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

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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.
Thank You  :-D
 
Hello everyone.

Just wanted to let you know I finally got Kimera to load 3ds files.

Sorry but there are still some things I want to iron out, so no new release yet. You can expect a new one soon, though.
 
Thanks Borde, that’s great news. Does this also mean that kimera will be able to convert the 3ds files to .p format and we won’t have to go through the pcreator step anymore? If so there was an option on pcreator that allowed combining up to 4 different parts with different textures to one group. I was wondering if it could be possible to have a similar option with kimera and maybe without the 4 parts-texts limitation. Ok I got over exited again and I’ve probably talked your head off but anyway thanks again for your contribution. :-D
 
Yes, that's what I meant. Kimera can now load 3ds files and convert them to P files (actually, not converting them to the P format would mean some serious rewriting of Kimera...). As for the pcreator limitation, I'm not sure what's the problem. Kimera can handle as many groups as needed (up to 2^15, but that would be pretty absurd), and each group can have a single texture applied to it.
 
Despite having up to 1 texture per part, are there not only a certain amount of texture slots per character? (10 i beleive)
 
The 10 tex limit only applies to battle models. Field models could have a texture for each p file if you really wanted to do it that way.
 
blech, its battle models i'd rather have a million peices for... they have tons of peices
 
Yes, that's what I meant. Kimera can now load 3ds files and convert them to P files (actually, not converting them to the P format would mean some serious rewriting of Kimera...). As for the pcreator limitation, I'm not sure what's the problem. Kimera can handle as many groups as needed (up to 2^15, but that would be pretty absurd), and each group can have a single texture applied to it.
Ok I see. Thanks.
 
Well timu sumisu, you know you can always stick toghether several textures on a single bitmap and then move around the texture coordinates for every piece (as long as there are no texture repetitions). I could do this automatically quiet easily (the result may not be very good though...), but is there anyone really interested in this feature?
 
Well timu sumisu, you know you can always stick toghether several textures on a single bitmap and then move around the texture coordinates for every piece (as long as there are no texture repetitions). I could do this automatically quiet easily (the result may not be very good though...), but is there anyone really interested in this feature?
If I understand you right, I don't think there's really any need for a feature like that.   Combining .bmps can easily be done in paint.   Kimera already does so much.. no need to clutter it more you know?
 
Well timu sumisu, you know you can always stick toghether several textures on a single bitmap and then move around the texture coordinates for every piece (as long as there are no texture repetitions). I could do this automatically quiet easily (the result may not be very good though...), but is there anyone really interested in this feature?
Do you mean by that that kimera apart from combining the different textures into one bitmap will also be able to do the UVs repositioning automatically?
 
If it could put the textures together and accurately reposition the uv map automatically then it would be a feature that would be well worth it.
 
Yes, the idea would be to paste the bitmasp toghether and move the UVs. If you think it will do any good, I'll implement it. I can't guarantee how well will it work.
 
Well, if it’s not too much trouble yes please, I believe that such a tool could prove quite useful.
 
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Yeah, I think being able to move the UVMap around would be helpful, but it would need features like scaling/resizing the polygons, and maybe even an option to break individual parts.

I'm curious to see how well you can implement such a feature... Go for it :-)
 
I know, I know.

Now then.  I found a bit of a problem with Kimera when messing around with the stone Gargoyles.  I made him a little larger, and using 'compute ground height' I was easily able to place him on the ground in animation 0 and 1.  But it wouldn't do anything for animation 2..   Any ideas?
 
The animations you computed to ground height are refrenced by the other animations as a starting position. So the other animations will start where the newly computed animations stop.
 
So animation 0 (the standing animation) and 1 (the get hit animation) will be on the ground, but as it transitions into 2 ( the take flight animation) he will start under the ground.
 
Well that would add to the Gargoyle a whole new perspective :-D. I guess it would be better then to not use the compute ground on it at all or is the Gargoyle then stands below the ground all the time?
 
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