Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 428 429 430 [431] 432 433 434 ... 1046
Author Topic: Brawlbox Resources & History  (Read 3862929 times)
0 Members and 6 Guests are viewing this topic.
Tabuu Forte Akugun
Boss Kitten
****
Offline Offline

Posts: 4400


Smash 4 Main: Bowser

  • Awards Heart Container Famous Hacker Starstormer Super Saiyan Topic

  • View Profile Awards
    « Reply #6450 on: November 04, 2011, 03:51:07 PM »


    That model looks really good, who will that be over?
    Logged

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #6451 on: November 04, 2011, 05:32:43 PM »


    Hey BJ. I tripped acrossed this error when I was trying to save a file (a motionect) after deleting the whole chr0 tree then Importing the folder with the new animation list. Did I do som'in wrong?
    Code:
    See the end of this message for details on invoking 
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
       at System.Collections.Generic.SortedList`2.get_Item(TKey key)
       at BrawlLib.SSBB.ResourceNodes.BRESNode.OnRebuild(VoidPtr address, Int32 size, Boolean force)
       at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(VoidPtr address, Int32 length, Boolean force)
       at BrawlLib.SSBB.ResourceNodes.ARCNode.OnRebuild(VoidPtr address, Int32 size, Boolean force)
       at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(VoidPtr address, Int32 length, Boolean force)
       at BrawlLib.SSBB.ResourceNodes.ARCNode.OnRebuild(VoidPtr address, Int32 size, Boolean force)
       at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(VoidPtr address, Int32 length, Boolean force)
       at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(Boolean force)
       at BrawlLib.SSBB.ResourceNodes.ResourceNode.Merge(Boolean forceBuild)
       at BrawlBox.GenericWrapper.Export()
       at BrawlBox.Program.SaveAs()
       at BrawlBox.MainForm.saveAsToolStripMenuItem_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)


    ************** 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: 0.65.4313.29725
        Win32 Version: 0.65.0.0
        CodeBase: file:///C:/BrawlBox/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.11.4313.29721
        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>

    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.


    Nerf. Seems I'm unable to import this animation file over for some weird reason in both brawlbox versions...I don't get it.


    Something has a null name. Check all the files in the brres.

    ah better I managed to import it into BB now I have to fix the bone tree flip  I see what you did there ...


    Lineage II
    Dusk Priest


    Does that model have inverse kinematics?

    So you're working on BRSAR now? =3 Cool beans, hopefully it'll work with 64 bit computers this time?


    No, I'm not.
    Did you not see that I said it was confusing as hell?
    Logged

    Katakiri
    Big Boss of the Red Dozers
    Special Access
    *****
    Offline Offline

    Posts: 176


    HOOYEAAAAH!!!

  • Awards Super Saiyan Topic Favorite'd Dedicated Hacker

  • View Profile WWW Awards
    « Reply #6452 on: November 04, 2011, 06:11:48 PM »


    This has probably been asked a dozen times before but since KCMM's server is total ass and takes days to load a page:




    It's the Eggman Trophy from Brawl made playable over Ganondorf. But right now it's totally borked in-game. The game lags MASSIVELY when he's loaded and is textures act like Emerald Textures.

    How do I fix this?
    « Last Edit: November 04, 2011, 06:14:08 PM by Katakiri » Logged

    Brawl FC: 3911 8377 5574 - Pokemon White FC: 4813 6416 2911

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #6453 on: November 04, 2011, 06:22:48 PM »


    This has probably been asked a dozen times before but since KCMM's server is total ass and takes days to load a page:




    It's the Eggman Trophy from Brawl made playable over Ganondorf. But right now it's totally borked in-game. The game lags MASSIVELY when he's loaded and is textures act like Emerald Textures.

    How do I fix this?


    Replace the shader with the shader that says "Lambert" from Mario's model, and export/replace each material with one of Mario's that uses that shader and says "Lambert" also. Then just re-link the textures. Justin712 figured that out, so there might be something more you have to do that I'm forgetting.
    Logged

    Segtendo
    Local Marie Fanboy
    Special Access
    *****
    Offline Offline

    Posts: 13362


    Cold queen

  • Awards Starstormer PC Core Gamer 128-bit Core Gamer Super Saiyan Topic

  • View Profile WWW Awards
    « Reply #6454 on: November 04, 2011, 06:50:20 PM »


    Would the same apply here?

    « Last Edit: November 04, 2011, 06:54:30 PM by Segtendo » Logged

    : SW-2632-7270-6724


    Pervyman Trigger
    The Perverted Protagonist
    Special Access
    *****
    Offline Offline

    Posts: 3346


    HO HEY

  • Awards B Famous Hacker Super Saiyan Topic Cookie Clicker!?

  • View Profile WWW Awards
    « Reply #6455 on: November 04, 2011, 07:13:26 PM »


    For some reason my file isn't reading the textures correctly anymore
    It's only reading the gray part of the texture for the most part, and the face only reads the yellow part. I've gotten it into brawl before and it worked, textures and everything. It's only messes up like this if I export it as a .OBJ, then open it up in max and export it as a .DAE otherwise their fine. But for some reason if I don't import it into max as an .OBJ it doesn't export anymore. The way the textures are here is also like that in max
    « Last Edit: November 04, 2011, 07:14:43 PM by (Soon to be) Missing Pervy » Logged


    frostymm
    Hyper Kitten
    ******
    Offline Offline

    Posts: 202


    Like I ever know what I'm doing.

  • Awards Starstormer Dedicated Hacker Constructive

  • View Profile Awards
    « Reply #6456 on: November 04, 2011, 07:18:26 PM »


    So I was sittin here, working on my getamped 2 model and I began to add the accessories. After adding bones in 3ds and realizing that that don't work, I figured I'd add them in brawlbox and then reimport the model. Well after adding the completely necessary 15 or so bones to Marios model, brawlbox broke.

    Does anybody happen to know the limit to the amount of bones or is it something else?


    edit:
    Also, is there any way to make bones added in 3ds work in brawlbox? Whenever I attempt that it comes with weird parameters that I can't change. And Whenever I just try to add bones in brawlbox and reimport the model, when I export it again its all messed up. Like the hands compress into a tiny ball and the head decides to stick to the ground. I checked there aren't any vertices weighted to make them do that =/
    « Last Edit: November 04, 2011, 08:28:19 PM by frostymm » Logged

    My BrawlEx Cosmetic template for people who are lazy!
    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203448
    Supports up to 35 BrawlEx characters currently.

    Eternal Yoshi
    Heroic Kitten
    **
    Offline Offline

    Posts: 2425


    Boss? Is that you?

  • Awards KCMM Old Timer Super Saiyan Topic Active Contributor Former PMDT

  • View Profile Awards
    « Reply #6457 on: November 04, 2011, 07:53:05 PM »


    Searching didn't turn up anything helpful so I'll ask here:
    How do I stop the model from it's shading flashing and to have it stop turning invisible when someone shields?
    Logged


    Nuke
    Last of the Breed
    Holy Kitten
    *
    Offline Offline

    Posts: 1572


  • Awards FistBump! Super Saiyan Topic KCMM Veteran Heart Container

  • View Profile Awards
    « Reply #6458 on: November 04, 2011, 08:35:06 PM »


    Searching didn't turn up anything helpful so I'll ask here:
    How do I stop the model from it's shading flashing and to have it stop turning invisible when someone shields?
    I think gamma figured it out... ask him...

    Now my question...

    What does this mean? Ive rigged the model before and i had to start again (a fresh rig) I finished and this comes up when importing Im srs here

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

    ************** Exception Text **************
    System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
       at System.ThrowHelper.ThrowArgumentOutOfRangeExcepti on()
       at BrawlLib.Modeling.PrimitiveManager.MergeData(MDL0PolygonNode poly)
       at BrawlLib.SSBB.ResourceNodes.MDL0PolygonNode.OnCal culateSize(Boolean force)
       at BrawlLib.SSBB.ResourceNodes.ResourceNode.Calculat eSize(Boolean force)
       at BrawlLib.Wii.Models.ModelEncoder.CalcSize(Collada form, ModelLinker linker)
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.BuildFromScr atch(Collada form)
       at BrawlLib.Modeling.Collada.ImportModel(String filePath)
       at BrawlLib.Modeling.Collada.ShowDialog(String filePath)
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.FromFile(String path)
       at BrawlBox.GenericWrapper.Replace()
       at BrawlBox.GenericWrapper.ReplaceAction(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: 4.0.30319.239 (RTMGDR.030319-2300)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.65.4313.23612
        Win32 Version: 0.65.0.0
        CodeBase: file:///C:/Users/Nuke/Desktop/Brawl%20Box%200.65/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.11.4313.23607
        Win32 Version: 0.11.3.0
        CodeBase: file:///C:/Users/Nuke/Desktop/Brawl%20Box%200.65/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.235 built by: RTMGDR
        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: 4.0.30319.236 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.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.


    « Last Edit: November 04, 2011, 08:36:28 PM by Nuke » Logged

    FC:4898-8419-2778

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #6459 on: November 04, 2011, 08:37:10 PM »


    Would the same apply here?



    Nope

    For some reason my file isn't reading the textures correctly anymore
    It's only reading the gray part of the texture for the most part, and the face only reads the yellow part. I've gotten it into brawl before and it worked, textures and everything. It's only messes up like this if I export it as a .OBJ, then open it up in max and export it as a .DAE otherwise their fine. But for some reason if I don't import it into max as an .OBJ it doesn't export anymore. The way the textures are here is also like that in max


    Are the material refs set to clamp?

    So I was sittin here, working on my getamped 2 model and I began to add the accessories. After adding bones in 3ds and realizing that that don't work, I figured I'd add them in brawlbox and then reimport the model. Well after adding the completely necessary 15 or so bones to Marios model, brawlbox broke.

    Does anybody happen to know the limit to the amount of bones or is it something else?


    edit:
    Also, is there any way to make bones added in 3ds work in brawlbox? Whenever I attempt that it comes with weird parameters that I can't change. And Whenever I just try to add bones in brawlbox and reimport the model, when I export it again its all messed up. Like the hands compress into a tiny ball and the head decides to stick to the ground. I checked there aren't any vertices weighted to make them do that =/


    Add a bone. Save. Close. Open. Add a bone. Repeat. Never fails

    Searching didn't turn up anything helpful so I'll ask here:
    How do I stop the model from it's shading flashing and to have it stop turning invisible when someone shields?


    Make sure the shadertype of the material matches the linked shader's type

    I think gamma figured it out... ask him...

    Now my question...

    What does this mean? Ive rigged the model before and i had to start again (a fresh rig) I finished and this comes up when importing Im srs here

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

    ************** Exception Text **************
    System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
       at System.ThrowHelper.ThrowArgumentOutOfRangeExcepti on()
       at BrawlLib.Modeling.PrimitiveManager.MergeData(MDL0PolygonNode poly)
       at BrawlLib.SSBB.ResourceNodes.MDL0PolygonNode.OnCal culateSize(Boolean force)
       at BrawlLib.SSBB.ResourceNodes.ResourceNode.Calculat eSize(Boolean force)
       at BrawlLib.Wii.Models.ModelEncoder.CalcSize(Collada form, ModelLinker linker)
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.BuildFromScr atch(Collada form)
       at BrawlLib.Modeling.Collada.ImportModel(String filePath)
       at BrawlLib.Modeling.Collada.ShowDialog(String filePath)
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.FromFile(String path)
       at BrawlBox.GenericWrapper.Replace()
       at BrawlBox.GenericWrapper.ReplaceAction(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: 4.0.30319.239 (RTMGDR.030319-2300)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.65.4313.23612
        Win32 Version: 0.65.0.0
        CodeBase: file:///C:/Users/Nuke/Desktop/Brawl%20Box%200.65/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.11.4313.23607
        Win32 Version: 0.11.3.0
        CodeBase: file:///C:/Users/Nuke/Desktop/Brawl%20Box%200.65/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.235 built by: RTMGDR
        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: 4.0.30319.236 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.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.



    Haven't seen that before. Maybe you didn't triangulate the model or something? It looks like a mismatch of faces to vertices. Im srs here
    « Last Edit: November 04, 2011, 08:38:10 PM by BlackJax96 » Logged

    Pervyman Trigger
    The Perverted Protagonist
    Special Access
    *****
    Offline Offline

    Posts: 3346


    HO HEY

  • Awards B Famous Hacker Super Saiyan Topic Cookie Clicker!?

  • View Profile WWW Awards
    « Reply #6460 on: November 04, 2011, 08:50:14 PM »


    One more question. How do I put textures on top of each other? Like face textures, the new one will just replace the old one o-o
    Logged


    Nuke
    Last of the Breed
    Holy Kitten
    *
    Offline Offline

    Posts: 1572


  • Awards FistBump! Super Saiyan Topic KCMM Veteran Heart Container

  • View Profile Awards
    « Reply #6461 on: November 04, 2011, 09:03:02 PM »


    Haven't seen that before. Maybe you didn't triangulate the model or something? It looks like a mismatch of faces to vertices. Im srs here
    Think you can look at the file?
    Logged

    FC:4898-8419-2778

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #6462 on: November 04, 2011, 09:05:21 PM »


    Think you can look at the file?

    Sure, send it over.
    Logged

    Katakiri
    Big Boss of the Red Dozers
    Special Access
    *****
    Offline Offline

    Posts: 176


    HOOYEAAAAH!!!

  • Awards Super Saiyan Topic Favorite'd Dedicated Hacker

  • View Profile WWW Awards
    « Reply #6463 on: November 04, 2011, 09:27:22 PM »


    Replace the shader with the shader that says "Lambert" from Mario's model, and export/replace each material with one of Mario's that uses that shader and says "Lambert" also. Then just re-link the textures. Justin712 figured that out, so there might be something more you have to do that I'm forgetting.
    That got rid of the lag but the textures are still glitching out in-game. Everything looks fine in Brawl Box though.

    What exactly does "re-link the textures" mean? I'm probably doing something wrong.
    « Last Edit: November 04, 2011, 09:28:17 PM by Katakiri » Logged

    Brawl FC: 3911 8377 5574 - Pokemon White FC: 4813 6416 2911

    Pervyman Trigger
    The Perverted Protagonist
    Special Access
    *****
    Offline Offline

    Posts: 3346


    HO HEY

  • Awards B Famous Hacker Super Saiyan Topic Cookie Clicker!?

  • View Profile WWW Awards
    « Reply #6464 on: November 04, 2011, 09:59:07 PM »


    Are the material refs set to clamp?

    No idea what that means or how to do it BUT HEY! I fixed it. For some reason if I copied the EVERY polygon, then exported it like that. The copied ones would texture correctly o-o
    Logged


    Pages:  1 ... 428 429 430 [431] 432 433 434 ... 1046
    Print
    Jump to: