W-WHAT? I didnt mean it that way! I-I was just being somehow honest and having manners okay! dont get the wrong idea *rolls eyes blushing and crosses arms*
So will there be multiple sizes if/when you get this done?
wynaut.
Enhancements successfully installed:
Just need to fix the connection between the neck and tits and then UV them up. I think this time I'm gonna have the boobs use their own dedicated texture so you can doodle stuff on them
No, unfortunately not. I've talked to other people having the same problem, so it's not caused on my end... :/
What specific changes are you trying to make? You'll have to send me the RSAR so I can debug it, too. I don't work for free anymore but if the bug fix is simple enough I'll fix it for free.
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?
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.
That's normal.
I removed color nodes from being default to save file space and ease GPU load in-game. It takes up way more file space being there with only one color entry than not.
Having a color node for all objects means that the color entries are stored PER FACEPOINT for those objects, which means there's one extra byte per point of every triangle/tristrip.
For example, if your model has 1,000 faces (no tristrips for the sake of the example), that's 3,000 total points (3 per triangle), so that means there's a 3,000 extra bytes that are referring to the exact same color value.
That's redundant and unnecessary, so instead of storing it like that per vertex, I store it via register in each material's "Material Color" value under Light Channel 1 by default. This way the game reads it as "apply this color to the whole object this material is applied to".
its actually still there... u just have that setting turned off during importing.
Just because that's how it used to be doesn't mean you should do it still. It's not efficient. The only reason you should have color nodes is if you need to apply different colors to individual vertices.
Are there any requests that have been presented and paid for but are missing on the OP? I don't know if I've forgotten any. If you're waiting for something to be done, double check that's it's there.
I'm still working to get the them done. Ikarus has taken a bit of a priority now though.
I'm workin on it. Since you already paid everything, I'll definitely allow you guys to beta test it when it can save again. Still have to juggle a lot of other BB programming requests alongside it in the meantime though.
Would you be interested if I streamed while programming later today?
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:
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.SSBB.ResourceNodes.CHR0EntryNode.SetKeyframe(Int32 arrayIndex, Int32 index, Single value) at System.Windows.Forms.CHR0Editor.btnPasteAll_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.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.
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.GetFrameValue(Int32 arrayIndex, Single index) at BrawlLib.Wii.Animations.AnimationConverter.EvaluateCHR0Group(AnimationCode& code, KeyframeCollection kf, Int32 group, Int32& entrySize) at BrawlLib.Wii.Animations.AnimationConverter.CalculateCHR0Size(KeyframeCollection kf, Int32& entrySize, AnimationCode& code) at BrawlLib.SSBB.ResourceNodes.CHR0EntryNode.OnCalculateSize(Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.CalculateSize(Boolean force) at BrawlLib.SSBB.ResourceNodes.CHR0Node.OnCalculateSize(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.exportToolStripMenuItem_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.FireEventInteractive(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)
************** 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.
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.
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.