give more info just ask and I'll try to answer it.
My MD: Jen's random cities...  ...Also, check out my creations on the LEX...


jeronij

I am currently not active - Please, contact Tarkus for any site related matter. Thanks for enjoying SC4D :D


Autism Awareness;  A Father Shares
Mallorca My Mayor Diary


callagrafx

Jen, that sounds like a similar problem I had and it turns out to be down to the model name that is pasted into the export box.  If you save after an export the name gets saved in the box too and cannot be overwritten...the only way to wipe it out is to shut Max down, restart it and merge the model into a new scene.  THEN you need to re-export the LODs and go through the whole GMAX thing to get a new model name.  Remember to manually delete any old output files AND the batch files that get created in the gamepacks > bat folder.

It's laborious but it does seem to be the only way.  I tend to save the model before I paste the name in, then not save if requested during the export process.

Once it's rendered, hit the FSH Batch Build then the DATGen and you should have a kosher model.

P.S.  Wou's new PIM tool has a preview so you can see if it's rendered properly before LE stage...membership has its privileges  :thumbsup:
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

jen_p

Jeronij, yes it did. Now that you have mentioned it I do remember something about this not being allowed.

Lee, I think that between you and Jeronij, you've hit the nail on the head. I tried a new file, but didn't close max first, and the old model name was still there.

I'm off to try again.
My MD: Jen's random cities...  ...Also, check out my creations on the LEX...


SimFox

Jen_P:
The problem you're experiencing is due to the FSHTool program used in the Bat4Max export workflow. It can't read paths with spaces in it be it file names or folder names. After V8 Max by default installs in \program Files folder. So all you rendered images are beyond that cursed " " (empty space). To fix this issue you can reinstall MAX to, say, c:\max8\ folder

Callagrafx:
what is this PIM tool??

callagrafx

Simfox: Jen knows that and has installed in C:\3dsmax9...the problem is spaces in filenames.  There is also a naming issue with renders in that if you try and re-render the model with the same model name from GMAX (i.e. don't re-export the LODs) you end up with missing textures as the names of the FSH do not match the model file.  Bit of a peculiarity and a PITA but workable if you save your model prior to pasting the name in...Once the name is in the box and you save the file, it's there for good unless you create a new scene and merge the model in.  There has to be something in the script that allows for the field to be cleared, I just haven't found it yet.  It makes model export a slower process but the output is sooo much better, so the aggro is worth it.

As for the PIM-X...have a read of this http://sc4devotion.com/forums/index.php?topic=1407.0

It's a replacement PIM and LE still in development.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

jen_p

Yeah, I've got it all working now. Except the bit where the model doesn't look as good in game as the renders that MAX produces, but looks a bit chewed up.
My MD: Jen's random cities...  ...Also, check out my creations on the LEX...


callagrafx

Is the same problem you had before that you showed on the Board Jen?
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

jen_p

Yes. I got the lighting sorted out, but the quality of the output renders somehow gets messed up during either the FSH batch build or the DAT FSH insert.
My MD: Jen's random cities...  ...Also, check out my creations on the LEX...


jeronij

The more complex the LODs are, the more posibilities to see the model wrong in the game. I suffered something similar while creating some bridges. The simplier LOD's gives the best models inside the game. I hope this may help you somehow.
I am currently not active - Please, contact Tarkus for any site related matter. Thanks for enjoying SC4D :D


Autism Awareness;  A Father Shares
Mallorca My Mayor Diary


jen_p

So far the only LODs I have used have been either single box or single cylinder, and both produce the same effect. The image below illustrates the output render directly from max, then as it appears in LE and the game.

My MD: Jen's random cities...  ...Also, check out my creations on the LEX...


jeronij

I understand you are referring to the bumby floor in the game, right ?¿.
Two questions:

How many sides does the LOD cilynder have ?¿.

Does the LOD cover completely the model, including the underground (-z) part?

Extra question: Could you show us the LODs for this model ?

TiA  :thumbsup:   
I am currently not active - Please, contact Tarkus for any site related matter. Thanks for enjoying SC4D :D


Autism Awareness;  A Father Shares
Mallorca My Mayor Diary


jen_p

Yes, the bumpy floor.

The lod cylinder has 50 sides. Too many?

The lod covers the whole building above ground, not below z=0

And the pic:

My MD: Jen's random cities...  ...Also, check out my creations on the LEX...


Swamper77

Jen,

50 sides is probably too many. I use GMAX and I use a limit of 18-24 sides for cylinder objects.

-Jan
You can call me Jan, if you want to.
Pagan and Proud!

callagrafx

Jen, what have you used for anti-alias, catmull-rom?  The jagged edges are a bit pronounced, it's almost as if it's rendering at a lower quality than normal, but B4M doesn't have that control.  Have you tried a mental ray render?
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

jen_p

Yes, catmull-rom. The first picture in the post above is the render that was used for the final model, taken from the B4M output folder, not a preview render. I haven't tried mental ray, as I don't understand how to use it.
My MD: Jen's random cities...  ...Also, check out my creations on the LEX...


jeronij

I would try wiht an 18-24 sides poly ( as Jan mentioned). in fact, try to use the less polys.

You can also try to make a mutipart LOD:
1 circle (the less sides the best) for the ground.
1 cube for the central body (4 polys - the ground and top sides can be removed)
1 cube for the circled roof (5 polys - the ground side can be removed)

This would give you a LOD with more or less 20 polys wich would not create any graphic glitches with the roundabuot.

Of course just some suggestions to try to help  ;D
I am currently not active - Please, contact Tarkus for any site related matter. Thanks for enjoying SC4D :D


Autism Awareness;  A Father Shares
Mallorca My Mayor Diary


SimFox

Is that a light shining during the day I see there? Does it do so by design??