26
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-07-31 00:16:19 »Interpolated animations is all we have for the foreseeable future. It would be great if someone had the knowledge and time to deal with creating programs to import custom animations and mesh deformation, but it's going to be a long time before that happens, if ever.
However, I do have enough free time to dedicate to interpolating what we currently have, I just can't do it one animation at a time.
Actually, I'm not pessimistic about the interpolation itself, but about it's practical usage in-game. Since effects are hard coded into the EXE and each of them manages timming on it's own way, I can't help but feel there is no way the new animations and the effects will ever match.
The V_ALPHABLEND state has to be enabled either in the group itself or somewhere above it in the render tree. Presumably models themselves usually don't touch this state at all and leave it up to the engine to enable it before rendering.
It seems all battle pieces actually set V_ALPHABLEND in both field_C and field_10 on the hundrets chunck. So I guess the engine simply forces the blending off for these models. I can't help but find this really bizarre.