[software] DBOX 1.13 [17.3.2011]

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DrUnK3nFuN
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DBox problem

Post by DrUnK3nFuN »

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.
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Litcube
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Post by Litcube »

Crap, I had that error a few weeks ago and I fixed it. I can't seem to remember what I did to fix it!

I'll think on it and get back to you.


Can you stop the script and see where it's farting? Was it a "current time/date" call? I do remember commenting a line out.
DrUnK3nFuN
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Post by DrUnK3nFuN »

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.
Last edited by DrUnK3nFuN on Mon, 25. Apr 11, 11:30, edited 2 times in total.
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Litcube
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Post by Litcube »

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.
Well, careful with it. Test out a compile and decompile in game after the edit.

Of you let me know the offending file I capost it. I should drop doubleshadow a line about it.
jlehtone
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Post by jlehtone »

Litcube wrote:I should drop doubleshadow a line about it.
By [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] a post in the right thread would almost have done it my now. Merging.
flaicher
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Post by flaicher »

I'm wondering if there are any problems in game if a model I export with DBOX2 has quadrangles (four-sided polygons) instead of triangles.
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Observe
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Post by Observe »

No problem because your model will automatically be converted to 3-sided polygons. To prove this, simply re-import your model, and you will see.
expnobody
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Post by expnobody »

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
doubleshadow
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Post by doubleshadow »

expnobody 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
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/contact
expnobody
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Post by expnobody »

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?
doubleshadow
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Post by doubleshadow »

@expnobody - the SCTYPE_DOCKING entry is alright. Send me the whole file, something else must be wrong.
Dragon93
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Post by Dragon93 »

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...

Code: Select all

// beginning of body 1
401434; 
I have:

Code: Select all

// beginning of body 1
401434.0; 
Same with all the points. A quick find and replace all fixes the problem; but still an annoyance.
Any ideas? Cheers
Vayde
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Post by Vayde »

Which version of DBOX are you using and is it 64 or 32bit 3dsmax?
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Dragon93
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Post by Dragon93 »

1.12, and 3ds is 32bit.

Was going to update DBOX but had Max open and saw the only changes were collision related. Unless im wrong?
Vayde
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Post by Vayde »

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.
Still life in the old dog yet...
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Killjaeden
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Post by Killjaeden »

so IS and gate collisions are virtually eliminated
provided you use an appropriate size-modifier for it ;)

I usually use 1.3 as factor
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expnobody
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Post by expnobody »

suggestions:

is it possible to export the texture file name only (without the file path?)

it's forcing me to manually check the MAT6 every time i export something.
summer time..
Nemesisbf2142
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Post by Nemesisbf2142 »

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 :)
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Killjaeden
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Post by Killjaeden »

must be on your end, i can access the site and download
or it was just temporarily
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expnobody
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Post by expnobody »

i exported my model today, and one of my MAT6 doesnt look normal at all

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; 
this is i think how it should look like

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..

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