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Author Topic: Brawlbox Resources & History  (Read 4516596 times)
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GBC
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    « Reply #5700 on: October 23, 2011, 04:12:32 PM »


    ok now whos gonna make a real tutorial on how to do this from start to finish and also a tutorial on how to rig .obj models to have bones??
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    « Reply #5701 on: October 23, 2011, 04:14:44 PM »


    You kids and your problems with DAE importing, it took me a minute to get this imported
    Anyway great job blackjax can't wait to play around with this some more.


    just tried importing that, it worked. must be a problem with my models rather then my OS.

    @ Blackjax

    alrite i will try that then. but im suprised grey fox didnt work considering hes rigged and hes a brawl model.
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    « Reply #5702 on: October 23, 2011, 04:15:42 PM »


    ok now whos gonna make a real tutorial on how to do this from start to finish and also a tutorial on how to rig .obj models to have bones??

    Isn't there one in the OP?
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    « Reply #5703 on: October 23, 2011, 04:20:35 PM »


    Isn't there one in the OP?

    well only showing how to get .pmd models to work not how to get other model formats to work such as .obj since most models are in this form
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    « Reply #5704 on: October 23, 2011, 04:20:43 PM »



    the reason is many, I still CANT import DAE since the beginning of betatesting.
    have the right things and everything!
    but the problem is everything is set on 0 and definitions often disappeares.
    looked at one of my FAIL MDL0 and one of BJ96 WORKING in BB MDL0 from same DAE, mine is 6 0000 strings lesser and only have half the weight.
    can be open in 63 but not be viewed cause something isn't indexed right.
    crashing with the newest BB

    somehow I feel like my help doesn't help anyone or anything.

    and many things irl, many many things bad irl
    like my GF broke up with me, fully this day

    have so many DAE I wanna test and betatest and everything but everythings seems to be against me
    « Last Edit: October 23, 2011, 04:24:41 PM by pikazz » Logged

    Stupid Tinypic :C

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    « Reply #5705 on: October 23, 2011, 04:22:35 PM »


    the reason is many, I still CANT import DAE since the beginning of betatesting.
    have the right things and everything!
    but the problem is everything is set on 0 and definitions often disappeares.
    looked at one of my FAIL MDL0 and one of BJ96 WORKING in BB MDL0 from same DAE, mine is 6 0000 strings lesser and only have half the weight.
    can be open in 63 but not be viewed cause something isn't indexed right.

    somehow I feel like my help doesn't help anyone or anything.

    and many things irl, many many things bad irl


    Don't worry Pikazz. I'm sure you helped somehow. I mean, BJ thanked you in the official release and everything.

    On that note, you are using the released version, right?
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    « Reply #5706 on: October 23, 2011, 04:24:30 PM »


    well only showing how to get .pmd models to work not how to get other model formats to work such as .obj since most models are in this form

    Just get the model into 3ds Max, skip the PMD part, and follow Justin's tutorial.
    It's called using common sense.
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    « Reply #5707 on: October 23, 2011, 04:26:41 PM »


    Tests with OBJ imports:

    - Export a obj import as dae: No problem
    - Edit the obj import (adding a bone) in brawlbox: Doesn't show in old brawlbox, ingame slowdown and model not shown
    - Import again the dae into brawlbox: Shows in old brawlbox, similar slowdown with no model in game.

    Gonna test the bone adder in brawl models, let's see...
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    « Reply #5708 on: October 23, 2011, 04:27:04 PM »


    Just get the model into 3ds Max, skip the PMD part, and follow Justin's tutorial. It's called using common sense.

    justin's tutorial isnt thorough enough i read it but what do i do after i get all the skins and bones done?? what do i export it over???
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    « Reply #5709 on: October 23, 2011, 04:27:35 PM »



    Don't worry Pikazz. I'm sure you helped somehow. I mean, BJ thanked you in the official release and everything.

    On that note, you are using the released version, right?
    yesh, I using that version, still same error.

    seriously, I am angry  not impressed
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    « Reply #5710 on: October 23, 2011, 04:29:34 PM »


    If i download .net framework 4.0.3.319 for BrawlBox v0.65 will it mess up Dolphin (Emulator)?
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    « Reply #5711 on: October 23, 2011, 04:31:21 PM »


    If i download .net framework 4.0.3.319 for BrawlBox v0.65 will it mess up Dolphin (Emulator)?
    i don't believe so. It installs as a seprate program since I can run them both
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    « Reply #5712 on: October 23, 2011, 04:32:42 PM »


    Quick question, Can I just rig the whole model to a single bone and export it? Im only going to be doing stages... do I even need to rig it at all?
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    « Reply #5713 on: October 23, 2011, 04:33:48 PM »


    i don't believe so. It installs as a seprate program since I can run them both
    Oh ok thanks.
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    « Reply #5714 on: October 23, 2011, 04:34:02 PM »


    im having issue's....

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

    ************** Exception Text **************
    System.IndexOutOfRangeException: Index was outside the bounds of the array.
       at BrawlLib.Wii.Models.ElementDescriptor.Finish(Vector3* pVert, IMatrixNode[] nodeTable)
       at BrawlLib.Modeling.PrimitiveManager..ctor(MDL0Polygon* polygon, AssetStorage assets, IMatrixNode[] nodes, MDL0PolygonNode p)
       at BrawlLib.SSBB.ResourceNodes.MDL0PolygonNode.OnIni tialize()
       at BrawlLib.SSBB.ResourceNodes.ResourceNode.Initiali ze(ResourceNode parent, DataSource origSource, DataSource uncompSource)
       at BrawlLib.SSBB.ResourceNodes.MDL0GroupNode.Extract Group(ResourceGroup* pGroup, Type t)
       at BrawlLib.SSBB.ResourceNodes.MDL0GroupNode.Parse(MDL0Node model)
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.OnPopulate()
       at BrawlLib.SSBB.ResourceNodes.ResourceNode.get_Chil dren()
       at BrawlBox.BaseWrapper.OnExpand()
       at BrawlBox.ResourceTree.OnBeforeExpand(TreeViewCancelEventArgs e)
       at System.Windows.Forms.TreeView.TvnExpanding(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: 4.0.30319.239 (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/Demonslayerx8/Desktop/Brawlbox%20v0.65/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.11.4313.23607
        Win32 Version: 0.11.3.0
        CodeBase: file:///C:/Users/Demonslayerx8/Desktop/Brawlbox%20v0.65/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
    ----------------------------------------
    Accessibility
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.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.
    it does that whenever i export the dae as a mdl0, or try to preview the model, or expand the MDL0 to make edits to it... Im srs here
    « Last Edit: October 23, 2011, 04:35:15 PM by DSX8 » Logged

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