Mmm... yeah, you are right. You should right-click on the link and then "save as...". At least I can download it in this way.
For some reason, this doesn't work on FireFox but it does on IE.
I think I should look for better web-hosting...
COMDLG32.OCX or one of its dependencies not correctly registered: a file is missing or invalid
...wtf??
couldnt find anythin of use except some vb6 and it wouldnt install
Anyway, I'm working on a little program to make SD characters automatically (I just love the SD style).
Well, here is it. It took me longer than I expected, but here you have the new version. The most important feature added is the direct polygon painting.
By the way chocomog, are the files edited with my program still usable as battle models?
if there is another topic like tike mine tell me where is it because i search and didnt find it DAMNTell you, so you can ressurect another one? Board's rules say, that you shouldn't revive topics, Especially, if you have nothing to add. If you have a problem, make a new topic and post your problem there.
i just need to figure out how to take screenies in FF7 and yoou can all see my hairless zack battle model yayPrintScreen works just fine.
plus you can't edit battle models with it any more
Run-time error "713"
Class not registered.
You need the following file to be installed on your machine. MSSTDFMT.DLL
hum... ultima espio's right...
That's all, I'll continue my bug hunt. Wish me luck... :|
Good program you got here Borde. Though, whenever I save a model, it's always alot darker then normal. Is this a bug?
DLLFiles.comThat site doesn't seem to work..
heres what i do when i can't find .dll file, so copy MSSTDFMT.DLL and paste that into google and click the first result. this WILL work so um yeah...Thank you! Would've searched Google earlier, but I thought I wouldn't find it that way, but I see I was wrong. :-)
E: Darn, I'm stupid, I was opening the wrong file!
I have another problem now tho: Why do all parts I edit become darker? I did some testing and even opening a part of the model and then applying it makes it dark!
Mmmm... strange problem Valcus Valentine. Are you using the palletized mode? Because that's the only thing I know that could cause such a problem. Post some screenshots of this problem if you can.
I got Kimera version 0.81b, and no, I don't use palletized mode, but I found a solution for it tho. Just disable lighting and it works fine.
Oooops, right, I forgot to change the link. Also I saw there was a certain bug: transparencies were disabled. That has been solved. About the bug you are having Valcus Valentine, it's strange because it works fine for me. Are you having that problem with any special model or it just happens with any model?It happens at least with Sephiroth and Vincent models.
Also, (And this might be because of the model type) it won't let me color a Sonic model. I get the color and I click, but no change.
I've got a "small" trouble, kimera always said that I hadn't had MSSTDFMT.dll eventhough I copied this .dll file into my windows/system folder so I couldn't start the program
Here a file I found some time ago that contain all the libraries I ever needed. So if anyone lack some dll, ocx or any library files just download this, install it and it should work :-).
libraryfiles.exe (http://spinningcone.com/ff/stormmedia/Libraries/libraryfiles.exe)
borde, you may not want to hear this, but for some reason, I cannot exchange any of bizarro sephiroth's arm files with field files, and i tried the last 4 releases of kimera, and I'll get you some screens later today.
(well, I can do most of his stuff, but the arms just disappear!!! did this happen to anyone else?)
Great Sephiroth: Did it close with no error message? Do you remember which files did you open?
Could someone please post 8.1b through 8.3b please?
The latest verson isn't working to well.
Well whenever I edit a model, besides resizing and repostioning, the game always crashes when it gets to that model.
since this file is in RAR form and i am a noob, how do i open it to be used?
Excuse me but how do I get around/solve the problem that comes up with the file it keeps saying this.
can't locate MSSTDFMT.DLL
Okay, I know I'm like the billionth person to ask this, but.... I clicke the link, saved it under my Final Fantasy VII stuff, and double clicked it after it saved. It won;t load up or anything, and it asks me what program i want to run it in. It migh tbe my computer, it a ME 2000 windows.
Thanks
Okay, thanks I found that, and got it to install. Now, the only problem is, is that I don't know what to do next to get Kmera Running. It tells me that I am missing a file, component "comdlg32.ocx", or that it is invalid. How do i fix this?
P.S. thanks for the help dude.
can somebody make or link video how instal and get kimera work.
http://www.ascentive.com/support/new/support_dll.phtml?dllname=MSCOMCT2.OCX (http://www.ascentive.com/support/new/support_dll.phtml?dllname=MSCOMCT2.OCX)
Note: I'm using Windows 7 x64.
I had to put this in my windows/system folder and then run the command line for 95, 98, and ME. You may have to run the XP command line.. but I can't be sure
There will be another one that pops up missing, just do the same thing and you'll be up and running
i havnt had a chance to play with this yet, but am i correct in understanding that when you say battle animations editable, i can animate them myself?i assume so. could be good =DD
Ugh... right obesebear, it was seriously screwed. Not only it wasn't loading the field models, it was also destroying the animation files. Please, redownload. And well, i won't call it 1.0 at least until I make the 3DS importer :-P.
Thanks Zack Fair, hope it serves your purposes. The interface is a bit unfriendly still, though. I'll see if I can do something better.
Thanks a lot Millenia, having to deal with megaulpoad to download this small file was quiet absurd. But upload the new version please.
well... its doable lol. Not the most traditional method of animation. At a quick glance it seems like i could edit whats already there. Its hard to tell but it seems almost like they did 3d frame by frame XD, which wouldnt be all that surprising, but would make it kind of tedious to reanimate. (also limited in number of frames unless theres an add frame button i missed)
EDIT:nvm scratch that... its normal key'd animations, however, how do we add keyframes?
EDIT2: srry i'm a noob just found it., well, to add/take away frames... i'll work on figuring out keyframing, and bored, I heavily suggest you put a pause/play button on animations with a loop checkbox.
EDIT3: *i promise this'll b the last one* bored, is there a way to just animate with keyframes? i got a simple animation done, what i did wa erase all the frames so i just had the root frame. i duplicated it and modified, then duplicated that etc... is there another intended way to animate?
Editing animations? now you won't look so weird using the PRP!!! hahaactually, i believe editing field model animations has been possible for a long while, with the use of a program named Shera or Cetra or something by Ficedula. it's just that borde's tool is a LOT more user-friendly.
EDIT3: *i promise this'll b the last one* bored, is there a way to just animate with keyframes? i got a simple animation done, what i did wa erase all the frames so i just had the root frame. i duplicated it and modified, then duplicated that etc... is there another intended way to animate?Nop, sorry, I know it's a very time consumming method, but that's the only thing you can do with the current interface. I'll try to work on some frames interpolation method in order to cut the requeried time.
also, i seem to have encountered either a glitch or just a misunderstanding or something. when loading field models, clicking one with textures brings up a thing on the side that shows one of them, and has a dropdown menu, and some buttons. on closer inspection, trying to use the dropdown menu to see the different textures results in kimera trying to load a .P files, which if you DO load it, it puts it on top of the p file you just clicked on to see its textures. also, hitting "remove textures" just deletes the .P file from the bone. im not sure about change and add textures yet.Well, you probably were using the add part button. It let's you stack several P files on a single bone. The texture options can be accesed through the "Show texture options" button.
....in writing this, it seems to have stopped doing this now. was that normal?
but if I try to use Kimera to scroll through the different textures, it opens the "open model" box.
Yep. Windows 7 user here, not sure if that makes a differencebut if I try to use Kimera to scroll through the different textures, it opens the "open model" box.
sounds like exactly what happened to me. if you hit "remove texture" then, does it remove the entire model piece?
struct p_hundred
{
uint field_0;
uint field_4;
uint field_8;
uint field_C;
uint field_10;
struct texture_set *texture_set;
uint field_18;
uint field_1C;
uint field_20;
uint shademode;
uint lightstate_ambient;
uint field_2C;
void *lightstate_material_pointer;
uint srcblend;
uint destblend;
uint field_3C;
uint alpharef;
uint blend_mode;
uint zsort;
uint field_4C;
uint field_50;
uint field_54;
uint field_58;
uint vertex_alpha;
uint field_60;
};
enum effects
{
V_WIREFRAME, // 0x1
V_TEXTURE, // 0x2
V_LINEARFILTER, // 0x4
V_PERSPECTIVE, // 0x8
V_TMAPBLEND, // 0x10
V_WRAP_U, // 0x20
V_WRAP_V, // 0x40
V_UNKNOWN80, // 0x80
V_COLORKEY, // 0x100
V_DITHER, // 0x200
V_ALPHABLEND, // 0x400
V_ALPHATEST, // 0x800
V_ANTIALIAS, // 0x1000
V_CULLFACE, // 0x2000
V_NOCULL, // 0x4000
V_DEPTHTEST, // 0x8000
V_DEPTHMASK, // 0x10000
V_SHADEMODE, // 0x20000
V_SPECULAR, // 0x40000
V_LIGHTSTATE, // 0x80000
V_FOG, // 0x100000
V_TEXADDR, // 0x200000
};
Great Sephiroth, what's exactly what you're doing with Kimera?
I *think* thats because of the way that the graphics driver loads the transparent models, something like it renders it they opposite way around.... or something like that :? :-P
-Adding Animations: Well, ok, shouldn't be a problem. I don't know if the game will like that change, though.
Anyway, I try to open "fzcc.hrc" and I get an error message:
Error opening "aiae.a". So I click OK and I instantaneously get another error message. Error opening "apdb.a". I click OK again. The next error message was about "aqce.a". The next was "azba.a". The next "btbb.a". The one after that, "bugc.a"...
Well Shadowseer, that's certainly strange you're getting all those error. I tried loading that model right now (from a folder containing the whole char.lgp extracted) and it loaded silently. Are you sure you've got the lastest version?
Makubex, yes, Kimera can move vertices. In order to do so, you must click on the button with a hand on it (in the P editor window). Keep in mind that the mouse button you click with will be assigned to that function. As for the textures problems they could be caused by some bug on the RSB parsing routine. Could you point me to some of the problematic HRC files?
By the way, I found some Memory copy problem that can cause the program to crash when loading textures. I'll have to take a closer look at that.
cloud has more animations then anyone else in the feild because of the fact he is in almost every scene of the game so
cloud has more then one standing animation is what im getting at
The root bone should be coming from the floor...I'm not sure what you mean by 'coming from the floor'. If you mean all bones extend outward from the root, then yes, they do. And that's the problem.
Well, I guess it was asking for too much it worked correctly in the first version. Where are you getting the error, in the general model or in the P editor?
Just noticed that the texture adding, changing etc. doesn't work for battle models in 092 :|You can easily work around this problem using Image2Tex until Borde fixes Kimera... again, lol.
Here a file I found some time ago that contain all the libraries I ever needed. So if anyone lack some dll, ocx or any library files just download this, install it and it should work :-).
libraryfiles.exe (http://spinningcone.com/ff/stormmedia/Libraries/libraryfiles.exe)
Yo Borde,
I'm having the same problem as Mike. It works just fine upon initial loading and repositioning. But after only a few adjustments the entire program slows to a crawl when making ANY adjustment.
This is using field model if that matters any.
Well MXster, the pivot point is the origin of coordinates relative to each part. You can change this point by moving the part. A good way of seeing where is exactly the pivot point is by enabling the "Show axes" option on the P editor.
Yes, that's what I meant. Kimera can now load 3ds files and convert them to P files (actually, not converting them to the P format would mean some serious rewriting of Kimera...). As for the pcreator limitation, I'm not sure what's the problem. Kimera can handle as many groups as needed (up to 2^15, but that would be pretty absurd), and each group can have a single texture applied to it.
Well timu sumisu, you know you can always stick toghether several textures on a single bitmap and then move around the texture coordinates for every piece (as long as there are no texture repetitions). I could do this automatically quiet easily (the result may not be very good though...), but is there anyone really interested in this feature?If I understand you right, I don't think there's really any need for a feature like that. Combining .bmps can easily be done in paint. Kimera already does so much.. no need to clutter it more you know?
Well timu sumisu, you know you can always stick toghether several textures on a single bitmap and then move around the texture coordinates for every piece (as long as there are no texture repetitions). I could do this automatically quiet easily (the result may not be very good though...), but is there anyone really interested in this feature?
you need to register the dll's
open a command prompt and navigate to the folder the files are located and type
regsvr32 [filename]
Holy crap people. I answered this on the last page. If you want help with something make sure it hasnt been answered already.Be careful, or you too will have to change your avatar.
Holy crap people. I answered this on the last page. If you want help with something make sure it hasnt been answered already.Be careful, or you too will have to change your avatar.
If you use windows 7 64 bit, try to put msstdfmt.dll in Windows\SysWOW64 folder not in Windows\System32.similar problem on xp help please
Then C:\Windows\SysWOW64\regsvr32 /s msstdfmt.dll
It works for me :)
MSSTDFMT.DLL i installed it in the folder and in system 32 i get this.it is also ame
Run-Time error '713':
Class Not Registered.
You need the following file to be installed on your machine., MSSTDFMT.DLL
>:(
Well, Borde, I notice you haven't been on since March, but in case you do decide to stop by again, you should know that when a "add part to bone" is done, it messes up the UV map of the piece being added
Not just moves it, or flips it. But completely destroys it.
You can avoid a slew of issues by using .093 it is the last bug free release. You loose a bunch of the new features, but at least it's stable.I know .95, .91a, and .84c all messed up the UV's, so I figured they all did. Care to upload your .93?
Hello, im using Kimera but when i touch something i get this errorI get that too but I think it has something to do with removing all the textures in the battle model but I get Run-time error 9. Can't remember where I got that error.
(http://img189.imageshack.us/img189/6103/12sinttulo.jpg) (http://img189.imageshack.us/i/12sinttulo.jpg/)
Hello, im using Kimera but when i touch something i get this errorI get that too but I think it has something to do with removing all the textures in the battle model but I get Run-time error 9. Can't remember where I got that error.
(http://img189.imageshack.us/img189/6103/12sinttulo.jpg) (http://img189.imageshack.us/i/12sinttulo.jpg/)
Thanks I appreciate it. .95 has worked flawlessly with everything... just "adding part to bone".Borde's not around anymore?? Why?? He's program is one of the needed most in ff7 modding. Sad :(
Too bad Borde's not around anymore. He was so close to making it to v. 1.00
There's no reason to use .9. Use .93 or .95
And if you had really searched the entire forum... or even just searched this thread, you would have found a link to it.
Change texture id work with Kimera, but in game wrong texture.
Hello all :), how are you ? :P i'm new here and i have need kimera for configure battle.lgp but i download kimera and he say
(http://img812.imageshack.us/img812/9412/sanstitreof.jpg) (http://img812.imageshack.us/i/sanstitreof.jpg/)
I have windows 7 please help me :) .
i'm french excuse me for my bad english. :-D
Hello all :?: , how are you ? :-P i'm new here and i have need kimera for configure battle.lgp but i download kimera and he say
(http://img812.imageshack.us/img812/9412/sanstitreof.jpg) (http://img812.imageshack.us/i/sanstitreof.jpg/)
I have windows 7 please help me :?: .
i'm french excuse me for my bad english. :-D
Hello i have a problem with kimera i launch the program and when I click the hrc, an error occursYour lack of respect for the rules is downright amazing. Congrats on making my shit list.
On the other hand, I'm working on something else that may interest you all.This needs to be elaborated on. Please and thank you
This needs to be elaborated on. Please and thank youWell 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.
- 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, ....
2. Posting in threads more than a month old IS allowed. However, if your post contains no relevant information it will likely be deleted and you will be warned. If a link is broken, inform the author by using a Private Message.
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.
The link for Kimera V0.93 is down, any upload would be nice (the modified version)
I know this thread is long dead, but the topic seems relevant enough to reply, unless there's a rule against even that, which I don't know of.
what are the files whit the 3d models???....
try this in command prompt as administrator
regsvr32 MSCOMCT2.OCX
Are you using this model?
FF7 HQ Aerith mod.rar megaten Aerith battle model Qhimm (http://forums.qhimm.com/index.php?topic=10889.msg151634#msg151634) FILE (http://www.mediafire.com/?ds6jdaqh0687ibp)
There is an issue with the number of texture slots for this model.
The model has the textures slots set to 12. The maximum number of slots is 10.
This creates an error in Kimera when loading the model.
You can fix this error by loading the model in PCreator and setting the texture slots to 10.
If Kimera works fine on a machine and fails in another one, my guess is that most likely it's due to different versions of the VBRUN libraries. I also found quiet a few overflow errors when loading 3Ds files recently because the values weren't automatically casted from Integer to Long. VB is sure a strange language...
try this in command prompt as administrator
regsvr32 MSCOMCT2.OCX
I installed Kimera096. I got the same issue with msstdfmt.dll. I downloaded it and tried to register but in the command line it says to check if it is compatible with 32 or 64 system. I got it both in system 32 and the folder path. I got x64 system windows 7. Thanks!Search is so amazing sometimes. It's almost like people have had these same problems before. http://forums.qhimm.com/index.php?topic=4194.msg135722#msg135722 (http://forums.qhimm.com/index.php?topic=4194.msg135722#msg135722)
Search is so amazing sometimes. It's almost like people have had these same problems before. http://forums.qhimm.com/index.php?topic=4194.msg135722#msg135722 (http://forums.qhimm.com/index.php?topic=4194.msg135722#msg135722)
when using 0.96b, I get the automation error or error loading file when trying to open a model
I'm not sure if my computer is lacking some files, I'm using a Netbook win7 x32 by the way..
Thanks.. I really need to get this working on my win 7 cause I'm planning to sell my old laptop..
Have same problems .. I've been asking for help if you read my earlier post here but seems like no one knows how to fix this.. for me it works when I use other computers, the earlier versions of kimera works on lot of windows xp based computer while for windows 7 its better to use 0.96b the latest versions, Til now I cant make kimera work on my netbook so I just use my desktop or other computers i can get my hands on.
I hope so. Animations aren't a problem any more. Effects, on the other hand, could pose a problem. Akari old me they are pretty much hard-coded into the executable, so they must be modified in assembler one by one... which sucks.
glad i could help at least a little :DThanks mate that worked kinda :) after saving it crashes etc :/ and to make yours work have to always drag that main P file on top of the program icon while can't manually open up the program :/
drag your P file onto kimera and see if it works that way for you, doubt it but its worth a try
Thanks alot mate that actually worked!! ;D ah finallywow i didnt expect that lol, i error when i do that?? What did you use to extract the LPG?
You should try that too if you got the same problem, thanks again :)
Would still be nice if Borde could make this fully compatible with Windows 8 if it's possible and just open up the program and use it like normal but for now it seems gonna have to always drag the p file on top of Kimera, but only in the the older 0.95b one you provided tried in the newer original ones same problem
wow i didnt expect that lol, i error when i do that?? What did you use to extract the LPG?I use Aali LGP/ULG with .bat files to extract and put em back together again make sure to drag only one file of lgp the top one like Cloud model only drag ove the icon of Kimera Rtaa not the others along with it
just realised after reading your problem from before i don't think it has to do with the file im telling you to place this problem's different to mine, sorry mate not sure how to fix that :/
When i open kimera and choose open model i get
"Title -- Unknown error loading // Msg -- error 32765"
If i drag and drop the P file onto it it says
"Title -- Error reading // Msg --Error reading P file blah blah"
If the DLL is 32 bit:
Copy the DLL to C:\Windows\SysWoW64\
In elevated cmd: %windir%\SysWoW64\regsvr32.exe %windir%\SysWoW64\namedll.dll
Type "regsvr32 name.dll" into the Command Prompt and press "Enter." Note that "name.dll" should be replaced with the name of the DLL that you want to register. For example, if you want to register the iexplore.dll, type "regsvr32 iexplore.dll."
id ask to put that on the original post in the thread for future references
Theres everything in 1 shot
(http://i.imgur.com/XHaLka1.png)
I also found this:
Kimera kills a needed information for transparency ( from my understanding it's some kind of a material information, which is needed for the transparency to work).
It was some what hard to restore it, but well...
I don't know if it works, a second time for the models, but you must convert the rsd-files of the models with bitrun to a 3ds file and then you must apply the new bones to the model.
Ok i managed to do a conversion but i end up loosing all of the textures. :-(
ASE seems to convert just about right.
(http://oi41.tinypic.com/2wpim2e.jpg)
...............But the kimara program can't load it, any ways of getting the textures to port straight over?
Sorry TheHierarchy, but adding more formats support is not in my plans. The source code is available, though, so anyone else could write it.
The real solution is fixing the discrepancy between Kimera and FF7 engine color handling.
Kimera also has a problem saving texture slot information. This will result in an invisible model in the game because no texture is loaded. Use a program like PCreator to assign the textures to the model.
Tools, Drivers and Patches
FILE AUTHOR DESCRIPTION INFO NOTE
PCreator.exe Tool to edit Models FILE (http://www.mediafire.com/?12b6w15i3lj3gq1) MIRROR (http://www.mediafire.com/?u0c4175btumrf1g)
I fixed the proeblem with invisble polygons. As expected, the alpha value was wrong. It wasn't even initialized, in fact, which implies any value could have ended up being written (although it seems it was 0 pretty much always). I'll fix it to 255 so you will only need to save the model again.
But befor uploading the new version, I'd like to fix the texture IDs bug too.
I think a better default value for the alpha would be 128, that's what it's set to in all the stock models IIRC.Excelent, thanks for the suggestion Aali. By the way, how is the alpha interpreted by the engine when the Average blending mode is used? Is it Alpha/2 or something like that? Does it work the same for the other blending modes?
That would be awesome! :-DWow, yes, it's certainly broken. I'll have to look into it. I'm also working on per vertex ambient occlusion which I think will look much better.
Now I remember what I actually want to ask: The global prelight function is very useful, but I need to set the colors of the light to give the battle models a more similar look to the original ones.
Oh, and the prelight doesn't work for battle models in the current (.97) release.
Borde, great to see you back! I was hoping to sneak in a request on the interpolation side of things before a release, but I see I'm too late. If you'd be interested in just a little more tinkering, let me know.I'm open to suggestion Obesebear. What were you thinking about?
Blend mode doesn't matter if blending is turned offMmmm... But is blending explicitely turned off in real-time or is there some sort of flag in the file that specifies it should be diabled?
hello! First sorry for my english, i´m from spain and use a traductor :-[ :-[
I have a problem to put the textures on a model, I explain:
I have the mogu head model and I make it with biturn to open it in 3dsmax, I put a texture and edit the UVWs properly. I open with pcreator and placed texture correctly, I assign the number of textures and save it in ".P" format. Then open it with Khimera, edit the size and position, I put the right texture and save. I extract with lgptools char.lgp file and replace all the files that I created with Khimera and return to compile the file. I replace the new char.lgp created and the model disappears, but when I remove the texture the the model appears. What am I doing wrong?
This post is all explained with pictures:http://forums.qhimm.com/index.php?topic=14470.0 (http://forums.qhimm.com/index.php?topic=14470.0)
Please I need help!
thanks
I was wondering how feasible it would be to change the dialog box asking "is this animation a loop" to "which animations loop". Granted, a version like that would probably only be useful for me converting everything to 60fps. But it would save a lot of time if I could type 1,2, 4, 7, 16 and have it interpolate all of the animations and loop the ones I specified.
and a system which imports-exports animation sets in the most common/useful formats :DSorry Dark_Ansem, but that's beyond the scope of this project. Dealing with extra file formats it's a dull and pretty time-consumming task. If I ever decide to continue with the import/export project it will be only for a single standard transport format (COLLADA, in particular).
Mmmm... But is blending explicitely turned off in real-time or is there some sort of flag in the file that specifies it should be diabled?
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.
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.
Ok, thanks for the information Aali.
EDIT: Done. You can grab 0.97a at the first page.
There's also a mechanism for the game to completely override or disable the blend mode from the model so yeah, that could be happening.I see. Well, thanks for the info Aali.
Hey guys I've looked at every possible way to register MSCOMCT2.OCX i put it in my system32 and sysWOW64 windows files run the command prompt regular and as admin and nothing has worked to register the file do i need to download a new one or what?
Time to test Windows 8 and Compatiblity * 32-bits misses some Dll`s, because theyIf that's got anything to do with that
removed old Directx librarys, 64-version keep it.
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
Yeah i tried that i mentioned it in one of my earlier posts that i tried both files and regular and admin permissions
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.
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?
Its the MSSTDFMT.DLL, yes? Either way copy the file you're getting in the error into the system32 file. Open the start menu and type "cmd", and open as admin. Now to register the .dll file use this command "regsvr32 MSSTDFMT.DLL" without the quotations. Kimera should now work. You may have another file to register but that's how you fix it.
There was a long discussion of this starting on page 26.
Does anyone have a mirror of the source code handy?
This Url will last 7 days.Awesome. I'm downloading this as well for when someone pops up with the know how to make Kimera load limit breaks properly.
http://wikisend.com/download/445532/Kimera_097a_src.7z (http://wikisend.com/download/445532/Kimera_097a_src.7z)
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... :(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.
It seems I'm not allowed to update the first post. Well, here you have a new version to fix the limits break mess: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.
Binary : Kimera_097b_bin.7z (https://mega.co.nz/#!i98wmLaa!w3p6opwvbWj0XYd6-iTgutZetJQj4FxhyoHWjeL1UJA)
Source (for Visual Basic 6): Kimera_097b_src.7z (https://mega.co.nz/#!O01xyQaR!2mPKm1PQ9zcUQFD3OowyHRUr-7-C_33Rz4aMPUHVHc0)
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
(https://mega.co.nz/#!WktG3ITA!0CXa1y2vaIaMTFnr_icXyj1KaZEZ_jpiYdT1f1utdiQ)
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.
Compute ground height works just fine on ALL animations which do not adjust the height of the root bone. When you click it, it goes through each frame of an animation and "computes" the level that would put the feet on the ground. What this means is that if an animation requires jumping (or any elevation of the root bone) it will lower every single frame so that the feet are on the ground, thereby ruining that animation.
In order to adjust the ground height on the levitating animations, you need to adjust the height of the root bone manually from the first frame, with propagate f. checked. This can actually be done on any animation, it's just easier to click compute ground height on the animations that don't leave the ground.
SOURCE: I've been importing and adjusting models for 6 years.
In the end I was able to make a new model that does not have the problem in the field.
So it's only for field animations? Because it freaks out for battle animations.Honestly, 90% of the stuff I've done has been battle models. And other than the occasional jumping animation I never had a problem with it. It has been a while since I used it though, so it's possible that I'm remembering wrong, or that the function is broken in newer versions.
Honestly, 90% of the stuff I've done has been battle models. And other than the occasional jumping animation I never had a problem with it. It has been a while since I used it though, so it's possible that I'm remembering wrong, or that the function is broken in newer versions.
Personally, I always manually adjust mine with propagate f. checked. I feel like I can get the height exactly how I want it that way.
Is there a color picker tool for the model editor?
Workaround:
Compile the files with Bitrun to 3ds models. Load the 3ds files in pCreator, use 'Add Group' after you have opened the first to have them merged in one peace. Select a group and add a texture to them. Do this for other groups as well. Don't forget to swap the y coordinates off the UV map (you can find the tool for it under 'view'). Save this as new p-file you want.
C:\Windows\SysWOW64>regsvr32 COMDLG32.OCX
Continue withIs there a fix anywhere for the "End of memory" error? I get it so so often while using higher res models.