[software] DBOX 1.13 [17.3.2011]

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doubleshadow
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Post by doubleshadow »

Cadius wrote:hey there, i'm running 3dsmax 2010 64bit. I'm still running into the material bug.

I've been getting
SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;{0D32773B-7751-4C67-A6F8-E3CAE5C30691}

instead of
SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;terran_platesheet_white_diff
Oh my...

Can you please create 3ds Max scene which is causing this problem and send it to me? Something simple which is guaranteed to produce the bug.
Dragonfox
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Post by Dragonfox »

I was trying to use DBOX 2 but its dont work for me as I need Compone nts.txt and cant find it. Also cant exporter the ship I got. It comes up with a message No Node(s) selected when I press Export Sel and yet I got body set.


I copy this message from my topic here http://forum.egosoft.com/viewtopic.php?t=279226
jlehtone
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Post by jlehtone »

doubleshadow wrote:I just realized that I've never moved the original DBOX thread here to X3TC. So here it goes.
What is this then? I did found it via the [url=http://forum.egosoft.com/viewtopic.php?t=216693]TC Tutorials[/url] ... :roll:

:gruebel: I guess I'll lock that older one and update the sticky ...

[Edit] On second thought, merge and let the author update the OP properly. ;)
doubleshadow
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Post by doubleshadow »

@jlehtone - thanks
Dragonfox wrote:I was trying to use DBOX 2 but its dont work for me as I need Compone nts.txt and cant find it. Also cant exporter the ship I got. It comes up with a message No Node(s) selected when I press Export Sel and yet I got body set.
Have you looked into the Tutorials & Resources sticky? Section Modding contains some useful tutorials. Also there is a tutorial (although slightly outdated) right in the DBOX. Start 3ds Max and DBOX. There is a link called "Modding Doc" right next to the DBOX logo.

There is also related tutorial on the X-wiki: How to import a ship with DBOX2.

You don't "really" need the components.txt - first get a ship into the game. Then think about components and other things.
Dragonfox
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Post by Dragonfox »

doubleshadow wrote:@jlehtone - thanks
Dragonfox wrote:I was trying to use DBOX 2 but its dont work for me as I need Compone nts.txt and cant find it. Also cant exporter the ship I got. It comes up with a message No Node(s) selected when I press Export Sel and yet I got body set.
Have you looked into the Tutorials & Resources sticky? Section Modding contains some useful tutorials. Also there is a tutorial (although slightly outdated) right in the DBOX. Start 3ds Max and DBOX. There is a link called "Modding Doc" right next to the DBOX logo.

There is also related tutorial on the X-wiki: How to import a ship with DBOX2.

You don't "really" need the components.txt - first get a ship into the game. Then think about components and other things.
Yep read them all and sitll dont see where it helps the messae I got, ""a message No Node(s) selected ""

I am useing GMAX and Not 3ds max
doubleshadow
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Post by doubleshadow »

Dragonfox wrote: Yep read them all and sitll dont see where it helps the messae I got, ""a message No Node(s) selected ""

I am useing GMAX and Not 3ds max
Open some gmax scene file or create some mesh.
Click "Export All".
OR
Select any mesh/meshes in the scene.
Click "Export selected".
Dragonfox
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Post by Dragonfox »

This needs to be stickyed
Bobucles
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Post by Bobucles »

I can't seem to install 1.11. It says "version number error" and stops there. I've tried installing it with gmax, and over the 1.6 version.
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Topcross
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Post by Topcross »

I've been having some issues with textures in 3ds Max 2011 (x64), when I export and open with notepad I get this

Code: Select all

MATERIAL6: 0; 0; terran_platesheet_white_diff.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; terran_platesheet_bump.dds;30; NONE_BLACK.dds;100; terran_platesheet_spec.dds;100; NULL;0; // SM 1
MATERIAL6: 1; 0; terran_alphasheet_diff.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; terran_alphasheet_bump.dds;30; terran_alphasheet_light.dds;100; terran_alphasheet_spec.dds;100; NULL;0; // SM 6
MATERIAL6: 2; 0; terran_platesheet_white_diff.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; terran_platesheet_bump.dds;30; NONE_BLACK.dds;100; terran_platesheet_spec.dds;100; NULL;0; // SM 1
MATERIAL6: 3; 0; terran_alphasheet_diff.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; terran_alphasheet_bump.dds;30; terran_alphasheet_light.dds;100; terran_alphasheet_spec.dds;100; NULL;0; // SM 6
MATERIAL6: 4; 0; terran_platesheet_red_diff.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; terran_platesheet_bump.dds;30; NONE_BLACK.dds;100; terran_platesheet_spec.dds;100; NULL;0; // SM 2
MATERIAL6: 5; 0; terran_platesheet_red_diff.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; terran_platesheet_bump.dds;30; NONE_BLACK.dds;100; terran_platesheet_spec.dds;100; NULL;0; // SM 2
MATERIAL6: 6; 0; terran_platesheet_dark_diff.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; terran_platesheet_bump.dds;30; NONE_BLACK.dds;100; terran_platesheet_spec.dds;100; NULL;0; // SM 3
MATERIAL6: 7; 0; terran_techsheet_diff.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; terran_techsheet_bump.dds;30; terran_techsheet_light.dds;100; terran_techsheet_spec.dds;100; NULL;0; // SM 4
MATERIAL6: 8; 0; terran_windowsheet_diff.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; terran_windowsheet_bump.dds;30; terran_windowsheet_light.dds;100; terran_windowsheet_spec.dds;100; NULL;0; // SM 5
MATERIAL6: 9; 0; terran_techsheet_diff.dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; terran_techsheet_bump.dds;30; fx_illum_01.dds;100; terran_techsheet_spec.dds;100; NULL;0; // SM 7
When I replace these entries with the entries of a vanilla moddel (like I read in a tutorial by Deadlyda) and then pack it into a bob file, the moddel won't load anymore ingame. This method has worked a few times and other times it doesn't and if I don't do that the textures look realy messy ingame.

Any advice?
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Killjaeden
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Post by Killjaeden »

these are borked, load a model of the commonwealth races and get one material from there into your material editor.

then you select the material and change the paths to the appropriate terran ones (in X3 properties of the material, NOT in the max paths)
copy the material and rinse&repeat the path-renaming until you got all textures you want.

as you propably want the tiled textures you can't have occlusion paths anyway, so skip these


after that you should export these as materialibrary with max, because then you can simply import them again via Material Editor without having to do it again
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Topcross
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Post by Topcross »

so I'd basicly have to do this with every texture set I want? Bit of work but worth the trouble I suppose.

I'll try it out, thanks Killjaeden.
aj911501
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Post by aj911501 »

Hey,
So.. I downloaded the program, and have it working (..sort of..) with gmax.

I seem to be running into a problem when I go to export my hull design.. Correct me if I am wrong, but when I use gmax to export, shouldn't I be prompted for where I want to save the file? Because I'm not..
qqq122
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Post by qqq122 »

hi i have it installe but how do i get it to run.


p.s. i have TC


p.p.s.i have YAGG installed also
When life gives you lemons, shut up and eat your lemons.
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expnobody
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Post by expnobody »

the download link is dead

(404 not found)
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Killjaeden
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Post by Killjaeden »

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TrixX
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Post by TrixX »

1.8 eh, I'm still on 1.11! Didn't even know there was a patch :shock:
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expnobody
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3dsmax 2011 with DBOX

Post by expnobody »

i installed the 3dsmax 2011 x64 x32 package, but when i installed DBOX, it saids

---------------------------
DBOX2 1.11 Setup
---------------------------
Cannot create file C:\Program Files\Autodesk\3ds Max 2011\scripts\startup\dbox2_autostart.ms
---------------------------
OK
---------------------------

PS: my actual 3dsmax is installed at
C:\Program Files\Autodesk\3ds Max x64

and that's where i told the installer to install to, but still, it goes to 3ds Max 2011.

i tried to install the patch, but it saids cannot find 3dsmax.ini or something like that, so i cant install it.

anyone have the same problem?

(I am running Win7 Ultimate x64)


{DBOX2 has a thread. [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]. Merged. jlehtone}
TEKing66
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Post by TEKing66 »

hey guys, 1.11 is the latest, 1.8 is an older version.

Think 8,9,10,11.....
My mods for X3TC & X3AP

Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
expnobody
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Post by expnobody »

yea..but still, it doesnt work..i tried it with x86 too, it has the same problem
TEKing66
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Post by TEKing66 »

Do you also have YAGG installed?
If so, do you have it running? It's required to export.

Also, to install you may have to run the installer "as Administrator".
I'm on XP x64 so can't say for sure, but I hear a lot of installers don't play well otherwise.

In 3DS Max or GMax the commands should show up in the Max Script menu. You should be able to start YAGG from there as well.

All I have is GMax, so I'm probablly of little help on 3DS Max. Last version of that I saw was 3DS Max 3.
My mods for X3TC & X3AP

Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.

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