Try opening in the previewer, It happened to me once, just opening the fitcharacter made it crash, but tried opening it in the previewer and it worked. However, I could only open it once, next time I tried it crashed again.
Yea it sometimes works in the previewer but very rarely and I can't save it. It seems to work in BB v0.67 but not v0.67b.
Actually, if I edit an original file with BBv0.67b it doesn't open in psa 2.70...why?
Hi, I haven't been using BB for a while, now using this newer version I can't seem to open an old moveset file. BB crashes when trying to expand the moveset in the Fitchar.pac file. Is there any way to make this older file compatible with the newest version of BB?
BJ or Xiggah, I forgot to put in a comma at event 0x06101100 in the dictionary while putting in the parameter names. It should go right after "Affects Self?". Can one of you please fix it?
Also, currently there is are four folders named Main Subactions, GFX Subactions, SFX Subactions, and Other Subactions. Should I merge those folders and then add the four seperate folders under the subaction folder for each animation?
Yea you should merge them and then add 4 seperate folders. It'll prevent a lot of jumping around.
wait! does this mean we can add actions? and change "action" and not only "subactions" OH SWEET BABY JESUS!
In the picture, those are probably just subactions but not named. It shows special offsensive collisions, but collisions are usually kept in the subactions.
@ BJ: I got some progress! Not much though, I've only rigged the Top N and Trans N in max so far =-= BUT the bones work properly, even if I scale/rotate them. It's not much of an improvement, but considering what I went through getting to this point...
What I need to know now is why Max won't let me give X Rot N and Y Rot N Absolute control over ALL vertexes of each polygon. If I give 100% on one the other goes back down to 0%
I'm no expert at rigging, but wouldn't there be no need to rig TopN and TransN? Bones like that should be at the beginning of the bone tree so they would control every other bone in the bone tree anyways, meaning they control everything without being rigged.
It just says BrawlBox has encountered a problem and needs to close, and then it closes. That's if I expand the mdl0 before exporting. If I don't it says index was outside the bounds of the array and some other weird stuff happens. I assume thats just the same problem as the exporting as dae before expanding thing.
Whenever I import a dae exported from Brawlbox v0.65 into 3ds Max, I edit it and then export it with units converted to centimeters or else the model will be really small in Brawlbox because of TopN (I recently figured that out). That might have something to do with your problem.
My model was also appearing small, this fixed it .
Side note:
for some reason, an imported model is appearing metallic in-game. There are two parts of the model that appear fine but the rest is metallicy, the texture is on but it's doin some metallicy reflectivey kinda sorta thing. The weird thing all the materials are the same, and there's only one shader. If anyone has encountered something similar please tell me. I'm just gonna keep messing with the material/shader settings.