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doubleshadow
Joined: 12 Mar 2004 Posts: 671 on topic Location: Czech Republic, Prague

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Posted: Tue, 20. Dec 05, 19:16 Post subject: doubleshadow's DBOX2 (1.11) |
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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
Joined: 12 Mar 2004 Posts: 671 on topic Location: Czech Republic, Prague

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Posted: Tue, 20. Dec 05, 19:23 Post subject: |
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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

Joined: 05 Jan 2004 Posts: 1831 on topic Location: Wellington, New Zealand

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Posted: Tue, 20. Dec 05, 20:18 Post subject: |
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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.
_________________

- Also check out the DDTC Forums, and the X-Wiki |
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Kreaken
Joined: 28 Nov 2005 Posts: 3 on topic

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Posted: Tue, 20. Dec 05, 23:41 Post subject: |
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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

Joined: 06 Nov 2002 Posts: 558 on topic

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Posted: Tue, 20. Dec 05, 23:41 Post subject: |
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Thank you.
You've managed to give us a full set of modding tools for X3 before Egosoft even finished the X2 set. 
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Bubba Fat

Joined: 08 May 2004 Posts: 211 on topic Location: The bottom of Hell.

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Galaxy613

Joined: 28 Dec 2004 Posts: 2511 on topic Location: USA, VA

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Posted: Wed, 21. Dec 05, 00:20 Post subject: |
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Thanks a bunch DS! 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!
_________________ 10,000 Lightyears of awesomeness |
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doubleshadow
Joined: 12 Mar 2004 Posts: 671 on topic Location: Czech Republic, Prague

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Posted: Fri, 20. Jan 06, 18:00 Post subject: |
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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 Posts: 5 on topic

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Posted: Tue, 31. Jan 06, 21:45 Post subject: |
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removed as this type of stuff is too hard for me
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JonusITA
Joined: 21 Jun 2004 Posts: 3433 on topic Location: The Old, Mighty Italy

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Posted: Wed, 15. Feb 06, 18:42 Post subject: |
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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 ), 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
_________________ Memento Audere Semper
X-Tended Mod Team Member
X-Tended Mod official forums
X-Tended official ship gallery
Last edited by JonusITA on Wed, 15. Feb 06, 18:44; edited 1 time in total |
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doubleshadow
Joined: 12 Mar 2004 Posts: 671 on topic Location: Czech Republic, Prague

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Posted: Thu, 16. Feb 06, 10:19 Post subject: |
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Send me the bod file and I'll take a look at it.
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JonusITA
Joined: 21 Jun 2004 Posts: 3433 on topic Location: The Old, Mighty Italy

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Posted: Sat, 18. Feb 06, 01:23 Post subject: |
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any news?
_________________ Memento Audere Semper
X-Tended Mod Team Member
X-Tended Mod official forums
X-Tended official ship gallery |
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doubleshadow
Joined: 12 Mar 2004 Posts: 671 on topic Location: Czech Republic, Prague

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Posted: Mon, 20. Feb 06, 09:05 Post subject: |
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| 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
Joined: 21 Jun 2004 Posts: 3433 on topic Location: The Old, Mighty Italy

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Posted: Mon, 20. Feb 06, 10:08 Post subject: |
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| 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
_________________ Memento Audere Semper
X-Tended Mod Team Member
X-Tended Mod official forums
X-Tended official ship gallery |
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Observe

Joined: 30 Dec 2005 Posts: 1939 on topic

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Posted: Thu, 20. Apr 06, 05:28 Post subject: |
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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.
_________________ worldwidemods.com |
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