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Author Topic: Vertex hack help; insane number of faces + BrawlBox crashes  (Read 2614 times)
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« on: November 16, 2010, 06:07:43 PM »


I tried to vertex hack Lucario's body. Everything went fine, DasDonkey read the ddf fine and the OBJs fine and created an MDL0, like it should.

Let's cut to the point:


Top is before importing, bottom is after importing.

Trying to view the model crashes BrawlBox with the usual "An exception has occurred in the program" error.

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

************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at BrawlLib.SSBB.ResourceNodes.MDL0GroupNode.OnIniti alize()
   at BrawlLib.SSBB.ResourceNodes.ResourceNode.Initiali ze(ResourceNode parent, DataSource origSource, DataSource uncompSource)
   at BrawlLib.SSBB.ResourceNodes.MDL0Node.OnPopulate()
   at BrawlLib.SSBB.ResourceNodes.ResourceNode.get_Chil dren()
   at BrawlLib.SSBB.ResourceNodes.ResourceNode.FindChil d(String path, Boolean searchChildren)
   at BrawlLib.SSBB.ResourceNodes.MDL0Node.ApplyCHR(CHR0Node node, Int32 index)
   at BrawlLib.SSBB.ResourceNodes.MDL0Node.Attach(GLContext context)
   at System.Windows.Forms.ModelPanel.AddTarget(IRenderedObject target)
   at System.Windows.Forms.ModelEditControl.ModelChange d(MDL0Node model)
   at System.Windows.Forms.ModelEditControl.set_TargetM odel(MDL0Node value)
   at BrawlBox.ModelForm.OnShown(EventArgs e)
   at System.Windows.Forms.Form.CallShownEvent()
   at System.Windows.Forms.Control.InvokeMarshaledCallb ackDo(ThreadMethodEntry tme)
   at System.Windows.Forms.Control.InvokeMarshaledCallb ackHelper(Object obj)
   at System.Threading.ExecutionContext.runTryCode(Object userData)
   at System.Runtime.CompilerServices.RuntimeHelpers.Ex ecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Windows.Forms.Control.InvokeMarshaledCallb ack(ThreadMethodEntry tme)
   at System.Windows.Forms.Control.InvokeMarshaledCallb acks()


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4206 (VistaSP2GDR.050727-4200)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
BrawlBox
    Assembly Version: 0.63.3691.33774
    Win32 Version: 0.63.3.0
    CodeBase: file:///C:/Users/MikeYoshi/Desktop/BrawlBox/BrawlBox.exe
----------------------------------------
BrawlLib
    Assembly Version: 0.10.3691.33773
    Win32 Version: 0.10.3.0
    CodeBase: file:///C:/Users/MikeYoshi/Desktop/BrawlBox/BrawlLib.DLL
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4205 (VistaSP2GDR.050727-4200)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.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 have no idea what went wrong. Any ideas?

Files:
lucario.obj (original)
edit_lucario.obj (edit)
vertex.ddf (copied from BrawlBox)
.ddf (after my 2nd attempt at importing the OBJ, it made this instead of...)
FitLucario00_BodyM1.ddf (only appeared on the first attempt)
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Miniova
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    « Reply #1 on: November 16, 2010, 06:20:07 PM »


    Somehow it added over a billion vertices  D:  Your probably going to have to do it over...
    how large did it make the file?
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    « Reply #2 on: November 16, 2010, 06:41:59 PM »


    Oddly, the edited MDL0 was smaller than the original..

    Original: 360KB
    Edited: 251KB

    Maybe I exported the wrong vertices? I don't know.. It seems right! The model used the Lucario_Body textures so I exported the 'body' vertices.
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    « Reply #3 on: November 16, 2010, 06:46:34 PM »


    You have to find the polygon that the body of lucario uses...  Preview his original model in brawlbox and uncheck all the polygons and turn them on 1 at a time.  If it's not your polygon then turn it back off.  When you find it you have to expand his model by clicking the + sign by the model back in the brawlbox window and go to polygons and find that polygon.  look on the right side for vertex set and remember that number and go to the vertices and look for the one that has an id of the number from the polygon.
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    « Reply #4 on: November 16, 2010, 07:15:06 PM »


    I did that. The ais program exported it as polygon23node, but it's polygon27 in BrawlBox. I'll look for an ID of 27 and see if that changes anything.

    Edit: It's missing some polygon numbers, it has 0-16, then skips to 18, then skips to 21. So I counted down from the top of the list and saw that the polygon I wanted was the 23rd polygon. Sadly, the vertex data I exported is the same one that's giving me problems; Lucario_Body has an ID of 23. The polygon's name is "Polygon26", the the vertex data that has an ID of 26 is "Lucario_EyeYellowR".
    « Last Edit: November 16, 2010, 07:19:05 PM by MikeYoshi » Logged

    Miniova
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    « Reply #5 on: November 16, 2010, 08:13:29 PM »


    Are you reading it from the polygon number or the vertex set number?
    anyways... the vertex set you need should be fitLucario00_BodyM_FitLucario00_BodyM1
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    « Reply #6 on: November 19, 2010, 03:47:40 PM »


    Still does the same thing. I've re-exported the original model and my edited one again and it still does it as well. It doesn't do it with other characters, so I don't understand what's happening.
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