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« Reply #105 on: May 16, 2014, 09:52:39 AM » |
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I got it. I have an idea for an exporter for MDL0. A PMD/PMX Exporter where you can convert any MDL0 model to MikuMikuDance Model.
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« Reply #106 on: May 21, 2014, 08:58:26 PM » |
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@Sammi Husky: I think I'm done with the STDT changes at this point, and I can't think of anything else I need to change. Let me know when I should post a new release.
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« Reply #107 on: May 21, 2014, 10:56:54 PM » |
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Hmm. It's probably safe to go ahead and release now. The rebuilding for SSE files still hasn't been implemented yet, but it displays and exports most of them now. I have around 7 SSE files being read and displaying data, and adding the rest will take quite a bit. However they all display with their Header tag, and can be exported. So you can release a new version whenever you'd like. Nothing is in an unstable state right now as far as i can tell. Hopefully i can get the rebuilding and the rest of the SSE files for the release after this one. as well as Dant's changes for BBox2Maya, that would be sweet
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« Last Edit: May 21, 2014, 10:57:55 PM by Sammi Husky »
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« Reply #108 on: May 22, 2014, 08:17:37 PM » |
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Hmm. It's probably safe to go ahead and release now. The rebuilding for SSE files still hasn't been implemented yet, but it displays and exports most of them now. I have around 7 SSE files being read and displaying data, and adding the rest will take quite a bit. However they all display with their Header tag, and can be exported. So you can release a new version whenever you'd like. Nothing is in an unstable state right now as far as i can tell. Hopefully i can get the rebuilding and the rest of the SSE files for the release after this one. as well as Dant's changes for BBox2Maya, that would be sweet All right. I think I'll wait until after this weekend to post a new version, since there's nothing urgent. Mind if I add your username to the copyright info (in the changelogs and About dialog)?
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« Reply #109 on: May 22, 2014, 09:54:47 PM » |
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Sure, i don't mind.
Incidentally, i made it so when saving an STDT txt definition that it will create the STDT directory instead of notifying them that one does not exist. I hope thats okay? i figured if they're saving STDT definitions, they likely would want the STDT directory made anyways.
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« Reply #110 on: June 02, 2014, 03:03:13 PM » |
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well, even tho u said that the MSBIN data was fully fixed.. in the bugfix tho, im still getting an error about it.. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.ArgumentNullException: Array cannot be null. Parameter name: bytes at System.Text.EncoderNLS.Convert(Char* chars, Int32 charCount, Byte* bytes, Int32 byteCount, Boolean flush, Int32& charsUsed, Int32& bytesUsed, Boolean& completed) at BrawlLib.Wii.MSBinDecoder.GetStringSize(String s) at BrawlLib.SSBB.ResourceNodes.MSBinNode.OnCalculate Size(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.Program.Save() at BrawlBox.MainForm.saveToolStripMenuItem_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.FireEventInter active(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripMenuItem.ProcessCmd Key(Message& m, Keys keyData) at System.Windows.Forms.ToolStripManager.ProcessShor tcut(Message& m, Keys shortcut) at System.Windows.Forms.ToolStripManager.ProcessCmdK ey(Message& m, Keys keyData) at System.Windows.Forms.ContainerControl.ProcessCmdK ey(Message& msg, Keys keyData) at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData) at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData) at System.Windows.Forms.ContainerControl.ProcessCmdK ey(Message& msg, Keys keyData) at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData) at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData) at System.Windows.Forms.ContainerControl.ProcessCmdK ey(Message& msg, Keys keyData) at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData) at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData) at System.Windows.Forms.ContainerControl.ProcessCmdK ey(Message& msg, Keys keyData) at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData) at System.Windows.Forms.ContainerControl.ProcessCmdK ey(Message& msg, Keys keyData) at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData) at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData) at System.Windows.Forms.Control.PreProcessMessage(Message& msg) at System.Windows.Forms.Control.PreProcessControlMes sageInternal(Control target, Message& msg) at System.Windows.Forms.Application.ThreadContext.Pr eTranslateMessage(MSG& msg)
************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- BrawlBox Assembly Version: 0.72.5239.22982 Win32 Version: 0.72.0.0 CodeBase: file:///C:/Users/dsx8/Desktop/Brawl%20Hacking%20Files/Brawl%20Tools/BrawlBox%20v0.72/BrawlBox.exe ---------------------------------------- BrawlLib Assembly Version: 0.19.5239.22979 Win32 Version: 0.19.0.0 CodeBase: file:///C:/Users/dsx8/Desktop/Brawl%20Hacking%20Files/Brawl%20Tools/BrawlBox%20v0.72/BrawlLib.DLL ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL 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: 4.0.30319.33440 built by: FX45W81RTMREL 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: 4.0.30319.34003 built by: FX45W81RTMGDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- OpenTK Assembly Version: 1.0.0.0 Win32 Version: 1.0.278.44921 CodeBase: file:///C:/Users/dsx8/Desktop/Brawl%20Hacking%20Files/Brawl%20Tools/BrawlBox%20v0.72/OpenTK.DLL ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Microsoft.GeneratedCode Assembly Version: 1.0.0.0 Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.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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« Reply #111 on: June 02, 2014, 07:37:31 PM » |
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Hmm... I can't figure out what would cause that error. From the stack trace, it looks like it's happening on the call to Convert(...), but I'm allocating a byte array and passing it in right away. Not sure why it would be null. Here's the code: byte[] utf8; fixed (char* p = s) { // s is a string utf8 = new byte[Encoding.UTF8.GetEncoder().GetByteCount(p, s.Length, true)]; int charsUsed, bytesUsed; bool completed; fixed (byte* b = utf8) { Encoding.UTF8.GetEncoder().Convert(p, s.Length, b, utf8.Length, true, out charsUsed, out bytesUsed, out completed); } if (!completed) throw new Exception("Could not encode the MSBin file."); } Mind sending me the MSBin file that makes it crash?
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« Reply #112 on: June 02, 2014, 08:02:05 PM » |
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The only thing i can think of that would cause that is if the msbin file was corrupted beforehand. Other then that i don't see a reason it would throw that exception
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« Reply #113 on: June 02, 2014, 09:58:49 PM » |
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Hmm... I can't figure out what would cause that error. From the stack trace, it looks like it's happening on the call to Convert(...), but I'm allocating a byte array and passing it in right away. Not sure why it would be null. Here's the code: byte[] utf8; fixed (char* p = s) { // s is a string utf8 = new byte[Encoding.UTF8.GetEncoder().GetByteCount(p, s.Length, true)]; int charsUsed, bytesUsed; bool completed; fixed (byte* b = utf8) { Encoding.UTF8.GetEncoder().Convert(p, s.Length, b, utf8.Length, true, out charsUsed, out bytesUsed, out completed); } if (!completed) throw new Exception("Could not encode the MSBin file."); } Mind sending me the MSBin file that makes it crash? The only thing i can think of that would cause that is if the msbin file was corrupted beforehand. Other then that i don't see a reason it would throw that exception
here's the file, i can edit it fine in BB71, but 72 just errors it. http://www.mediafire.com/download/rg8per49v4np97v/MiscData%5B5%5D.msbinthats only if i try to edit something or add anything to that msbin file..
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« Last Edit: June 02, 2014, 10:06:58 PM by DSX8 »
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« Reply #114 on: June 03, 2014, 05:28:49 PM » |
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Thanks DSX8! I fixed the issue in v0.73. (Turns out when you use the fixed statement on a 0-length array, the behavior is undefined!)
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« Reply #115 on: June 03, 2014, 08:02:07 PM » |
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awesome work as always u guys!! :3
also.. would u guys be able to take a look into stage .rel files for hit/hurt boxes? or is that a bit advanced for the 2 of ya?
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« Reply #116 on: June 03, 2014, 10:05:34 PM » |
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I look into all sorts of module stuff. Any kind of research really. I'll look into it i suppose, however the first thing i wanted to do with stage modules is document the constants. I've already done 2 stages for the most part here (can't link it, links on here redirect to dantarions twitter for some reason)
opensa.dantarion.com/wiki/Stage_Module_Constants
I also do the same for the fighter modules. Aside from that, just last night i added all the IC-constants for being frozen on the ic-memory map lol
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« Reply #117 on: June 04, 2014, 03:18:23 PM » |
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Mmm... Don't you think the version number has changed too fast if we look at the changelist?
I mean, Blackjax always did lots of changes to Brawlbox before he changed version number and not just the letter. This should be more like 0.71c, though I understand a number change coming because of the change of developer. So maybe 0.72b or 0.72c, but not 0.73 yet. Well, just a thought.
By the way, I've not seen a mention about this in the changelist, so I'll ask. Have the issues when importing a model (shader with no texturereference enabled) or editing it (NeedsNormalMtxArray forced to 'off' and not editable in Brawlbox) been fixed?
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« Reply #118 on: June 04, 2014, 05:00:58 PM » |
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I was thinking the same thing regarding the version numbers. Mainly because Not all the SSE files have been implemented. While they are all displaying correctly, only 6 or so are implemented (aside from rebuilding).
The texture ref error i might be able to fix today. Might..in any case i think we should probably go for 0.72b but thats personal preference lol
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« Reply #119 on: June 04, 2014, 05:18:17 PM » |
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I never liked letters as a method of versioning things.
But then again I'm not a developer so I don't have a say in doing so.
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