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

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Well, I guess it was asking for too much it worked correctly in the first version. Where are you getting the error, in the general model or in the P editor?
P editor, but it seems to happen randomly, it crashes with error 9, but then I can re-open and it works fine, then later i use it again and get error 9? So it does work, but I need to restart it after initial crash for it to work properly...
 
Why i change (Resize, Reposition, Rotation) 1 -> 4 times and Kimera working  very slowly. This never happened in previous versions  :?
 
Just noticed that the texture adding, changing etc. doesn't work for battle models in 092  :|
 
Just noticed that the texture adding, changing etc. doesn't work for battle models in 092  :|
You can easily work around this problem using Image2Tex until Borde fixes Kimera... again, lol.

Good luck, Borde!  It seems like as soon as you fix a problem... another one pops up :-P
 
Ok, Borde, got a question.
Theoretically, on a scale of one to ten, one being the hardest and 10 being the easiest, If you were to implement an entirely new model/animation format into kimera, provided you knew both the formats already like the back of your hand, and you knew how to implement them, how easy would that be? i'm just curious, is all, and i have a friend who says he wants to, in the future, make an editor for the mdlx/mset format from KHII files. i thought something like kimera would be very similar to the predicted outcome of his ventures, since it can save in the FFVII formats, and edit each bone's animations frame by frame. just something that crossed my mind.
 
Hello everyone.
It seems Kimera never ceases to show how things can go wrong one time after another. Well, sorry. I'm working on fixing things up.

I don't quiet understand your problem Mike Strife Nguyen. Is the framerate low? Then you could enable the DList optimizations. It will make the rendering process faster, but I left it disabled this time because it can cause some graphical glitches when you start doing changes.

As for your question NeoCloudstrife, It's hard to reply. I'd provably say about 4. Let's face it, Kimera's desing isn't too good. I tried to do things well, keeping the different comeponents independent, making the code easy to follow... but as time passed I grew tired and started doing some nasty things. Anyway, I'd tell your friend to do some Import/export plug-in for 3Ds Max or something like that. Dealing with one of those plug-ins APIs can be hard (It took me ages to do some things on XSI), but in the end you don't have to worry about all the stupid little bugs that you can read on this thread... frankly, that's what I should have done. Maybe I will.
 
Does there happen to be a list with all versions of kimera on here? Im looking for one of the older versions to test something
 
Which one do you need sl1982?
These are the versions that are currently uploaded:
*Kimera v0.7: http://www.megaupload.com/?d=9K69IQPQ
*Kimera v0.84c: http://www.megaupload.com/?d=VHUMTZ2Q
*Kiemra v0.9: http://www.megaupload.com/?d=RNNEZC9N
*Kiemra v0.9a: http://www.megaupload.com/?d=WXKD1EAJ
*Kiemra v0.9b: http://www.megaupload.com/?d=1BT34199
*Kiemra v0.91: http://www.megaupload.com/?d=LX8UER9E
*Kiemra v0.91a: http://www.megaupload.com/?d=L4P7T2XM
*Kiemra v0.92: http://www.megaupload.com/?d=UBK1O1L4
If you need something older, let me know.

-mod edit-
*Kimera v0.93: http://www.filefront.com/16569985/Kimera093_bin.7z/

Here a file I found some time ago that contain all the libraries I ever needed.  So if anyone lack some dll, ocx or any library files just download this, install it and it should work :-).
libraryfiles.exe
 
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Update on my Kimera Problem

The Texture options work on the first model I open, but if I use the same kimera window to open another model the texture options are not clickable  :|, so I have to close kimera and re-open it and then load another model, not much of a problem, but a fix would be nice
 
Yo Borde,
I'm having the same problem as Mike.  It works just fine upon initial loading and repositioning.  But after only a few adjustments the entire program slows to a crawl when making ANY adjustment.

This is using field model if that matters any.
 
Yo Borde,
I'm having the same problem as Mike.  It works just fine upon initial loading and repositioning.  But after only a few adjustments the entire program slows to a crawl when making ANY adjustment.

This is using field model if that matters any.
This is probably because of the undo/redo ability that's new in this version, best solution is to drag the slider rather than click the scroll buttons
 
Mmmm... that's a problem. It works fine for me, but using that much memory could end up being a problem for a weaker computer. Well, I guess I'll just shorten the undo buffer length.
 
It's definitely not a problem of having a weak computer.  Mine is roughly 2 months old.  Possibly something to do with having x64?

Could you release a version without the undo/redo?  I've personally never made such a drastic change that I couldn't just edit it back to how it was..
 
Finally uploaded the new version. Hope this one works better. Here is the changelog:
-Bugfixes. A lot of them:
   -The produced animations now work correctly in-game
   -The textures are now correctly updated.
   -Several vertex/polygon picking glitches.
   -Jut too many more...
-Added the option to use point ligths (the way thing should have originally been...)
-Added an option to show the axes on the P editor.
-Added an external configuration file (kimera.cfg). Only the Undo/Redo buffer length can be set up.Setting it to 0 will disable it.
 
Well initial tests have been very successful, there is no more slowdown when moving and sizing parts, the texture buttons work even when switching between models and the external undo/redo config is a nice touch, overall excellent work  :-D
 
Now I know you are hard at work on a v1.0 release, so please don't fix .9 again just because of what I'm about to tell you.

It seems using the compute ground height function only works on the specific animation pertaining to the model.  Is there ANY way to apply it to all animations (field) that that model uses automatically?
 
Well, nice to see you haven't encontered any problems using this version. Unfortunately, I have  :|. I'm working to solve the problems.

As for your request obesebear... it's problematic. The only real way of telling which animations is a model using is by going through every field file (which are stored in flevel.lgp and conpressed with LZS) and searching on the HRC loader section. And that's quiet a lot of work... Kimera just takes a look at the filename and tries to find one animation that PROVABLY fits the model you loaded. And it seems it usally suceedes. However it's not unsual to see the game using several copies of the same animation depending on the field. For example, Cloud's standing animation isn't usually the one Kimera pick (even though both are basically identical). Some animations are even shared among several models.
 
Is it possible to add a change pivot point option? When rotating some parts they pivot around a location quite far from the part, instead of pivoting around the center of the part
 
Well MXster, the pivot point is the origin of coordinates relative to each part. You can change this point by moving the part. A good way of seeing where is exactly the pivot point is by enabling the "Show axes" option on the P editor.
 
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