Wait, there is something I might know O_o
something recall me when you said that
I hope that's the problem!
also, I said something to your msn while you are offline, it's pretty wierd for my bb O_o
everything isn't written ;_;
It wasn't only single-binds, I noticed later.
Hmm question, does the fixing of how the eye textures map also fix how some assist trophies textures map?
What I mean is that some of them for instance Issac has his face texture on his chest armor and he looks messed up. Another one that looked messed up was saki's texture mapping as half of his face texture maps to his hair texture...
Probably, but only clamp and repeat are supported in OpenGL, not mirror.
crash report: I accedently deleted a [censored] ton of frames and clicked undo and crashed... lost even MORE work from that =_= here's the report:
************** Exception Text **************
System.ArgumentOutOfRangeException: Value of '1201' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
at System.Windows.Forms.ModelEditControl.SetFrame(Int32 index)
at System.Windows.Forms.ModelEditControl.ApplySave(Object sender, EventArgs e)
at System.Windows.Forms.ModelOptionPanel.Undo_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.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: 0.64.4263.24698
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>
Can't undo deleting frames yet
*quote*
Wouldn't be worth coding, too long to explain.
Just have a question its more of a curiosity lets say we import a model over ganon that was no cape what will happen to ganon cape bones?will they be there without texture and be invisible? or will they act like disabled bones wich can be moved anywhere like trown bone??
The bones won't even be there
I have a feature request/question/hope:
in the "preview all models" previewer, think you could get a way to have it animate all models? I know guess working the positions of my models is a pain but this ease of access option would help timing a ton. (edit) or atleast choose which ones to animate
Mutliple models playing multiple animations or multiple models playing one animation?
And you already can choose which ones to animate...
That reminds me, a lot of people don't even know that you can switch models with CTRL + H so I coded the switcher into the option panel and into the menu bar thingy.