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Author Topic: BrawlBox v0.78  (Read 636164 times)
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Tyshy
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    « Reply #585 on: March 03, 2015, 02:45:24 PM »


    It closes as soon as it opensp
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    « Reply #586 on: March 08, 2015, 05:45:45 AM »


    I know that in previous brawlboxes, when you preview all models, you could hide all of them, and then show some back. This one doesn't do that (or is there a different way). I hide all, but can't bring back some; it brings back all.
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    « Reply #587 on: March 08, 2015, 11:35:13 AM »


    I dunno what you're talking about; I have version .67b, which is old compared to newer ones, and if I, for example, hide and then unhide the checkbox for all for Pit's polygons, it brings back all of them instead of some of them.

    Besides which, you can always just look at the ones that are defaultly hidden(For example, Pit's shield polygon), and then just hide that after unhiding "All"
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    « Reply #588 on: March 08, 2015, 03:11:31 PM »


    Sorry for confusion. I'll try to explain.

    For example: I open up the pac file for the main menu. Then I click "preview all models," and ALL the models are opened. In the latest 0.75b version, clicking on polygons removes all polygons, so nothing is there. In older versions like .71 or .73, clicking on polygons only hides the selected model. Is there a way to do this in .75b? Thanks.
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    BlackJax96
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    « Reply #589 on: March 08, 2015, 03:29:40 PM »


    It's because those display settings are stored per viewport now, not per model. If they were still stored per model, then for example, the model would be hidden in all viewports.

    I can see how this would be an issue trying to view vertices or wireframe or something for only one model at a time, but for hiding or showing all objects for only one model you can just click the "All" checkbox under the objects list for that model.
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    « Reply #590 on: March 08, 2015, 03:40:39 PM »


    Excellent job on fixing the shader glitch on imports, man. No more extracting/replacing Shader0s! Wink
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    « Reply #591 on: March 08, 2015, 04:42:44 PM »


    [...]but for hiding or showing all objects for only one model you can just click the "All" checkbox under the objects list for that model.

    That's why I asked. I just wanted a way to preview all, but able to turn all polygons/bones/vertices off, and then turn certain ones back on, instead of manually turning the majority off first.

    I would use previous versions, but those seem mess with Anim files, causing animations that loop to not loop or ones that shouldn't loop, to loop. That's why I asked.
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    « Reply #592 on: March 08, 2015, 11:03:10 PM »


    At least BrawlBox works for you. I don't even get a sign of life from this program. Tongue
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    « Reply #593 on: March 09, 2015, 12:30:00 AM »


    At least BrawlBox works for you. I don't even get a sign of life from this program. Tongue

    Really? Do you run XP or somethin? I thought it was just the model previewer you couldn't use
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    « Reply #594 on: March 09, 2015, 09:32:07 AM »


    Found an error with the latest version. I made my Lord Fredrik rig and while rotating a bone to test it, as soon as I let go the program throws an index out of range error. When I dismiss the error the bone keeps rotating when I let go of the left mouse button and when I try to click and let go, it keeps throwing the error till I quit. Wondering if my import was at fault, I tried it again on a clean Ike model. Same result. Sad

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
       at System.ThrowHelper.ThrowArgumentOutOfRangeExcepti on()
       at System.Collections.Generic.List`1.RemoveAt(Int32 index)
       at System.Windows.Forms.ModelEditorBase.AddUndo(SaveState save)
       at System.Windows.Forms.ModelEditorBase.BoneChange(IBoneNode bone)
       at System.Windows.Forms.ModelEditorBase.MouseDownTar getBone(MouseEventArgs e, ModelPanel panel)
       at System.Windows.Forms.ModelEditorBase.modelPanel1_ MouseDown(Object sender, MouseEventArgs e)
       at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
       at System.Windows.Forms.ModelPanel.OnMouseDown(MouseEventArgs e)
       at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
       at System.Windows.Forms.ContainerControl.WndProc(Message& m)
       at System.Windows.Forms.UserControl.WndProc(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
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    « Reply #595 on: March 09, 2015, 11:21:31 AM »


    Brawlbox still gives an error when trying to save animations after editing. It'll give an error once, then you can save like normal. However, if you check back to (reopen) the animations, it's unchanged from how it was before.
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    Doq
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    « Reply #596 on: March 09, 2015, 11:08:45 PM »


    Really? Do you run XP or somethin? I thought it was just the model previewer you couldn't use
    Corrupted my HDD and had to reinstall. Running on W7 (not 8.1) and I get absolutely nothing. No error, no .NET problems. I even went into taskmgr and checked and it just has what I call the spawn issue (opening then closing)
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    « Reply #597 on: March 13, 2015, 04:56:58 PM »


    Brawlbox still gives an error when trying to save animations after editing. It'll give an error once, then you can save like normal. However, if you check back to (reopen) the animations, it's unchanged from how it was before.

    I can't get this to happen. What animation type? Are you making it from scratch or editing an existing one?

    Found an error with the latest version. I made my Lord Fredrik rig and while rotating a bone to test it, as soon as I let go the program throws an index out of range error. When I dismiss the error the bone keeps rotating when I let go of the left mouse button and when I try to click and let go, it keeps throwing the error till I quit. Wondering if my import was at fault, I tried it again on a clean Ike model. Same result. Sad

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
       at System.ThrowHelper.ThrowArgumentOutOfRangeExcepti on()
       at System.Collections.Generic.List`1.RemoveAt(Int32 index)
       at System.Windows.Forms.ModelEditorBase.AddUndo(SaveState save)
       at System.Windows.Forms.ModelEditorBase.BoneChange(IBoneNode bone)
       at System.Windows.Forms.ModelEditorBase.MouseDownTar getBone(MouseEventArgs e, ModelPanel panel)
       at System.Windows.Forms.ModelEditorBase.modelPanel1_ MouseDown(Object sender, MouseEventArgs e)
       at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
       at System.Windows.Forms.ModelPanel.OnMouseDown(MouseEventArgs e)
       at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
       at System.Windows.Forms.ContainerControl.WndProc(Message& m)
       at System.Windows.Forms.UserControl.WndProc(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib

    Can't get this one to happen either. It has to do with undo and redo though which is buggy AF, so I'll just put a ton of error checks in there so no errors are thrown.
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    « Reply #598 on: March 13, 2015, 05:17:44 PM »


    Ok. That would make sense.
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    « Reply #599 on: March 18, 2015, 09:49:15 AM »


    I can eliminate the use of Brawl Wall with the new features in the model viewer right? Because Brawl Wall is a pain.
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