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
Thanks very much!!! For the Support and the Software!!!
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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


Not at all.ScRaT_GER wrote:I'm having a strange problem with DBOX2 3ds Max 10.
...
Any idea what the problem might be?

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

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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

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:
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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".

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?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".

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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
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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: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 just tried to mimic the behavior of the Ego exporter. Of course I might did it wrong...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.



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.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!
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-c --bobCode: Select all
-c --cutCode: Select all
-d
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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
Download this patch created by DeadlyDa.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.


Unfortunately, this is bug in the scene file instead of DBOX. Look at the name part: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
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N Beffects\engines\fx_engine_khaak_28673b01Code: Select all
N Beffects\engines\fx_engine_khaak_M3_28673b01