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

  • Thread starter Thread starter Borde
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So i have said missing files (they happen to be in the link you yourself uploaded haha) but i can't get it to accept them, i tried regsvr, and also just putting them in SysWOW64 (System32 on 64bit machines) and still nothing, any ideas?

EDIT: i feel stupid. Was using the 64bit regsvr32 and not the 32bit one.. Smooth.. haha
 
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I've always wanted to mess with this tool. Now how to get it imported into the latest Visual Studio...
 
Awesome.  I'm downloading this as well for when someone pops up with the know how to make Kimera load limit breaks properly.
If I knew how the limits worked I'd tell you... :(
 
I think the biggest feature we could use would being able to import normal and specular maps. Aali has said the driver would support them but we have no way of importing them with the models.
 
Having real trouble compiling the source - it's asking for a type library (OGL.tlb) that I can't find included or online.

The closest I've found is this, but replacing the missing one with that just throws some undefined variables when I try to compile (although it's much better than without it completely).

Any ideas?
 
You are running the latest version of vb6.0?

I want to say that you need to download/install some sort of opengl type library but im not entirely sure
 
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If I knew how the limits worked I'd tell you... :(
Man, I can't believe this.  I'm sure I speak for everyone you've ever helped complete a project, that you are just such a huge disappointment.
 
Man, I can't believe this.  I'm sure I speak for everyone you've ever helped complete a project, that you are just such a huge disappointment.
LOL! Yes, that's probably true. :D
I tried writing my own model viewer and couldn't get any of the rotations to work. I can tell you how I think limits work, but it'll be just an educated guess.

Remember that post that Borde made linking the files to actual limits? Those each have up to 16 animations; 8 for a player and 8 for their weapon. I don't know the logic behind this, but I can only assume it's meant for weapons to be thrown even though this never actually happens. But from what the AB scripts for the limits look like, the animations on that get "appended" to the current character models' animations (starting at index 2C) and they are executed in that way. What happens to the weapons I have no idea, but they are actually disconnected from the character model at that point and considered their own model.
 
Would it be possible to implement a animation import in?  Like take some from Cloud and use for Sephiroth?  I spoke to borde about it along with someone else and he said he look into it.  That was sometime though so not sure if he got around to it.
 
It seems I'm not allowed to update the first post. Well, here you have a new version to fix the limits break mess:
Binary : Kimera_097b_bin.7z
Source (for Visual Basic 6): Kimera_097b_src.7z
Now you can specify directly an animations pack (by using the "Load anims pack" button).

Also, in case you're having trouble finding the right ogl.tlb, here you have it:
VB6 OpenGL.7z
 
It seems I'm not allowed to update the first post. Well, here you have a new version to fix the limits break mess:
Binary : Kimera_097b_bin.7z
Source (for Visual Basic 6): Kimera_097b_src.7z
Now you can specify directly an animations pack (by using the "Load anims pack" button).

Also, in case you're having trouble finding the right ogl.tlb, here you have it:
VB6 OpenGL.7z
Let me be the first to say thank you.  I'll knock out the limit breaks to 60fps just as soon as I have some free time.


I went ahead and updated the first post for you, but I'm not sure why you aren't able to. I'll have to take a look at the board permissions.
 
It seems I can edit some times. Maybe there is a problem in the server? Thanks for your time.

By the way, please remember that you can interpolate all the animations in the game with the "Interpolate all anims" button. There is no need to do it one by one. You probably already knew, but just in case. I'm conscious it wasn't working completly right the last time, but now it should be alright.
 
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It took a little trial and error, but I managed to get it working.  :)    Huge time saver.   Took a few weeks to fix all the minor animation problems, but all that's finally done!  All that's left are the limits and .s files (and maybe **AB file decoding)

Did you manage to fix the root translation error and the others listed on that spreadsheet?

One of the big ones is that RSAA will crash the game.  Which makes me think kimera isn't loading frogs correctly, because the enemies like big toxic frog are a jumbled mess.
 
There is also a problem with the high minigame, the party in the car/buggy isn't displayed correctly and are entirely messed up. Though this has only a very low priority, but I thought I should mentioned it.

That's great! Finally I can fix the weapon position for barret's limit breaks.
 
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Did you manage to fix the root translation error and the others listed on that spreadsheet?

One of the big ones is that RSAA will crash the game.  Which makes me think kimera isn't loading frogs correctly, because the enemies like big toxic frog are a jumbled mess.
Ahhhh... RSAA, our old friend. There is a hack in Kimera specifically written to open that file. I guess it will need further research.

Yes, they all seem to work fine now.

There is also a problem with the high minigame, the party in the car/buggy isn't displayed correctly and are entirely messed up. Though this has only a very low priority, but I thought I should mentioned it.
Well, it's animations seem to work fine. Unfortunately Kimera chooses by default an animation that doesn't belong to this model (though it "compatible", in the sens that it has the same number of bones). The valid animations for the car seem to be: tgaa.a, sgaa.a, rgaa.a and qgaa.a.

EDIT:
OK, fixed the incompatibility with RSAA. You can grab the new version. RSDA includes an animation with a missing field. This is the only animation in the whole game that breaks the format and it seems FF7 can't even play the original one. It NEEDS the animation to be malformed though (my guess is there is a specific hack for this animation).
 
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