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Author Topic: Brawlbox Resources & History  (Read 3863581 times)
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Eternal Yoshi
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    « Reply #6330 on: October 30, 2011, 06:30:43 PM »


    Making sure you saw this since I posted this in the BB Error report thread hours ago.

    D:

    When I tried to replicate Gamma importing Arsenal Gear into BB using 3DS Man 2011 and it's Autodesk Collada Plugin, I got this error in BB when trying to open the model in the previewer  and when collapsing it.
    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 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: 4.0.30319.235 (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:/Documents%20and%20Settings/Eternal%20Yoshi/Desktop/Automatic%20Smash%20Hexer(Brawl)/Arsenal%20Gear/import%20workshop/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.11.4313.23607
        Win32 Version: 0.11.3.0
        CodeBase: file:///C:/Documents%20and%20Settings/Eternal%20Yoshi/Desktop/Automatic%20Smash%20Hexer(Brawl)/Arsenal%20Gear/import%20workshop/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: 4.0.30319.1 built by: RTMRel
        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: 4.0.30319.1 built by: RTMRel
        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.
    I didn't get any errors when exporting from 3DS Max 2011....

    This is the scene I left him:
    http://www.mediafire.com/?441nerrix7sab4b

    This is the .brres he left me
    http://www.mediafire.com/?997daip7pwafamu

    And this is what comes out of 3DS MAX 2011 when I export like he did....
    http://www.mediafire.com/?4c6c0etc7mf59z2

    I need to be able to import more stuff myself in order to finish the stage.


    I may have to wait for the next update. :/
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    « Reply #6331 on: October 30, 2011, 06:47:01 PM »


    ...but I agree. =D
    Get In or get Frog? What is it supposed to mean?
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    « Reply #6332 on: October 30, 2011, 06:54:36 PM »


    Get In or get Frog? What is it supposed to mean?
    Fixed bandwidth. What does it mean?
    ...nothing.

    EDIT: That frog is "Get Out Frog"...but enough off topic.
    « Last Edit: October 30, 2011, 06:55:35 PM by SmashClash » Logged

    BlackJax96
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    « Reply #6333 on: October 30, 2011, 07:04:15 PM »


    Found the error. It had to do with my single-bind fix. Im srs here
    Fixing it now.
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    « Reply #6334 on: October 30, 2011, 07:18:36 PM »


    i ran into a minor problem and was wondering if there is a fix for it. It might have already been answered but I can't currently go though hundreds of pages to find it.

    When I scale my model to fit Brawls dimensions and skeletal structure in 3DS Max, I import the model into BrawlBox and the model is the same size as it was before I scaled it. Is there a fix for this?
    « Last Edit: October 30, 2011, 07:24:32 PM by Rainbow Dash » Logged

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    « Reply #6335 on: October 30, 2011, 07:28:17 PM »


    i ran into a minor problem and was wondering if there is a fix for it. It might have already been answered but I can't currently go though hundreds of pages to find it.

    When I scale my model to fit Brawls dimensions and skeletal structure in 3DS Max, I import the model into BrawlBox and the model is the same size as it was before I scaled it. Is there a fix for this?

    You didn't rig it.
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    « Reply #6336 on: October 30, 2011, 07:35:08 PM »


    You didn't rig it.

    i added a skin modifier onto the model after i scaled it so yes, I did rig it (not very well but I just wanted to test)
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    Scootaloo . says
    i hate the game industry in general
    King Jigglypuff says
    D:
    Epic Pervy says
    agreed
    Scootaloo . says
    i love the games
    King Jigglypuff says
    Oh.
    Scootaloo . says
    but the community is the most [censored]iest, whiniest, and antagonizing group you will ever see on the face of this [censored]in earth and millions of light years beyond it

    I DO NOT take requests, I make what I want to make

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    « Reply #6337 on: October 30, 2011, 07:38:15 PM »


    i added a skin modifier onto the model after i scaled it so yes, I did rig it (not very well but I just wanted to test)
    Did you add the bones to the skin modifier?
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    « Reply #6338 on: October 30, 2011, 07:42:21 PM »


    Did you add the bones to the skin modifier?

    Yep, every single bone in the brawl skeleton
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    Scootaloo . says
    i hate the game industry in general
    King Jigglypuff says
    D:
    Epic Pervy says
    agreed
    Scootaloo . says
    i love the games
    King Jigglypuff says
    Oh.
    Scootaloo . says
    but the community is the most [censored]iest, whiniest, and antagonizing group you will ever see on the face of this [censored]in earth and millions of light years beyond it

    I DO NOT take requests, I make what I want to make

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    « Reply #6339 on: October 30, 2011, 07:43:29 PM »


    Yep, every single bone in the brawl skeleton
    To every single object?
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    « Reply #6340 on: October 30, 2011, 07:55:13 PM »


    To every single object?

    yes, every single object. I selected the entire model and the skin modifier includes every single bone in the brawl skeleton.
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    Scootaloo . says
    i hate the game industry in general
    King Jigglypuff says
    D:
    Epic Pervy says
    agreed
    Scootaloo . says
    i love the games
    King Jigglypuff says
    Oh.
    Scootaloo . says
    but the community is the most [censored]iest, whiniest, and antagonizing group you will ever see on the face of this [censored]in earth and millions of light years beyond it

    I DO NOT take requests, I make what I want to make

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    « Reply #6341 on: October 30, 2011, 08:09:50 PM »


    yes, every single object. I selected the entire model and the skin modifier includes every single bone in the brawl skeleton.
    i have that issue too... sheik, wolf, and snake's bones do that to me... and i have every bone attached to every object too, and it doesnt want to import into BB... but i think it has to do with the weights
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    « Reply #6342 on: October 30, 2011, 08:21:07 PM »


    i have that issue too... sheik, wolf, and snake&#039;s bones do that to me... and i have every bone attached to every object too, and it doesnt want to import into BB... but i think it has to do with the weights

    no no no, it imports just fine

    I think i found the problem. When i import a model, the X,Y,Z scale for the bone "TopN" changes in BrawlBox for the T-Stance. TopN for the T-stance was 0.3367 for X, Y, and Z Scale instead of 1 for X, Y, and Z scale
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    Scootaloo . says
    i hate the game industry in general
    King Jigglypuff says
    D:
    Epic Pervy says
    agreed
    Scootaloo . says
    i love the games
    King Jigglypuff says
    Oh.
    Scootaloo . says
    but the community is the most [censored]iest, whiniest, and antagonizing group you will ever see on the face of this [censored]in earth and millions of light years beyond it

    I DO NOT take requests, I make what I want to make

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    « Reply #6343 on: October 30, 2011, 09:04:55 PM »


    Oh yeah, I forgot to mention this earlier:

    Whenever I import a dae exported from Brawlbox v0.65 into 3ds Max, I edit it and then export it with units converted to centimeters or else the model will be really small in Brawlbox because of TopN (I recently figured that out). That might have something to do with your problem.
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    « Reply #6344 on: October 30, 2011, 09:29:03 PM »


    Anyone know how to fix the microscopic UV's of my CON naruto models I see what you did there ...
    I've tried everything, but nothing's working :l

    I know I can get obj files from spriters resource, but those have problems importing into 3DS Max too :l
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