[software] DBOX 1.13 [17.3.2011]

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doubleshadow
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[software] DBOX 1.13 [17.3.2011]

Post by doubleshadow »

:arrow: What is it

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

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

DBOX2 page on X-Wiki

:arrow: Download

Latest version 1.13 - released 17.3.2011 (dd/mm/yyyy)

Download from dbox2.doubleshadow.wz.cz

:arrow: Compatibility

3ds max (5 - 2011) or gmax
Last edited by doubleshadow on Thu, 17. Mar 11, 15:44, edited 5 times in total.
doubleshadow
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Post by doubleshadow »

New version is out:

Fixed problems with UVW creation when running on 3ds Max 2008 and higher.
The downside is that now there is always NumFaces * 3 of texture vertices.
You can apply "Weld selected" to weld "same" vertices together.
brekehan
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Post by brekehan »

WOOOOOOOOOT!!!
bye bye gmax, hello max 2010.

Tested and approved.

Just to let you know, I don't think there is any difference in importing with detach parts clicked or not clicked. Not that I ever have need to import with the parts attached and if I did, I could attach them manually. Both ways seems to import with parts detached.

Thank you so much for fixing this. You made me happy about splurging on max 2010 again. I was quite sad, as I had starting using it specifaclly for x3.
Last edited by brekehan on Wed, 6. May 09, 13:46, edited 1 time in total.
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-[e1337e.weazel]-
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Post by -[e1337e.weazel]- »

Thanks for keeping this up to date. :) :thumb_up:
Last edited by -[e1337e.weazel]- on Wed, 6. May 09, 13:43, edited 1 time in total.
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Post by jlehtone »

Link to this in [url=http://forum.egosoft.com/viewtopic.php?t=216693]TC Tutorials[/url] ;)
doubleshadow
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Post by doubleshadow »

brekehan wrote:Just to let you know, I don't think there is any difference in importing with detach parts clicked or not clicked.
Yes, there is. Import argon_M3.bod with "Detach parts" -> you'll end with two objects - fuselage and "cockpit".

Do it again with "Detach parts" turned off -> you will only have the fuselage but the "cockpit" cube will be part of it.

It's explained a bit in the GFX documentation which is part of DBOX - click the link in the DBOX panel. It will be probably also explained in one of the modding tutorials available from the Tutorials sticikes.
brekehan
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Post by brekehan »

doubleshadow wrote:
brekehan wrote:Just to let you know, I don't think there is any difference in importing with detach parts clicked or not clicked.
Yes, there is. Import argon_M3.bod with "Detach parts" -> you'll end with two objects - fuselage and "cockpit".

Do it again with "Detach parts" turned off -> you will only have the fuselage but the "cockpit" cube will be part of it.

It's explained a bit in the GFX documentation which is part of DBOX - click the link in the DBOX panel. It will be probably also explained in one of the modding tutorials available from the Tutorials sticikes.
Hmm
I was using argon m3 scene. Both ways ended up with the cockpit (or at least the glass that uses a different submaterial from the body) attached to the main body. All guns were detached as well.

I'll have to try the bod by itself in a bit. Right now it is processing for an hour or two :P

EDIT: bah it crashed anyway.
So, I imported argon_m3.bod with detach checked - I got one object
I imported argon_m3.bod with detach unchecked - I got one object

Maybe there is something happening in my version that isn't in yours?
It is really no big deal though. I usually end up detaching all objects that have a different material anyway, and create standard materials so I can import into my custom shaders.
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kevso
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Post by kevso »

Hiya DS,
all i can say is "I thankyou from the bottom of every modellers heart mate"

Thanks

Kevso :)
brekehan
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Post by brekehan »

Not sure if I am missing some knowledge specific to planets or if something is broken, but planets are coming out jumbled:

http://forum.egosoft.com/viewtopic.php?t=246005
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hawkbs
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Post by hawkbs »

brekehan wrote:Not sure if I am missing some knowledge specific to planets or if something is broken, but planets are coming out jumbled:

http://forum.egosoft.com/viewtopic.php?t=246005
Pointed him in the right directions on this.


Doubleshadow: Thank you so much for updating DBox2 and all your hard work.
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Idea
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Post by Idea »

Yes
Thank you very much for doing this for all of X comunity.
We all owe you BIG TIME :D

Cheers D
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-[e1337e.weazel]-
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Post by -[e1337e.weazel]- »

In 3dmax 8, DBOX works fine.

In 3dmax 2009, DBOX works fine, too.

But in 3dmax 9, i got the message "unknown attribute "diffuseMapAmount" in Standardmaterial Standard" by importing a body.

What´s wrong?

edit: installed SP1 & SP2, but still have the problem
edit2: seem to be a problem by using standard material (x2)
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hawkbs
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Post by hawkbs »

Try using the last version not the new one for Max 9 as it works fine for me.
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Post by s9ilent »

Does anyone have a working download link to the 1.10?
doubleshadow
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Post by doubleshadow »

-[e1337e.weazel]- wrote:In 3dmax 8, DBOX works fine.

In 3dmax 2009, DBOX works fine, too.

But in 3dmax 9, i got the message "unknown attribute "diffuseMapAmount" in Standardmaterial Standard" by importing a body.

What´s wrong?

edit: installed SP1 & SP2, but still have the problem
edit2: seem to be a problem by using standard material (x2)
Works for me. I can load argon M3 either with standard material or x3 material. Max 2009 without SP, DBOX 1.10

What model do you try to load?
someone else
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Post by someone else »

opening some effect files i found in objects\v directory i noticed that their MATERIAL entry is different from the TC one (looks like a older version) in any case they work if I see them from 3D Model Viewer.

Code: Select all

MATERIAL3: 0;155; 150;150;150;  150;150;150;  229;229;229; 1;100;10;0; 1;0;0; 100; 0;0; 0;0; 
after some further modding i discovered that importing them in Gmax (modify them a bit) and re-exporting them causes the Material entry to become like this:

Code: Select all

MATERIAL6: 0; 2; 155.jpg; 149;149;149; 149;149;149; 229;229;229; 1; 100; 10; 0; 1;0;0; 100; NULL;0; NULL;0; NULL;100; NULL;100; NULL;0; // SM 1
the problem is that trying to use those things in game results in a CTD... has Dbox2 messed up the Material entry? :?

EDIT: yep, looks to be the Material entry the problem... I copy/pasted the MATERIAL3 over the MATERIAL6 and the model (model for a beam weapon) works fine. screenies in LAncefighter's beam mod and the other thread
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Eistee999
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Import problem with DBOX2

Post by Eistee999 »

Hello

I have a problem to import .bod files with the DBOX2 in GMax.
Always if i import a file become i this massege in the MAXScript Listener
DBOX2> Loading body aliases
DBOX2> Error - Cannot open file C:\Users\Eistee\Desktop\X3 TC Eigene Schiffe\X3Endpackt\types\BodyData.txt
DBOX2> Loading scene aliases
DBOX2> Error - Cannot open file C:\Users\Eistee\Desktop\X3 TC Eigene Schiffe\X3Endpackt\types\CutData.txt
DBOX2> Error - Error opening file C:\Users\Eistee\Desktop\Ergebnis\fx_engine_argon_m8_middle.bod
Anyone know how can i fix it?

Thx Eistee


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doubleshadow
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Re: Import problem with DBOX2

Post by doubleshadow »

Eistee999 wrote:Hello

I have a problem to import .bod files with the DBOX2 in GMax.
Always if i import a file become i this massege in the MAXScript Listener
DBOX2> Loading body aliases
DBOX2> Error - Cannot open file C:\Users\Eistee\Desktop\X3 TC Eigene Schiffe\X3Endpackt\types\BodyData.txt
DBOX2> Loading scene aliases
DBOX2> Error - Cannot open file C:\Users\Eistee\Desktop\X3 TC Eigene Schiffe\X3Endpackt\types\CutData.txt
DBOX2> Error - Error opening file C:\Users\Eistee\Desktop\Ergebnis\fx_engine_argon_m8_middle.bod
Anyone know how can i fix it?

Thx Eistee


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Most likely you have the "Global Settings->Data root" setting wrong.

It must be pointing to a place where "all" the game data are unpacked so DBOX can see all the files. "All" doesn't necesarily mean that you must unpack the whole game, but certain files are expected to exist.

The "types" directory is one of them.

Looking at your listing I assume you have set it at "C:\Users\Eistee\Desktop\X3 TC Eigene Schiffe\X3Endpackt" which looks correct. If you have "objects" and "dds" and "types" directories in it, then it's correct.

What is confusing me is why DBOX is trying to load C:\Users\Eistee\Desktop\Ergebnis\fx_engine_argon_m8_middle.bod.

Are you trying to load a scene and this file (fx_engine_argon_m8_middle) is referenced in the scene? The only reason why DBOX would try to look OUTSIDE of the data root is that there is actually full path written in the scene.

If that's the case, edit the scene so it would only list the file name and not the path.
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Post by Eistee999 »

I hopei have understand it right :oops:

Now is the "fx_engine_argon_m8_middle.bod" file in the Folder
"C:\Users\Eistee\Desktop\X3 TC Eigene Schiffe\X3Endpackt".

And MAXScript Listener say now:
DBOX2> Loading body aliases
DBOX2> Error - Cannot open file C:\Users\Eistee\Desktop\X3 TC Eigene Schiffe\X3Endpackt\types\BodyData.txt
DBOX2> Loading scene aliases
DBOX2> Error - Cannot open file C:\Users\Eistee\Desktop\X3 TC Eigene Schiffe\X3Endpackt\types\CutData.txt
DBOX2> Error - Error opening file C:\Users\Eistee\Desktop\X3 TC Eigene Schiffe\X3Endpackt\argon_M1.bod
Additionally:

The "BodyData.txt" and the "CutData.txt" are in the Folder "C:\Users\Eistee\Desktop\X3 TC Eigene Schiffe\X3Endpackt" too and the
content is only
// Converted with x2bc from "C:\Users\Eistee\Desktop\X2BC\CutData.pck" at Tue Aug 04 12:22:00 2009
// Converted with x2bc from "C:\Users\Eistee\Desktop\X2BC\BodyData.pck" at Tue Aug 04 12:22:01 2009
Is this normal?
doubleshadow
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Post by doubleshadow »

Something is really wrong with your unpacked game setup.

This is how my directory structure looks like:

Code: Select all

D:\X3 Reunion Unpacked Data\
  dds\
  f\
  L\
  maps\
  mov\
  objects\
  s\
  shader\
  t\
  tex\
  textures\
  types\
  contexts.dat
Only the DDS, TEX, OBJECTS and TYPES are important when running DBOX.

Read How to unpack your game with X3 ModManager. Or read the Editing Terran Conflict - The Very Basics by enenra which also describes how to unpack the files (at least I think it does).

There is an graphical user interface program written by Moonraven that works with x2bc and makes it easier: X2BC IDE.

Hope this helps.

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