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How To Edit Smash 4 Animations To Be Transparent

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  • #one
Smash Forge is an extremely powerful tool which is nonetheless WIP, yet can practice many things in one. This currently can:
  • Can open, preview and edit Smash 4 boneset files (.vbn)
  • Can play/import/export Nail 4 blitheness files (.omo), maya anim files (.anim), and NW4R Animation files (CHR0)
  • Can open .pac archives containing multiple animations
  • Can import basic from .mdl0 models
  • Tin preview Namco models (.nud), Namco textures (.nut) and Smash iv Level Information (.lvd)
  • Can view and preview stage camera animation (path.bin and CMR0 types)
  • Tin can edit ACMD files, simply apply file -> open then select a .mtable
  • Tin can edit Parameter files (Certain .bins)
  • Can import DAE models (Noesis preferred)
  • Can Save Namco models (.nud), Namco textures (.nut)
  • Can open up and preview Melee .Dat files.
Developers:
Ploaj
Jam1Garner
Sammi-Husky
Y2K-ten
smb123w64gb
aelanx


Download:
https://github.com/jam1garner/Smash-Forge/releases

Things you may want to have:
3DS Max
Photoshop


Preview:

egcMxTF.png

Now how to use this tool!

Model Opening (Nud)

Basic equally it gets. File --> Open then select a nud file.
To load textures have a nut file present.
To load bones, accept a vbn nowadays.
To load without tons of expressions showing, accept material_anime pac files nowadays + the model.moi file.

I highly advise you have every file for a grapheme extracted. Some may not open without a vbn.

Example here:

wBW7Be1.gif

Texture Editing (NUT)
NUT files store texture data for boom 4. Tool currently imports DDS files.
I advise having a model open to see where things map. I'll try to explain everything to brand this easy:
First lets brand a new nut file.
9a186f46-5920-4613-8d55-a8c4db984638

9a186f46-5920-4613-8d55-a8c4db984638

h5rDqvK.gif

At present fourth dimension to import our DDS file!
Beginning salvage your DDS with mip maps!

d6c7257f-bb4a-4ab1-89b0-f968618b1c1b
NZrv0n4.png

Now to easily import into nail forge:

NyyJJvH.gif

Textures map via tex ID. These are plant here

0IRrShC.png

Now to map these. Goahead and goto meshlist right here:

iM3Ax17.png

Then click on whatsoever of the meshes you want to map to.

9b5609a8-98c2-4c5e-882e-0de6987c75ff
bp78C6u.gif

At present to map this mesh/object Click the diffuse on the list of textures. Note at that place is a tex ID here.

4IA8gyA.png

Matching these with Tex IDs from the nut editor allows yous to map them! Like so!
sQ4TH9n.png

Normal Maps:

These also will bear witness in Smash Forge. To map these. you do the same thing merely with the bump map texture on the texture list rather than the lengthened.

ylPeYZQ.png

Bone Editing (VBN)
Let me explain how bones work for Blast 4. Bones work with animations with a hash. To get these hashed you must have every os named to match the Smash iv os set. These volition so animate entirely with omo (animation) files.
QZ4uPfJ.png

Smash forge supplies with many things you lot tin can edit.

-You can rename the os proper name above where it says bone info
-Bone hash (if it is 0 then information technology will non breathing)
-os type(0=normal) (1=?) (2=Helper HLP basic) (3=SWG bones, physic based)
-XYZ coords and rotations. These are a scrap weird every bit i believe these are coords from the parent bone to the other.

What bones can import?
-SMD (Source Engine)
-mdl0 (From Brawl, mk wii, ect)
-vbn (Smash 4)

Requirements for basic to work in Smash 4
-Must exist properly named as Smash 4 bones.(volition have an explaintion before long) More than on that here
-Must accept the hashes matched (Edit - Hash friction match when names are same as default)
-Bone club (Done by bones in front, extra bones, helper bones (hlp), and swing bones (SWG)
Tool does not currently edit this so y'all'll need to exercise this with another plan for at present.

Example list:
jKIKSvN.png

Collison Editing (LVD)

This offers bang-up viewing. Stages will take collisions in their param binder. These use the .LVD extension, opening these can expect similar:
ayJE9wS.png

You tin can currently add Collsions, spawn, camera premises, smash sounds, particular spawners, full general points and shapes, and respawn areas. Select these values on the left to and so edit them on the right side.
Note there will be both an LVD list on the bottom left and LVD Editor on the bottom right as a tab if non already open.


0f8142f3-24e8-4168-b76a-ffadd1767b5c
JIRrOlg.png


And here is the surface area for editing.

r0ralbC.png

Rigging collisions
Now for those who wanna rig collisons. The model name which i circled/squared in red is basically the folder name for which the model is in. You so bank check mark the rig collison.

Use dyr for the model folder for animations
Utilise dys for models that use bones to rig to collisons

-You can optionally rig to specific bones allowing you to have ane model take multiple collisions blithe. These will then play out in forge, (may need to use open up stage feature with the folder already in the models binder)

-Start Positions are used for bone rigging on collisons. Type the coordinates for that os which normally tin be seen in 3ds max when using the move tool on said bone.

Vertice moving
Y'all tin add together verticies and alter their coordinates. Ideally the best way to navigate is using the mouse bicycle where you can then scoll along the X and Y axis. Creating another vertice creates a line!

Lines
Lines accept a few additional things you can edit. There is the passthrough bending still i'll go more into that in the side by side section.

There is materials. You lot can alter them to effect the sounds and they way characters walk on. This tin can include
- hurt standoff which causes an instant KO!
-Clouds tin permit spikes midair
-Water tin can splash
-Water ice causes slips

-There is also wall jumping. Yeah you lot go the idea

-Same for drop through. Yous can go though the object on both sides

Passthrough angles
These are very of import!!

Showtime enable viewing in forge. Goto view - render settings and cheque marking this.

75ff82e6-2ee8-4e16-a851-c996c73e466f

6oUcNjp.png

Now a bunch of lines are popping out of the collisons. What are these? These define the properties given for a wall, or a floor, or a roof based off of the bending given from the line passthrough. Your goal is to have this line go direct through the collision on where the character would be upwards confronting.

Passthroughs affect the color of the collison
Yellow y'all can autumn through this collison
Green Walls
Blue Flooring yous step on this!
Red Bottom of stage

Item Spawning
Create - item spawner. You tin and so place downwards Sections for items to fall.

qvd5RXL.png

General Points/Shapes
These are like collision properties. Stages often use this for final smashes. Create - general point so you lot can place one.

6QZ7N70.png

The name edits the properties of this.

_tag____0000_KirifudaPikmin = Concluding Smash location for Oliamar
_tag____0000_KirifudaIke1 = Final Smash location for Ike
_tag____0000_KirifudaNess = Management for the Final Smash


DAE importing
This is recommend that you lot use noesis to brand .dae files. I'll explain doing this:

-Starting time become Noesis
-At present goahead and in max export your skin as a .fbx file. Go on the settings default.
-Open up cognition and select the .fbx. Right click information technology and press export



dbe04afa-7cf1-421b-8da1-831419c39429
4CWACBP.gif

At present use these settings:

qK3Yt3s.png

Also if your model has bad normals use this for Advanced Options:
-smoothnorm 0.001

Y'all may not need to flip 90 degrees but i sometimes need to. Endeavour flipping and importing into forge and run into what happens.

4a566b7f-dfb2-400f-bfb4-1bead82929ca
5b2SsAX.gif


You'll become a few options. If UVs plow out bad after mapping a texture so endeavor re importing the dae and flip them. Bank check the remove ## from mesh name as that can mess upwards names that need to be the same as default ones. ie facial expressions.

Note this will non be mapped untill a dev makes a auto nut maker for dae imports. For now refer to nut editing to map them.


Param Editing (bin)
Material Editing
Like texture editing, goto meshlist tab on the bottom correct and click on a mesh to material edit:
bp78C6u.gif

Now this is very WIP. I wouldn't advise using the add textures buttom as that tin't remove any either. Presets also currently practise non work. I'll however talking most this characteristic altough thinks are field of study to change and i highly propose using the other material editor instead.

IeUs3wh.png

This offers a huge variety of settings to change the look of a mesh.
-Flags (Documented here).
Principal matter you wanna know is the last number (in this example 61) is the properties. This existence the unabridged array of choices in place of that number

Axa3dpe.png

8a89695a-f94a-4b91-8943-7f5ea1e153d7

Nigh mutual ones I use is
69 (reflection + a texture + shadow).
6b (reflection + normal map + texture + shadow).
63 (texture + normal map + shadow) and
61 (texture + shadow)

-Culling and No culling
E'er see a object like Mario'due south lid where y'all tin can run into both the inside and outside of it when he takes it off? This is from having no culling. Inside culling removes visability from the inside, and outside is well from the outside.

-DstFactor. A shader for Alpha. Eyes may use SourceAlpha.
-SrcFactor Another shader for Alpha. Eyes may utilise SourceAlpha.
-Blastoff Function
-Depict Priority (may make mesh appear sharper at distance, untested

More info on Wrap modes, and filter releated stuff soon!

Mip map particular. Aliasing of texture detail from a distance.

Properties:
Common ones oftentimes added in

eeRa7xR.png

More than info which does which here


Path viewing
ACMD editing and Hitbox Viewing
Hitbox viewing is really unproblematic. All you do is goto moveset -> open up a mtable file from scripts/animcmd/torso. I however adivse you extract all files from scripts. Not doing and so and running the alone file can cause it to freeze when an animation is clicked.
XzRgXoE.gif

ACMD editing Coming Soon


Material and Texture animating (MTA)

Animation editing (Omo, Pac, Anim, SMD)


Animations tin be ported into smash with this program. This likewise tin view, test rigging, and much more.

First lets open a basic animation. Open a model up you wanna test an animation for. (Make sure they have a vbn next to them extracted)

Extract a main.pac of the character yous wanna test animations for. These are located in the movement/torso folders of sm4sh explorer.

Now goahead and open it upwardly!
http://i.imgur.com/6UpQxfD.mp4

This will have and store virtually of a characters aniamtions

Hand pac files are for finger animations

Ones similar Foxpt are misc animations. Things like ear motility, Yoshi'due south tounge, Pikachu's Ears, and much more than. If it isn't in the main.pac then it may exist in these.

Now porting animations!
SMD animations are cracking for 3ds max and blender editing. Anim are nifty for brawlbox and maya editing. These are as basic as it gets. The main requirement is for the names to lucifer to the vbn (basically the default names). SMD animations can exist renamed via notepad. Same for anim files.

Anim to omo!
I highly advise this tutorial to port brawlbox animations to forge

SMD to omo
I use wallworm for this. Using this 3ds max plugin select all bones (no meshes) and apply these settings:

EQLfd5M.png

And ofcourse if you lot wanna import brawl animations you can likewise use this

Stage Animations
These are very basic

For your stage make sure the folder proper noun is using dyr_ at the start of the proper noun rather than stc_.

At present make sure y'all create bones for the phase animation and have the vbn saved with the model.

In the blitheness folder create a folder named the same exact name as you did with the model one.

Then do the same merely with the omo aniamtion file.

Animate the vbn with

Now brand an animations binder outside

Bugs:
Potential crashing. Please make frequent backups!

Q&A
Why don't some sleeves move in some animations similar for Ness?
Those may utilise HLP bones which practise not animate in forge with the chief.pac file.

Why does my model import look too bright??
Edit vert color in 3ds max. To do this

Click on editable mesh. If this moves the bones or rig in whatsoever way, click the pare modifier and brand an editable mesh modifier.

Now goaahead and employ the vertice tool here

Z60LT8p.png

At present press CTRL + A to select all verticies. Scoll downward till yous run across colour every bit an option. Click the the box and make the vert colors 127 each. 255 or 0 volition not be good!

unknown.png
  • #two
Nevertheless needs a bit of work but adept task. I'll start linking people to this instead of my other crappy tutorial.
Erikku

Erikku

GBATemp's Official Cancer Treatment
  • #3
finally nosotros've been waiting for this, so does this back up 3ds too?
  • #4
finally nosotros've been waiting for this, so does this back up 3ds equally well?
The formats for 3DS are very dissimilar so nope. Maybe LVDs? Merely other than that you'll demand Ohana3DS rebirth, which i don't think can import models or anything nevertheless.
Erikku

Erikku

GBATemp's Official Cancer Treatment
  • #five
The formats for 3DS are very different so nope. Maybe LVDs? Just other than that y'all'll demand Ohana3DS rebirth, which i don't recall can import models or anything yet.
I'll try and test the LVDsm other than that smashing job!
  • #6
I'll endeavor and test the LVDsm other than that neat job!
LVD works, params piece of work also and if I tin become it to work and then ACMD should work as well.
  • #7
Can the Boom 3DS'due south motion.bch animation files be added besides? I'd love to get custom animations working. They tin can be viewed in Ohana Rebirth but that's it. Can you brand this happen @jam1garner?
  • #8
Ploaj has been our chief animation guy then either expect till he implements them or until someone makes a build of ohana that tin import animations. I'll allow him know you asked.
  • #9
Ploaj has been our primary blitheness guy so either await till he implements them or until someone makes a build of ohana that can import animations. I'll permit him know you asked.
Thanks for the quick reply! I've been trying to fork O3DS with blitheness support myself using the Wii U documentation I accept but it's pretty confusing. I would definitely appreciate the help. Thanks!
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  • #10
There is an selection to open a stage. Which file/folder actually needs to exist opened for this to work? I merely proceed getting unhandled exceptions.
  • #eleven
There is an option to open up a stage. Which file/folder actually needs to be opened for this to work? I just keep getting unhandled exceptions.
after clicking File -> Open up Stage then select the root stage binder. Example: if I desire to open battlefield I extract the unabridged data/stage/melee/BattleField_f, then select the BattleField_f folder in the folder open prompt for open stage.
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  • #12
Strange, that's what I was trying. I don't think the custom phase I had extracted contained the animations folder, might that be the issue?
  • #13
Strange, that'south what I was trying. I don't think the custom stage I had extracted independent the animations folder, might that be the issue?
It should nevertheless work fifty-fifty if there is no animation folder. Can yous tell me what the exact fault is?
Edit: and which stage information technology is.
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  • #14
It's a modded stage. I've managed to open i at present.
Does the folder construction leading to the stage have to be exact, as yous posted: "data/phase/melee/STAGENAME" ?

Hither'southward the mistake:
[URL]http://i.imgur.com/kYtYiZr.png[/URL]

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

************** Exception Text **************
Arrangement.IndexOutOfRangeException: Index was outside the bounds of the array.
at Smash_Forge.FileData.readInt()
at Smash_Forge.VBN.Read(String filename)
at Smash_Forge.VBN..ctor(Cord filename)
at Smash_Forge.MainForm.openNud(String filename, String name)
at Smash_Forge.MainForm.openStageToolStripMenuItem1_Click(Object sender, EventArgs due east)
at Arrangement.Windows.Forms.ToolStripItem.RaiseEvent(Object central, EventArgs east)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs east)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at Arrangement.Windows.Forms.ToolStripItem.FireEvent(EventArgs due east, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at Organization.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Command.WmMouseUp(Message& one thousand, MouseButtons push, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& 1000)
at Organization.Windows.Forms.ScrollableControl.WndProc(Message& m)
at Organization.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& thousand)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& thou)
at Organization.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
mscorlib
Associates Version: 4.0.0.0
Win32 Version: 4.6.1087.0 congenital past: NETFXREL4STAGE
CodeBase: file:///C:/Windows/Microsoft.Internet/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Smash Forge
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/Nail%20Forge.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.half-dozen.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Internet/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: four.vi.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/associates/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/Organization.dll
----------------------------------------
Organization.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.half-dozen.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
WeifenLuo.WinFormsUI.Docking
Associates Version: 2.9.0.0
Win32 Version: 2.9.0.0
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/lib/WeifenLuo.WinFormsUI.Docking.DLL
----------------------------------------
OpenTK
Assembly Version: 1.i.0.0
Win32 Version: 1.1.1664.6217
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/lib/OpenTK.DLL
----------------------------------------
Common salt
Assembly Version: one.2.two.0
Win32 Version: one.0.0.0
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/lib/Table salt.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1087.0 built past: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
Organisation.Cadre
Assembly Version: 4.0.0.0
Win32 Version: iv.six.1087.0 congenital by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Cadre/v4.0_4.0.0.0__b77a5c561934e089/Organization.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.half dozen.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/Arrangement.Xml.dll
----------------------------------------
OpenTK.GLControl
Associates Version: 1.1.0.0
Win32 Version: 1.1.1664.6217
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/lib/OpenTK.GLControl.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-fourth dimension (JIT) debugging, the .config file for this
application or computer (machine.config) must accept the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For case:

<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 past this dialog box.

Last edited past speckxz,
  • #15
Information technology's a modded stage. I've managed to open up i now.
Does the binder structure leading to the stage have to be exact, as you posted: "data/phase/melee/STAGENAME" ?
No it doesn't take to. I'one thousand asking which modded phase it is for a reason though, and then that'd exist helpful to know.
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  • #17
Information technology's these stages, same error for both of them, i edited the in a higher place post to add the error:
http://gamebanana.com/maps/193481
http://gamebanana.com/maps/193372
DSX8'due south is zlibbed, the other one idk why in that location is a trouble. Tin I get the error for the other i?
(BTW you can unzlib DSX8's models and some other stuff and it should work fine)

Edit: Both are zlibbed nm. Just talked to muno virtually his.

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  • #18
OK. it was more the other one that I wanted to look at actually. The error I posted was from the Bowser's Castle level. Here'southward the error for DSX8'southward:
http://i.imgur.com/hKOAwuF.png
See the finish of this bulletin for details on invoking
only-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Smash_Forge.FileData.readInt()
at Smash_Forge.VBN.Read(String filename)
at Smash_Forge.VBN..ctor(Cord filename)
at Smash_Forge.MainForm.openNud(String filename, String name)
at Smash_Forge.MainForm.openStageToolStripMenuItem1_Click(Object sender, EventArgs due east)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object primal, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at Arrangement.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at Arrangement.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs eastward)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at Arrangement.Windows.Forms.ToolStripItem.FireEvent(EventArgs east, 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& k, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Command.WndProc(Bulletin& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at Organisation.Windows.Forms.ToolStrip.WndProc(Message& m)
at Organization.Windows.Forms.ToolStripDropDown.WndProc(Message& g)
at Organization.Windows.Forms.Control.ControlNativeWindow.OnMessage(Bulletin& chiliad)
at System.Windows.Forms.Command.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: four.half dozen.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/Windows/Microsoft.Cyberspace/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Boom Forge
Assembly Version: 1.0.0.0
Win32 Version: one.0.0.0
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/Blast%20Forge.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: iv.6.1087.0 congenital by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Associates Version: iv.0.0.0
Win32 Version: 4.6.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/associates/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/Organization.dll
----------------------------------------
Arrangement.Cartoon
Assembly Version: four.0.0.0
Win32 Version: 4.half dozen.1087.0 built past: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/Organization.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
WeifenLuo.WinFormsUI.Docking
Assembly Version: 2.ix.0.0
Win32 Version: 2.nine.0.0
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/lib/WeifenLuo.WinFormsUI.Docking.DLL
----------------------------------------
OpenTK
Assembly Version: 1.1.0.0
Win32 Version: 1.1.1664.6217
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/lib/OpenTK.DLL
----------------------------------------
SALT
Assembly Version: 1.2.ii.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/lib/SALT.DLL
----------------------------------------
System.Configuration
Assembly Version: iv.0.0.0
Win32 Version: four.half dozen.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/associates/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/Organization.Configuration.dll
----------------------------------------
Organisation.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Cadre.dll
----------------------------------------
System.Xml
Assembly Version: iv.0.0.0
Win32 Version: 4.half-dozen.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/Organisation.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
OpenTK.GLControl
Associates Version: ane.1.0.0
Win32 Version: 1.one.1664.6217
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/lib/OpenTK.GLControl.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-fourth dimension (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the organization.windows.forms section.
The awarding must besides be compiled with debugging
enabled.

For case:

<configuration>
<organisation.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.


Merely saw your edit. Judge I'll look into unzlibbing them and so. Cheers.
Final edited by speckxz,
  • #xix
OK. information technology was more the other 1 that I wanted to look at really. The error I posted was from the Bowser'southward Castle level. Here's the mistake for DSX8'south:
http://i.imgur.com/hKOAwuF.png
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Alphabetize was outside the bounds of the array.
at Smash_Forge.FileData.readInt()
at Smash_Forge.VBN.Read(Cord filename)
at Smash_Forge.VBN..ctor(String filename)
at Smash_Forge.MainForm.openNud(String filename, String proper noun)
at Smash_Forge.MainForm.openStageToolStripMenuItem1_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs east)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs eastward)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs east)
at Arrangement.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at Organization.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.Command.WmMouseUp(Bulletin& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at Organization.Windows.Forms.ToolStrip.WndProc(Message& chiliad)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& yard)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& thou)
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.vi.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Smash Forge
Assembly Version: 1.0.0.0
Win32 Version: i.0.0.0
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/Smash%20Forge.exe
----------------------------------------
System.Windows.Forms
Assembly Version: four.0.0.0
Win32 Version: iv.vi.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/Organization.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/Organization.Windows.Forms.dll
----------------------------------------
System
Assembly Version: iv.0.0.0
Win32 Version: four.6.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Cyberspace/assembly/GAC_MSIL/Organization/v4.0_4.0.0.0__b77a5c561934e089/Arrangement.dll
----------------------------------------
System.Cartoon
Assembly Version: iv.0.0.0
Win32 Version: 4.half-dozen.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/associates/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/Organisation.Drawing.dll
----------------------------------------
WeifenLuo.WinFormsUI.Docking
Assembly Version: 2.9.0.0
Win32 Version: 2.9.0.0
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/lib/WeifenLuo.WinFormsUI.Docking.DLL
----------------------------------------
OpenTK
Associates Version: 1.one.0.0
Win32 Version: 1.1.1664.6217
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/lib/OpenTK.DLL
----------------------------------------
SALT
Assembly Version: 1.2.2.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/lib/Table salt.DLL
----------------------------------------
System.Configuration
Associates Version: iv.0.0.0
Win32 Version: 4.6.1087.0 built past: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
Organization.Cadre
Assembly Version: four.0.0.0
Win32 Version: 4.6.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/associates/GAC_MSIL/Organization.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Cadre.dll
----------------------------------------
System.Xml
Associates Version: four.0.0.0
Win32 Version: 4.6.1087.0 built past: NETFXREL4STAGE
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
OpenTK.GLControl
Associates Version: 1.1.0.0
Win32 Version: 1.1.1664.6217
CodeBase: file:///C:/Users/Jacob/Documents/WiiScrubber140Multiboot/Sm4sh_modding/Smashforge/lib/OpenTK.GLControl.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-fourth dimension (JIT) debugging, the .config file for this
awarding or computer (automobile.config) must have the
jitDebugging value gear up in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For instance:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
volition be sent to the JIT debugger registered on the estimator
rather than be handled past this dialog box.


Just saw your edit. Guess I'll await into unzlibbing them then. Cheers.
Here's some scripts to unzlib them... just a simple modification zarklord made of some scripts I made for zlib compression. Drag and drop the entire stage'southward folder over the unzlib batch file to excerpt. (Requires python)
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