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Author Topic: Brawlbox Resources & History  (Read 4762419 times)
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BlackJax96
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    « Reply #5100 on: October 16, 2011, 06:57:19 PM »


    I think some of you are confused, so I'll state the facts just in case.

    The Brawlbox on the OP can export models to DAE format, but MDL0s that are exported don't have a mesh.

    The Brawlbox that only RTB, Pikazz and I have can export MDL0s AND DAEs (now that I just fixed the DAE exporter). However, the MDL0s don't work in-game.

    I am not uploading the one that only us 3 have to the public yet.
    « Last Edit: October 16, 2011, 06:59:30 PM by BlackJax96 » Logged

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    « Reply #5101 on: October 16, 2011, 07:28:13 PM »


    speak ur words to the low class ppl here!

    no go be a family rich man RTB and BJ!
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    « Reply #5102 on: October 16, 2011, 08:11:31 PM »


    Yeah, ypu guys rock!
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    « Reply #5103 on: October 17, 2011, 01:18:47 AM »


    Your fave little beta tester has found another glitch Awesome Face lol kidding. anyways the glitch has to do with your Multi Model viewer. If you instead type out your model that you are looking for instead of using the drop down menu, BB'll break and it won't let you close.

    here's some code if that's what you need:
    Code:
    ************** Exception Text **************
    System.NullReferenceException: Object reference not set to an instance of an object.
       at BrawlBox.ModelForm.ModelForm_FormClosing(Object sender, FormClosingEventArgs e)
       at System.Windows.Forms.Form.OnFormClosing(FormClosingEventArgs e)
       at System.Windows.Forms.Form.CheckCloseDialog(Boolean closingOnly)


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.64.4263.24698
        Win32 Version: 0.64.3.0
        CodeBase: file:///C:/BrawlBox/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.11.4263.24691
        Win32 Version: 0.11.3.0
        CodeBase: file:///C:/BrawlBox/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        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: 4.0.30319.1 built by: RTMRel
        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: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.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>

    does it twice before going back to the previewer and repeats. Have to Task Manager it.
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    « Reply #5104 on: October 17, 2011, 07:34:28 AM »


    alright...
    to all those people who've facepalmed, lol'd, and srs'd me on my previous statement,

    when RTB stated that he hasn't looked at my thread because of real life issues...
    which I can understand and do somewhat believe (only about 20%)

    the 80% disbelief goes to all his replies on this thread before my Q.
    I was only trying to be nice, so I stated that.
    « Last Edit: October 17, 2011, 07:36:22 AM by Tcll » Logged


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    « Reply #5105 on: October 17, 2011, 04:36:21 PM »


    If you import it to BB, it IS a mdl0.
    You can't export it 'cause it's buggy, though.
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    « Reply #5106 on: October 17, 2011, 04:37:38 PM »


    dude, just calm down... he'll post a tut when he feels like it!!
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    « Reply #5107 on: October 17, 2011, 04:57:39 PM »


    dude, just calm down... he'll post a tut when he feels like it!!

    For reals. Tokoyami, I do appreciate that you have toned it down a little, and I appreciate that you've posted something on topic, but you have to learn some patience man.
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    BlackJax96
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    « Reply #5108 on: October 17, 2011, 05:57:43 PM »


    Your fave little beta tester has found another glitch Awesome Face lol kidding. anyways the glitch has to do with your Multi Model viewer. If you instead type out your model that you are looking for instead of using the drop down menu, BB'll break and it won't let you close.

    here's some code if that's what you need:
    Code:
    ************** Exception Text **************
    System.NullReferenceException: Object reference not set to an instance of an object.
       at BrawlBox.ModelForm.ModelForm_FormClosing(Object sender, FormClosingEventArgs e)
       at System.Windows.Forms.Form.OnFormClosing(FormClosingEventArgs e)
       at System.Windows.Forms.Form.CheckCloseDialog(Boolean closingOnly)


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.64.4263.24698
        Win32 Version: 0.64.3.0
        CodeBase: file:///C:/BrawlBox/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.11.4263.24691
        Win32 Version: 0.11.3.0
        CodeBase: file:///C:/BrawlBox/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        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: 4.0.30319.1 built by: RTMRel
        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: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.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>

    does it twice before going back to the previewer and repeats. Have to Task Manager it.


    You shouldn't do that anyway, but I'll add an error handler for it Tongue

    Btw, I read this post yesterday: http://www.mariokartwii.com/f72/how-build-animations-83138.html and went Im srs here
    So I OFFICIALLY fixed v5 animation saving (the chr0 version MKW uses). I tested saving completely new v5 chr0s myself multiple times, and it definitely works now. You can look forward to it in v0.65. "Wherever Vyse goes, cool follows."

    Maybe somebody should tell them because I really don't feel like signing up there lol
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    « Reply #5109 on: October 17, 2011, 06:03:27 PM »


    sweeet!! now i can make custom animations for MKW when this comes out!! Cheesy
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    « Reply #5110 on: October 17, 2011, 06:19:33 PM »


    You shouldn't do that anyway, but I'll add an error handler for it Tongue
    Well it lets me type like it's a text field, not an actual drop down menu. Was trying to select "Knuckles" faster in my list by typing it out and the previewer farts out. Figured it's a good idea to get that fixed XD
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    « Reply #5111 on: October 17, 2011, 06:22:44 PM »


    BlackJax, have I ever told you that you da man?
    Cuz you are "Wherever Vyse goes, cool follows."
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    « Reply #5112 on: October 17, 2011, 07:03:56 PM »


    BlackJax, have I ever told you that you da man?
    Cuz you are "Wherever Vyse goes, cool follows."

    I second this guy.

    I look forward to all this great new stuff in the new BB. Smiley
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    « Reply #5113 on: October 17, 2011, 07:22:13 PM »


    wow. i trie dto take the rigging tutorial, but that is really confusing. ;p;
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    « Reply #5114 on: October 17, 2011, 08:31:26 PM »


    I just figured out how the bone flags work, for REALZ this time.
    If the bone scale is 1,1,1; then it has a Fixed Scale.
    If the bone trans/rot is 0,0,0; then it has a Fixed Translation/Rotation.
    No Transform is used when both the Matrix and Inverse Matrix are the same as its parent's (but it's not applied to the parent, because it's transforming the children, if you know what I mean)

    I just set them to change automatically when you edit anything, so there's no point in making them editable anymore.

    I'm also working on trying to figure out why models lag the game. The good news is, there's always at least one object that shows up right now, and it's not necessarily always the first one. I've noticed that the first material always aligns the offsets, but sometimes it has 0x10 extra align bytes and sometimes it doesn't. I think that has to do with it.

    Also, setting Flandre's material ref UV settings to "Repeat" fixed the texture issue, and I didn't have to center the UV coords.

    This is some really noice progress.
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