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

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Im running on windows 7 and kimera wont open at all it just gives me the message component "Mscomct2.ocx" or one of its dependencies not correctly registered: a file missing or invalid
 
K, yeah I don't think you need to register those ocx files necessarily. Not anymore, anyway. What you need to register is either: msvbvm60.dll or msstdfmt.dll. Those are the only 2 files from Kimera's installation folder that I found in my system directories like I had registered them.

You're probably on 64 bit win 7 so they will go in SysWOW64... Whoever's idea it was to name the 32 bit system directory that should be caned.
 
Im running on windows 7 and kimera wont open at all it just gives me the message component "Mscomct2.ocx" or one of its dependencies not correctly registered: a file missing or invalid
Ok, I tried at a different computer and got the same error while trying to register comdlg32.ocx. It turned out to be a permissions problem. You must run regsvr32 as an Administrator. The best way to do so is by opening a command line as Admin. You can do so through Windows button, typing "cmd" at the search bar, right ckick over "cmd.exe" and then select "Run as Adiministrator". A confirmation prompt should pop-up, so accept. Now you should be able to use regsvr32 for the command prompt succesfully. It looks like it doesn't really matter where you put the OCX/DLL file.

Good luck.
 
Yeah i tried that i mentioned it in one of my earlier posts that i tried both files and regular and admin permissions
 
Yeah i tried that i mentioned it in one of my earlier posts that i tried both files and regular and admin permissions
I'm sorry to hear that ChaosSaber9999. If all that failed, I'm out of ideas.
 
If you're trying to run the kimera program on a 64bit version of windows 8 this is what i tried.

1.Copy the "MSSTDFMT.DLL" file to the "sysWOW64" folder
2. Locate command line executable"cmd" (go to the start menu and type cmd.)
3. Before running cmd right click it and run as administrator.
4. enter in the following-  %windir%\SysWoW64\regsvr32.exe %windir%\SysWoW64\namedll.dll

with both lower and capital case letters, space and all. (between "regsvr32.exe and %windir%" is a space.)

5. right click the kimera program and run it as administrator. (in order to run the program you must run it as administrator.)


that's about all i remember doing, only one file for me needed copying to the "sysWOW64" folder.  if it's not working you probably have something missing or need updates.

If anyone wants to know my characters, The models i used are "Kaldarasha's unshaded models",  to shade them here is a visual representation. 
ezhq4h.jpg


My cloud model is the "Highres cloud" which doesn't need any shading. to get the perfect shaded Sephiroth it may take some work.

explanation, for my Sephiroth.
2e191jq.jpg


 
Use "ulgp" to unpack and inject your .LGP characters.

here are the list of all the characters and the names kimera uses to recognize the files. (characters must be saved in lowercase letters.) http://finalfantasy.wikia.com/wiki/User:JBed/FFVII/Characters


that's it.
 
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you can also re-shade your characters if they're still appearing to bright. (to do that save them once and then go over them again.)  hope all of what I've said helps.
 
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Please, don't use Compute to ground high! It only affects the current animation (not the model). If you do that, you need to do this for all animations of the model. And it doesn't always work correctly.
You could also try this with the light: Z max left and Y max right with all lights on.
 
Compute ground height is best used only on battle model HRCs'. Most field animations are used by multiple field HRCs' so computing the ground height to match an animation to one model model will result in other models that are floating or sunken on the field. Of course you could always rename all the modified animations to an unused .a spot and then assign them to the model in every flevel the model appears. Giving the model it's own set of unique animation that are unused by an other field HRC, but this would be very time consuming for very little reward.
 
Please, don't use Compute to ground high! It only affects the current animation (not the model). If you do that, you need to do this for all animations of the model. And it doesn't always work correctly.
You could also try this with the light: Z max left and Y max right with all lights on.
ah, ok then, my bad. I notice levitating characters too. so now i know not to use it. but the rest I've said works just fine with me.
 
Sorry to Necro post but I need some info if anyone has it.  As you all know I am editing the Sephiroth animations to look similar how he does them in KH.  So I believe I stumbled on an unused animation.  The animation in question is number 30 and one other I can't remember which.  It only has two frames of animation and it seems to be a copy of his basic slash attack the one where he cuts the enemy.  This maybe that they where going to give him the materia modifying attack because I believe somewhere someone said they where going to add a playable Sephiroth just nothing tied to the story.  This could possible support this.  So my question is do you think it is something that we can exploit and use?
 
Sorry to Necro post but I need some info if anyone has it.  As you all know I am editing the Sephiroth animations to look similar how he does them in KH.  So I believe I stumbled on an unused animation.  The animation in question is number 30 and one other I can't remember which.  It only has two frames of animation and it seems to be a copy of his basic slash attack the one where he cuts the enemy.  This maybe that they where going to give him the materia modifying attack because I believe somewhere someone said they where going to add a playable Sephiroth just nothing tied to the story.  This could possible support this.  So my question is do you think it is something that we can exploit and use?
Animation 30 is part of his standard attack routine, according to his AB file. Two animations are still unused though. 24 and 25, I think. At least I don't remember any attack ever using those animations.

That said, it would be awesome if we could easily restore the animation IDs in between, which seem to be missing from Sephiroth. Does anyone know if that's even remotely possible?
 
If borde can implement a porting system then we'll be able to use some from reno and his coatless stagger animation.
 
Hi Borde, I think it is time for an yearly update.  :-D

I have something on my wishlist.
First thing is an own color pallet system, the second thing is a better way to color vertices and edges.
1.)
- a pallet with nine main colors, each with five subcolors
- the new pallet is saved in a txt-file with the file name 'PalletNameOfTheHrcFile.txt'
- if I change the main color its subcolors are changed the same way
(to be honest the new color pallet would be only an editing of the current pallet system, but I have no idea if it would be easy or even possible to realize)

2.)
- I need to select vertices and edges
- if a vertex is selected: the color of the vertex is changeable in all three triangles which are connected with it
- if two connected edges are selected: the color of the vertex is only changeable in the triangle, which the both edges are generating

I also would prefer if the brightness setting for the color would be use a uniform scale with a maximum brightness and a minimum brightness like the most paint programs do. The current way is sometimes confusing, because I never knew where exactly the middle is and it could easily happen that you make a color a bit  brighter instead of a bit darker by accident.
 
Hello Kaldarasha.

I'm sorry to say I've been completly neglecting Kimera development (or any kind of the development outside of the job, actually) for the last months.

I think I don't really understand what you're asking for. What would these sub colors be, shades of the same color? I'm not exactly fond of the current pallete system. It's a real a mess and, if I'm going to do aything about it, I think It will imply rewritting the whole thing.

As for painting vertices and edges, It's very doable. Selecting them would be cool, but It's would take some work. And I don't feel motivated at all.

As for your suggestion about the brightness, It would be certainly a much saner approach and I'll look into it. The current implementetion never was anything but a quick and dirty trick.
 
I have thought about it the idea with the pallet. It would be good in a new program, but to rewrite the whole thing isn't worth the effort.
However it would be good, if I could safe and load a color. At the moment I writing down the colors manually in a text file.

I really need these vertex painting. The current way with erase and create new faces is very time consuming.
So I hope this bastard, called motivation, is coming to you very soon. He plays with me hide and seek, too, and he's always the one who's hiding.
 
Sorry to necro post but got some questions of my own.  So Borde any chance of you making any changes to editing animations possibly that we talked about?
@Kaldarasha: Know what you mean all to well.  Especially since I am re-watching battlestar galactica over again.
 
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