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« Reply #465 on: January 11, 2015, 06:24:28 PM » |
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@PowerMarshall:In 0.83 it haooened to me: in viewer, try unchecking bines then check it again
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« Reply #466 on: January 18, 2015, 07:30:11 PM » |
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Hi, I'm getting a really frustrating error when trying to open BrawlBox.
Whenever I double-click the BrawlBox executable, I immediately get a Windows error message saying the program stopped responding. The same thing happens if I try to open the program as an administrator. The updater has the same problem.
My computer runs on Windows Vista, if that helps.
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« Reply #467 on: January 18, 2015, 09:07:50 PM » |
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I will say it is not too big of an issue, because I can just use other versions, and Blackjax, I hate to keep bringing up bugs, especially when you're one of the ones repeatedly fixing them up. There's a couple bugs I'd like to report for Brawlbox 0.74b.
In the model viewer, when editing animations, it seems copying and then pasting translations seem to crash the program. Ex: If you wanted to give a character another's animation, but the bones were not the character's original position so you copy the character's T-posed bone translation, and pasted for frame 1 of the new animation, brawl box will give out an error and stop working.
As for the second error, it seems I can't save my animations that I've worked on in the new Brawlbox. I believe that whenever I work on an animation for a character in the model viewer, and then save, it will crashes and I lose all my work. I don't know if anyone can back me up on this lol, but it appears like this is the case every time I do this.
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Want to learn about my new project? Click here! Updated 1/18
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« Reply #468 on: January 18, 2015, 10:25:20 PM » |
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As for the second error, it seems I can't save my animations that I've worked on in the new Brawlbox. I believe that whenever I work on an animation for a character in the model viewer, and then save, it will crashes and I lose all my work. I don't know if anyone can back me up on this lol, but it appears like this is the case every time I do this.
not the only 1.. i created an srt0 and did an animation for it to help KJP out, and when i tried to save, it wouldnt save and gave an error, but no crash. after deleting said SRT0, it saved fine.
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« Reply #469 on: January 19, 2015, 03:14:58 AM » |
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I will say it is not too big of an issue, because I can just use other versions, and Blackjax, I hate to keep bringing up bugs, especially when you're one of the ones repeatedly fixing them up. There's a couple bugs I'd like to report for Brawlbox 0.74b.
I especially hate not being able to help out very much with the current bugs, but most if not all are related to the model previewer, and that's just a whole lotta funk that i have no idea how to work if, especially now after the rewrites lol. In other news, i was working on a few new cool features regarding modules and such, but due to a recent computer re-formatting, i lost it all...guess i'll be rewriting all that junk
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« Reply #470 on: January 19, 2015, 05:32:35 AM » |
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not the only 1.. i created an srt0 and did an animation for it to help KJP out, and when i tried to save, it wouldnt save and gave an error, but no crash. after deleting said SRT0, it saved fine.
You're right, it didn't crash, it just gave out an error, so essentially, you couldn't save your new work. :/
I especially hate not being able to help out very much with the current bugs, but most if not all are related to the model previewer, and that's just a whole lotta funk that i have no idea how to work if, especially now after the rewrites lol. In other news, i was working on a few new cool features regarding modules and such, but due to a recent computer re-formatting, i lost it all...guess i'll be rewriting all that junk Oh yes, Sami, you're another one working on Brawlbox? That's why I said that BlackJax was one of the ones fixing it. But that stinks. Speaking of Modules, I had opened up the module of pokemon trainer (fitpoke.rel), and can now see where Charizard starts and where Ivy and Squirtle begin their file location, however, if you export one of their files, it says that the file is empty, but will still export. And when importing them into someone else's, it gives an error. I'm sure it's a generalization for all rels (at least, characters') but can this be fixed, or is this in the next version? Thanks, Sami, and Blackjax!
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« Last Edit: January 19, 2015, 05:35:39 AM by Power Marshall »
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« Reply #471 on: January 19, 2015, 01:38:38 PM » |
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Still wanting that software render mode for the model viewer.
#poor
Also some mice won't work at all with the model viewer, but I think it's just limited to those with wonky drivers, such as my ThinkPoint (a laptop driver), and limited to just scrolling.
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« Last Edit: January 19, 2015, 01:42:58 PM by Doqtor Kirby »
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« Reply #472 on: January 25, 2015, 12:22:27 PM » |
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I'd like to ask a question.
I'm trying to import a model and boneset from Sonic Lost World, but it won't do so. It's high-poly, but not for Brawl anyways. It's for 2.5D sprite making. What's going on? I get a "Object reference not set to an instance of an object" error with tristripping and the program crashes without tristripping.
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« Reply #473 on: January 25, 2015, 01:38:31 PM » |
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I had that same "Object reference not set to an instance of an object"
error when trying to import models from Blender, so is that what you were trying to do? Because, without Autodesk's FBX Converter program, you can't import .daes from Blender, and even then, it still doesn't seem to like working in-game.(Though, in BrawlBox it works fine, with the exception of importing only one texture mapping the entire model and the rest are deleted.)
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« Reply #474 on: January 25, 2015, 01:44:15 PM » |
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I had that same error when trying to import models from Blender, so is that what you were trying to do? Because, without Autodesk's FBX Converter program, you can't import .daes from Blender, and even then, it still doesn't seem to like working in-game.(Though, in BrawlBox it works fine, with the exception of importing only one texture mapping the entire model and the rest are deleted.)
Nope, I don't use Blender. I've used 3ds the whole time.
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« Reply #475 on: January 25, 2015, 01:50:50 PM » |
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Not sure what the exact problem is, but what "Object reference not set to an instance of an object" means is that it's trying to reference an object that doesn't exist. I don't know how that could be applied to model imports, only to programming, so I can't be of further assistance than that basic info.
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« Reply #476 on: January 25, 2015, 02:38:52 PM » |
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I'd like to ask a question.
I'm trying to import a model and boneset from Sonic Lost World, but it won't do so. It's high-poly, but not for Brawl anyways. It's for 2.5D sprite making. What's going on? I get a "Object reference not set to an instance of an object" error with tristripping and the program crashes without tristripping.
Send over the dae of the model you're trying to import. Also, are you using v0.74b to import it? Hi, I'm getting a really frustrating error when trying to open BrawlBox.
Whenever I double-click the BrawlBox executable, I immediately get a Windows error message saying the program stopped responding. The same thing happens if I try to open the program as an administrator. The updater has the same problem.
My computer runs on Windows Vista, if that helps.
Windows Vista is pretty iffy. Lots of talk about compatibility and such goes straight from XP to Win7. Do you have .NET 4.5? Brawlbox doesn't seem to like it when I copy and paste frames: Details: It works fine on v0.71 though. And when I try to export an animation I made I get this: Details: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.IndexOutOfRangeException: Index was outside the bounds of the array. at BrawlLib.Wii.Animations.KeyframeCollection.GetFra meValue(Int32 arrayIndex, Single index) at BrawlLib.Wii.Animations.AnimationConverter.Evalua teCHR0Group(AnimationCode& code, KeyframeCollection kf, Int32 group, Int32& entrySize) at BrawlLib.Wii.Animations.AnimationConverter.Calcul ateCHR0Size(KeyframeCollection kf, Int32& entrySize, AnimationCode& code) at BrawlLib.SSBB.ResourceNodes.CHR0EntryNode.OnCalcu lateSize(Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Calculat eSize(Boolean force) at BrawlLib.SSBB.ResourceNodes.CHR0Node.OnCalculateS ize(Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild() at BrawlLib.SSBB.ResourceNodes.BRESEntryNode.Export(String outPath) at BrawlLib.SSBB.ResourceNodes.CHR0Node.Export(String outPath) at System.Windows.Forms.LeftPanel.exportToolStripMen uItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInter active(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(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.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.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 Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- BrawlBox Assembly Version: 0.74.5485.20658 Win32 Version: 0.74.1.0 CodeBase: file:///C:/Users/Fernando/Desktop/Brawlbox%200.74/BrawlBox.exe ---------------------------------------- BrawlLib Assembly Version: 0.21.5485.20173 Win32 Version: 0.21.1.1 CodeBase: file:///C:/Users/Fernando/Desktop/Brawlbox%200.74/BrawlLib.DLL ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34239 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- OpenTK Assembly Version: 1.1.0.0 Win32 Version: 1.1.1664.6217 CodeBase: file:///C:/Users/Fernando/Desktop/Brawlbox%200.74/OpenTK.DLL ---------------------------------------- Octokit Assembly Version: 0.6.1.0 Win32 Version: 0.6.1 CodeBase: file:///C:/Users/Fernando/Desktop/Brawlbox%200.74/Octokit.DLL ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34230 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Data Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Net.Http Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Net.Http/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Net.Http.dll ---------------------------------------- Microsoft.GeneratedCode Assembly Version: 1.0.0.0 Win32 Version: 4.0.30319.34230 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Anonymously Hosted DynamicMethods Assembly Assembly Version: 0.0.0.0 Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll ---------------------------------------- Microsoft.GeneratedCode Assembly Version: 1.0.0.0 Win32 Version: 4.0.30319.34230 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- Microsoft.GeneratedCode Assembly Version: 1.0.0.0 Win32 Version: 4.0.30319.34230 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Design Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. I will say it is not too big of an issue, because I can just use other versions, and Blackjax, I hate to keep bringing up bugs, especially when you're one of the ones repeatedly fixing them up. There's a couple bugs I'd like to report for Brawlbox 0.74b.
In the model viewer, when editing animations, it seems copying and then pasting translations seem to crash the program. Ex: If you wanted to give a character another's animation, but the bones were not the character's original position so you copy the character's T-posed bone translation, and pasted for frame 1 of the new animation, brawl box will give out an error and stop working.
As for the second error, it seems I can't save my animations that I've worked on in the new Brawlbox. I believe that whenever I work on an animation for a character in the model viewer, and then save, it will crashes and I lose all my work. I don't know if anyone can back me up on this lol, but it appears like this is the case every time I do this.
Fixed both bugs for v0.74c, thanks for reporting them (especially with the call stack). Okay, I cannot see any bones or distinguish between them now. It was showing up before in the model viewer nicely as usual, but unusually, when I check them off and back on, they did not reappear. It seems like they are hidden because I can still select them and move the according model via the selected bone. Here's the kicker, though. The bones are on, and all bones are checked on, yet they are still missing for some reason. What did/do I do? If anyone needs proof, I'll provide.
Fixed this, thanks. Also some mice won't work at all with the model viewer, but I think it's just limited to those with wonky drivers, such as my ThinkPoint (a laptop driver), and limited to just scrolling.
That's odd. The model viewer just uses the MouseMove event that windows calls every time you move the mouse, so I'm not sure what to do there. Still wanting that software render mode for the model viewer.
#poor
I do too, but it's so much work ;-;
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« Reply #477 on: January 25, 2015, 03:53:16 PM » |
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Send over the dae of the model you're trying to import. Also, are you using v0.74b to import it? Okay. But RTB ripped it so I assumed it was good. And yes, I used that one, and tried with 0.73 too.
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« Reply #478 on: January 27, 2015, 11:33:15 AM » |
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Hello, unfortunately, it's not possible to edit the 9stars.brsar File from Mario Party 9. I always get the Error "Object reference not set to an instance of an object." when trying to save the changes. Any ideas?
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« Reply #479 on: January 29, 2015, 05:53:06 PM » |
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forgot to mention this awhile ago, the color folder for models are no longer there. just asking cause it was there for all other versions of BB, but seems to be absent now.
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