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« Reply #8655 on: January 30, 2012, 04:59:34 PM » |
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I wouldn't doubt it. BJ here's rebuilding entire structures, all of them safe and sound except for that common3.pac
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« Reply #8656 on: January 30, 2012, 05:22:25 PM » |
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BJ... how long until 0.66x??
0.65x isn't working out for me (of course) there's just too many bugs <_<
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« Reply #8657 on: January 30, 2012, 05:26:46 PM » |
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BJ... how long until 0.66x??
0.65x isn't working out for me (of course) there's just too many bugs <_<
how the hell is it not working for u if its working for me and other ppl? (even tho there is that saving bug issue which i found a way to work around that)
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« Reply #8658 on: January 30, 2012, 05:32:42 PM » |
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how the hell is it not working for u if its working for me and other ppl? (even tho there is that saving bug issue which i found a way to work around that)
*words*... that's how 
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« Reply #8659 on: January 30, 2012, 05:35:27 PM » |
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I don't get how you guys get all these crazy bugs and garbage. Seriously, you're all doing something wrong if the developer has never encountered such errors.  One of the reasons they've never been fixed is because I've never bumped into them and nobody tells me exactly how to recreate the bug myself.
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« Last Edit: January 30, 2012, 05:36:28 PM by BlackJax96 »
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« Reply #8660 on: January 30, 2012, 05:49:23 PM » |
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I don't get how you guys get all these crazy bugs and garbage. Seriously, you're all doing something wrong if the developer has never encountered such errors.  One of the reasons they've never been fixed is because I've never bumped into them and nobody tells me exactly how to recreate the bug myself. well then... ill put the same bug up as i showed u yesterday... hold on let me make it happen again xD edit: well turns out my error wont pop up now, instead just makes BB crash and close... lolz... and thats by replacing a MDL0 with the same DAE data. well heres the same error some1 mentioned bout previewing a model.... but will work if u preview it again See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. 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.AppendTarge t(MDL0Node model) 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, Boolean ignoreSyncCtx) 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: 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: 0.65.4410.37006 Win32 Version: 0.65.1.0 CodeBase: file:///C:/Users/DSX8/Desktop/Brawl%20Hacks/Brawlbox%20v0.65b/BrawlBox.exe ---------------------------------------- BrawlLib Assembly Version: 0.12.4410.36993 Win32 Version: 0.12.0.0 CodeBase: file:///C:/Users/DSX8/Desktop/Brawl%20Hacks/Brawlbox%20v0.65b/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.
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« Last Edit: January 30, 2012, 05:56:15 PM by Nymph »
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« Reply #8661 on: January 30, 2012, 07:01:47 PM » |
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DPv5 is on hold until I can append and replace MDL0 Objects and Vectors
and until the transformation bug is fixed... (HipN00 = HipN * -1) ^doesn't return HipN00 to the origin atm
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« Reply #8662 on: January 30, 2012, 07:05:46 PM » |
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DPv5 is on hold until I can append and replace MDL0 Objects and Vectors
and until the transformation bug is fixed... (HipN00 = HipN * -1) ^doesn't return HipN00 to the origin atm
(BoneMatrix * InvBoneMatrix) - Bone Matrix World Translation *should* get you to the origin. Idk though, haven't tried it. All I know is that the 4th column of the bone matrix stores the world translation and Matrix * Inv converts the bone into world space.
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« Reply #8663 on: January 30, 2012, 07:13:25 PM » |
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(BoneMatrix * InvBoneMatrix) - Bone Matrix World Translation *should* get you to the origin. Idk though, haven't tried it. All I know is that the 4th column of the bone matrix stores the world translation and Matrix * Inv converts the bone into world space.
I always thought: Matrix * inverse_Matrix = identity_Matrix
but w/e I guess my algebra was wrong >_> (meaning I'll give it a try) 
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« Reply #8664 on: January 30, 2012, 09:48:15 PM » |
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Okay, I updated the download and source code with the hurtbox fix, not a big deal. Two things: - Imma try to get BB up onto Google Code soon. I'll probably update it a lot, so if you know how to sync directories, you can test new Brawlbox versions before they're even released!  At your own risk, of course. Official releases are always stable. - Gonna make a lot of GUI changes for the next update... 
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« Reply #8665 on: January 31, 2012, 02:37:55 AM » |
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Hey Blackjax ! how can i give a one character black shaders? like UMVC3 
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« Reply #8666 on: January 31, 2012, 08:12:18 AM » |
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Two things: - Imma try to get BB up onto Google Code soon. I'll probably update it a lot, so if you know how to sync directories, you can test new Brawlbox versions before they're even released!  At your own risk, of course. Official releases are always stable. - Gonna make a lot of GUI changes for the next update...  Cool beans. Sounds awesome.
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« Reply #8667 on: January 31, 2012, 04:12:09 PM » |
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Hey BJ, the undo/redo script's looking pretty good. One question though, what would you reccomend for undoing the rotations of the bones with 180 rotation? Those root leg/arm bones tend to add 180 y rotation: should I try saving a different rotation number? I'm getting the values from bone.framestate.rotate.
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« Reply #8668 on: January 31, 2012, 04:16:38 PM » |
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Hey BJ, the undo/redo script's looking pretty good. One question though, what would you reccomend for undoing the rotations of the bones with 180 rotation? Those root leg/arm bones tend to add 180 y rotation: should I try saving a different rotation number? I'm getting the values from bone.framestate.rotate.
Noice. And what do you mean? Just save the exact rotation that's output to the boxes after the user makes a change.
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« Reply #8669 on: January 31, 2012, 04:23:14 PM » |
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Noice. And what do you mean? Just save the exact rotation that's output to the boxes after the user makes a change.
I mean if I rotate RLegJ, the bone with -180 X rotation, the undo sets it back to -180 x and -180 y. It sounds related to that problem where the XYZ gets messed up, forgot what it was called EDIT: But I'll just switch over to the textbox, no biggie. Should I put in undo support for multiple models?
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« Last Edit: January 31, 2012, 04:24:16 PM by Xiggah »
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