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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.Xml.XmlException: Root element is missing.
at System.Xml.XmlTextReaderImpl.Throw(Exception e)
at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace)
at System.Xml.XmlDocument.Load(XmlReader reader)
at System.Xml.XmlDocument.LoadXml(String xml)
at ASToFra.FSUtils.ModelDef..ctor(String content)
at ASToFra.ModelConverterX.ModelDefEditor.XmlEditorDocumentChanged(Object sender, DocumentEventArgs e)
at DigitalRune.Windows.TextEditor.TextEditorControl.OnDocumentChanged(DocumentEventArgs documentEventArgs)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at DigitalRune.Windows.TextEditor.Document.DefaultDocument.OnDocumentChanged(DocumentEventArgs e)
at DigitalRune.Windows.TextEditor.Document.DefaultDocument.set_TextContent(String value)
at DigitalRune.Windows.TextEditor.TextEditorControl.LoadFile(String fileName, Stream stream, Boolean autoLoadHighlighting, Boolean autodetectEncoding)
at DigitalRune.Windows.TextEditor.TextEditorControl.LoadFile(String fileName, Boolean autoLoadHighlighting, Boolean autodetectEncoding)
at ASToFra.ModelConverterX.ModelDefEditor.LoadModelDef()
at ASToFra.ModelConverterX.ModelDefEditor.CmdEditModeClick(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.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: 4.7.2633.0 built by: NET471REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
ModelConverterX
Assembly Version: 1.0.0.0
Win32 Version: 1.4.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/ModelConverterX.exe
----------------------------------------
ASToFra.ErrorHandler
Assembly Version: 1.0.0.0
Win32 Version: 1.4.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/ASToFra.ErrorHandler.DLL
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/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: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
ASToFra.Utils
Assembly Version: 1.0.0.0
Win32 Version: 1.4.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/ASToFra.Utils.DLL
----------------------------------------
ASToFra.Interfaces
Assembly Version: 1.0.0.0
Win32 Version: 1.4.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/ASToFra.Interfaces.DLL
----------------------------------------
ASToFra.ObjectModel3D
Assembly Version: 1.0.0.0
Win32 Version: 1.4.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/ASToFra.ObjectModel3D.DLL
----------------------------------------
ASToFra.ObjectReader
Assembly Version: 1.0.0.0
Win32 Version: 1.4.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/ASToFra.ObjectReader.DLL
----------------------------------------
ASToFra.ObjectWriter
Assembly Version: 1.0.0.0
Win32 Version: 1.4.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/ASToFra.ObjectWriter.DLL
----------------------------------------
ASToFra.EventLog
Assembly Version: 1.0.0.0
Win32 Version: 1.4.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/ASToFra.EventLog.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2633.0 built by: NET471REL1LAST_C
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: 4.7.2612.0 built by: NET471REL1LAST_B
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
ASToFra.ObjectRenderer
Assembly Version: 1.0.0.0
Win32 Version: 1.4.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/ASToFra.ObjectRenderer.DLL
----------------------------------------
CSGL12DLL
Assembly Version: 12.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/CSGL12DLL.DLL
----------------------------------------
ASToFra.ParticleEffects
Assembly Version: 1.0.0.0
Win32 Version: 1.4.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/ASToFra.ParticleEffects.DLL
----------------------------------------
ASToFra.FSUtils
Assembly Version: 1.0.0.0
Win32 Version: 1.4.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/ASToFra.FSUtils.DLL
----------------------------------------
ASToFra.TextureObject
Assembly Version: 1.0.0.0
Win32 Version: 1.4.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/ASToFra.TextureObject.DLL
----------------------------------------
lib3ds.Net
Assembly Version: 2.0.0.37657
Win32 Version: 2.0.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/lib3ds.Net.DLL
----------------------------------------
ASToFra.TextureLoader
Assembly Version: 1.0.0.0
Win32 Version: 1.4.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/ASToFra.TextureLoader.DLL
----------------------------------------
DigitalRune.Windows.TextEditor
Assembly Version: 1.3.0.0
Win32 Version: 1.3.0.0
CodeBase: file:///F:/Development%20Utilities/Model%20Converter%20X/DigitalRune.Windows.TextEditor.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.
That's a good question actually, where should the changes go? Stay in memory until you save the model or should they be saved to your disk?
Remember that in MCX the modeldef.xml can be different from disk already, because when loading a MDL file custom definitions can be added that are not in the version on your disk.
One additional constraint by the way, if you would change the name of definitions in the modeldef.xml, that would not affect the nodes in the model that use these definitions.
What about a subfolder in MCX' folder; named after the model file?
Unless the generated Modeldef is saved manually someplace else, MCX may delete it after the session ends.
Oh, and the "Only show used" setting should determine just how much of that Modeldef is saved.
Ideally, you could also switch between both Modeldefs as a source in the Hierarchy and Animation Editors, but that'd necessitate some UI changes.
(And I think we've discussed this before, but the Modeldef defined in MCX' export options is only loaded once at program start, isn't it?)
What would happen if I, say, modified a part's custom ModelDef code in the Viewer, then closed the Viewer, deleted everything but that part in the Hierarchy Editor and opened the Modeldef Viewer again? Would I still see the custom code for the other parts? Would my changes be retained?
When did you press the button? After loading a model?
I feel it becomes too confusing if many ModelDef.xml files are saved in different locations. So I prefer to keep things as simple as possible. That's why I added a Save button now to let the user save it wherever he wants.
I have disabled the Only show used option now, because starting to edit with this option on will result in loosing all other content of the ModelDef.xml file. Sometimes that might be wanted, but most of the time not I guess.
I doesn't really make sense to switch the ModelDef.xml on file if MCX has added extra content from the model loaded I would say. Why would you want to do that?
Changes should be retained in that case. Deleting parts would not edit the ModelDef.xml, so all entries are still there.
Yep. Loaded a FSX format model, opened ModelDef Viewer, pressed "edit" button. But see below as to why MCX crashed.
Just found out that the "Only show used" function is what crashes MCX if it's activated while entering edit mode.
Disabling "only show used", then editing the ModelDef and, after disbling edit mode reenabling "only show used" works just fine and retains any changes made.
So I figure all that's needed is getting the status of "only show used" when entering edit mode, disablign it if necessary, and resetting that status when leaving edit mode.
Considering Modeldef files with 30000+ lines, "only show used" is immensely useful.
Speaking of: Is a ModelDef tag added in the ModelDef Viewer be available in the Hierarchy and Animation Editors?
I could also allow editing with the Show only used on. But in that case it is the responsibility of the user that he might loose the not used definitions. Not sure if that is confusing or not.
error=Gauge/Script Error
Type: Animation Script
Name: Swiss Bombardier CS300
Error: Invalid script (command not found - perhaps a space is missing or there's an extra space?): "{" in: { 150 } els{ (A:ROTATION VELOCITY BODY Y, Feet) 20 * 150 + } }