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« Reply #11415 on: July 07, 2012, 07:16:27 PM » |
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....................................... Thank goodness I backed him up What is the model from? And dat Simpsons thing in FireFox.
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« Reply #11416 on: July 07, 2012, 07:19:39 PM » |
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It's the South Park episode "The Simpsons Already Did It".
It's a model of Simon Belmont from Judgement with a custom boneset.
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« Reply #11417 on: July 07, 2012, 07:20:47 PM » |
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Is this normal? LOL
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #11418 on: July 07, 2012, 07:23:07 PM » |
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Is this normal? LOL Yes, it is. It's the South Park episode "The Simpsons Already Did It".
It's a model of Simon Belmont from Judgement with a custom boneset.
Sweet, can't wait to see it on the Vault.
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« Last Edit: July 07, 2012, 07:24:01 PM by Snivy »
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« Reply #11419 on: July 07, 2012, 07:30:45 PM » |
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Is this normal? LOL Proof that Nintendo is lazy, most of Luigi's aireal animations are Mario's, Luigi actually raises the oppisate hand when jumping in most games, I plan on fixing this in the future. Now to look at v0.67, I just got it about five minutes ago.
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I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.
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« Reply #11420 on: July 07, 2012, 07:32:32 PM » |
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will there be support for V5 SCN0's? cause i would like to use them for the SS and TvC stages majorly.. until then.. im not fairly impressed that u made V5 SCN0's be blocked for their data's...
I'm fairly impressed that you haven't noticed I coded support for an entirely new format. >_> See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.InvalidCastException: Unable to cast object of type 'BrawlLib.SSBB.ResourceNodes.MoveDefModelVisGroupNode' to type 'BrawlLib.SSBB.ResourceNodes.MoveDefListOffsetNode'. at BrawlLib.SSBB.ResourceNodes.MoveDefActionNode.Advance(Int32 eventid, ModelEditControl _mainWindow) at BrawlLib.SSBB.ResourceNodes.MoveDefActionNode.SetFrame(Int32 index, ModelEditControl _mainWindow) at System.Windows.Forms.ModelMovesetPanel.SetFrame(Int32 index) at System.Windows.Forms.ModelEditControl.ProcessKeyPreview(Message& m) at System.Windows.Forms.Control.ProcessKeyPreview(Message& m) at System.Windows.Forms.Control.ProcessKeyMessage(Message& m) at System.Windows.Forms.ModelPanel.ProcessKeyMessage(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: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- BrawlBox Assembly Version: 0.67.4571.29520 Win32 Version: 0.67.0.0 CodeBase: file:///C:/Users/Chico/Downloads/brawlbox/Brawlbox%20v0.67/BrawlBox.exe ---------------------------------------- BrawlLib Assembly Version: 0.13.4571.29512 Win32 Version: 0.13.1.0 CodeBase: file:///C:/Users/Chico/Downloads/brawlbox/Brawlbox%20v0.67/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 ---------------------------------------- System.Data Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.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 ---------------------------------------- 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.Design 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.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.dll ---------------------------------------- System.Numerics 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.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.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.
It's a model changer thing I believe. On bowser's EscapeF/B Fixed, thanks. BlackJax, I've run into a few issues with BrawlBox 0.67 already. NOTE: I am using this on the Project M Demo 2.1 FitIke.pac, FitIkeMotionEtc.pac, and an unedited vBrawl FitIke00.pac. If that matters.
I loaded Ike's model, loaded the fitike.pac and the animations etc. and had the following happen as I tried out the new BrawlBox:
#1 It only had Ike's face and sword polygons turned on instead of all polygons. #2 I turned off the hurtboxes and then tried to turn it back on and it didn't turn on. NOTE: I was told that to fix this I have to turn another button on/off to have the Hurtbox button change take affect. #3 I selected Attack11 and clicked play. The hurtboxes and hitboxes were turned on. After it played the animation, it turned all the polygons off except his sword and face models. #4 The Loop function of the animation player doesn't work. After I hit play, it doesn't loop.
1. Model visibility, I'll take a look at it... 2. Fixed 3. Is this a bug? Same thing as #1... 4. Take a look at the subaction flags. I actually found a bug myself: changing those flag checkboxes in the model viewer doesn't save. Fixed that, and I'll code the loop button to override the flags. Error report:
I tried to preview Tabuu (Ganondorf) 's SpecialAirSStart, and it crashed mid-animation, and now when I try to preview anything else, I'm stuck with the big X in my previewer.
Not enough information. :/ ....................................... Thank goodness I backed him up Fixed, thanks. Is this normal? LOL Mario's animations, no? Rest is for the WEAK
Now excuse me as I lay on my bed for the next 8 hours with my eyes closed. You should totally do it too.
Exactly what I'm doing
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« Reply #11421 on: July 07, 2012, 07:39:31 PM » |
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Ok, the Aerial Side B only crashes when the PSA is loaded and it reaches the Offensive Collision in my code.
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« Reply #11422 on: July 07, 2012, 08:01:20 PM » |
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I'm fairly impressed that you haven't noticed I coded support for an entirely new format. >_>
yeah i noticed, i dont care much bout PSA.. i thought u had V5 SCN0's supported also along with V4... guess ill just have to wait longer.. joy
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« Reply #11423 on: July 07, 2012, 08:02:27 PM » |
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wh00t its niice to see this beast released to the wild. yer hard work is appreciated. im sure lots of PSA'ers are tryin it out, thats the biggest update to it.
what kind of things are new/fixed for model importing? by da way, what happened to the .txt that was in 0.65c that you used to log changes and new things? it was kinda neat looking that thing over
about error reporting, i think for at LEAST a day or 2 people should play around with it and then write down any problems they find to later PM or post about. in that amount of time, they might end up finding the fix themselves and could report da fix to BlackJax. that could also help the clutter of posts reporting errors 1 by 1. im sure that would help reduce BlackJax's stress by at least 1%
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« Reply #11424 on: July 07, 2012, 08:02:32 PM » |
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About that picture of Luigi doing the jump animation, I worked with Luigi for a little bit, and I noticed what SMF1 said, they basically did the same things for Mario and Luigi for the animations. It's a bit of a fail, since they are paid alot of money to do it. Kinda reminds me of that time when someone showed up the Nintendo modelers/programmers did with DK's metal by fixing it to look alot better.
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« Reply #11425 on: July 07, 2012, 08:16:39 PM » |
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wh00t its niice to see this beast released to the wild. yer hard work is appreciated. im sure lots of PSA'ers are tryin it out, thats the biggest update to it.
what kind of things are new/fixed for model importing? by da way, what happened to the .txt that was in 0.65c that you used to log changes and new things? it was kinda neat looking that thing over
about error reporting, i think for at LEAST a day or 2 people should play around with it and then write down any problems they find to later PM or post about. in that amount of time, they might end up finding the fix themselves and could report da fix to BlackJax. that could also help the clutter of posts reporting errors 1 by 1. im sure that would help reduce BlackJax's stress by at least 1%
Thanks man. After the bug reports clear out in like a day or two, I'll release a minor update (v0.67b). I'll include a nice txt readme file in that release. I'm planning to release new versions faster now like Kryal used to do, with minor updates in each release instead of huge updates every once and a while. Sometime later tonight, I'll upload the current source and secondary download link to the brawltools2 svn. From now on, I'm only going to submit major version changes (ex: v0.66 to v0.67) to Brawlvault, and I'll update the OP and Title the with the name/download of the most recent revision (ex: v0.67b). And I've said this before, and I'll say it again, good feedback on what I've done and then reporting errors or requests in the same post is the best way to do it, instead of just slapping the error(s)/request(s) down and acting like Brawlbox doesn't work at all. Anyway I went to sleep for a while and then had a really nice dinner, so now I feel better. Now on to working on Ikaros.
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« Reply #11426 on: July 07, 2012, 08:19:42 PM » |
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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.ThrowArgumentOutOfRangeException() at BrawlLib.SSBB.ResourceNodes.MoveDefActionNode.Advance(Int32 eventid, ModelEditControl _mainWindow) at BrawlLib.SSBB.ResourceNodes.MoveDefActionNode.FrameAdvance(ModelEditControl _mainWindow) at System.Windows.Forms.ModelMovesetPanel.SetFrame(Int32 index) at System.Windows.Forms.ModelMovesetPanel.animTimer_Tick(Object sender, EventArgs e) at System.Windows.Forms.Timer.OnTick(EventArgs e) at System.Windows.Forms.Timer.TimerNativeWindow.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: 0.67.4571.29520 Win32 Version: 0.67.0.0 CodeBase: file:///C:/Users/Chico/Downloads/brawlbox/Brawlbox%20v0.67/BrawlBox.exe ---------------------------------------- BrawlLib Assembly Version: 0.13.4571.29512 Win32 Version: 0.13.1.0 CodeBase: file:///C:/Users/Chico/Downloads/brawlbox/Brawlbox%20v0.67/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 ---------------------------------------- System.Data Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.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 ---------------------------------------- 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.Design 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.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.dll ---------------------------------------- System.Numerics 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.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.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.
if you run the script of an "Action" it gets this error (brawlbox is force to quit at this time), so for now, only run scripts of sub actions ^.^
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« Reply #11427 on: July 07, 2012, 08:33:42 PM » |
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This is still pretty amazing stuff. I'm sure everyone here knows this, but programming is not easy... Thanks for the cool tools! Will be checking the updates every so often, now!
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Now available in blue.
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« Reply #11428 on: July 07, 2012, 08:35:04 PM » |
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Can we swap/port PSAs with the new BrawlBox? Thanks for this!
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I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry!
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« Reply #11429 on: July 07, 2012, 08:40:39 PM » |
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Can we swap/port PSAs with the new BrawlBox? Thanks for this!
Nope.
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