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JaySuS

Joined: 28 Nov 2009
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Posted: Sat, 28. Nov 09, 16:49 Post subject: |
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it seems the error results from a faulty export, i compared the vanilla argon m5 scene with the one 3dmax exported (i imported it and exported it again right away)
as you can see below (the 1st line is the exported one and the second the vanilla line) that 1 should actually be a -1, if i change that by hand the scene gets imported without problems
| Quote: |
P 0; B ships\argon\argon_M5; C 1; N Bships\argon\argon_M5_1b; b // idx 0
/P 0; B ships\argon\argon_M5; C 1; N Bships\argon\argon_M5_1b; b
{ 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
/{ 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1 |
is there a way to prevent dbox from doing this mistake or what does that number stand for anyway lol? would be kinda annoying to fix every output by hand...[/code]
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JaySuS

Joined: 28 Nov 2009
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Posted: Sat, 28. Nov 09, 17:35 Post subject: |
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and my report goes on
so i changed all of these 1s to -1s by hand and the 3d viewer of the x3 editor shows the scene now but ingame the ship is invisible and the positions of all parts are screwed (cockpits, guns, etc, the stuff you can test without seeing it)
im slowly but surely getting crazy
EDIT:
lol nvm, my mistake i mispelled the scene filename in the tships and hence it was invisible, i still dunno why i have to change those 1 to -1 by hand tho 
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Jakesnake5
 
Joined: 17 Feb 2006 Posts: 2657 on topic

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Posted: Wed, 2. Dec 09, 02:15 Post subject: |
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I do believe the problem you are seeing is cause by 3dmax 2010.
the 2009 version works ok with DBOX.
Found this out when helping with X3:TC, and I only have 2009, and another person has 2010, he had trouble with imports.
_________________ Perfection is in the hands of God, we bags of dirt can only do the best we can©
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.© |
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doubleshadow
Joined: 12 Mar 2004 Posts: 671 on topic Location: Czech Republic, Prague

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Posted: Fri, 21. May 10, 08:39 Post subject: |
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New version as available:
http://dbox2.doubleshadow.wz.cz
Changes:
Works with 3ds Max 2010 and 2011 (x86/x64).
Issue with materials which occurred on x64 3ds Max should be fixed.
If you still run into the "material bug" - that is, numbers instead of texture file name is outputted, gimme a word.
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PSCO1

Joined: 04 Jun 2009
Location: France
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Posted: Sun, 19. Sep 10, 19:28 Post subject: |
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doubleshadow, i really wish to know whats mean the difference between those exemples of codes:
| Code: |
P 2; B ships\props\weapondummy; C 1; N Bships\props\weapondummy_1h; b
{ 0x2002; -2567; -252; -1496; 0.546986; -0.000678; 0.000093; 1.000000; 3333; 1; } // 1
{ 0x2002; -2567; -252; -1496; 0.546986; -0.000678; 0.000093; 1.000000; -1; -1; } // -1 |
and
| Code: |
P 3; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1a; b // idx 3
{ 0x2002; -4561; -4442; 15096; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0 |
Whats mean exactly "3333" ?
Thanks in advance 
_________________ Cockpitmod - Large Gates - NMCE Mod
x3dmod forum |
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Ghosty21
Joined: 18 Dec 2010 Posts: 1 on topic

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Posted: Wed, 29. Dec 10, 09:23 Post subject: |
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Hey guys, this is my first ever post on these forums, so i apologize in advance if ive over stepped some boundary.
anyhow, i have 3ds max 2011 64bit on win7 64bit, and i found that i couldnt get dbox2 to work with it. but i worked out the issue, some files werent installing. so if anyone else has this issue heres a fix i did, though some of you will probably find it easier to just use gmax.
Install dbox2 into gmax and install dbox2 into 3dmax 2011 and copy over your missing files from gmax as installing dbox2 into a temp directory for files also results in missing some of these files.
mine were.
x:\Program Files\Autodesk\3ds Max 2011\Scripts\Startup\Dbox2_autostart.ms
x:\Program Files\Autodesk\3ds Max 2011\Scripts\Startup\Dbox2_gen_plugin.ms
x:\Program Files\Autodesk\3ds Max 2011\Scripts\Startup\x3material.ms
X:\Program Files\Autodesk\3ds Max 2011\plugcfg\dbox2.ini
Hope it helps 
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Observe

Joined: 30 Dec 2005 Posts: 1940 on topic

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Posted: Tue, 8. Mar 11, 14:20 Post subject: |
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| Observe wrote: |
| Observe wrote: |
| Now we know the purpose of these values we need to inform Doubleshadow. |
Reference this thread. |
_________________ worldwidemods.com |
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Outlaw_no1
Joined: 30 Dec 2003 Posts: 29 on topic

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Posted: Thu, 20. Oct 11, 20:40 Post subject: Dbox2 error |
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dbox 2 export error
Anyone know why I would get this error when exporting my custom ship?
MAXScript Rollout Handler Exception: -- Unknown property: "opacityType" in undefined <<
{Forum Posting Rules. Merged. jlehtone}
_________________ "The best negotiator is a fleet of Navy ships at war" |
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Koritnaciino
Joined: 26 Feb 2006 Posts: 155 on topic

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Posted: Tue, 9. Apr 13, 19:46 Post subject: |
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Need help.
1. If I want edit some ship I have to import body or scene file? I want setup hangar to ship.
2. If I importing scene file I can not see the differences between scene and body graphic. Its possible that I have to decompile all parts what scene file include? That means guns, hangars, engines etc?
3. If I import some ship is without material ... whats the reason?
4. The update install not working for me because instalation can not find ini file.
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Koritnaciino
Joined: 26 Feb 2006 Posts: 155 on topic

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Posted: Wed, 10. Apr 13, 17:57 Post subject: |
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I explore points 1-3 my self.
I will try to ask something different.
Situation:
I have scene file fuly working in X3AP.
I imported this scene via DBOX2 to the 3DS MAX.
I didnt changed anything.
I just straight export scene file (all parts)
added to the game folder.
Start the game.
Ship without turrets and without engine effect.
Note: also when I closed 3DS MAX I was asked for save because of changes. (I didnt changed anything)
How is that possible please? What the hell I do wrong.
Please HELP
Thx
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