demonslayerx8
Hacking Dissidia 012 stages... GO![ss:Brawl Menu]
Posts: 170
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Post by demonslayerx8 on Mar 9, 2012 19:25:16 GMT -6
I am getting excited for this! Thanks for all your hard work on Brawlbox thus far. Is it possible to vertex inside BB? I am assuming not, but thought I'd ask anyway. not really possible due to it lagging BB when viewing the verts in model previewer
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Post by shunone on Mar 9, 2012 19:30:45 GMT -6
I am getting excited for this! Thanks for all your hard work on Brawlbox thus far. Is it possible to vertex inside BB? I am assuming not, but thought I'd ask anyway. not really possible due to it lagging BB when viewing the verts in model previewer I see. Thanks for the explanation. I can't really get most of the other vertexing methods to work for me (need to give it another try soon), so anything that I use to get close is good news for me.
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Post by Gamma Ridley on Mar 9, 2012 21:03:14 GMT -6
I'm looking forward to fooling around with some dirty PAT0s Also, I don't really know how much getting your wisdom teeth pulled hurts yet, but I've heard it hurts like a bitch. So get well soon. I guess.
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Post by BlackJax96 on Mar 10, 2012 10:11:54 GMT -6
Also, I don't really know how much getting your wisdom teeth pulled hurts yet, but I've heard it hurts like a bitch. So get well soon. I guess. It didn't really hurt that much because I was completely numb and trippin' on laughing gas and a sedative. XD But I took a vicoden in the middle of the day and completely blacked out until 4 am when I woke up with a fever. I'm fine now, but yesterday is a blur to me Anyway, working on SHP0 now.
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Post by Eternal Yoshi on Mar 12, 2012 17:26:57 GMT -6
I'm getting crashes when I try to open a MotionEtc.pac file that I cleaned. Basically, I'm trying to remove all unused bone references to save room. I'm using the newest Mega Man import to revamp my PSA, and all those unused bones are taking way too much space. So I renamed all the unneeded bones like those regarding his nonexistent wings to things like A, B, C, D, etc.
So I used that tweaked model, cleaned the animations that were Pit's (Swimming,Trips,Ladder stuff) Saved and closed, then tried to reopen. When I did, it crashed. Replicated this 3 times and it always closes. Hope this is enough info for you to replicate the problem.
tl;dr Please fix this or add a "Delete All" option that removes all references of a bone.
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Post by BlackJax96 on Mar 14, 2012 16:53:33 GMT -6
I'm getting crashes when I try to open a MotionEtc.pac file that I cleaned. Basically, I'm trying to remove all unused bone references to save room. I'm using the newest Mega Man import to revamp my PSA, and all those unused bones are taking way too much space. So I renamed all the unneeded bones like those regarding his nonexistent wings to things like A, B, C, D, etc. So I used that tweaked model, cleaned the animations that were Pit's (Swimming,Trips,Ladder stuff) Saved and closed, then tried to reopen. When I did, it crashed. Replicated this 3 times and it always closes. Hope this is enough info for you to replicate the problem. tl;dr Please fix this or add a "Delete All" option that removes all references of a bone. K, I think I know why this happens. I can probably fix it.
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Post by magcius on Apr 16, 2012 7:20:43 GMT -6
Using BrawlBox 0.66, trying to import a DAE file containing only bones (Elebits uses bones for item and enemy placements) gives me: System.NullReferenceException: Object reference not set to an instance of an object. at BrawlLib.Wii.Models.ModelEncoder.CalcSize(Collada form, ModelLinker linker) at BrawlLib.SSBB.ResourceNodes.MDL0Node.BuildFromScratch(Collada form) at BrawlLib.Modeling.Collada.ImportModel(String filePath) at BrawlLib.Modeling.Collada.ShowDialog(String filePath) at BrawlLib.SSBB.ResourceNodes.MDL0Node.FromFile(String path) 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)
Is the source for BrawlBox available, so I can debug this myself? COLLADA file is attached, also. Attachments:
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Post by magcius on Apr 17, 2012 20:49:18 GMT -6
OK, I found the source for BrawlBox 0.65c, so I fixed it myself. Have a patch:
--- ModelEncoder.cs.orig 2012-02-04 20:50:03.044458600 -0500 +++ ModelEncoder.cs 2012-04-17 22:46:05.112220300 -0400 @@ -273,8 +273,10 @@ break;
case MDLResourceType.Shaders: - if ((entryList = model.GetUsedShaders()) != null) - entries = model._matList.Count; + List<ResourceNode> shaders = model.GetUsedShaders(); + entryList = shaders; + if (shaders != null) + entries = shaders.Count; break;
case MDLResourceType.Textures:
EDIT: ugh, the forums didn't keep the whitespace.
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Post by BlackJax96 on May 20, 2012 20:19:53 GMT -6
OK, I found the source for BrawlBox 0.65c, so I fixed it myself. Have a patch: --- ModelEncoder.cs.orig 2012-02-04 20:50:03.044458600 -0500 +++ ModelEncoder.cs 2012-04-17 22:46:05.112220300 -0400 @@ -273,8 +273,10 @@ break;
case MDLResourceType.Shaders: - if ((entryList = model.GetUsedShaders()) != null) - entries = model._matList.Count; + List<ResourceNode> shaders = model.GetUsedShaders(); + entryList = shaders; + if (shaders != null) + entries = shaders.Count; break;
case MDLResourceType.Textures:
EDIT: ugh, the forums didn't keep the whitespace. lol, I can't use it anyway because your code is incorrect. The entrylist needs to be the matlist because there's a resource entry built for each material's reference to it's shader. Instead, I'll just do this: if ((entryList = model.GetUsedShaders()) != null && model._matlist != null) entries = model._matList.Count; Thanks for telling me about it though.
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Post by magcius on May 20, 2012 20:21:52 GMT -6
I figured it was just a copy/paste error.
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