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

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Sorry for leaving this topic and not comming back for so long. As some of you may have guessed, this project is dead.

I've reuploaded the last version to megaupload. Hope the links don't die too soon. If anyone knows about a better free hosting site, please, let me know.

I also uploaded the source code so anyone can continue working on it if he has the time to waste.

Again, all I can say is sorry.
 
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It's strange
I cant open any .hrc file or **aa file by any version of 081b~>084b . It kept saying "Error while loading file" or "Error 53". Could some one help me fix this?
 
No, Im using XP SP2
It seemed that this problem occurred randomly. I had been working with one's model normally using Kimera 084b until it said smt like "error saving" when I saved the model, then I couldnt open the model anymore. I've tried several versions of Kimera and here is the results
- v7: said "error loading animation files"
- v8beta: was able to open the model with animation but without texture
-v81b~>v84b: "error 53" or "error loading file"
However, this model was still shown correctly in Biturn

*edit: one more thing, I've known that creating polygons in P Editor causes FF7 to crash but what about deleting polygons or moving vertex? I've just tried putting Disisidia Cloud in FF7 but it crashed immediately. I dont have much time spending on re-do all the work so I cant check whether it was caused by editing in P Editor or not
 
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hmmm..same problem here..i was redoing kh2tifa and i removed her elbow pad from the bone..then when i recompiled my lgp and started the game, it crashed upon the apperance of tifa..can someone help me? did i do wrong???
 
I didn't know models created with Kimera could crash the game after version 0.8. Oh well, if you want to send me your models I could take a look at them and see what went wrong.

Sorry for the inconveniences.
 
The problem is that Kimera can understand texture files that FFVII cannot. I'm unsure as to why, but I'm sure I can find a model with a tex problem that Kimera will load but FFVII cannot use. It usually comes down to textures created using biturn or adding/removing to many vertexes to a piece that is textured. Kimera can display these models but not the game.
 
The strange thing is that kimera should normalize the model just befor saving it so that it fits FF7 demands. Could I have a look at that some of those problematic models?
 
2Borde

I just used Biturn to convert TEX in BMP,Then made changes in it and converted it back to TEX.
I know that biturn textures makes game crash.Is there another way?
LGP tools CHANGE trick don't works
 
Is there any way that i can use the "change animation" feature for battle models? it seems that kimera can load and view them, and that it can look at their battle animations, but i can't make them different from what they are supposed to be.

any help on this is appreciated
 
squallff8: Nop, sorry, I don't know about any other programs that can do that conversion.

Xelane: The "Change animation" option let's you select a field animation to dislpay. Yes, I know it's a bit obscure. Provably I should change it's name. It doesn't have any
meaning for battle animations (that's why it's disabled).
Kimera can modify field animations and save the changes (it saves the changes when you save the model), but it can't change battle animations. The reason for this limitation is that battle animations should be recompressed and repaked, and I felt lazy for writing the needed code. In fact, I could even store them uncompressed but as I said, I felt lazy for writting that code. Maybe I should do it someday...

samsa_: What problem are you experiencing? Kimera is composed by a single executable, so no installation is requeried (nor possible...). You may need to register some kind of DLL though.
 
but the battle animation editing is the only thing we need now to have an uber FF7 mod ahh well

quick question did you ever get FF7 running a modified uncompressed/unpaked animation
 
Good question Zack Fair. Actually I haven't tried it yet :-P. But it shoud work theorically.
 
if you were able to try and post the results and the appropriate exe it would be uber cool and you would be like my god amoungst men/women
 
Well, well, the time has come for an update. You'll be happy Zack Fair, I've added battle animations editor  :wink:
In summary, the changes from the last version are:
                -Added support for weapons and their animations.
      -Added support for battle animations edition. The whole animations pack will be saved along with the model.
      -Added a textures loader (can load TEX, BMP, JPG, GIF and ICO files). Textures will be saved as TEX
   files along with the rest of the model. This is basically an embeded version of Img2Tex.
      -Updated the field animations and TEX formats so they match the lastest specification posted on the wiki.
      -Battle animations are now decoded properly.
      -Solved the precision problems when editing animations.
      -The usual round of minor bugfixes.

I wanted to do a couple of adjustments more, but I felt this release was being delayed way too much. So here is it. Have fun.
 
This sounds like a 1.00 release to me  :-)  What more could you want to implement?

Perhaps a Pcreator of your own??? ::hint hint::

EDIT
Battle models load fine.  Field model .hrc and .rsd won't load but the .p files will.  I've only tested models out of namespoofer's mod so the original char.lgp and battle.lgp may work fine
 
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borde you are my god my hero my myssiaif you werent a man i would probley make love to you JK lol

but seriously your the man i tip my hat to you downloading now time for some uber testage
 
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