[software] DBOX 1.13 [17.3.2011]

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Eistee999
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Post by Eistee999 »

doubleshadow wrote: This is how my directory structure looks like:

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D:\X3 Reunion Unpacked Data\
  dds\
  f\
  L\
  maps\
  mov\
  objects\
  s\
  shader\
  t\
  tex\
  textures\
  types\
  contexts.dat
:oops: I have all inthe Folder "X3 Reunion Unpacked Data" no Subfolder.
Thanks very much!!! For the Support and the Software!!!
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ScRaT_GER
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Post by ScRaT_GER »

I'm having a strange problem with DBOX2 3ds Max 10.

Here's what a test object looks before I exported it:
[ external image ]

After I reimported it, it looked like this:
[ external image ]

So the shape get flattened somehow...

Any idea what the problem might be?

Greets,
ScRaT
doubleshadow
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Post by doubleshadow »

ScRaT_GER wrote:I'm having a strange problem with DBOX2 3ds Max 10.

...

Any idea what the problem might be?
Not at all.
Perhaps you've applied the uniform/non-uniform scale (or whatever it's called) and forgot to apply reset X-form?

There shouldn't be any problem regarding geometry. DeadlyDa is running 3ds Max 2010 w/o problems.

However you may have problems with exported material entries. I'm currently trying to figure this out.
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ScRaT_GER
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Post by ScRaT_GER »

Perhaps you've applied the uniform/non-uniform scale (or whatever it's called) and forgot to apply reset X-form?
Not that I remember.

It's actually only a squeezed sphere, with some edges moved.
Additionally I cannot reproduce this bug with any other object (simple spheres work just fine, so do more complex structures) until now.

I tried another thing:
1. Exporting the correct model.
2. Importing it again, of course with the previously described bug.
3. Scaling the model to its original size (actually only it's only squeezed along the z-axis).
4. Exporting the rescaled model.
5. Reimporting the rescaled model.
6. Result:
[ external image ]

Scaled along the z-axis again, but in the other direction. :D
Maybe this helps finding the problem.

Greets,
ScRaT

EDIT: Found the problem. As you said, I didn't apply Reset XForm (I didn't even knew it existed, plus it is not a modifier, but a utility).
Now everything works just fine!
Thanks for this great script!
jay5965
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[HELP] DBOX error

Post by jay5965 »

Hi, I've been a longtime lurker here and as I just got access to a copy of 3ds Max 2010 I though I'd give shipbuilding a shot.

So far I've managed to unpack everything, model a (relatively) simple ship, and apply TC textures to it.

Now, I want to import a TS from the vanilla game into max in order to see how close I am in size. This is where my issue is arising.
I run the DBOX plugin script, click on import...select an argon ts .bod from the folder containing all the extracted game files, and I get this error message when I open the MAXscript listener:

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DBOX2> Loading body aliases
DBOX2> Error - Cannot open file C:\Downloads\X3 Terran Conflict\Extracted\types\BodyData.txt
DBOX2> Loading scene aliases
DBOX2> Error - Cannot open file C:\Downloads\X3 Terran Conflict\Extracted\types\CutData.txt
DBOX2> Loading body file "C:\Downloads\X3 Terran Conflict\Extracted\objects\ships\argon\argon_TS_storage_M_scene.bod"
DBOX2> Error - line: 6, col: 1: Unexpected here: 'VER'
DBOX2> file loaded with errors
The file is not in fact loaded and nothing appears...I do get a few green boxes and perhaps a turret if I'm lucky when I import as a scene and not a body.

EDIT: I am also having a hard time locating the camera/turret/engine effects files and would appreciate guidance in this respect as well...

Anyone have any ideas as to the cause of this?
Thanks.


{[url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] No 12. Merge. jlehtone}
doubleshadow
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Re: [HELP] DBOX error

Post by doubleshadow »

jay5965 wrote:Hi, I've been a longtime lurker here and as I just got access to a copy of 3ds Max 2010 I though I'd give shipbuilding a shot.

So far I've managed to unpack everything, model a (relatively) simple ship, and apply TC textures to it.

Now, I want to import a TS from the vanilla game into max in order to see how close I am in size. This is where my issue is arising.
I run the DBOX plugin script, click on import...select an argon ts .bod from the folder containing all the extracted game files, and I get this error message when I open the MAXscript listener:

Code: Select all


The file is not in fact loaded and nothing appears...I do get a few green boxes and perhaps a turret if I'm lucky when I import as a scene and not a body.

EDIT: I am also having a hard time locating the camera/turret/engine effects files and would appreciate guidance in this respect as well...

Anyone have any ideas as to the cause of this?
Thanks.
[/quote]

Check this question posted few posts above: http://forum.egosoft.com/viewtopic.php?p=2991591#2991591 and my subsequent responses.

It seems like you face exactly same problem - although you do have your game extracted, the file structure (directories) is not preserved and there is no directory "types" in "C:\Downloads\X3 Terran Conflict\Extracted". When extracting catalogs with X3MM, you must check "preserve file paths".

As to the last error: "Loading body file" - when you are loading a scene (argon_TS_storage_M_scene) you must check the appropriate checkbox in DBOX: Load scene or body. In this case it must be "scene".
jay5965
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Post by jay5965 »

It seems like you face exactly same problem - although you do have your game extracted, the file structure (directories) is not preserved and there is no directory "types" in "C:\Downloads\X3 Terran Conflict\Extracted". When extracting catalogs with X3MM, you must check "preserve file paths".
The problem is that I did, in fact, keep the file structure intact. I just noticed however that the importer is looking for bodydata.txt and cutdata.txt....These are saved as XML files in my types folder. Do I need to rename the xml files to txt's when decompressing?
Thanks.

EDIT: Found the issue...it turns out that I never decompressed the .bob's...
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Drako0812
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Post by Drako0812 »

I've posted this in my own thread, but I'll post it here too... just in case it will get a more timely response:

I'm having problems importing any .bod file that I have extracted using X2BC IDE into GMAX using DBOX2. I always get a set of error messages like the following in the MAXScript Listener:

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DBOX2> Loading body file "I:\Program Files (x86)\EGOSOFT\X3 Terran Conflict Unpacked Data\objects\ships\argon\argon_M1.bod"
DBOX2> loading mesh LOD 1
DBOX2> Error - line: 61, col: 25: Points: Expected ';' after 'UV'
DBOX2> Error - line: 61, col: 25: Points: Expected value after 'UV'
DBOX2> Error - line: 61, col: 25: Points: Expected value after 'UV'
DBOX2> file loaded with errors
Anyone have any ideas on what the problem might be? If you're wandering here is what line 61 int argon_M1.bod is:

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-4797; 3402; -3332; 		UV: 2.586670; 0.840515; 	Normal: -0.932434; 0.337860; 0.128021; 	SGBits: 1 // 0
Thanks ahead of time! :)
I listen to Coast To Coast AM... you should too. :)
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Drako0812
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Post by Drako0812 »

I'm trying decompiling with the command prompt version to see if it works any better.
I listen to Coast To Coast AM... you should too. :)
doubleshadow
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Post by doubleshadow »

Drako0812 wrote:I'm having problems importing any .bod file that I have extracted using X2BC IDE...

...

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-4797; 3402; -3332; 		UV: 2.586670; 0.840515; 	Normal: -0.932434; 0.337860; 0.128021; 	SGBits: 1 // 0
I know you've found a solution by running the X2BC directly from command prompt, but for future reference:

It looks like either there is a bug in the X2BC IDE or you have configured it incorrectly.

The file you have posted was decompiled using RAW mode (--raw flag). This is for debugging only. Nothing can load such files.
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Drako0812
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Post by Drako0812 »

Yeah I think I did probably have it configured incorrectly. I should have done more research into the program before I started changing options that I didn't understand. Thanks for the info.
I listen to Coast To Coast AM... you should too. :)
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enenra
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Post by enenra »

There seems to be a bug with the Materials in DBOX2.

And that is: When you save a model, DBOX2 writes down the full path of a Material. That's fine on one's own system but when someone else with a different path to his game looks at the model ingame, textures are missing.

In our case the problem lies with the bumpmaps which don't get displayed.
doubleshadow
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Post by doubleshadow »

enenra wrote:There seems to be a bug with the Materials in DBOX2.

And that is: When you save a model, DBOX2 writes down the full path of a Material. That's fine on one's own system but when someone else with a different path to his game looks at the model ingame, textures are missing.

In our case the problem lies with the bumpmaps which don't get displayed.
I just tried to mimic the behavior of the Ego exporter. Of course I might did it wrong...

DBOX will write relative path of the texture (i.e. just the file name) if the file is located somewhere inside the DataRoot (as set in DBOX). If it lies somewhere else, like in Documents & settings, full path is exported.

If you look at some files from X3R, you will find few entries leading to someones Desktop... :)

DBOX can handle such entries (it has fallback mechanism), but perhaps I underestimated X3 (again...).

I will update the exporter and let you know.
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Help needed: problems with bod export at 64bit OS

Post by Lc4Hunter »

Hello people!

I got a really really big problem. I installed Windows7 x64 at my computer cause my old XP died the herodeath...
After installation of 3ds max 9 and all needed tools for x3tc i wanted to export a model. It exported it without any problems but as i wanted to make it a bob-file using X2BC i got an error that there was a problem during converting.
The generated bob-file was only a few bytes.

I tried the same with max 2010 (32bit and 64bit) with the same result...

Does anybody know the problem? If yes, is there a fix???
Thanks a lot previously! :)


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doubleshadow
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Re: Help needed: problems with bod export at 64bit OS

Post by doubleshadow »

Lc4Hunter wrote:Hello people!

I got a really really big problem. I installed Windows7 x64 at my computer cause my old XP died the herodeath...
After installation of 3ds max 9 and all needed tools for x3tc i wanted to export a model. It exported it without any problems but as i wanted to make it a bob-file using X2BC i got an error that there was a problem during converting.
The generated bob-file was only a few bytes.

I tried the same with max 2010 (32bit and 64bit) with the same result...

Does anybody know the problem? If yes, is there a fix???
Thanks a lot previously! :)
So you do have the same error even on 32bit version of Windows? Have you ever successfully used X2BC before? It looks like error on your side.

To compile .bod file containing "body" you have to specify

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-c --bob
as parameters.

There is not much use to compile a "scene" but you can with

Code: Select all

-c --cut
as parameters.

To decompile .bob file to .bod file which can be imported into 3ds Max, use

Code: Select all

-d
option.
draffutt
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Post by draffutt »

hello DS

i am having problems using dbox with max 2010 64bit

1) when installing i get an error "unable to find ini file" even thou there is one labeled installsettings.ini and plugin.ini

2) after installing even thou i tell it where my extracted files are when i look at the global settings data root is blank. but i can set it by using change and it seems to take effect.

3) if i import a body file and then export i get this:

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MATERIAL6: 0; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;3.0; g_MatSpecularPower;SPTYPE_FLOAT;6.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;1.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;{F3F54445-326C-45B8-A9B6-90EF8FB9467D}; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.5; t_AlphaTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 9\Maps\NONE_WHITE.DDS; t_BumpTexture;SPTYPE_STRING;{485BF016-35C2-42D2-BABF-E021B75832B2}; t_MinFilterTypeBump;SPTYPE_LONG;3;.........truncted
if you noticed for example the last line:
t_BumpTexture;SPTYPE_STRING;{485BF016-35C2-42D2-BABF-E021B75832B2};

its like it is reading the reg string and writing that instead of writing out the actual material location.
None of us is as smart as all of us. ~Ken Blanchard

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doubleshadow
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Post by doubleshadow »

draffutt wrote:hello DS

i am having problems using dbox with max 2010 64bit
...
...
if you noticed for example the last line:
t_BumpTexture;SPTYPE_STRING;{485BF016-35C2-42D2-BABF-E021B75832B2};

its like it is reading the reg string and writing that instead of writing out the actual material location.
Download this patch created by DeadlyDa.

Readme included, warranty not ;)
draffutt
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Post by draffutt »

works thanks :thumb_up:

i have another bug for you. this one is reproducable in ver 9

load up the scene file khaak_M3_scene.bod

example of a good line:

P 7; B effects\engines\fx_engine_khaak_M3; C 28673; N Beffects\engines\fx_engine_khaak_28673b01; b // idx 7

now export and call it whatever.

now look at the line and this is what you get:

P 7; B effects\engines\fx_engine_khaak; C 28673; N Beffects\engines\fx_engine_khaak_28673b01; b // idx 7

you will notice _M3 has been truncted from the line. it should have export it as:

effects\engines\fx_engine_khaak_M3

instead of this:

effects\engines\fx_engine_khaak
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
doubleshadow
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Post by doubleshadow »

draffutt wrote:i have another bug for you. this one is reproducable in ver 9

load up the scene file khaak_M3_scene.bod

example of a good line:

P 7; B effects\engines\fx_engine_khaak_M3; C 28673; N Beffects\engines\fx_engine_khaak_28673b01; b // idx 7

now export and call it whatever.

now look at the line and this is what you get:

P 7; B effects\engines\fx_engine_khaak; C 28673; N Beffects\engines\fx_engine_khaak_28673b01; b // idx 7

you will notice _M3 has been truncted from the line. it should have export it as:

effects\engines\fx_engine_khaak_M3

instead of this:

effects\engines\fx_engine_khaak
Unfortunately, this is bug in the scene file instead of DBOX. Look at the name part:

Code: Select all

N Beffects\engines\fx_engine_khaak_28673b01
it should say

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N Beffects\engines\fx_engine_khaak_M3_28673b01
DBOX is using the node name to determine the Path name, cockpit index and flags when exporting.

You need to fix the name prior to exporting.
Nilvexan
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Post by Nilvexan »

Forgive me if this has been answered before but after hours of scouring man different forums I just cannot find the cause of this problem, I'm assuming its something rather trivial I'm missing but frankly I'm at my wits end. I have been working on a few different models and have them all read to export from gmax. Ive set up yagg as the readme's for dbox and yagg said but whenever I export a model it doesnt show ingame, and if i try to import it back into gmax i get this from the listener:

DBOX2> Loading scene file "C:\Users\Owner\Desktop\new mod\objects\stations\Shipyards\Split_SY_HQ_scene_grab.bod"
DBOX2> Error - line: 2, col: 1: Expected version specification
DBOX2> scene: loaded 0 path(s)
DBOX2> file loaded with errors

I've tried every combination of reseting, collapsing, and converting i can think of, and no luck.

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