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

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Hi guys. I've a problem with kimera that I hope you can help me.
First I want to say that I agree with the new rules of this forum. I don't like this rules but I understand the halkun's reasons to create them. In that case the images that I expose here are like an example ok? I think this is the best way to explain my doubt. If I must to erase the images, tell me please.  :-)
Well I've finished this model with kimera. But when I try to load an field animation this is the problem.
2igwi8511547-02.jpg
FeLHqG704588-02.jpg

Then I tried to repair the model again with this animation but when I do that other animations change also.
BpnM0p692655-02.jpg
fHLvFu785753-02.jpg

Is there any way to change one animation without any changes to the others?
Thanks
 
Actually, not to change the subject, but this is exactly why the rule was created.

I'm sure it was difficult for you to segregate the model to it's individual components, but the model was obviously not designed with ff7 in mind. In fact, it looks terrible when you use it because of the way the armatures themselves are rigged, and really nothing to do with the animation or the model.

In this case you probably need to import or make a new armature (skeleton) as well.
 
Borde, another question...

I've been messing around with adding new textures to new bones with the new .bmp function.  All textures seem to work fine as long as they are set to texture 0.  As soon as I scroll to texture 1 and attempt to change it to a different .bmp nothing will display.  However if I scroll back to texture 0 again, the new .bmp I was trying add replaces the original texture I started off with.

This may just be user error though...  I'm still new to editing all this stuff :-P

EDIT EDIT EDIT

Say I make a new .p file called MTCI in PCreator and MTCI uses texture ID 2, as long as I use IMG2TEX to rename my .bmp to MTAE, Kimera.9 will load everything perfectly :)  As a matter of fact, I have 3 total textures used on Safer Sephiroth (eyes, black wing, white wing) but if I try to use Kimera to scroll through the different textures, it opens the "open model" box.

It seems like a lot of complaining from me, so I would like to reiterate how thankful I am you took the time to make this awesome program! :)
 
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yeah of course. They are different games... I'm a beginner in this matter. It's the best thing that I could have done. Anyway, thank you very much. I'll try to do it again  :-D :-D
 
borde would it be possible to make a ghost button that create a tranparent copy of a specific frame so you can line up things like the feet for idle animations

i think that will be my last feature request

 anywho just so people know the edited animations work wonders ingame
 
Would it be possible to implement an import .3ds or .obj and take pcreator out of the mix? :P

It'd be very handy to be able to plop my models directly into kimera to fix em up.
 
but if I try to use Kimera to scroll through the different textures, it opens the "open model" box.
sounds like exactly what happened to me. if you hit "remove texture" then, does it remove the entire model piece?
 
but if I try to use Kimera to scroll through the different textures, it opens the "open model" box.
sounds like exactly what happened to me. if you hit "remove texture" then, does it remove the entire model piece?
Yep.  Windows 7 user here, not sure if that makes a difference
 
i know i have already post my problem here:
https://www.ff7catalog.com/posts/110920/

but there is a possibility that it screw up some of the animation like the transformation of vincent, example my vince(swap with cloud and vice versa) transform into the hellmasker while im doing the death giga and when i do hell masker the camera is facing vince but is doing nothing

ps: im using kimera 0.9
 
Sorry for the delay, but >++@>(M♥T)<@++<'s model has been keeping me busy. Even though it looks perfectly valid, the game fails to load it no matter what. Suprisingly painting a polygon of the problematic P files made them work, which is even more disconcerting. I'm starting to think we've hit some hole in the P file specification we've got.

Zack Fair, you're right, the animation options don't match the right bone. It forgot subtracting the first bone for battle animations... As for your suggestions, the first one could be nice, the second would be covered if I manage to pull off the frames interpolation, and for the third one... mmm... I'll take a look. And yes, animations are stored mostly uncompressed (only the 0 rotations are compressed). I think there isn't much point trying to get a smaller size when the size is already pretty small.

obesebear, the world_us.lgp models seem to be loaded correctly for me. The animations used usually don't match, though. And the clipping planes are way too small (I think I'm going to use some fixed value from now on...). There is defintly some problem with the textures selector, I'll take a closer look.

AlbusJC, I haven't experienced that problem with the animations. Could you describe what you were doing when that happened?

timu sumisu, yes, loading 3ds files is one of my top priority tasks for the next version.

Well seems we will need some bug-fix version soon...
 
May I have a look at this mystery model?

Would be great if you included the working version aswell.
 
New question
When I initially load my poor attempt at converting APZ's Cloud to a field model I get this
beforemove.jpg



But as soon as I touch anything in Kimera it turns into this
aftermove.jpg


I haven't tried the model in game, because frankly I'm sure it will just crash.  Any idea what the reason for this might be?  I used Img2Tex on a 24bit bmp if that matters.  And have tried ticking and unticking the Color 0 option
 
Borde At least I have solved the problem when I've changed the position of the bones. Also I have joined the double belt to the chest as I did with the buster sword. Now at least he looks like a "normal person" when he is running...  :-D
Thank you very much and great job with kimera. :wink: One more thing. I am not sure if it is a problem or not of this new version of kimera. When I change the position of a bone and select other one the same numerical position is kept.  :? Have I explained it well?

Obesebear then, is it possible to change a model of battle to field?
Might you tell me how you have done it? please :roll:
 
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Sure Aali, in fact I was thinking about asking you for help. I sent you the files. Thanks a lot for your time.
By the way, I should add I tried copying the unkown values of a working file and still crashed. Changed the hundreds chunk, same. Converted it to 3Ds through Biturn and then back to P through PCreator and even then it still crashed.

obesebear, the missing fragments are black and that's why they aren't painted. If the 0 as trasparent falg is set to zero Kimera has a bug. the game shouldn't have a problem with that though. I'll take a closer look later.

So you say the reposition fields aren't updated correctly  AlbusJC? Mmmm... I'll take a look. And changing a battle model to a field model is basically a manual job :-P You must replace the original field parts by those of the battle model. Keep in mind you should shrink them a lot. I think It had to be like 20% of the original or something like that.

Great Sephiroth, what's exactly what you're doing with Kimera?
 
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Those files are both pretty odd, seeing as they have 79 and 80 vertices respectively, neither of which adds up to an even number of triangles. :-P

FF7 is crashing because it can't find the normal for one of the vertices, and even though I can't really determine *why* this happens, I would suggest cleaning the .p file, removing unused vertices and the like.

Oh, and, do you have an option for linear filtering or is it always off?
 
-FACEPALM-
Thanks a lot Aali, this clears up a lot of things. Unused vertices were removed since version 6 (it became obvious they had to be removed very soon). But it looks like when I rewrote the whole program I made a terrible mistake on the unsued vertices check code: the last vertex of every group was never tested. And this explains why people has being complaining about crashes and asking for Kimera07. Sure that was a long running bug...

The linear filter for textures should be allways turned on, by the way. Are you getting unfiltered textures?
 
Well, your hundred chunk doesn't turn on linear filtering and I'm not sure what kind of assumptions you can make about the renderstate before the model is rendered.
Maybe it's already on for the models that matter here, but then you might want the option of turning it off.

And while we're at it, will you be adding options for culling? :-)

:EDIT:

While we're talking like this, why is the blendmode set to 4?
Sure, blending isn't enabled so it doesn't matter, but still, that's technically not a valid blend mode in FF7. :-P
 
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Oh, the hunderts chunk... I really don't have the slightest clue what's written there except for the opacity value :-P
Has it been decoded already? I'd be very glad to know what's stored there.

As for the culling, you mean back face culling? I decided to leave it allways turned on since no one asked for a switch. Of course it would be very easy to add a check box to switch it off if someone needs it.
 
Well, I don't know everything, but here's what I've got so far;

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Code:
struct p_hundred{ uint field_0; uint field_4; uint field_8; uint field_C; uint field_10; struct texture_set *texture_set; uint field_18; uint field_1C; uint field_20; uint shademode; uint lightstate_ambient; uint field_2C; void *lightstate_material_pointer; uint srcblend; uint destblend; uint field_3C; uint alpharef; uint blend_mode; uint zsort; uint field_4C; uint field_50; uint field_54; uint field_58; uint vertex_alpha; uint field_60;};
Almost everything here is more or less irrelevant except blend_mode, which can have the following values:

0 - Average, source color / 2 + destination color / 2.
1 - Additive, source color + destination color.
2 - Subtractive, broken and unused but it should be destination color - source color.
3 - Not sure, but it seems broken and is never used.
4 - No blending (FF8 only)

field_8 and field_C are both bitfields with the following values;

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Code:
enum effects{ V_WIREFRAME,   // 0x1 V_TEXTURE,   // 0x2 V_LINEARFILTER,   // 0x4 V_PERSPECTIVE,   // 0x8 V_TMAPBLEND,   // 0x10 V_WRAP_U,   // 0x20 V_WRAP_V,   // 0x40 V_UNKNOWN80,   // 0x80 V_COLORKEY,   // 0x100 V_DITHER,   // 0x200 V_ALPHABLEND,   // 0x400 V_ALPHATEST,   // 0x800 V_ANTIALIAS,   // 0x1000 V_CULLFACE,   // 0x2000 V_NOCULL,   // 0x4000 V_DEPTHTEST,   // 0x8000 V_DEPTHMASK,   // 0x10000 V_SHADEMODE,   // 0x20000 V_SPECULAR,   // 0x40000 V_LIGHTSTATE,   // 0x80000 V_FOG,    // 0x100000 V_TEXADDR,   // 0x200000};
Every bit set in field_C changes one part of the renderstate and the same bit in field_8 picks one of two possible options.
The custom driver only implements V_WIREFRAME, V_TEXTURE, V_LINEARFILTER, V_NOCULL, V_CULLFACE, V_DEPTHTEST, V_DEPTHMASK, V_ALPHABLEND and V_SHADEMODE so just forget about everything else, you wont need it.

The rest of the structure is either runtime data, filled in by querying the driver about the blend mode or just never used.
 
I'm getting an error saying that "MSTDFMT.DLL" is missing or not registered.
I have it in the same folder as Kimera, and in system & system32 folders but
it won't work. Is there any way to solve this and run the program?


Nevermind, already solved thanks to another topic made by someone. lol
 
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