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doubleshadow's DBOX2 (1.11)
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doubleshadow





Joined: 12 Mar 2004
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PostPosted: Tue, 20. Dec 05, 19:16    Post subject: doubleshadow's DBOX2 (1.11) Reply with quote Print

DBOX2 latest version 1.11 - released 21.5.2010

Download from www.doubleshadow.wz.cz

DBOX2 page on X-Wiki

Changes:
Works with 3ds Max 2010 and 2011 (x86/x64).
Issue with materials which occurred on x64 3ds Max should be fixed.

Description
Program written in MaxScript which allows you to import/export body and scene files used in X2 - The Threat and X3 Reunion

This is a MaxScript program and not a 3ds Max plugin. Read the included readme before posting silly questions please.

Compatibility:
3ds max (5 - 2011) or gmax

Partially compatible with 3ds Max 2008 - texture UV coordinates will be wrong, other stuff works.



Last edited by doubleshadow on Fri, 21. May 10, 11:10; edited 13 times in total
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doubleshadow





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PostPosted: Tue, 20. Dec 05, 19:23    Post subject: Reply with quote Print

I'm completely out of time. I've never published anything in such hurry.

I did my best to write tutorial for complete idiots. However I hadn't time to re-read anything nor to test everything in DBOX...

There are 2 help files shipped with DBOX. DBOX manuall which is somewhat brief and "X3 modding documentaion" I've wrote for you.

Both files are copied into help directory in 3ds max/gmax. You can open them directly from DBOX interface.

Read both carefully and I hope it will work for you.

Because this is my last day here until new year, you are pretty much on your own.

You will have to extract your game with X3 ModManager and decompile all the bobs with new X2BC. gmax users will also have to convert the dds textures into something supported by gmax.

That's all - happy xmas.

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DeadlyDa



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Joined: 05 Jan 2004
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PostPosted: Tue, 20. Dec 05, 20:18    Post subject: Reply with quote Print

I have logged a fair bit of testing time on the various beta's leading up to this release, and will provide my best effort to answer any questions in Doubleshadow's absence.


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Kreaken





Joined: 28 Nov 2005
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PostPosted: Tue, 20. Dec 05, 23:41    Post subject: Reply with quote Print

Nice work. I've viewed several of the models and the only glitch I encountered was that my memory setting for maxscript was too low. Now I can set proper polygon and texture limits for my own projects!

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InvrSmall



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PostPosted: Tue, 20. Dec 05, 23:41    Post subject: Reply with quote Print

Thank you. Very Happy

You've managed to give us a full set of modding tools for X3 before Egosoft even finished the X2 set. Cool

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Bubba Fat





Joined: 08 May 2004
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PostPosted: Wed, 21. Dec 05, 00:10    Post subject: Reply with quote Print

Modders..... start your engines. Cool


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Galaxy613





Joined: 28 Dec 2004
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PostPosted: Wed, 21. Dec 05, 00:20    Post subject: Reply with quote Print

Thanks a bunch DS! Very Happy Once 1.3 comes 'round it will be a grand day for modders!

Reminder: You MUST get rid of the old DBOX2 for this to work! It has a filename of "DBOX2.mzp" and it is in "[3dsmax/gmax]\scripts\startup", it will take priority over the new one!


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doubleshadow





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PostPosted: Fri, 20. Jan 06, 18:00    Post subject: Reply with quote Print

Version 1.5 is out.

Check the 1st post for changes.

Please re-read the Materials section in the tutorial help file (part of dbox installation). It will explain you what the "big" Material6 really is (or what I think it is).

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Grunks





Joined: 26 Jan 2006
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PostPosted: Tue, 31. Jan 06, 21:45    Post subject: Reply with quote Print

removed as this type of stuff is too hard for me

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JonusITA





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PostPosted: Wed, 15. Feb 06, 18:42    Post subject: Reply with quote Print

ok, i've got a problem with this, using 3dsmax 7 and dbox2 1.5

i've followed the instruction for the configuration of the various path,

i've made a cube (well, a borg cube, at least make an uber 6-poly ship Very Happy), with texture (just a simple texture)

i've exported it as a body, all worked fine, saved in .bod format

when i try to load it (as body) to create a new scene appears this error (from the max listener):

>> MAXScript Rollout Handler Exception: -- Unknown property: "error" in BodParser m_tokenTreshold:100 m_tokenUnloadTreshold:200 m_parser:bodTXTParser m_file:undefined m_lineIdx:0 tokens:#() char_semicolon:59 char_colon:58 char_openBracket:123 char_closeBracket:125 char_tab:9 char_slash:47 char_space:32 m_right:0 m_pos:0 m_state:1 goodbit:0 failbit:1 eofbit:2 badbit:4 <<

any hints on how to resolve this? or at least if someone can explain me what it means, if the problem is not in 3ds but in my system, and hot to resolve it

tnx


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Last edited by JonusITA on Wed, 15. Feb 06, 18:44; edited 1 time in total
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doubleshadow





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PostPosted: Thu, 16. Feb 06, 10:19    Post subject: Reply with quote Print

Send me the bod file and I'll take a look at it.

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JonusITA





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PostPosted: Sat, 18. Feb 06, 01:23    Post subject: Reply with quote Print

any news?


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doubleshadow





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PostPosted: Mon, 20. Feb 06, 09:05    Post subject: Reply with quote Print

JonusITA wrote:
any news?


One good and one bad.

Cannot remember the good one so I will tell you the bad:

It works for me...

Uninstall the currect version first by running [3ds max]scripts\DBOX2\DBOX2_uninstall.exe. Choose to remove all (don't keep anything). Then re-download the latest version and install again. That's all I can advise you.

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JonusITA





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PostPosted: Mon, 20. Feb 06, 10:08    Post subject: Reply with quote Print

doubleshadow wrote:
JonusITA wrote:
any news?


One good and one bad.

Cannot remember the good one so I will tell you the bad:

It works for me...

Uninstall the currect version first by running [3ds max]scripts\DBOX2\DBOX2_uninstall.exe. Choose to remove all (don't keep anything). Then re-download the latest version and install again. That's all I can advise you.


ok tnx, i imagined that was something to do with my system


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Observe





Joined: 30 Dec 2005
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PostPosted: Thu, 20. Apr 06, 05:28    Post subject: Reply with quote Print

Has anyone been able to get transparent materials with X3 and DBOX?

I've tried adjusting the opacity parameter with no effect. Actually, the MAT6 materials don't seem to have any kind of saved opacity related values that make it into the bod file.

If I use a Standard material with opacity value adjusted, DBOX will export it as a MAT6 small (I guess) with values instead of strings for the various parameters. This works (is transparent) when I import it back into 3DS - but it doesn't work in the game.

I've tried every variation I can think of, including setting the alpha channel with a 24 bit tga, and I've read the old X2 graphics modeling documentation. One thing that bugs me is that I seem to remember doing this successfully once before. Although now I'm beginning to doubt that memory.

I can easily obtain complete transparency by using an "empty" material, but that's not what I'm after.

Any clues?

[edit later on] I am beginning to see something in how the way antennas are done. Slightly less in the dark, but still hunting.


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