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http://www.simtropolis.com/forum/messageview.cfm?catid=37&threadid=107258%20
以下若我中文有錯請指正(沒寫啥呵)。大家能幫忙補充最好
This is an incremental update that introduces some new functionality and fixes some unresolved issues of the previous versions.
What’s new.HD export.Games closest zoom – Zoom6 is originally produced from the Zoom5renders by 2x magnification. This results in very pixilated and unclearimages. HD export is designed to address this shortcoming of the game.It generates accurate 1to1 images for Zoom6 allowing foras-good-as-could-be images.
That said some caution must be exercised in creating HD content.As with all nice things there are some not so good side effects. One isthe file size that could be significantly bigger for HD content – from2 to 4 times the size of the SD (standard definition) models.
Another is that such a model will much sooner reach the maximumlimit size set by game – 64 256pix tiles to cover the biggestzoom-view. The way HD export works it will put a cap on a model sizeequivalent to 16 tiles of SD type model.
These two cautions as well as the fact that improvement will onlyoccur at Zoom6 suggest that HD export is best used to smallest elementsin game – like small street props – lamp post, bus stops, etc and notfull size buildings.
In order to utilize this function in Bat4Max you must install the HD version of the GMAX BAT scripts available here. (info on use is here)
為了在bat4max利用此功能你必需也下載gmax的HD版的scripts (非得下載啊?)
Be careful to match HD exported LODs to HD export in Bat4Max.Failure to do so will result in exceedingly weird and broken lookingmodels.
What’s fixed.
Saving SC4Model name with file has finally been removed along with all sorts of weird and annoying mistakes it has been causing- Get Sc4Modle name button is working now and doesn’t cause any errors on export
Installation instructions.Compatibility and requirementsThis version of Bat4Max is fully compatible with 3ds Max versions 7 -2008*
目前不支援的max版本:(但我猜3dsmax8可以用?)
*MentalRay v3.6 and greater (as in max2009 and max2010 variants) is currentlyunsupported. NightWindows are supported only for 3ds Max7.
3ds Max MUST be installed into folder that doesn’t have any empty spaces in the path.
Installation of Bat 4 Max 2.6HD- Unpack the content of the archive into root folder of you 3ds Max installation.
- Move content of …\gamepacks\bat\scripts\startup folder into …\Scripts\Startup\ folder on your 3dsMax installation folder
安裝方式
1.解壓到3dsMAX根目錄
2.…將\gamepacks\bat\scripts\startup目錄移到3dsMAX的安裝目錄…\Scripts\Startup\裏
Setting up Bat4Max v 2.6HDThis installation assumes that you have installed GMAX and GMAXBAT into default locations. This location is used for LOD export. Iffor some reason this isn’t the case you would need to edit youbatformax.ini manually.
When starting 3ds Max for the first time after installingBat4max you would be asked to point Max to your SC4 Plugin folder (makesure it is the one in your Documents folder and not in Program Filesone). This is one time task, in case you would you need to change thatlocation you can manually edit the relative line in BARFORMAX.ini filethat could be found in …\gamepacks\BAT folder, or reinstall you bat4max.
After 3ds Max had started completely you would need to setits System unit (compulsory) and display units (recommended) to meters:
How to use.Few general recommendations:
- Use Mental Ray as a rendering engine
- Use Custom lighting Rigs. Detailed instruction on how to setthese could be found here. Alternatively you can use those that havebeen uploaded to the STEX. Still, I would strongly recommend doing ityourself, as there may be numerous issues with versionincompatibilities that plague Max.
- Use Final Gather with Mental ray. This is superior way tore-create indirect illumination. This should be used only with customrigs created according to the suggestion above.
- Use some form of Color mapping/Gamma correction. Detailedinstructions on how to select and set proper Gamma correction to foryour version of Max could be found here.
- Merge your lighting rig into the scene. Make sure it is all ona separate layer and that this layer is hidden. This will prevent somenasty artifacts with low settings of AA in MR.
- Create your model.
- Create LODS.
You can do this by either pressing Re-fit LODsbutton in Parameters roll-out, or by manually creating/editing them.Later option is preferable when you model has complex, non-boxed shape.One word of caution: go lightly on LODS remember that they should be assimple and low poly as possible as to not overburden the game’s ancient3d engine - Export LODs to gmax.
This could be accomplished by pressing Export LODsbutton in Rapameters roll-out. Script assumes that you have installedyour GMAX and GMAX BAT into default locations. In case this is for somereason doesn’t hold true you would need either to manually edit yourbatformax.ini file (found in your …gamepacks\BAT\ folder) or do it oldfashioned manual way by selecting LODs and then choosing Export Selected from File menu. - Export LODs in GMAX BAT.
Open BAT (GMAX) and import LODs. If you have been following allinstructions precisely you’ll find them (as a .3ds file) in the listthat will open when you select Import command in File Menu of GMAXBat.Make sure that “convert units” option is NOT selected. - SD or HD.
Decide if this models should beexported as SD (standard definition – pixel perfect Zoom5 and 2xstretched Zoom6) or HD (pixel perfect Zoom6 and 2x reduced zoom5). Makea selection. Done that, press Exportbutton. You’ll be asked to save the GMAX file. Do that and give itappropriate name so you could easily identify you coming SC4Model filelater in 3ds Max.
Once export is finished you can return to Max and
好像說,我們知道,原本的SD是zoom5圖片,而zoom6無圖片是利用zoom5圖片放大的。///而他的HD是zoom6圖片,然後zoom5反而利用zoom6的圖片縮小2倍。這樣解釋對不對??而且他這裏的SD就完全是原來的那種囉? 還是SD與原來的相比也稍有改變?
- Input SC4 Model.
This could be accomplished by pressing Get Model Filebutton. It shall open the window showing you your SC4 Plugin folder.Select desired SC4Model and make sure you’ve selected same settings forSD/HD export as in GMAX BAT when exporting the LODs. Press Render BAT. - Create and Insert FSHs.
Depending on yoursettings program will go through numerous render passes and when donedisplay success report. Now press
FSH Batch Build and then
DAT FSH Insert.
TruNite Export.this is a special technique for generating night time views. It builds on two main principles:
- total Mask covering entire model.
this is doneto prevent ugly blending artifacts that are bugging many traditionalnight views and to allow for a full range of night effects such asspecific night reflections, alternative models and textures/materialsetc. - special night general lighting.
this could deal away with strong shadowing that is so unrealistic for night views.
With truNite instead of one single day/night export (providingyour model has any kind of night lighting) you would do two separateexports – one for a day view and another for a night one. This solutionhas several significant benefits. It cuts on errors during export in amajor way as vast majority of those occur during day/night switch bythe export scripts. Since for the BAT export script truNite is just asanother day render none of that ever takes place. Also for a largermodels such separate exports may be beneficial because the wouldn’toccupy your computer for exceedingly long time at once
Another advantage is a big reduction in overall, combined exporttime (by as much as 30%) since truNite deals away with night maskrender pass.
The only “drawback” of this method is that you model will “jump”from day to night view rather than go through the whole dusk routine.Another point that has to be taken into consideration is that both dayand truNite models should occupy exactly same space (location) in bothfiles and that their outline must be the same.
TruNite pre-requisites.In order to do truNight exports you would need to create specialtruNite Lighting Rig. Detailed instruction on how to accomplish thatcould be found here (along with the many other tips)
TruNite Export procedure.- Create and render your daytime view.
Make sure you have pressed FSH Batch Builtand DAT FSH Insert buttons. - Save your model as a new file and add all the lights, self illuminated materials etc.
Important!!!
Make sure you don’t use any of the traditional naming conventions -like nitlite- or night- prefixes for your lights or geometry.
You can also add or remove some geometry (as long as the modeloutline is not affected). Make sure that you do not move your model oryou day and night views will not align properly.若要用他所謂的TruNite,當然就"不要"有傳統的燈光命名方式,例如nitelite-或night-等前綴 - Replace your lighting rig with a truNite one.
You can (and Iwould recommend to) merge your lighting ring into the scene you'reworking in. Just make sure you place it on a separate layer and hidethe layer so you wouldn’t be destructed by it.
You can use the preview to check on your model. It will produce exactlysame view you’ll see in game during the night. - Once you’re satisfied with your model you can render it out.
make sure that your export will match the LODs in terms of SD/HD
Click on Get Model Namebutton and select the same model you have previously exported as a dayview. Once name is in the SC4Model Name box press Render BAT button.After render will finish press:
FSH Batch Build button and then
(1) day-2-nite
(2) truNite FSH Insert That’s all you model now have both day and night views!
You can download Bat4Max 2.6HD here
Post all you questions, comments and requests about this version in this thread.
[ 本帖最后由 天唐永thianz 于 2010-4-9 15:04 编辑 ] |
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