It was a personal message sent to BlackJax96, so no need to worry about that one right now. If I sent that model I need help with, maybe you can take care of the rest.
Because I'm not a good reverse engineerer and I can't find the codes or somethings designed to do those stuff. You may want to give this to someone else who is good a programming. Also, you missed my pm on that model thing I sent you.
Ok, that would be an emergency while BlackJax96 discontinued the development. We need another developer to make changes to this program such as preview shaders thing and others. We still need those done in that program.
We would like the download link for BrawlBox v0.68 because we want to see shaders and stuff rendered on the model. Could you upload the new version of BrawlBox v0.68 on mediafire please?
You gotta be more specific. What kind of issues are you getting, and when are you getting it? If it's difficult to explain, use pics.
I accidentally said to lower the textures to size 128x128 earlier. It's actually 256x256. My bad, lol. So yeah, if you have a square png file that's over size 256x256 (for example 512x512), reduce it to 256x256.
These are the settings DSX8 told me he uses for ProOptimizer. It worked perfectly for me:
Reduce it to whatever percentage you think is necessary. My Thor import had to be reduced to 50% to work (though I was told it still had too many vertices, lol). When you click the "calculate" button, that will reduce the vertices. It doesn't LOOK like it does anything, but it does. Because ProOptimzer is above the edit mesh modifier, you'll still have all the vertices if you go back to vertexing, but you'll notice less vertices when you go to the skin modifier (which should be above the ProOptimzer mod). Post Merge: April 15, 2012, 03:44:56 PMI believe it was in the original instructions. Simply click on that drop-down arrow on that modifier list you see in your pic, and select "skin".... or was it "edit skin"? Well, it's something like that. Check the instructions. lol
Whoa dude, that's a 9 minute video. I'm sorry to say this, but I don't think most people here have that much time to help you out. In the future, please try to make help request videos as short as possible. I'll skim through it and try to find the problem, but first you need to narrate specifically what's going on in the video and tell us what you need help with. Tell us what we're supposed to be looking for.
I've had issues trying to export the batreaux model so that i can use that over ganondorf. Could someone please help me get the batreaux model over ganondorf so that i can use him please?
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.ArgumentNullException: Value cannot be null. Parameter name: ptr at System.Runtime.InteropServices.Marshal.GetDelegateForFunctionPointer(IntPtr ptr, Type t) at BrawlLib.OpenGL.wGlContext.glActiveTexture(GLMultiTextureTarget texture) at BrawlLib.SSBB.ResourceNodes.MDL0PolygonNode.Render(GLContext ctx) at BrawlLib.SSBB.ResourceNodes.MDL0Node.Render(GLContext ctx) at System.Windows.Forms.ModelPanel.OnRender() at BrawlLib.OpenGL.GLPanel.OnPaint(PaintEventArgs e) at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer) at System.Windows.Forms.Control.WmPaint(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.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)
************** 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.
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.
The character, stage, menu and the other ones work on that one i think.