|
 |
« Reply #6885 on: November 18, 2011, 09:00:44 PM » |
|
Maybe I'm reading your post wrong, but I searched a bit and found the same detach script, except it's a detachbyidmanual script, an earlier version but it's the only one that works any model I've worked with, not just .pmd models. If you want it, just let me know and I'll put up a download for it, since I have no idea where I found it...
Why do you guys keep bringing up PMD models?  The model format makes absolutely no difference once you get it in 3ds Max.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #6886 on: November 18, 2011, 09:06:19 PM » |
|
Why do you guys keep bringing up PMD models?  The model format makes absolutely no difference once you get it in 3ds Max. It only makes a difference with the detachbyid maxscript that we use to separate polygons by its material. Inside 3ds max is fine of course, it's getting it in using that script that isn't always fine. EDIT: Or rather, that detachbyid scripts seems to only work with the pmds, probably because of how the script was built. I'm just saying this from my experiences and everyone else's errors with the script.
|
|
« Last Edit: November 18, 2011, 09:07:30 PM by Xiggah »
|
Logged
|
|
|
|
|
|
 |
« Reply #6887 on: November 18, 2011, 09:11:57 PM » |
|
It only makes a difference with the detachbyid maxscript that we use to separate polygons by its material. Inside 3ds max is fine of course, it's getting it in using that script that isn't always fine.
EDIT: Or rather, that detachbyid scripts seems to only work with the pmds, probably because of how the script was built. I'm just saying this from my experiences and everyone else's errors with the script.
The detach by id script has worked with all the models I tried it on, none of which were .pmd models.
<.<
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #6888 on: November 18, 2011, 09:15:40 PM » |
|
It only makes a difference with the detachbyid maxscript that we use to separate polygons by its material. Inside 3ds max is fine of course, it's getting it in using that script that isn't always fine.
EDIT: Or rather, that detachbyid scripts seems to only work with the pmds, probably because of how the script was built. I'm just saying this from my experiences and everyone else's errors with the script.
I've used the script on tons of different models , are you kidding me? 
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #6889 on: November 18, 2011, 09:18:38 PM » |
|
Then I just don't know what to say, sorry to waste time.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #6890 on: November 18, 2011, 09:57:59 PM » |
|
Why do you guys keep bringing up PMD models?  The model format makes absolutely no difference once you get it in 3ds Max. ^This? Once you bring a file into 3DS max, it automatically becomes .max format unless saved as something specified :l At least....I'm pretty sure that's how most programs work .
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #6891 on: November 19, 2011, 12:19:43 AM » |
|
Hey whenever I try to add this texture file to the sc_selmap_en.pac and save brawlbox just stops responding and closes out. Now I could be wrong but I don't think that's supposed to happen. Its just a map icon replacement, same size, same format. This pretty much happens if I try to put the image anywhere, doesn't even make a difference when I change the format. Edit: It does the same thing with older versions of brawlbox too. This was 0.63 and it gave me an error. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.ArgumentOutOfRangeException: Pointer startIndex and length do not refer to a valid string. Parameter name: ptr at System.String..ctor(SByte* value) at BrawlLib.SSBB.ResourceNodes.MDL0GroupNode.OnPopul ate() at BrawlLib.SSBB.ResourceNodes.ResourceNode.get_Chil dren() at BrawlLib.SSBB.ResourceNodes.MDL0Node.OnPopulate() at BrawlLib.SSBB.ResourceNodes.ResourceNode.get_Chil dren() at BrawlLib.SSBB.ResourceNodes.MDL0Node.GetStrings(StringTable table) at BrawlLib.SSBB.ResourceNodes.BRESNode.OnCalculateS ize(Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Calculat eSize(Boolean force) at BrawlLib.SSBB.ResourceNodes.ARCNode.OnCalculateSi ze(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.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: 2.0.0.0 Win32 Version: 2.0.50727.5448 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- BrawlBox Assembly Version: 0.63.4042.32260 Win32 Version: 0.63.3.0 CodeBase: file:///C:/Program%20Files/BrawlBoxOld/BrawlBox.exe ---------------------------------------- BrawlLib Assembly Version: 0.10.4042.32259 Win32 Version: 0.10.3.0 CodeBase: file:///C:/Program%20Files/BrawlBoxOld/BrawlLib.DLL ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5447 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Core Assembly Version: 3.5.0.0 Win32 Version: 3.5.30729.5420 built by: Win7SP1 CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__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.
Edit: Edit: I just remembered that I'm supposed to put this in the error thread. Sorry about that
|
|
« Last Edit: November 19, 2011, 12:23:06 AM by frostymm »
|
Logged
|
|
|
|
|
|
 |
« Reply #6892 on: November 19, 2011, 12:20:44 AM » |
|
All right, I've got a message. A friend started working on an gamemaker animation importer to Brawlbox, because he wants to export from Maya and import his animations straight to the chr0 files. Do you have any suggestions for him, or is the .chr0 wiki enough for him?
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #6893 on: November 19, 2011, 06:25:58 AM » |
|
Run as Administrator.
You can't check the stuff otherwise.
But sir, I am the administrator
|
|
|
Logged
|
I have risen  
|
|
|
|
|
 |
« Reply #6894 on: November 19, 2011, 06:27:10 AM » |
|
But sir, I am the administrator
some programs still needs u to right click > run as admin just to run the program, even if u ARE an admin on ur cpu lol
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #6895 on: November 19, 2011, 06:58:22 AM » |
|
Think of it as the equivalent of running under Super User in Linux using the sudo command. Also obligatory XKCD reference.
|
|
« Last Edit: November 19, 2011, 07:00:56 AM by TommoPuppy »
|
Logged
|
|
|
|
|
|
 |
« Reply #6896 on: November 19, 2011, 08:36:48 AM » |
|
I'm sorry if this was already asked again and again, but seeking through 460 pages wasn't encouraging at all x)
Is there a way to open Multi-channel BRSTM files through BrawlBox under Windows 7 (x86) ?
Thanks :/
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #6897 on: November 19, 2011, 09:10:42 AM » |
|
some programs still needs u to right click > run as admin just to run the program, even if u ARE an admin on ur cpu lol
Yeah, thanks
|
|
|
Logged
|
I have risen  
|
|
|
|
|
 |
« Reply #6898 on: November 19, 2011, 11:02:03 AM » |
|
I'm sorry if this was already asked again and again, but seeking through 460 pages wasn't encouraging at all x)
Is there a way to open Multi-channel BRSTM files through BrawlBox under Windows 7 (x86) ?
Thanks :/
Just open it in Brawlbox lol All right, I've got a message. A friend started working on an gamemaker animation importer to Brawlbox, because he wants to export from Maya and import his animations straight to the chr0 files. Do you have any suggestions for him, or is the .chr0 wiki enough for him?
Should be enough but the Brawlbox source code provides more info than the wiki. Plus the wiki is based on v5 chr0s and not v4, which is Brawl's version (They're basically the exact same except for the header).
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #6899 on: November 19, 2011, 02:14:00 PM » |
|
The source code is a good lead. He's wanting to have a script from max/maya run the brawlbox.dll to export animation keyframes into the .chr0 files, so I thought a good place to start would be the CHR0NODE file and the model previewer source code.
|
|
|
Logged
|
|
|
|
|
|