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« Reply #15345 on: October 19, 2013, 08:06:25 AM »


I changed the animation keyframes to how i wanted it, and it looked good in Brawlbox.  But when Ludwig went into the game, he was on his side again.

And a minor thing, in Brawlbox, when I use the edit all to make him 0.7 units larger, he is smaller than the kart, which he would normally be big to sit on.
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    « Reply #15346 on: October 19, 2013, 08:24:55 AM »


    Small thing: When right clicking a Section in a module, it says "Open in Memory viewer". Right beside that, it has the shortcut Ctrl+O, but that doesn't work since BB already uses Ctrl+O for opening files.

    Also, when trying to view a Camera entry in SCN0, I get a JIT exception:
    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 System.Windows.Forms.SCN0CameraEditControl.Update Box(Int32 index)
       at System.Windows.Forms.SCN0CameraEditControl.Refres hPage()
       at System.Windows.Forms.SCN0CameraEditControl.Update Target()
       at System.Windows.Forms.SCN0CameraEditControl.set_Ta rgetSequence(SCN0CameraNode value)
       at BrawlBox.MainForm.resourceTree_SelectionChanged(Object sender, EventArgs e)
       at BrawlBox.ResourceTree.set_SelectedNode(TreeNode value)
       at BrawlBox.ResourceTree.OnAfterSelect(TreeViewEventArgs e)
       at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
       at System.Windows.Forms.TreeView.WmNotify(Message& m)
       at System.Windows.Forms.TreeView.WndProc(Message& m)
       at BrawlBox.ResourceTree.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: 4.0.30319.18052 built by: FX45RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.69.5039.35970
        Win32 Version: 0.69.0.0
        CodeBase: file:///C:/Users/knueng/Documents/Brawl/Brawlbox%20v0.69/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.16.5039.35968
        Win32 Version: 0.16.0.0
        CodeBase: file:///C:/Users/knueng/Documents/Brawl/Brawlbox%20v0.69/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18047 built by: FX45RTMGDR
        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: 4.0.30319.18021 built by: FX45RTMGDR
        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: 4.0.30319.18044 built by: FX45RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    OpenTK
        Assembly Version: 1.0.0.0
        Win32 Version: 1.0.278.44921
        CodeBase: file:///C:/Users/knueng/Documents/Brawl/Brawlbox%20v0.69/OpenTK.DLL
    ----------------------------------------
    System.Configuration
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18060 built by: FX45RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18060 built by: FX45RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    Microsoft.GeneratedCode
        Assembly Version: 1.0.0.0
        Win32 Version: 4.0.30319.18060 built by: FX45RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    System.Design
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18047 built by: FX45RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
        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.

    Only the header data will show up.

    EDIT: I found a small GUI bug in CLR0:

    EDIT2: I'm having refreshing issues when entering model viewer and exiting:
    Minimizing the window and opening it again helps, but sometimes BB just crashes on me when exiting model viewer. Anyone else experiencing this?
    « Last Edit: October 19, 2013, 09:00:21 AM by Sky Grounder » Logged

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    « Reply #15347 on: October 19, 2013, 01:18:33 PM »


    I changed the animation keyframes to how i wanted it, and it looked good in Brawlbox.  But when Ludwig went into the game, he was on his side again.

    And a minor thing, in Brawlbox, when I use the edit all to make him 0.7 units larger, he is smaller than the kart, which he would normally be big to sit on.


    If "dont change" still isnt working, you can set it to add and set the values to 0.
    The scale is a multiplier, so scale it by 1.7, not 0.7.

    Small thing: When right clicking a Section in a module, it says "Open in Memory viewer". Right beside that, it has the shortcut Ctrl+O, but that doesn't work since BB already uses Ctrl+O for opening files.

    Also, when trying to view a Camera entry in SCN0, I get a JIT exception:
    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 System.Windows.Forms.SCN0CameraEditControl.Update Box(Int32 index)
       at System.Windows.Forms.SCN0CameraEditControl.Refres hPage()
       at System.Windows.Forms.SCN0CameraEditControl.Update Target()
       at System.Windows.Forms.SCN0CameraEditControl.set_Ta rgetSequence(SCN0CameraNode value)
       at BrawlBox.MainForm.resourceTree_SelectionChanged(Object sender, EventArgs e)
       at BrawlBox.ResourceTree.set_SelectedNode(TreeNode value)
       at BrawlBox.ResourceTree.OnAfterSelect(TreeViewEventArgs e)
       at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
       at System.Windows.Forms.TreeView.WmNotify(Message& m)
       at System.Windows.Forms.TreeView.WndProc(Message& m)
       at BrawlBox.ResourceTree.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: 4.0.30319.18052 built by: FX45RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.69.5039.35970
        Win32 Version: 0.69.0.0
        CodeBase: file:///C:/Users/knueng/Documents/Brawl/Brawlbox%20v0.69/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.16.5039.35968
        Win32 Version: 0.16.0.0
        CodeBase: file:///C:/Users/knueng/Documents/Brawl/Brawlbox%20v0.69/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18047 built by: FX45RTMGDR
        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: 4.0.30319.18021 built by: FX45RTMGDR
        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: 4.0.30319.18044 built by: FX45RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    OpenTK
        Assembly Version: 1.0.0.0
        Win32 Version: 1.0.278.44921
        CodeBase: file:///C:/Users/knueng/Documents/Brawl/Brawlbox%20v0.69/OpenTK.DLL
    ----------------------------------------
    System.Configuration
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18060 built by: FX45RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18060 built by: FX45RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    Microsoft.GeneratedCode
        Assembly Version: 1.0.0.0
        Win32 Version: 4.0.30319.18060 built by: FX45RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    System.Design
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18047 built by: FX45RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
        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.

    Only the header data will show up.

    EDIT: I found a small GUI bug in CLR0:

    EDIT2: I'm having refreshing issues when entering model viewer and exiting:
    Minimizing the window and opening it again helps, but sometimes BB just crashes on me when exiting model viewer. Anyone else experiencing this?


    K I fix all

    What's the bug with CLR0? The A isnt showing up?
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    « Reply #15348 on: October 19, 2013, 01:42:18 PM »


    The CLR0 bug is just that and the Mask color being on the far right (unless it's intended to be that way.
    I also found a small GUI bug in SHP0:
    The framecount doesn't display correctly when there're 5 digits.

    Lastly, I'm having some strange Collision viewer issues.




    Oh, and just noting the model viewer issue also happens with the collision viewer too.
    « Last Edit: October 19, 2013, 01:44:36 PM by Sky Grounder » Logged

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    « Reply #15349 on: October 19, 2013, 02:03:43 PM »


    If "dont change" still isnt working, you can set it to add and set the values to 0.
    The scale is a multiplier, so scale it by 1.7, not 0.7.
    I will see the addition part for rotation.  Though I think the resize problem lies in translation.  I just tried resizing, it was the same as what I wanted it.  But when I just checked the replace translation, it resized so that it was smaller than the Kart.

    In Brawlbox when I had everything right, it looked fine.  But in-game, it was rotated.
    « Last Edit: October 20, 2013, 10:18:02 AM by TravixMan » Logged

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    « Reply #15350 on: October 19, 2013, 03:55:27 PM »


    I'm loving the new BrawlBox, and I plan to abuse the [censored] out of the REFF adder. Grin
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    « Reply #15351 on: October 19, 2013, 04:19:18 PM »


    hmm cant seem to get the pmd importer working
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    « Reply #15352 on: October 19, 2013, 04:31:45 PM »


    hmm cant seem to get the pmd importer working
    from what i see.. the release of BB 69 doesnt have the PMD import function, since it was in the beta phase, it wasnt working properly with most PMD files. (For me that is)
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    « Reply #15353 on: October 19, 2013, 04:53:48 PM »


    hmm cant seem to get the pmd importer working
    It shouldnt even be there.

    It stopped writing the model correctly and you couldn't reopen the model, so I removed access to it in the final release. I probably forgot to remove it from the changelog.
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    « Reply #15354 on: October 19, 2013, 07:32:13 PM »


    Hey, BJ, I've been trying to do that "mixing models" thing I was mentioning before. It kind of works, it recognizes the rigging well and all, but I've been getting some glitches. I'll take screenshots of each error soon.
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    « Reply #15355 on: October 19, 2013, 07:34:29 PM »


    This is all sweet!!! Let me try and cause different scenarios and inform for zee bugs that ocurrs :3 Thanks @BlackJax
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    « Reply #15356 on: October 19, 2013, 10:43:21 PM »


    It shouldnt even be there.

    It stopped writing the model correctly and you couldn't reopen the model, so I removed access to it in the final release. I probably forgot to remove it from the changelog.
    ):
    I was looking forward to something that could import PMD models and export a file type I could open with Maya...
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    « Reply #15357 on: October 20, 2013, 08:05:00 AM »


    I haven't been able to import objects from other models the way you put here. Actually, I have, but the textures never come right, and on one case, one polygon exploded in-game. It was literally everywhere Undecided

    Can you give a step to step so I'm sure I'm doing everything the right way?

    P.S.: In Brawlbox it looks great and perfect. In-game, though...
    « Last Edit: October 20, 2013, 08:25:42 AM by br3compactor » Logged

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    « Reply #15358 on: October 20, 2013, 08:58:10 AM »


    on one case, one polygon exploded in-game. It was literally everywhere Undecided
    Wow...
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    « Reply #15359 on: October 20, 2013, 04:03:45 PM »


    I haven't been able to import objects from other models the way you put here. Actually, I have, but the textures never come right, and on one case, one polygon exploded in-game. It was literally everywhere Undecided

    Can you give a step to step so I'm sure I'm doing everything the right way?

    P.S.: In Brawlbox it looks great and perfect. In-game, though...


    Send over some affected models. I'd like to see exactly what's wrong with them first.

    ):
    I was looking forward to something that could import PMD models and export a file type I could open with Maya...

    You don't have 3ds Max?
    I can convert some PMDs for you in the meantime.
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