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« Reply #9045 on: February 15, 2012, 06:18:31 AM » |
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This preview is seriously making a comeback on my list. Can't wait for this shiz
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« Reply #9046 on: February 15, 2012, 11:01:55 PM » |
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This preview is seriously making a comeback on my list. Can't wait for this shiz
indeed it is 
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« Reply #9047 on: February 16, 2012, 08:32:06 AM » |
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Hey um...I can import Lee fine in brawlbox...but I keep getting this error when I try to preview the model :/ 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.OnInitialize() at BrawlLib.SSBB.ResourceNodes.ResourceNode.Initialize(ResourceNode parent, DataSource origSource, DataSource uncompSource) at BrawlLib.SSBB.ResourceNodes.MDL0GroupNode.ExtractGroup(ResourceGroup* pGroup, Type t) at BrawlLib.SSBB.ResourceNodes.MDL0GroupNode.Parse(MDL0Node model) at BrawlLib.SSBB.ResourceNodes.MDL0Node.OnPopulate() at BrawlLib.SSBB.ResourceNodes.ResourceNode.Populate(Int32 levels) at BrawlLib.SSBB.ResourceNodes.MDL0Node.OnInitialize() at BrawlLib.SSBB.ResourceNodes.ResourceNode.Initialize(ResourceNode parent, DataSource origSource, DataSource uncompSource) at BrawlLib.SSBB.ResourceNodes.NodeFactory.FromSource(ResourceNode parent, DataSource source) at BrawlLib.SSBB.ResourceNodes.NodeFactory.FromAddress(ResourceNode parent, VoidPtr address, Int32 length) at BrawlLib.SSBB.ResourceNodes.BRESGroupNode.OnPopulate() at BrawlLib.SSBB.ResourceNodes.ResourceNode.Populate(Int32 levels) at BrawlLib.SSBB.ResourceNodes.BRESGroupNode.OnInitialize() at BrawlLib.SSBB.ResourceNodes.ResourceNode.Initialize(ResourceNode parent, DataSource origSource, DataSource uncompSource) at BrawlLib.SSBB.ResourceNodes.BRESNode.OnPopulate() at BrawlLib.SSBB.ResourceNodes.ResourceNode.get_Children() at BrawlBox.BaseWrapper.Link(ResourceNode res) at BrawlBox.BaseWrapper.OnReplaced(ResourceNode node) at BrawlLib.SSBB.ResourceNodes.ResourceNode.ReplaceRaw(FileMap map) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Replace(String fileName) at BrawlBox.BRESWrapper.ImportModel() at BrawlBox.BRESWrapper.ImportModelAction(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: 4.0.30319.239 (RTMGDR.030319-2300) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- BrawlBox Assembly Version: 0.65.4417.31977 Win32 Version: 0.65.2.0 CodeBase: file:///C:/Users/Valued%20Customer/Desktop/Imports/BrawlBox.exe ---------------------------------------- BrawlLib Assembly Version: 0.12.4417.31971 Win32 Version: 0.12.0.0 CodeBase: file:///C:/Users/Valued%20Customer/Desktop/Imports/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. I seriously doubt it's something I'm doing, since I can import, and eventually preview the model just fine in brawlbox 6.5B-y but once I save the file and reopen it, the model is completely gone :/
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« Reply #9048 on: February 16, 2012, 05:00:58 PM » |
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https://join.me/350-835-237The focus today: rendering shaders!  Hey um...I can import Lee fine in brawlbox...but I keep getting this error when I try to preview the model :/
I seriously doubt it's something I'm doing, since I can import, and eventually preview the model just fine in brawlbox 6.5B-y but once I save the file and reopen it, the model is completely gone :/
Bad and/or null weights.
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« Reply #9049 on: February 16, 2012, 05:19:51 PM » |
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I kinda figured that :/ so what, just start the rig over again? I'll go ahead and rig Lee to Ike and just rel port him to CF  That way I can have him over CF but have more filespace too =3
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« Reply #9050 on: February 16, 2012, 07:41:35 PM » |
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Invalid code 
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« Reply #9051 on: February 16, 2012, 08:02:12 PM » |
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Invalid code  its cause he quit the streaming xD
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« Reply #9052 on: February 16, 2012, 08:04:11 PM » |
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its cause he quit the streaming xD
I should've guessed DX
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« Reply #9054 on: February 16, 2012, 08:50:40 PM » |
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« Reply #9055 on: February 16, 2012, 09:08:14 PM » |
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Does anyone know what causes a model to appear correctly in BrawlBox but then have seemingly missing UV maps in-game? Even stranger is that MKW likes inverted normals on BrawlBox-imported models, despite MKW's own models not having normals reversed.
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« Reply #9056 on: February 16, 2012, 09:14:12 PM » |
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Does anyone know what causes a model to appear correctly in BrawlBox but then have seemingly missing UV maps in-game? Even stranger is that MKW likes inverted normals on BrawlBox-imported models, despite MKW's own models not having normals reversed. Bad shader? Incorrect texture coordinate settings? And the normals being inverted has to do with bone matrices, which are used to multiply normals only on weighted objects. It's probably because MKW models don't have NodeMix (no weighted objects), like you said.
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« Reply #9057 on: February 16, 2012, 09:24:25 PM » |
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Bad shader? Incorrect texture coordinate settings? And the normals being inverted has to do with bone matrices, which are used to multiply normals only on weighted objects. It's probably because MKW models don't have NodeMix (no weighted objects), like you said.
I copied the shader from a working model, and I made the materials as close as possible aside from texture names. I could try importing again without changing the shader and see if it loads then. Edit: The one thing that's different is that my UV and vertices aren't in Float, but I don't think that'd change anything. I re-imported with them forced to Float to see if it works then. Edit2: It worked without modifying the shader, and it looks much brighter too. However, I think that it's ignoring the in-game light effects now.
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« Last Edit: February 16, 2012, 09:32:31 PM by Michael Yoshi »
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« Reply #9058 on: February 17, 2012, 02:13:14 PM » |
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Streamin' e'ryday https://join.me/978-734-890I copied the shader from a working model, and I made the materials as close as possible aside from texture names. I could try importing again without changing the shader and see if it loads then.
Edit: The one thing that's different is that my UV and vertices aren't in Float, but I don't think that'd change anything. I re-imported with them forced to Float to see if it works then.
Edit2: It worked without modifying the shader, and it looks much brighter too. However, I think that it's ignoring the in-game light effects now.
Check the Lighting section and pretty much everything else in the materials to see if they match.
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« Reply #9059 on: February 17, 2012, 03:51:27 PM » |
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Will there be a yellow eye adder? Probably not, but still...
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I know for a fact that the vast majority of the public here cares more about free products than actual quality. I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. 
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