
Also tried the x3dmod forum but to no avail
So, after reading EVERY tutorial there is on X2/X3 ship modding, I started pulling apart X3TC .bod files and still couldn't fathom what I needed. My issue:
When I export a ship from 3DS Max 8.5 using DBOX2 1.9, it only exports successfully if the ship components are ungrouped. If I 'group' or 'assemble' the components, DBOX only exports the 'comment' section, ie. 1 line into the file and the rest is empty. Anyone know how to get around this?
At present I just export the ship with the components ungrouped, however in the game it treats each component as an LOD model representing the entire ship. If I zoom in and out, different parts of the ship appear and disappear so...
I started hacking my .bod file to manually group components but no arrangement seems to work - the game just CTDs. I tried obvious stuff like grouping all vertex data together, then all facet data together but I just get a corrupted ship rendered in the game.
I then tried playing with the sections marked:
-99; 00000000000000000001; // end of part
-99; 0000000000000000; // end of body
..which represent the end markers for a particular LOD; so I tried moving the 'end of body' marker to the end of the entire model, hoping that it would include all 'parts' in one LOD but no joy..
It's almost as if there should be something to mark the beginning of a new 'part' section but I don't know what so in summary:
1) Why does DBOX2 1.9 make an empty bod file if ungrouped components are grouped or assembled first?
2) If I have multiple 'parts' to a ship:
- What is the bod file structure?
- How do I denote discrete 'parts' sections so they'll render correctly?
See annoted example of just two 'parts' in a single object. I want these parts to render simultaneously in their respective relative locations. The format below (as exported by DBOX2) will treat the second part as a second LOD whereby, as I zoom the view out, the first part will vanish and the second part will appear...
------------------------------------------------------------------------------
/# Exported with dbox2 1.9 at 23/11/2008 13:11:47
MATERIAL6: 0; 16; NULL; 0;0;0; 251;255;240; 190;193;182; 0; 0; 90; 0; 0;1;0; 100; NULL;100; NULL;30; NULL;100; NULL;100; NULL;0; // Top
MATERIAL6: 1; 16; NULL; 0;0;0; 70;0;255; 50;0;180; 0; 0; 90; 0; 0;1;0; 100; NULL;100; NULL;30; NULL;100; NULL;100; NULL;0; // Bottom
2850; // body size
// vertices (5418)
-54025; 10594; 26504; // 0
-53993; 10551; 27290; // 1
............and so on.............
49330; 10551; 27290; // 5416
49362; 10594; 26504; // 5417
-1; -1; -1; // end of verts
// ----- Top (10654 faces) -----
0; 1939; 1908; 1900; -25; 1; 0.470304; 0.088168; 0.468984; 0.090264; 0.468532; 0.090184; /! N: -0.691583; 0.447395; 0.567054; !/ // 0
0; 1911; 1939; 1900; -25; 1; 0.469115; 0.087987; 0.470304; 0.088168; 0.468532; 0.090184; /! N: -0.663040; 0.494728; 0.561802; !/ // 1
0; 2608; 2558; 2559; -25; 1; 0.497964; 0.082345; 0.496129; 0.082350; 0.496197; 0.079985; /! N: -0.003019; 0.366116; 0.930564; !/ // 2
............and so on.............
0; 5172; 5191; 5176; -25; 1; 0.701076; 0.969431; 0.706896; 0.970112; 0.701648; 0.992078; /! N: 0.109570; 0.924070; -0.366182; !/ // 10653
-99; 00000000000000000001; // end of part
-99; 0000000000000000; // end of body
52; // LOD
// vertices (4290)
-33451; -5385; 41254; // 0
-33408; -6271; 41337; // 1
-33344; -5598; 35345; // 2
............and so on.............
8028; -31395; 63878; // 4288
8094; -31395; 54384; // 4289
-1; -1; -1; // end of verts
// ----- part Bottom (5540 faces) -----
1; 1381; 1425; 1427; -25; 1; 0.518276; -0.313283; 0.500000; -0.312523; 0.500000; -0.340000; /! N: 0.030778; -0.888290; 0.458251; !/ // 0
1; 1382; 1381; 1427; -25; 1; 0.518096; -0.339636; 0.518276; -0.313283; 0.500000; -0.340000; /! N: -0.012834; -0.876292; 0.481610; !/ // 1
1; 1379; 1423; 1425; -25; 1; 0.518688; -0.271535; 0.500000; -0.271196; 0.500000; -0.312523; /! N: 0.021756; -0.930456; 0.365758; !/ // 2
............and so on.............
1; 2224; 2166; 2189; -25; 1; 0.286667; 1.553333; 0.294916; 1.650965; 0.292981; 1.733732; /! N: -0.166279; -0.986071; -0.003889; !/ // 5538
1; 2224; 2157; 2166; -25; 1; 0.286667; 1.553333; 0.295596; 1.553333; 0.294916; 1.650965; /! N: -0.195088; -0.980785; -0.001358; !/ // 5539
-99; 00000000000000000001; // end of part
-99; 0000000000000000; // end of body
------------------------------------------------------------------------------
Anyone overcome this?