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

  • Thread starter Thread starter Borde
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okay.

in kimera you can see a part saying general lightning,up there you can see show texture options.
click in p file or weapon and click add texture,after you search and click in .tex file or .bmp and the texture will be added.I think the important is in Pcreator,to see what number will be texture (i don't right about this)why sometimes the texture need be in first and the first texture is the principal texture (character texture).
 
I see... If you want add a texture, you must open "model" (ryaa--> Cait Sith) and not a piece (weapons, for example). I'll research about kimera, I'm going to write a guide for new guys. [Thanks you].

Now, I made another mistake. What's wrong?

 
see,this can be 2 problems.Or is UV Map (when you create this weapon model you certified the weapon texture is right? )

or the problem can be the back color,(i see is yellow probably need be black or white to fix,you can see this in custom models.You can see the back color is black and don't have any problems when you texture some part in kimera )
 
I still haven't found... (add music  8))

I checked the model and it also has bad poly count. My software, 3dwings, doesn't export very well to 3ds (not use polys like triangles). I fixed it with blender, but continue the problem... Could it be kimera doesn't support my unwrap? In blender, It works on the box.

NOTES: back=white; UV=unfolder, not projections or maps
 
you know Pcreator have a problem with UV?you need flip UV in all models you import to your ff7 you need flip UV (tick Y) maybe this is your problem if you still don't know that.
 
I'ts true... I'm afraid about this. I'm sorry. Now, it works on the box in kimera but fail ingame [It shows this famouos message: GLITCH: broken p file: vertextype == VERTEX in (smth)]. Must I remake models? (corrupt models)
 
Well, well... sure it's been a while. I finally found some time to spend on Kimera and ironed a couple of bugs. Turns out the reason why 3ds files were untextured in-game was because I didn't pay enough attention to information kindly provided by Aali. Well, serves me right. The problem was with a flag on the render states (you can now edit them on the groups properties) that was telling the game to not draw any textures.

By the way, I encourage you to play with the render states and the blending modes. You can get pretty interesting results with some imagination.

Some will say this is too few too late. And probably they will be right. But I've been busy with real life and Kimera became quiet a chore. Besides, it looks like every VB6 program it's doomed when Windows 8 gets released, becasue MS has decided to cese any kind of support for it (I guess they have decided it's time to push VB.Net of once and for all). Don't expect any more updates (maybe some bugfix, but nothing major). This project is pretty much dead.

On the other hand, I'm working on something else that may interest you all.

See you around.
 
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6 years ago... wow, where does time go.  Better late than never, and you are under no obligations to anyone.
 
This needs to be elaborated on.  Please and thank you
Well Obesebear It's some old pending job actually. Nearly 2 years ago I said I'd do some kind of 3D Studio importer. Someone suggested using COLLADA so I took a look at it, but then I got bussy with other things and my idea remained frozen until now. My idea is to finally takle this task and let people have a decent way of making their own animations (or at least interpolating them to 60 FPS) and generaly simplify the pipeline for those working with a real 3D modeling package.

6 years ago... wow, where does time go.  Better late than never, and you are under no obligations to anyone.
Time sure flies DLPB... it's kind of depressing, but I guess it somehow shows we're still alive. Which is nice.
 
Well Obesebear It's some old pending job actually. Nearly 2 years ago I said I'd do some kind of 3D Studio importer. Someone suggested using COLLADA so I took a look at it, but then I got bussy with other things and my idea remained frozen until now. My idea is to finally takle this task and let people have a decent way of making their own animations (or at least interpolating them to 60 FPS) and generaly simplify the pipeline for those working with a real 3D modeling package.
Time sure flies DLPB... it's kind of depressing, but I guess it somehow shows we're still alive. Which is nice.
If you can get custom animations, there is something I really want to try out...
 
Some will say this is too few too late. And probably they will be right. But I've been busy with real life and Kimera became quiet a chore. Besides, it looks like every VB6 program it's doomed when Windows 8 gets released, because MS has decided to cease any kind of support for it (I guess they have decided it's time to push VB.Net of once and for all). Don't expect any more updates (maybe some bugfix, but nothing major). This project is pretty much dead.
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Hey Borde I think we all appreciate the fact that you gave us this wonderful editor in the first place! Every geek, gamer, and programmer knows Real should and does supercede any project like this. So although the project is dead, I plan on still using it to enjoy this game. After all its been 15 years since this game came out and to be honest Kimera has helped me re-enjoy the experience! Thank you for the wonderful work and good luck on your adventures and endeavors!
 
hey dudes

i just made a quick wish list of kimera features i would enjoy if they are able to be done

- exporting a single animation frame to an animation file OR: a real animation editor tool (text editor for the frames enabling editing skeleton changing coordinates)
- disable the autoclose of kimera when bug occures. it kills my nerves ;O
- more import/export options like biturn, e.g. B3D import, 3DS export, Wavefront, Lightwave
- model preview in windows file browser dialog
- file association of hrc,p,a, rsd to kimera with enabling double-klick in browser opening kimera
- a button showing data information of parts by klicking (like the button in biturn)
- a measurement tool for measuring lenghts differences between points or other elements
- configuration options for kimera like rendering, background color, ....

All in all Kimera is a nice program but still not perfect. i downloaded the source code but i don't have skills with Visual Basic und to get in this would take too much time :(
 
Thanks for the support guys.

As for your whishlist StrayOff, I'm afraid Kimera will pretty much stay the way it is right now. Hope the COLLADA converter I'm working on will fill some of the gaps, though. Anyway, just a small clarification: the FF7 data file extensions can actually be associated with Kimera since v0.8, if I recall correctly.
 
Unfortunatley slower than expected. I'm finding hard to spend time programming anything outside the job ever since I started working. That coupled with the difficulties I had to start working with COLLADA DOM didn't make the project any good. But it will get done eventually.
 
So, in playing around with Kimera's animations, and in keeping with your new project concerning COLLADA.  I wanted to suggest implementing a way to move and rotate bones with the mouse instead of clicking left or right arrows.
I assume that won't see the light of day, but just wanted to suggest in on the off chance that someone else picks up the source code to continue improving it.
 
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