[software] DBOX 1.13 [17.3.2011]
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DrUnK3nFuN
- Posts: 22
- Joined: Wed, 6. Apr 11, 19:50

DBox problem
quick issue,
when exporting a scene file, i get the error
Type error: Call needs function or call, got: 0
this is rather annoying as I finally have a model that works,
but I cant get my scenes to work so cannot arm it properly etc.
I know this is probably rather obvious but not to me, as I dont
know what it is about.
TY for any help.
when exporting a scene file, i get the error
Type error: Call needs function or call, got: 0
this is rather annoying as I finally have a model that works,
but I cant get my scenes to work so cannot arm it properly etc.
I know this is probably rather obvious but not to me, as I dont
know what it is about.
TY for any help.
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Litcube
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02

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DrUnK3nFuN
- Posts: 22
- Joined: Wed, 6. Apr 11, 19:50

I think it was gettin a time call and didnt like the answer it was getting.
Comment out the blighter you say? I shall give that a try.
Edit: seems to be something wrong with the cut writer?
Bah my luck, I could write the scenes fine before, but not working
models, now working models, and no scenes!
*Slaps 3DSMax*
Edit 2: Messing with things did not appeal for too long.
Reinstall of DBox and all is well again. Finally.
Comment out the blighter you say? I shall give that a try.
Edit: seems to be something wrong with the cut writer?
Bah my luck, I could write the scenes fine before, but not working
models, now working models, and no scenes!
*Slaps 3DSMax*
Edit 2: Messing with things did not appeal for too long.
Reinstall of DBox and all is well again. Finally.
Last edited by DrUnK3nFuN on Mon, 25. Apr 11, 11:30, edited 2 times in total.
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Litcube
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02

Well, careful with it. Test out a compile and decompile in game after the edit.DrUnK3nFuN wrote:I think it was gettin a time call and didnt like the answer it was getting.
Comment out the blighter you say? I shall give that a try.
Of you let me know the offending file I capost it. I should drop doubleshadow a line about it.
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jlehtone
- Posts: 23072
- Joined: Sat, 23. Apr 05, 21:42

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flaicher
- Posts: 65
- Joined: Thu, 14. May 09, 18:12

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Observe
- Posts: 5410
- Joined: Fri, 30. Dec 05, 17:47

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expnobody
- Posts: 698
- Joined: Wed, 17. Nov 10, 03:23
i did what the tutorial said: make muzzle position as the barrel's child
then export components
but it gives me this: ---------------------------
DBOX2
---------------------------
Error loading file "C:\Program Files (x86)\X3 Terran Conflict\types\Components.txt".
See MaxScript Listener window for more details.
---------------------------
OK
---------------------------
DBOX2> Error - line: 487, col: 5: component position: Expected float value
i am using 3dsmax 2011 x64
if dbox doesnt work, how can i do it manually?
is it the same thing as calculating the cockpit position?
(with the method
component.txt x = x/(minx+maxx)/2
component.txt y = y/(miny+maxy)/2
component.txt z = z/(minz+maxz)/2
)
where min/max xyz use the absolute value of the xyz coordinate in 3dsmax?
and write it with this format
NULL; x;y;x; 0.000000;0.000000;0.000000;
i've tried it and when i go in game the laser are fired above the model
then export components
but it gives me this: ---------------------------
DBOX2
---------------------------
Error loading file "C:\Program Files (x86)\X3 Terran Conflict\types\Components.txt".
See MaxScript Listener window for more details.
---------------------------
OK
---------------------------
DBOX2> Error - line: 487, col: 5: component position: Expected float value
i am using 3dsmax 2011 x64
if dbox doesnt work, how can i do it manually?
is it the same thing as calculating the cockpit position?
(with the method
component.txt x = x/(minx+maxx)/2
component.txt y = y/(miny+maxy)/2
component.txt z = z/(minz+maxz)/2
)
where min/max xyz use the absolute value of the xyz coordinate in 3dsmax?
and write it with this format
NULL; x;y;x; 0.000000;0.000000;0.000000;
i've tried it and when i go in game the laser are fired above the model
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doubleshadow
- Posts: 671
- Joined: Fri, 12. Mar 04, 08:14

Something (possibly DBOX) screwed the Components file. Look at the coordinates provided in the error description - line 487, column 5. The column might not be exact. It looks like there is a floating point number with invalid decimal separator. DBOX needs dot '.', perhaps there is comma ',' instead? Send me the file at my e-mail if you cannot figure it out: http://x-tools.doubleshadow.wz.cz/contactexpnobody wrote:....
Error loading file "C:\Program Files (x86)\X3 Terran Conflict\types\Components.txt".
See MaxScript Listener window for more details.
DBOX2> Error - line: 487, col: 5: component position: Expected float value
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expnobody
- Posts: 698
- Joined: Wed, 17. Nov 10, 03:23
at Ln 487, it's the last line in components.txt
SCTYPE_DOCKING; 1;
10524; 1;
NULL; 0.000000;0.000000;-0.837097;
maybe i should add 0.000000;0.000000;0.000000; after the first three number?
PS:this is the original SRM component file.
PPS: coln 5 is at NULL; all the entries in components file follow this format, and this shouldnt?
SCTYPE_DOCKING; 1;
10524; 1;
NULL; 0.000000;0.000000;-0.837097;
maybe i should add 0.000000;0.000000;0.000000; after the first three number?
PS:this is the original SRM component file.
PPS: coln 5 is at NULL; all the entries in components file follow this format, and this shouldnt?
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doubleshadow
- Posts: 671
- Joined: Fri, 12. Mar 04, 08:14

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Dragon93
- Posts: 230
- Joined: Wed, 5. Oct 05, 19:54

I'm guessing this is something on my end (3ds 2011 settings or something).
When exporting with DBOX my body files are keeping their decimals.
So rather than...
I have:
Same with all the points. A quick find and replace all fixes the problem; but still an annoyance.
Any ideas? Cheers
When exporting with DBOX my body files are keeping their decimals.
So rather than...
Code: Select all
// beginning of body 1
401434;
Code: Select all
// beginning of body 1
401434.0;
Any ideas? Cheers
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Vayde
- Posts: 850
- Joined: Fri, 6. Feb 04, 21:02

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Dragon93
- Posts: 230
- Joined: Wed, 5. Oct 05, 19:54

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Vayde
- Posts: 850
- Joined: Fri, 6. Feb 04, 21:02

Well the 64bit max/dbox bug is not the problem then. I'm not sure what is. I spoke to doubleshadow a few times via PM regarding dbox and found him very helpfull.
As for the newest version of dbox, any newly created ships, stations or old ones for that matter, are now seen by the rest of the universe's fleets, so IS and gate collisions are virtually eliminated not counting the autopilok though.
As for the newest version of dbox, any newly created ships, stations or old ones for that matter, are now seen by the rest of the universe's fleets, so IS and gate collisions are virtually eliminated not counting the autopilok though.
Still life in the old dog yet...
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Killjaeden
- Posts: 5366
- Joined: Sun, 3. Sep 06, 18:19

provided you use an appropriate size-modifier for itso IS and gate collisions are virtually eliminated
I usually use 1.3 as factor
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X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

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expnobody
- Posts: 698
- Joined: Wed, 17. Nov 10, 03:23
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Nemesisbf2142
- Posts: 120
- Joined: Sat, 27. Dec 08, 01:19

Hi
Today i reinstalled 3dsmax and wanted to Download Dbox, but it seems that Doubleshadows site is Down. Do anyone has the installer file for Dbox?
Sorry for my bad english
Today i reinstalled 3dsmax and wanted to Download Dbox, but it seems that Doubleshadows site is Down. Do anyone has the installer file for Dbox?
Sorry for my bad english
I7-3820@3,6GHz|VTX3D HD 7970|MSI X79A-GD65 8D|be quiet Straight Power E8 580W Netzteil|Corsair Vengance 16Gb DDR3-1600MHz|Corsari H100 Wasserkühler lCMStorm Trooper Full Tower|ASUS Xonar DSX 7.1 Audio Karte
X3TC Benchmark 115 fps 1920x1080 Alles max
X3TC Benchmark 115 fps 1920x1080 Alles max
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Killjaeden
- Posts: 5366
- Joined: Sun, 3. Sep 06, 18:19

must be on your end, i can access the site and download
or it was just temporarily
or it was just temporarily
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X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

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expnobody
- Posts: 698
- Joined: Wed, 17. Nov 10, 03:23
i exported my model today, and one of my MAT6 doesnt look normal at all
this is i think how it should look like
Code: Select all
MATERIAL6: 6; 0x2000000; 1; XT_standard_lighting.fx; 4; t_DiffuseTexture;SPTYPE_STRING;terran_techsheet_diff.dds; t_SpecularTexture;SPTYPE_STRING;terran_techsheet_spec.dds; t_BumpTexture;SPTYPE_STRING;terran_techsheet_light.dds; t_LightMapTexture;SPTYPE_STRING;fx_illum_01.dds; Code: Select all
MATERIAL6: 3; 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;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;1; 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;1.0; g_MatSpecularPower;SPTYPE_FLOAT;10.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;0.0; 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;\dds\terran_techsheet_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;1.0; t_AlphaTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 2008\Maps\NONE_WHITE.DDS; t_BumpTexture;SPTYPE_STRING;\dds\terran_techsheet_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.0; t_SpecularTexture;SPTYPE_STRING;\dds\terran_techsheet_spec.dds; t_LightMapTexture;SPTYPE_STRING;\dds\terran_techsheet_light.dds; t_OcclusionTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_OCCL_DECAL.DDS; g_MatOcclStr;SPTYPE_FLOAT;1.0; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.0; g_NormalDetailStr;SPTYPE_FLOAT;1.0; p_TexTiling;SPTYPE_FLOAT;10.0; t_CubeMapTexture;SPTYPE_STRING;D:\X3.5\dds\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;2.0; g_MatMinFresnel;SPTYPE_FLOAT;0.099991; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; g_Brightness;SPTYPE_FLOAT;1.0; g_Contrast;SPTYPE_FLOAT;1.0; g_Saturation;SPTYPE_FLOAT;1.0; g_Hue;SPTYPE_FLOAT;0.0; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.0; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.0; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.0; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.0;0.0; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.0; g_Color_LinesPower;SPTYPE_FLOAT;9.0; g_Color_HighlightPower;SPTYPE_FLOAT;12.0; g_Color_Weighting;SPTYPE_FLOAT;0.5; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;1717987652; technique;SPTYPE_LONG;0;
summer time..
