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« Reply #6450 on: November 04, 2011, 03:51:07 PM » |
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That model looks really good, who will that be over?
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« Reply #6451 on: November 04, 2011, 05:32:43 PM » |
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Hey BJ. I tripped acrossed this error when I was trying to save a file (a motionect) after deleting the whole chr0 tree then Importing the folder with the new animation list. Did I do som'in wrong?
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.SortedList`2.get_Item(TKey key) at BrawlLib.SSBB.ResourceNodes.BRESNode.OnRebuild(VoidPtr address, Int32 size, Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(VoidPtr address, Int32 length, Boolean force) at BrawlLib.SSBB.ResourceNodes.ARCNode.OnRebuild(VoidPtr address, Int32 size, Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(VoidPtr address, Int32 length, Boolean force) at BrawlLib.SSBB.ResourceNodes.ARCNode.OnRebuild(VoidPtr address, Int32 size, Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(VoidPtr address, Int32 length, Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Merge(Boolean forceBuild) at BrawlBox.GenericWrapper.Export() at BrawlBox.Program.SaveAs() at BrawlBox.MainForm.saveAsToolStripMenuItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.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: 0.65.4313.29725 Win32 Version: 0.65.0.0 CodeBase: file:///C:/BrawlBox/BrawlBox.exe ---------------------------------------- BrawlLib Assembly Version: 0.11.4313.29721 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>
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.
Nerf. Seems I'm unable to import this animation file over for some weird reason in both brawlbox versions...I don't get it.
Something has a null name. Check all the files in the brres. ah better I managed to import it into BB now I have to fix the bone tree flip Lineage II Dusk Priest Does that model have inverse kinematics? So you're working on BRSAR now? =3 Cool beans, hopefully it'll work with 64 bit computers this time?
No, I'm not. Did you not see that I said it was confusing as hell?
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« Reply #6452 on: November 04, 2011, 06:11:48 PM » |
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This has probably been asked a dozen times before but since KCMM's server is total ass and takes days to load a page: It's the Eggman Trophy from Brawl made playable over Ganondorf. But right now it's totally borked in-game. The game lags MASSIVELY when he's loaded and is textures act like Emerald Textures. How do I fix this?
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« Last Edit: November 04, 2011, 06:14:08 PM by Katakiri »
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Brawl FC: 3911 8377 5574 - Pokemon White FC: 4813 6416 2911
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« Reply #6453 on: November 04, 2011, 06:22:48 PM » |
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This has probably been asked a dozen times before but since KCMM's server is total ass and takes days to load a page: It's the Eggman Trophy from Brawl made playable over Ganondorf. But right now it's totally borked in-game. The game lags MASSIVELY when he's loaded and is textures act like Emerald Textures. How do I fix this? Replace the shader with the shader that says "Lambert" from Mario's model, and export/replace each material with one of Mario's that uses that shader and says "Lambert" also. Then just re-link the textures. Justin712 figured that out, so there might be something more you have to do that I'm forgetting.
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« Reply #6454 on: November 04, 2011, 06:50:20 PM » |
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Would the same apply here?
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« Last Edit: November 04, 2011, 06:54:30 PM by Segtendo »
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« Reply #6455 on: November 04, 2011, 07:13:26 PM » |
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For some reason my file isn't reading the textures correctly anymoreIt's only reading the gray part of the texture for the most part, and the face only reads the yellow part. I've gotten it into brawl before and it worked, textures and everything. It's only messes up like this if I export it as a .OBJ, then open it up in max and export it as a .DAE otherwise their fine. But for some reason if I don't import it into max as an .OBJ it doesn't export anymore. The way the textures are here is also like that in max
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« Last Edit: November 04, 2011, 07:14:43 PM by (Soon to be) Missing Pervy »
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« Reply #6456 on: November 04, 2011, 07:18:26 PM » |
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So I was sittin here, working on my getamped 2 model and I began to add the accessories. After adding bones in 3ds and realizing that that don't work, I figured I'd add them in brawlbox and then reimport the model. Well after adding the completely necessary 15 or so bones to Marios model, brawlbox broke.
Does anybody happen to know the limit to the amount of bones or is it something else?
edit: Also, is there any way to make bones added in 3ds work in brawlbox? Whenever I attempt that it comes with weird parameters that I can't change. And Whenever I just try to add bones in brawlbox and reimport the model, when I export it again its all messed up. Like the hands compress into a tiny ball and the head decides to stick to the ground. I checked there aren't any vertices weighted to make them do that =/
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« Last Edit: November 04, 2011, 08:28:19 PM by frostymm »
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« Reply #6457 on: November 04, 2011, 07:53:05 PM » |
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Searching didn't turn up anything helpful so I'll ask here: How do I stop the model from it's shading flashing and to have it stop turning invisible when someone shields?
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« Reply #6458 on: November 04, 2011, 08:35:06 PM » |
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Searching didn't turn up anything helpful so I'll ask here: How do I stop the model from it's shading flashing and to have it stop turning invisible when someone shields?
I think gamma figured it out... ask him...
Now my question...
What does this mean? Ive rigged the model before and i had to start again (a fresh rig) I finished and this comes up when importing
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeExcepti on() at BrawlLib.Modeling.PrimitiveManager.MergeData(MDL0PolygonNode poly) at BrawlLib.SSBB.ResourceNodes.MDL0PolygonNode.OnCal culateSize(Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Calculat eSize(Boolean force) at BrawlLib.Wii.Models.ModelEncoder.CalcSize(Collada form, ModelLinker linker) at BrawlLib.SSBB.ResourceNodes.MDL0Node.BuildFromScr atch(Collada form) at BrawlLib.Modeling.Collada.ImportModel(String filePath) at BrawlLib.Modeling.Collada.ShowDialog(String filePath) at BrawlLib.SSBB.ResourceNodes.MDL0Node.FromFile(String path) at BrawlBox.GenericWrapper.Replace() at BrawlBox.GenericWrapper.ReplaceAction(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInter active(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.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/Nuke/Desktop/Brawl%20Box%200.65/BrawlBox.exe ---------------------------------------- BrawlLib Assembly Version: 0.11.4313.23607 Win32 Version: 0.11.3.0 CodeBase: file:///C:/Users/Nuke/Desktop/Brawl%20Box%200.65/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 ----------------------------------------
************** 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: November 04, 2011, 08:36:28 PM by Nuke »
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FC:4898-8419-2778
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« Reply #6459 on: November 04, 2011, 08:37:10 PM » |
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Would the same apply here? Nope For some reason my file isn't reading the textures correctly anymoreIt's only reading the gray part of the texture for the most part, and the face only reads the yellow part. I've gotten it into brawl before and it worked, textures and everything. It's only messes up like this if I export it as a .OBJ, then open it up in max and export it as a .DAE otherwise their fine. But for some reason if I don't import it into max as an .OBJ it doesn't export anymore. The way the textures are here is also like that in max Are the material refs set to clamp? So I was sittin here, working on my getamped 2 model and I began to add the accessories. After adding bones in 3ds and realizing that that don't work, I figured I'd add them in brawlbox and then reimport the model. Well after adding the completely necessary 15 or so bones to Marios model, brawlbox broke.
Does anybody happen to know the limit to the amount of bones or is it something else?
edit: Also, is there any way to make bones added in 3ds work in brawlbox? Whenever I attempt that it comes with weird parameters that I can't change. And Whenever I just try to add bones in brawlbox and reimport the model, when I export it again its all messed up. Like the hands compress into a tiny ball and the head decides to stick to the ground. I checked there aren't any vertices weighted to make them do that =/
Add a bone. Save. Close. Open. Add a bone. Repeat. Never fails Searching didn't turn up anything helpful so I'll ask here: How do I stop the model from it's shading flashing and to have it stop turning invisible when someone shields?
Make sure the shadertype of the material matches the linked shader's type I think gamma figured it out... ask him...
Now my question...
What does this mean? Ive rigged the model before and i had to start again (a fresh rig) I finished and this comes up when importing
[spoilker]See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeExcepti on() at BrawlLib.Modeling.PrimitiveManager.MergeData(MDL0PolygonNode poly) at BrawlLib.SSBB.ResourceNodes.MDL0PolygonNode.OnCal culateSize(Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Calculat eSize(Boolean force) at BrawlLib.Wii.Models.ModelEncoder.CalcSize(Collada form, ModelLinker linker) at BrawlLib.SSBB.ResourceNodes.MDL0Node.BuildFromScr atch(Collada form) at BrawlLib.Modeling.Collada.ImportModel(String filePath) at BrawlLib.Modeling.Collada.ShowDialog(String filePath) at BrawlLib.SSBB.ResourceNodes.MDL0Node.FromFile(String path) at BrawlBox.GenericWrapper.Replace() at BrawlBox.GenericWrapper.ReplaceAction(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInter active(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.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/Nuke/Desktop/Brawl%20Box%200.65/BrawlBox.exe ---------------------------------------- BrawlLib Assembly Version: 0.11.4313.23607 Win32 Version: 0.11.3.0 CodeBase: file:///C:/Users/Nuke/Desktop/Brawl%20Box%200.65/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 ----------------------------------------
************** 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.
Haven't seen that before. Maybe you didn't triangulate the model or something? It looks like a mismatch of faces to vertices.
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« Last Edit: November 04, 2011, 08:38:10 PM by BlackJax96 »
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« Reply #6460 on: November 04, 2011, 08:50:14 PM » |
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One more question. How do I put textures on top of each other? Like face textures, the new one will just replace the old one o-o
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« Reply #6461 on: November 04, 2011, 09:03:02 PM » |
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Haven't seen that before. Maybe you didn't triangulate the model or something? It looks like a mismatch of faces to vertices. Think you can look at the file?
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« Reply #6462 on: November 04, 2011, 09:05:21 PM » |
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Think you can look at the file?
Sure, send it over.
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« Reply #6463 on: November 04, 2011, 09:27:22 PM » |
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Replace the shader with the shader that says "Lambert" from Mario's model, and export/replace each material with one of Mario's that uses that shader and says "Lambert" also. Then just re-link the textures. Justin712 figured that out, so there might be something more you have to do that I'm forgetting.
That got rid of the lag but the textures are still glitching out in-game. Everything looks fine in Brawl Box though. What exactly does "re-link the textures" mean? I'm probably doing something wrong.
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« Last Edit: November 04, 2011, 09:28:17 PM by Katakiri »
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Brawl FC: 3911 8377 5574 - Pokemon White FC: 4813 6416 2911
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« Reply #6464 on: November 04, 2011, 09:59:07 PM » |
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Are the material refs set to clamp? No idea what that means or how to do it BUT HEY! I fixed it. For some reason if I copied the EVERY polygon, then exported it like that. The copied ones would texture correctly o-o
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