[PC] p model simple editor - Kimera (0.97b)

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Thanks borde, maybe i will rewrite the modifications i did as I lost my source. I still have the exe but not sure if there is a decent decompiler out there. Not to mention I think all the variable names are lost anyways.
 
I was actually planning to reupload this just after I heard about the Megaupload downfall, but then I completly forgot about it. Sorry.

Unfortunately I can't assist you on your quest for an VB6 decompiler sl1982, but I'm afraid you're completly right about the variable names (and also function names). I guess you may finish sooner by redoing it again. If you need help with something, you can count on me.
 
Hey,

I'm getting an overflow error on a Phenom II 955, when I try to do any manipulation/rotate a model/part. No such error when tried from an i7 860, any problems with this on AMD instructions?, something's trying to store a value outside it's definition parameters I'm assuming. Wondering if this is a known issue, as I can't use the app from my own home machine.

Untitled-15.jpg
If anyone knows a work around for this, it would be appreciated, thanks.

System:
Phenom II 955
Radeon 6950
Asus M4A89GTD PRO
Win7 Pro
 
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Are you using this model?


FF7 HQ Aerith mod.rar                           megaten         Aerith battle model                     Qhimm FILE



There is an issue with the number of texture slots for this model.
The model has the textures slots set to 12.  The maximum number of slots is 10.
This creates an error in Kimera when loading the model.
You can fix this error by loading the model in PCreator and setting the texture slots to 10.
 
If Kimera works fine on a machine and fails in another one, my guess is that most likely it's due to different versions of the VBRUN libraries. I also found quiet a few overflow errors when loading 3Ds files recently because the values weren't automatically casted from Integer to Long. VB is sure a strange language...
 
Are you using this model?


FF7 HQ Aerith mod.rar                           megaten         Aerith battle model                     Qhimm FILE



There is an issue with the number of texture slots for this model.
The model has the textures slots set to 12.  The maximum number of slots is 10.
This creates an error in Kimera when loading the model.
You can fix this error by loading the model in PCreator and setting the texture slots to 10.
Thanks for the tip, I am indeed using a custom version of that model, modded by me, but unfortunatly the problem occurs for any model/part, but thats good to know.

If Kimera works fine on a machine and fails in another one, my guess is that most likely it's due to different versions of the VBRUN libraries. I also found quiet a few overflow errors when loading 3Ds files recently because the values weren't automatically casted from Integer to Long. VB is sure a strange language...
Thanks for the info, I haven't gone near VB in about err 6 years, It must be a library/runtime issue then. I'll go check that out, possibly missing some older sets. Thanks again for the advice.

Edit: downloaded every library I could find for VB, problem persists. I'd say it's that casting error. Dunno why it's happening though. I'd take the source and compile it myself to see if there was any luck, but I don't even have VB anymore. Only VS, not sure if there are any plugins to compile VB, doubt it though.
 
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Mmm... now that you mention it, this could also happen because the last version was compiled with a diferent version of VB6. Did you try exacly the same executable on both machines?
 
I uploaded a new version. Since my other project isn't progressing as I expected, I decided to add animation interpolation in Kimera. It's usage is sort of pointless right now, though, since the framerate of the game should be adjusted for several other things (scripts, cameras, limit breaks...) befor we can dream about having FF7 working a 60 FPS. You can also interpolate individual frames if you are into animation edition.

I also fixed some overflow bugs. It should be working correctly this time.

You can thank sl1982 for waking me up from my slumber. :-P
 
Well it's a good thing finals are over because I will be spending all my free time running through the battle animations.


Sl, I'll start at the end and work up as usual.  I'll keep you posted on my progress.
 
try this in command prompt as administrator

regsvr32 MSCOMCT2.OCX
I installed Kimera096. I got the same issue with msstdfmt.dll. I downloaded it and tried to register but in the command line it says to check if it is compatible with 32 or 64 system. I got it both in system 32 and the folder path. I got x64 system windows 7. Thanks!
 
I installed Kimera096. I got the same issue with msstdfmt.dll. I downloaded it and tried to register but in the command line it says to check if it is compatible with 32 or 64 system. I got it both in system 32 and the folder path. I got x64 system windows 7. Thanks!
Search is so amazing sometimes.  It's almost like people have had these same problems before.  https://www.ff7catalog.com/posts/36981/
 
Double post for a BUG REPORT


So I made it to the Cloud model (SIAA) and decided to fully watch the animations after doing them.  For some reason in animations 9, 12, 17, 22, 29, 31, 32 his animation becomes jerky in only his upper torso.  The rest of them work perfectly.

EDIT:  And Vincent's legs on animation 9 and 10 (maybe others)
And Barret's upper body on animation 2 (maybe others)
And Cait Sith's feet on animation 2 (maybe others)
It also seems Cid's 7th animation displays incorrectly (without making any changes to it)

I hope these are enough examples to be able to diagnose the problem.   Thanks again for adding this feature to Kimera!
 
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Damn. You're right Obesebear, there is a big problem here. I think I know where this went wrong. I'll have to do some changes.

Thanks for your input.
 
Well, similar to that anomaly with Cid, Model RSAA has an error (cannot read animation 15 frame 0), and on OFAA animation 1 frame 0 the model is extremely contorted.


Now, I know I made a lot of changes to models using .93.  Did something change after that version?
 
I uploaded a new version to fix the interpolation issues. Using the interpolate animation button several times doesn't wok to well due to some normalizing that must be done with rotations to fit into the FF7 format. So I added the option to specify the number of frames, which works fine.

As for the problems with the models, I don't know what's going wrong yet. You say those worked fine on 0.93? I don't recall having done any major changes on the animations decoding, but who knows.
 
Just restarted and Cloud works perfectly.  I checked a few others and they all seem fixed as well.  I think it may work perfectly.     As for Cid's running animation, I double checked and it has always done that for some reason.   I'm going to boot up the game at some point and check to see how it looks in game.   


There is still the problem with RSAA (playable frog).  Kimera can't load animation 15 frame 0.  So whenever I save the model, rsda isn't saved.
 
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Well outside of the RSDA problem, I have found a few more models that have trouble.


LRAA is a perfect example of one that I think has trouble because of the number of bones it has.  LOAA, LCAA and LGAA are the other examples.  One being Proud Clod's chestpiece and the other some kind of tank turret, and also a manhole cover.   For whatever reason, when clicking "interpolate" with these models kimera spits out an error and closes.


The one thing they all have in common is that they are singular pieces.  So I assume it's probably a simple fix.
 
Thank you a lot for your input Obesebear. Kimera failing to interpolate a loaded animation opens a wide range of posible causes for the problems. I'll look into it, but unfortunately won't be able to do so for a while. Our next milestone at the job it's pretty demanding and I'll need to do extra hours.
 
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