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

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Well I sent the model to Grimmy (my FF7 needs to be reinstalled) and he tells me that it works just fine in game.  So although Kimera doesn't properly display him being computed to the ground, it still works once the model is in game.   

So it was a false alarm (of sorts) I suppose.
 
That's interesting... which aa file is gargoyle? I'd like to take a closer look at this issue.

By the way, I'm sorry for the delay on the new version. I'm running into quiet a few unexpected problems.
 
I’ve encounter a similar problem in the past and it seems that in contrary with the field models the game places the battle models always on the ground’s surface regardless of their skeleton’s height so I might be wrong but I think there is no need to use compute ground on battle models at all.
 
Using compute ground height on battle models does help to realign the model to it's shadow, but I've never seen a model go below the ground.
 
Battle models definitely do need it too.  Like Grimmy said, the models can sometimes be placed halfway in their own shadow.  Which looks... well ridiculous
 
You’re right I rechecked too, it’s just that in my case the size difference was so small so the displacement was barely noticeable. But other than that... yes it looks kinda funny.
 
i dunno...
but why when i clicked the model in kimera.. it always crashes...
when i tried in other computer.. it works fine
 
I think FF7 clears the depth buffer befor drawing the characters in the battle secuences. A way to save depth precision and prevent z fighting, I guess. That's why the charactres will never fall below the ground.

As for your problems Renzoru_Kazuno, comptures are mysterious, and VB6 it's even more... Do you get any error message?
 
Ugh... sorry Renzoru_Kazuno, but that could be so many things.

Well, anyway, finally uploaded a new version. It doesn't have as many things as I wanted to add, but I've been holding the release for too long. Here is the changelog:
        -Added 3Ds loading support.
   -Added several operations that depend on a given plane:
      -Cut the whole model through a plane.
      -Make the model symetric.
      -Erase everything under the plane.
      -Mirror on a given plane (as oposed to the fixed ZY plane used in earlier version).
      -Fatten/thin on a given plane (as oposed to the fixed XY plane used in earlier version).
   -Adjusted the model rotation to fully use quaternion properly, no more gimbal lock. The animation rotations are still
   the same, though.
   -Now you can hide groups on a P model. When a group is hidden it can't be affected by any operations on the editor
   besides the palletized ones, rotation/translation/panning and the group deletion.
   -Killed lots of bugs (you'd think there couldn't be many more after all this time... well, there were).

So what should I add next? Well, this is what i've got on my to do list:
       -Export 3Ds.
       -Texture coordinates edition.
       -Frames interpolation.

Please, keep in mind even though I tried hard, there could be still more bugs left. Specially on the new features. Stay alert.
 
I vote for an export to 3DS.  Biturn likes to add multiple vertices where there should only be 1.  And it also cannot display the 24bit bmps.
 
Ok, then I'll begin by doing the 3ds exporter. It should be the easiest feature to implement anyway.

Thanks for your time guy. Post any problems you find.
 
I've had some animations twist and contort the models awkwardly.  Also, from the .91a to this version, a new animation frame has been added to the MP's stance animation.

Everything's worked great so far tho!


Any chance of manual "compute ground height" buttons?   The automatic one isn't always perfect.  Especially in cases where the animation requires the character to jump.
 
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Mmmm... animation problems? Yes, that sounds awfully likely. What animations are screwed up?
And yes, the animations were skipping the last frame in older versions. That was a silly bug... among many others.
As for the ground thing, you can allways adjust it manually through the animation controls (Root translation, Y coordinate). Remember to tick Propagate f. in order to propagate the changes to the following frames.
 
Change texture id work with Kimera, but in game wrong texture.
Load .3ds wrong texture, need UVMap.
Thank you, Borde for new Kimera.
 
my knowledge of this kind of thing isnt great.... but when I try to import an 3ds file into kimera I get \"error 9\" and it just refuses...point blank.

??
 
Sorry for not replying earlier.

Could you please provide me with some of those 3ds files you're having problems with?

Thanks.
 
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