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Author Topic: Brawlbox Resources & History  (Read 3862748 times)
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E-scope12
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    « Reply #9690 on: April 10, 2012, 01:11:44 PM »


    Nico, when ever I edit Delfino Plaza's polygon's single bind & visibility bone & I export it as mdl0, Some of the polygons's UV's get messed up in Brawlbox V0.66. How do I edit UV's?
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    BlueBrain
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    « Reply #9691 on: April 10, 2012, 01:25:50 PM »


    so this layout is to get us used to it for when the keyframe viewer comes... ok nice
    its just that all i saw was stuff moved around, with nothing new
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    DarkPikachu
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    complexity == fun

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    « Reply #9692 on: April 10, 2012, 01:42:57 PM »


    hey BJ...
    for the screen size, just stick to 4x3.
    (that's what I'm doing)

    heh... soon to have 8x3
    (or hopefully 12x3)
    ^electricity usage is my biggest worry >_>

    yeh... 1 monitor isn't enough for the stuff I do...
    (when I need 4 desktops with 3 monitors to fully perform... heh)


    anyways, the other topic being UMC:
    model options to the left, animation options to the right,
    program options to the top, viewer options to the bottom.
    (I forgot what I wanted the corner buttons for) lol
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    namq
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    « Reply #9693 on: April 10, 2012, 01:44:01 PM »


    hmmm when will the brawlbox .66b will be available to public download?

    Want to get my hands on it Smiley

    Quote
    From OP
    WIP:
    - Real-time PSA editing (view/edit hitboxes, gfx, sfx, etc)
    - REFF parsing + rebuilding
    - REFT image imparting
    - SCN0 rebuilding
    - Model viewer keyframe & tangent graphs
    - Shaders in the model viewer

    To do:
    - RSAR SFX file parsing + rebuilding
    - Physics file parsing + rebuilding
    - Kinect Skeleton Tracking


    In love with the work in progress <3...

    BJ I'm happy with all your work Cheesy

    EDIT!

    Brawlbox .65c let us edit and view hurtboxes in the model previewer.
    Brawlbox .66 doesn't show them in the previewer :-(


    Why did this happened? (Had to download to test the previewer and I was lost but got used to it a bit)

    The previewer size isn't that bad on a 42' HDTV screen with 1600x1280 resolution Laugh Happy Face Laugh

    EDIT2:

    The to do list seems to be complicated O.O

    Parsing the sfx might be the easiest of them...  But Kinect skeleton tracking and game physics tracking and rebuilding would take a while I think.

    I will be waiting for .67 and I'll be one of the first beta/alpha testers around to give you feedback about it as I've been on the moveset editting scene for quite a long time.
    « Last Edit: April 10, 2012, 02:11:31 PM by namq » Logged

    Gamma Ridley
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    « Reply #9694 on: April 10, 2012, 02:13:55 PM »


    You're right, the bone list isn't really necessary. But if you do remove it, could at least add like a tiny box that tells you which bone you have selected? I only ask because sometimes the YRotN or XRotN is in the same spot as the HipN and it's hard to differentiate.
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    Spex130
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    So very Spexcellent.

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    « Reply #9695 on: April 10, 2012, 02:18:30 PM »


    You're right, the bone list isn't really necessary. But if you do remove it, could at least add like a tiny box that tells you which bone you have selected? I only ask because sometimes the YRotN or XRotN is in the same spot as the HipN and it's hard to differentiate.

    Um, about that bone list, I'd actually like you to keep it.

    I was just doing an animation for Ness, and the fact that he has multiple shoulder bones in the same spot is always annoying me. The easiest way for me to get to it would be to select it from the bonelist. In fact, my favorite thing about this new layout is the fact that I have this massive list!

    I'm saying this without any context though. You might be thinking something different from what I am, Gamma.
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    Gamma Ridley
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    « Reply #9696 on: April 10, 2012, 02:20:58 PM »


    I'm saying this without any context though. You might be thinking something different from what I am, Gamma.

    No, that makes a lot of sense actually.

    I think it can be compressed and shoved off in the corner or something to save space. Maybe add like a drop-down menu? Or make it similar to 3DS where you can press H and have the whole list of bones?
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    Albafika
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    « Reply #9697 on: April 10, 2012, 02:23:31 PM »


    mature isnt ur strong.
    that is all.
    Actually, he's pretty mature, looking at how he replied to Kit's rageposts. You, on the other hand...

    Um, about that bone list, I&#039;d actually like you to keep it.

    I was just doing an animation for Ness, and the fact that he has multiple shoulder bones in the same spot is always annoying me. The easiest way for me to get to it would be to select it from the bonelist. In fact, my favorite thing about this new layout is the fact that I have this massive list!
    This. I mentioned earlier I like the bones' placement before. Animations didn't really need that much space, unlike bones. Im srs here
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    Kagemaru
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    « Reply #9698 on: April 10, 2012, 02:23:56 PM »


    Sorry for being 15. Tongue

    Woah...

    You're 15?

    *Feels insanely old and unintelligent.*

    You're making programs like this and you're only 15? I'm beyond jealous. :/ I'm 21 and just started messing with 3d models.
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    slayermarth101
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    Marth is my main main. >:D

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    « Reply #9699 on: April 10, 2012, 02:31:53 PM »


    When I preview any model, I get an error message.

    Any idea what could be the problem?

    The Details:
    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.ArgumentNullException: Value cannot be null.
    Parameter name: ptr
       at System.Runtime.InteropServices.Marshal.GetDelegat eForFunctionPointer(IntPtr ptr, Type t)
       at BrawlLib.OpenGL.wGlContext.glActiveTexture(GLMultiTextureTarget texture)
       at BrawlLib.SSBB.ResourceNodes.MDL0PolygonNode.Rende r(GLContext ctx)
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.Render(GLContext ctx)
       at System.Windows.Forms.ModelPanel.OnRender()
       at BrawlLib.OpenGL.GLPanel.OnPaint(PaintEventArgs e)
       at System.Windows.Forms.Control.PaintWithErrorHandli ng(PaintEventArgs e, Int16 layer)
       at System.Windows.Forms.Control.WmPaint(Message& m)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
       at System.Windows.Forms.UserControl.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: 4.0.30319.261 (RTMGDR.030319-2600)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.66.4482.30550
        Win32 Version: 0.66.0.0
        CodeBase: file:///C:/Users/G/Desktop/Brawlbox%20v0.65/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.13.4482.30542
        Win32 Version: 0.13.0.0
        CodeBase: file:///C:/Users/G/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: 4.0.30319.261 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Design
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.237 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.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.

    Logged

    KnightMario
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    « Reply #9700 on: April 10, 2012, 02:54:28 PM »


    I voted swag.
    Cause this got beast swag.
    for people who don't have beast swag, you might want to add the other model viewer.
    I like it, but me want no rage posts  Tongue.
    (compliment and suggestion like you said Tongue)
    « Last Edit: April 10, 2012, 02:56:04 PM by KnightMario » Logged

    SOJ
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    « Reply #9701 on: April 10, 2012, 03:01:06 PM »


    When I preview any model, I get an error message.
    Any idea what could be the problem?


    Yes I believe that is the same error as the Static.mdl0 bug.  It's getting fixed soon so don't worry...just wait for the patch.
    Logged

    Brandondorf9999
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    « Reply #9702 on: April 10, 2012, 03:06:24 PM »


    When I preview any model, I get an error message.

    Any idea what could be the problem?

    The Details:
    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.ArgumentNullException: Value cannot be null.
    Parameter name: ptr
       at System.Runtime.InteropServices.Marshal.GetDelegat eForFunctionPointer(IntPtr ptr, Type t)
       at BrawlLib.OpenGL.wGlContext.glActiveTexture(GLMultiTextureTarget texture)
       at BrawlLib.SSBB.ResourceNodes.MDL0PolygonNode.Rende r(GLContext ctx)
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.Render(GLContext ctx)
       at System.Windows.Forms.ModelPanel.OnRender()
       at BrawlLib.OpenGL.GLPanel.OnPaint(PaintEventArgs e)
       at System.Windows.Forms.Control.PaintWithErrorHandli ng(PaintEventArgs e, Int16 layer)
       at System.Windows.Forms.Control.WmPaint(Message& m)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
       at System.Windows.Forms.UserControl.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: 4.0.30319.261 (RTMGDR.030319-2600)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.66.4482.30550
        Win32 Version: 0.66.0.0
        CodeBase: file:///C:/Users/G/Desktop/Brawlbox%20v0.65/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.13.4482.30542
        Win32 Version: 0.13.0.0
        CodeBase: file:///C:/Users/G/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: 4.0.30319.261 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Design
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.237 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.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.




    The character, stage, menu and the other ones work on that one i think.
    Logged

    DarkPikachu
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    complexity == fun

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    « Reply #9703 on: April 10, 2012, 03:10:58 PM »


    Woah...

    You're 15?

    *Feels insanely old and unintelligent.*

    You're making programs like this and you're only 15? I'm beyond jealous. :/ I'm 21 and just started messing with 3d models.
    please...
    I'm 21, but I'm looking into the bare bones of computers...
    (I'm basically improving the current data structures and what not)

    my COMMON module is the only proof I have...
    I had to scrap the error system I was working on... (too much hastle)
    you guys'll just have to deal with base-handling (not as accurate, and less informative)

    I'm currently looking into float values now, and working on a way to make them any length...

    Notes:
    s = '-' sign
    e = exponent
    m = mantissa

    F = m*pow(2.0,e) #look familiar at all Cheesy

    32bit float:
    s eeeeeeee mmmmmmmmmmmmmmmmmmmmmmm

    64bit float:
    s eeeeeeeeeee mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm mmm


    yet I'm still on the very base of my program.
    (I'm just gonna call the first release UMC 3.0.x)
    ^x for the re-edits based on my ideas for it... heh

    Note:
    floats of any length will be handled later...
    (I'm just writing 32 and 64 bit floats atm)

    EDIT:
    hey BJ Grin
    I have a slightly better design IMO to improve the feel of your layout for the LRS values Smiley
    I hope you'll consider the arrangement.

    but I'd prefer this:

    Loc: [XXXXXX][YYYYYY][ZZZZZZ] [v] [  cut  ]
    Rot: [XXXXXX][YYYYYY][ZZZZZZ] [v] [ copy  ]
    Sca: [XXXXXX][YYYYYY][ZZZZZZ] [v] [ paste ]


    you may go with this:
            X:      Y:      Z:
    Loc: [XXXXXX][YYYYYY][ZZZZZZ] [v] [  cut  ]
    Rot: [XXXXXX][YYYYYY][ZZZZZZ] [v] [ copy  ]
    Sca: [XXXXXX][YYYYYY][ZZZZZZ] [v] [ paste ]

    or this:
    Loc: X:[XXXXXX] Y:[YYYYYY] Z:[ZZZZZZ] [v] [  cut  ]
    Rot: X:[XXXXXX] Y:[YYYYYY] Z:[ZZZZZZ] [v] [ copy  ]
    Sca: X:[XXXXXX] Y:[YYYYYY] Z:[ZZZZZZ] [v] [ paste ]

    if you like Smiley
    (not that I'm telling you to... lol)

    but the current vertical layout just doesn't feel right X(
    « Last Edit: April 10, 2012, 03:45:13 PM by Tcll » Logged

    BlackJax96
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    « Reply #9704 on: April 10, 2012, 03:41:34 PM »


    I'm keeping the bones list, don't worry, but I need to add 4 new buttons to the options menu. I also need to create a .bbmvs file to store all the default settings for the model viewer.

    When I preview any model, I get an error message.

    Any idea what could be the problem?

    The Details:
    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.ArgumentNullException: Value cannot be null.
    Parameter name: ptr
       at System.Runtime.InteropServices.Marshal.GetDelegat eForFunctionPointer(IntPtr ptr, Type t)
       at BrawlLib.OpenGL.wGlContext.glActiveTexture(GLMultiTextureTarget texture)
       at BrawlLib.SSBB.ResourceNodes.MDL0PolygonNode.Rende r(GLContext ctx)
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.Render(GLContext ctx)
       at System.Windows.Forms.ModelPanel.OnRender()
       at BrawlLib.OpenGL.GLPanel.OnPaint(PaintEventArgs e)
       at System.Windows.Forms.Control.PaintWithErrorHandli ng(PaintEventArgs e, Int16 layer)
       at System.Windows.Forms.Control.WmPaint(Message& m)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
       at System.Windows.Forms.UserControl.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: 4.0.30319.261 (RTMGDR.030319-2600)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.66.4482.30550
        Win32 Version: 0.66.0.0
        CodeBase: file:///C:/Users/G/Desktop/Brawlbox%20v0.65/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.13.4482.30542
        Win32 Version: 0.13.0.0
        CodeBase: file:///C:/Users/G/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: 4.0.30319.261 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Design
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.237 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.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.


    Oh, that was something for Shaders that I forgot to comment out.
    It doesn't throw a pointer error on my computer though so you might now have OpenGL 2.0.
    You might wanna get that for when shaders are rendered in the viewer. :X
    I commented it out for now though.

    please...
    I&#039;m 21, but I&#039;m looking into the bare bones of computers...
    (I&#039;m basically improving the current data structures and what not)

    my COMMON module is the only proof I have...
    I had to scrap the error system I was working on... (too much hastle)
    you guys&#039;ll just have to deal with base-handling (not as accurate, and less informative)

    I&#039;m currently looking into float values now, and working on a way to make them any length...

    Notes:
    s = &#039;-&#039; sign
    e = exponent
    m = mantissa

    F = m*pow(2.0,e) #look familiar at all Cheesy

    32bit float:
    s eeeeeeee mmmmmmmmmmmmmmmmmmmmmmm

    64bit float:
    s eeeeeeeeeee mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm mmm


    yet I&#039;m still on the very base of my program.
    (I&#039;m just gonna call the first release UMC 3.0.x)
    ^x for the re-edits based on my ideas for it... heh

    Note:
    floats of any length will be handled later...
    (I&#039;m just writing 32 and 64 bit floats atm)

    EDIT:
    hey BJ Grin
    I have a slightly better design IMO to improve the feel of your layout for the LRS values Smiley
    I hope you&#039;ll consider the arrangement.

    but I&#039;d prefer this:

    Loc: [XXXXXX][YYYYYY][ZZZZZZ] [v] [  cut  ]
    Rot: [XXXXXX][YYYYYY][ZZZZZZ] [v] [ copy  ]
    Sca: [XXXXXX][YYYYYY][ZZZZZZ] [v] [ paste ]


    you may go with this:
            X:      Y:      Z:
    Loc: [XXXXXX][YYYYYY][ZZZZZZ] [v] [  cut  ]
    Rot: [XXXXXX][YYYYYY][ZZZZZZ] [v] [ copy  ]
    Sca: [XXXXXX][YYYYYY][ZZZZZZ] [v] [ paste ]

    or this:
    Loc: X:[XXXXXX] Y:[YYYYYY] Z:[ZZZZZZ] [v] [  cut  ]
    Rot: X:[XXXXXX] Y:[YYYYYY] Z:[ZZZZZZ] [v] [ copy  ]
    Sca: X:[XXXXXX] Y:[YYYYYY] Z:[ZZZZZZ] [v] [ paste ]

    if you like Smiley
    (not that I&#039;m telling you to... lol)

    but the current vertical layout just doesn&#039;t feel right X(


    Good ideas :O
    and isn't the current layout horizontal...?
    « Last Edit: April 10, 2012, 03:46:23 PM by Nico » Logged

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