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Final Fantasy 7 => FF7 Tools => Topic started by: Borde on 2005-05-31 22:45:14

Title: [PC] p model simple editor - Kimera (0.97b)
Post by: Borde on 2005-05-31 22:45:14
I'm sorry for not answering my PMs. I haven't cheked this site in quiet a while...

Kimera is a small tool I started to code in 2005. It's purpose it's simple: view and edit the 3D models found in the PC version of Final Fantasy VII. It was created specifically to help working on the Phoenix Rejuvenction Project (known at first as NPC Reconstruction Project). A project I no longer work on.
What can it do exactly? Let's see...
-Display most of the 3D models found in the game. Field models and battle models including their animations. The minigames models should work as well.
-Supports editing the individual pieces that define the models (P files). Specifically, it can move vertices, change their color, erase, create and cut triangles. It can also erase groups present on a P file or change their opacity value (not tested). Standard geometrical transformations (rotate, resize and reposition) are also supported.
-Import 3Ds files.
-Add/Change/Remove textures (supports TEX, BMP, JPG, GIF and ICO files).
-Add pre-cooked lighting for a single part and for the whole model (with up to four ligth sources)
-Edit the bone lengths of a skeleton and attach and remove pieces to them.
-Field and battle animations can be edited, but the interface is rather unfriendly.

Please, read the included readme.txt file for further instructions.

Well, here you have a new version to fix the limits break mess:
Binary : Kimera_097b_bin.7z (https://mega.co.nz/#!OpdyXAxL!6P00otDRWQsR6sDC1_ZPObqChRy2Drepjbu01R_slBY)
Source (for Visual Basic 6): Kimera_097b_src.7z (https://mega.co.nz/#!nl0iWY4C!zMkDfJpHppOR9vFLbPH47nIpGj_KuTR8FcDPaBdqBuE)

If you are planning to work on the sourcecode, you will need the newer OpenGL definitions for VB6 and glExtensions. You can download them from this page:
http://www.pauldahuach.com.ar/program_en.htm (http://www.pauldahuach.com.ar/program_en.htm)

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)

Last update 01/10/2014 (0.97b)



Kimera versions .84 - .97c (https://www.mediafire.com/file/mgzm9ka9xz8qhif/All_Kimeras.7z/file)

Title: Kimera: FF7 p model simple editor
Post by: xspudx on 2005-05-31 23:07:25
...didnt work
Title: Kimera: FF7 p model simple editor
Post by: mirex on 2005-06-01 08:31:08
Works for me, small problem is that the downloaded file has extension .htm . But when I renamed it to .rar it worked allright.
Too bad I don't have any .P files here to test it.
Title: Kimera: FF7 p model simple editor
Post by: xspudx on 2005-06-01 16:27:06
all thats comes up for me is a big page with LOADS of jibberish
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-06-01 16:33:44
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...
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-06-01 17:22:13
ty Borde i will test it later
Title: Kimera: FF7 p model simple editor
Post by: xspudx on 2005-06-01 17:34:44
nope it still didnt work, any other way i can do this?
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-06-01 17:37:02
Quote from: Borde
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...


Borde missed the part where you go to the file name and type .rar or .zip
Title: Kimera: FF7 p model simple editor
Post by: xspudx on 2005-06-01 17:39:39
COMDLG32.OCX or one of its dependencies not correctly registered: a file is missing or invalid
...wtf??
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-06-01 17:47:35
Quote from: xspudx
COMDLG32.OCX or one of its dependencies not correctly registered: a file is missing or invalid
...wtf??


Yahoo it


link http://www.yahoo.com
Title: Kimera: FF7 p model simple editor
Post by: xspudx on 2005-06-01 18:12:33
couldnt find anythin of use except some vb6 and it wouldnt install
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-06-01 18:59:27
Quote from: xspudx
couldnt find anythin of use except some vb6 and it wouldnt install


here we go  http://www.dll.yaroslavl.ru/index.php3?in_search=COMDLG32.OCX
Title: Kimera: FF7 p model simple editor
Post by: xspudx on 2005-06-01 19:47:32
muchas gracias
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-06-01 21:35:55
uffff... this is, among other things, why I allways say that Visual Basic sucks...
Thanks for helping ice_cold513.
Sorry for the troubles.
Title: Kimera: FF7 p model simple editor
Post by: xspudx on 2005-06-01 22:05:30
right i dont understand this program whatsoever
Title: Kimera: FF7 p model simple editor
Post by: Cyberman on 2005-06-01 22:19:26
I suggest you put some details for this. FF7 PC .P fille editor! ;)
Some Playstation geek will think they can mod there models suddenly! :)

Cyb
Title: Kimera: FF7 p model simple editor
Post by: xspudx on 2005-06-02 01:13:34
right, i must have really pissed you all off
Title: Kimera: FF7 p model simple editor
Post by: Qhimm on 2005-06-02 01:29:54
Well the situation is not completely dissimilar to little Jimmy wanting to build a space rocket, and constantly phoning NASA scientists to guide him every step of the way, including mind-wrangling questions like "which way should I point it?". No offense to you personally, it's just tiring to explain things from absolute scratch. You just happen to demonstrate that point admirably. :)
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-06-02 08:00:33
xspudx, it's a simple program. It's just that you can't do much by now. FF7 PC models are divided into parts stored in p files. Yes, it would be much easier to edit a model if the program loaded all it's parts and you could select which one do you want to edit. In fact, that's what I'd like to achive in future releases. But by now you can only use it in this way.
Here you have a brief explanation of how the FF7 PC field models work:
The full description of the models are stored in RSH files, which are plain text (editabe with notepad or anything like that). This files decribe the skeleton by defining "bones". Bones are what must be set between articulations. There you can see indirectly which p files compose the final model. A bone contains it's length and a list of RSB files (normally between 0 and 2, but it can contain more). This is nice, because that way you can set several objects in one bone without having to phisically join their data in one p file.
Finally, RSB files are also plain text and point directly to the p files.
For further information I suggest you to look at the descriptions Ahlexx worte about the FF7 file formats.
Hope I helped you. As Qhimm said, we aren't teachers (can't talk for the others, but my teaching skills really suck).
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-06-02 09:44:42
Np im helping in my little ways i hope the next 1 got less bugs
Title: Kimera: FF7 p model simple editor
Post by: chocomog on 2005-06-04 22:39:27
would it be possible to implement the option to rotate p files (i don't mean just the view, the models themselves)? that'd be amazing...
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-06-05 08:34:27
You are right chocomog. That's the thing I'm working on now because it will be needed to add some details to the models and to re-use non-simetric limbs. I'll try to do it for tomorrow.
Title: Kimera: FF7 p model simple editor
Post by: chocomog on 2005-06-06 00:31:45
alright sweet! good luck with that. and the resizing works well as of now, but it seems big p files cause the overflow error.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-06-06 21:41:45
There you have the new version. Less buggs and new features, but still many things to do.
Title: Kimera: FF7 p model simple editor
Post by: chocomog on 2005-06-07 18:31:52
wow, i like it. there are some issues, but they can (mostly) all be dealt with. its a very useful program, thanks for making it!
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-06-07 20:31:57
Thx you Borde i will test it later
Title: Kimera: FF7 p model simple editor
Post by: chocomog on 2005-06-08 20:09:20
the only bug i can't get around is the overflow error.  :weep:

it happens when i try to open up a decently big p file, like torso models, or after rotating. it doesn't seem to always happen after rotating, but usually...
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-06-09 07:13:37
So it still happens... could you tell me one file that still triggers that error?
Title: Kimera: FF7 p model simple editor
Post by: chocomog on 2005-06-09 17:29:10
sure. shiva's torso file, one of the largest file sizes, triggers the overflow error at load. that's cyvadat.p00, and its in the magic.lgp archive.

jemnezmy's hair file, hiar.p, triggers an overflow error when you try to save after rotating. there were a couple more, but i don't remember them now...
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-06-11 06:53:27
Hey, I didn't even notice there was a magic.lgp file :-P. Anyway, I tested the models you told me chocomog and they worked well. Maybe I changed something recently which corrected the problem. I don't know.
Title: Kimera: FF7 p model simple editor
Post by: chocomog on 2005-06-12 03:53:47
ah. it may just be my system then.  :(

EDIT: i tried it out on another computer, and it caused the overflow error again...but i don't think it has anything to do with file size, since some rather random models (like feet) caused an error on load.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-06-12 22:34:23
No, I don't think It has anything to do with your system. I mean that I've been doing changes to he program lately and maybe that solved the problem somehow.
We will see that with the next release (which will be soon :-P).
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-06-13 00:32:30
Cool updates i got a prob with clouds body doing a overflow error.

The 1 Reunion mod uses
Title: Kimera: FF7 p model simple editor
Post by: xspudx on 2005-06-18 18:31:31
can someone give me an example of what file i can use with this, a certain battle model to open? (the directory of it) because the bottom box says its looking for final fantasy VII models but it displays everything...help

btw...bad news, i'm back, hehe  :wicked:
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-06-18 20:36:23
Well, first of all, it SHOULD (but, as we have seen, it doesn't) work with any P files. P files doesn't necesarily have .p extension (which is another error in my program). They can be found at chars.lgp, battle.lgp and magic.lgp (maybe somewhere more, don't know). The files at battle.lgp have no extension at all, but you can list them just typing *.* on the "Name" field and pressing enter. You can try for example "ehap" (Dyne's head). Take care that, even though most files in batte.lgp are p files, some are textures or skeleton files. If you try openning one of those, you will provabily get an out-of-index error.
PD.: I know I said that i ws going to release a new version soon and I'm kidna late, but I've been busy with the exams. I'll provabily release it before the end of this week-end though.
Title: Kimera: FF7 p model simple editor
Post by: xspudx on 2005-06-19 11:59:01
nah, i try to open battle and char and it says overtime flow or somethin and then, please select a final fantasy vii character model
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-06-20 13:58:34
Third release ready.
Sorry for the delay.
Let's see if there are no more overflows this time  :roll:
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-06-20 14:05:14
cool i will test it later

Ok im going to as about this when i load it to bit to big up and down i would spell the right work but cant. Can you start making the tool more outways no biggy im abit sleepy so i will test out and see any errors.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-06-22 22:36:27
Ok ice_cold513. I've got the desktop set to 1280x1024 and sometimes I don't realize the real size of the GUIs I do. I've done a somewhat mopre compact version. Hope it's enough.
Title: Kimera: FF7 p model simple editor
Post by: chocomog on 2005-06-23 04:55:05
er, this one seems to have some problems saving. it will only actually save if it asks to save normals or whatever, and that prompt only seems to happen if you make something fatter or thinner, if you don't do that, then it won't actually save any changes. maybe i missed something though...

also, the dreaded overflow error is fixed when loading or rotating models ^_^

but...it occurs when making something fat/thin :( only on certain models though. examples include jemnezmy's torso and feet models. this might be because i've been editing them (with your editor) though.
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-06-27 12:39:36
ok thx you sorry for the late ty but i been away
Title: Kimera: FF7 p model simple editor
Post by: chocomog on 2005-06-28 17:29:05
oh and uh, one more thing, if you're still working on this...the repositioning seems a lot more meant for field models than battle models. it takes several uses of -100 or +100 to have a significant effect...

the brighter/darker thing works well though, as does the resize option (for battle/field conversion).
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-06-28 18:30:11
jejeje... yeah, the reposition option hasn't got any use for battle models because they are like 40 times larger than the field models. Actually, the reposition sliders only range from -10 to +10 (yes, it divides the value of the slider by 100) in order to provide values that make sens while working with field models. Maybe I should make this based on the size of the object. Well, maybe next time.
In order to avoid overflow problems, I think it would be enough to reduce the models. But maybe I'm worng.
Oh, and there is actually a problematic bug when saving. The normals aren't well calculated and the group 1 polgons should allways be white . I should do a quick release soon in order to fix it.
Title: Kimera: FF7 p model simple editor
Post by: chocomog on 2005-07-02 01:41:46
yeah, a quick release would be great >_>
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-07-05 08:35:45
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?
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-07-05 09:45:54
I had alittle mess about and dont see any error but that a good thing.

Borde i was thinking about if some 1 can make a readme on how to use this tool to make model's like this http://i6.photobucket.com/albums/y231/usebio/grid.jpg

If i had time i would do it
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-07-05 15:38:55
Oh, it's easy. It can take you about 5 minutes to do it:
First open the file which defines the model field skeleton (HRC file, in this case aaaa.hrc). Open it with notepad or wordapad or whatever you want, it's a text file. Here you will see a list of "bones". Bones are defined by their 2 ends (the joints they connect), lenght and a list of RSD files (preceded by the total number of files in the list). If you want to do an SD character or something like that, you should divide the lenght of the bones by 1.5 or so.
Now, look for the RSD files that define the limbs and torso. This files are also plain text and they point directly to the P files. You have to scale those P files to 75% or so.
And that's all. :-P
Anyway, I'm working on a little program to make SD characters automatically (I just love the SD style).
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-07-05 19:13:42
Quote from: Borde

Anyway, I'm working on a little program to make SD characters automatically (I just love the SD style).


Yeah i love the SD style
Title: Kimera: FF7 p model simple editor
Post by: chocomog on 2005-07-08 02:01:55
Quote from: Borde
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?


well, i get a runtime error 13 - type mismatch when i try to save after editing, so no, they're not exactly usable >_>

the overflow error on fat/thin still occurs for me.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-07-08 11:03:31
WHAT?! Type mismatch? Man, there must be a serious bug in my code. Could you detail how did you trigger that error?
Title: Kimera: FF7 p model simple editor
Post by: chocomog on 2005-07-08 14:54:28
sure...open'ed hiam, reposition/rotate/resize something, try to save
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-07-08 19:40:30
Now I see why there is a type mismatch error. Well, actually it's a problem with the error handling routine (stupid visual basic...). Anyway, I've been playing arount a bit with the hiam file and it worked right when I saved it. However, I've been changing the code recently and maybe that solved the problem. Well, anyway, expect a new release soon.
Title: Kimera: FF7 p model simple editor
Post by: chocomog on 2005-07-09 02:13:22
cool. glad its not a huge problem or anything.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-07-15 12:57:05
Version 0.5 it's out.
Now you can insert polygons (specially useful for closing objects after removing polys).
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-07-15 17:05:43
That cool how many polygons insert
Title: Kimera: FF7 p model simple editor
Post by: chocomog on 2005-07-22 20:06:36
still gettin the type 13 mismatch error
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-07-28 21:27:06
You are right chocomog. I thought I had fixed it, but I didin't. Oh well, I'll do it for the next release.
There are also 2 more bugs that I must solve:
 -Adding polygons on a multi-group p-file (any textured file) will cause the file corruption. I've solved this problem already so the new version will be fine.
 -The vertices order on poligons is wrong sometimes. That's a bad thing because the game thinks that they are facing inside the screen (and thus, won't draw them). I don't really understand how must the vertices be sorted, but I think I can solve it easily.

Sorry for the lack of updates, but I'm "bussy" testing my ViperGC :-P.
Title: Kimera: FF7 p model simple editor
Post by: ficedula on 2005-07-28 22:09:59
FF7 uses back face culling, which is pretty much the simplest way to optimise polygon drawing. Basically, you look at the polygon, and see whether (from your current viewpoint) the vertices are in a clockwise or anticlockwise order. Then you know whether it's facing you or not, and you don't bother drawing polygons facing the other way.

Google for it if you need any of the maths to help work out which order you need to create your vertices in...
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-08-28 17:18:28
Thanks for your advice Fice. Yeah, I've read the way that algorithm works, but I didn't undesrtood it very well. Now I think I know where my code was wrong.
There you have a new release. Simply a bug-fix release, sorry. No new features added. I'll try to do something interesting next week.
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-08-28 21:20:25
ok i will test when i got home

off topic where have you been
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-08-29 09:54:43
Well, actuallly... I've been at home :-P. I've been playing Resident Evil 4 and testing emulators on the GC and... well, I basically took a break.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-09-23 23:24:43
Here you have a new release. This one solves many problems that have plagued my program from the very begining. I must admit that some of them where caused by my lazyness. I knew about the groups but was too lazy to program my code so that it could handel them correctly. Recently, this has come to be extremly anoying while redoing models. Thus, I decided to solve those acursed bugs.
So here you have. Have fun.
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-09-23 23:49:59
thxz buddy i can start messing about abit more now
Title: Kimera: FF7 p model simple editor
Post by: Great Sephiroth on 2005-12-17 21:50:46
i tried it but i have a error message  (Class Not Registered , you need the following file to be install on your computer)   and the problem is i already have the file


Help Me someone


The Great Sphiroth
Title: Kimera: FF7 p model simple editor
Post by: James Pond on 2005-12-17 22:09:31
Did you even read the rules when joining?

Dont ressurect damn topics.
Title: Kimera: FF7 p model simple editor
Post by: Great Sephiroth on 2005-12-17 23:35:45
what do you mean resurect topics iv already search and the file whos is written not installed is msstdfmt.dll   ants i already have it in my windows/system and its the same error message even if i have it install what should i do

if there is another topic like tike mine tell me where is it because i search and didnt find it DAMN


The Great Sephiroth
Title: Kimera: FF7 p model simple editor
Post by: dziugo on 2005-12-18 07:23:38
Quote from: Great Sephiroth
if there is another topic like tike mine tell me where is it because i search and didnt find it DAMN
Tell 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.

Of course you didn't read the rules and will laugh at James Pond and me for pointing it out ("why the hell would I care? DAMN") but remember, that mods here have a great "power of suggestion". They can convince you to read it...

dziugo
Title: Kimera: FF7 p model simple editor
Post by: James Pond on 2005-12-18 08:39:40
Out of interest, why the bold letters on my name?
Title: Kimera: FF7 p model simple editor
Post by: Sad Jari on 2005-12-18 08:47:03
He marks all names with bold.  :)

Usually, at least.
Title: Kimera: FF7 p model simple editor
Post by: James Pond on 2005-12-18 08:57:58
Ahh righty :)
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-12-18 09:44:13
Well, I supose It's right if I answer here.
Great Sephirot, If you are using win2k or XP remember you should put that file in "system32" instead of "system". If it doesn't work, try puting it in the same directory as Kimera. If it doesn't work either... well, sorry, I don't know how could be solved.
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2005-12-18 12:18:48
Ok i had the same prob here what you do

1. Put the dll file in c:\windows\system32  

2. Goto start

3. Then run

4. put in regsvr32 c:\windows\system32\filename.dll

EDIT this for Windows XP HE
Title: Kimera: FF7 p model simple editor
Post by: Great Sephiroth on 2005-12-18 19:52:08
Thanks ice_cold513


What you told me resolve my problem ..... Finally its great now i can experiments things With kimera

THANK YOU !!!!!!!!

but now there is one thing i want to know in the kimera, i see when you go to load.p you have a choice between ff7 field parts or ff7 battle model parts but if i try to load it i have a try to load a battle model (i have already extrack battle.lgp) it say "this file doesnt seem to be a valid .p files".......... ok if someone knows how to extract .p files from battle models tell me how to do or if there is another forum (talking about battle models .p extractor or somthing like that) or fi i resurect a topic sent me the link  to the real topic i was searchig for because i have search and i did not fint it

Thank you again

The Great Sephiroth
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2005-12-19 09:29:24
Well, there is a little problem here: files inside battle.lgp have no extension. That's why when selecting a battle model you can select any file. The problem is that battle.lgp contains P models, TEX files and animation files and you can't tell which type are they by their name. You can use Biturn to know easyly what kind of data contains every file.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2006-02-04 00:50:23
Finally a REALLY new version!!! Jejeje!
Sorry it took so long. I've been way too busy in the last months.
Now the program uses OpenGL, suports Lighting and is less glitchy. Hope someone actually gets to use it (apart from me and ice_cold513).
Well, I supose it's time to write that damn faq that I promised. Well, expect it for the next week.
See ya.
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2006-02-04 09:17:09
so you fix the fat / thin Problem

i will keep looking for bugs

good work
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2006-02-04 11:14:02
Yep, more or less.
I've uploaded a new version. There were too many silly bugs releated with the normals.
By the way, I suggest you to use the paint/kill/create poly operations with the lighting turned off. It's slightly faster.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2006-02-07 04:23:54
good job much less buggy now and no more overflow error for me.

i have 1 little suggestion which would really nice woud be an import fuction.

i just need to figure out how to take screenies in FF7 and yoou can all see my hairless zack battle model yay
Title: Kimera: FF7 p model simple editor
Post by: dziugo on 2006-02-07 07:07:58
Quote from: Munemasa
i just need to figure out how to take screenies in FF7 and yoou can all see my hairless zack battle model yay
PrintScreen works just fine.

dziugo
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2006-02-08 09:18:20
Hello Munemasa.
What do you want to import exactly?
By the way, I found a couple of bugs. I'll upload one more version later.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2006-02-08 12:35:28
looking to import/open multiply battle/field models at the same time for saveing as one

something i did with your wonderful Program
(http://img225.imageshack.us/img225/8482/vinny9ql.jpg) (http://imageshack.us)
(http://img148.imageshack.us/img148/7207/toomanysolders3ej.jpg) (http://imageshack.us)
(http://img140.imageshack.us/img140/2038/zacknohair9sh.jpg)
with an importer he'll have hair
Title: Kimera: FF7 p model simple editor
Post by: Midgar on 2006-02-09 03:25:36
Looks good. Do you plan to release this to the public and if you are, what day can we expect it on? If possible could you make a beta?
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2006-02-09 03:36:31
if you want i can up load the Vinny one but im not up loading zack till i finish him, ive also made a younger looking Sephy

ive posted young vincent in game tweaking under vincent mod


for future reference the texture files are
**ac - **ae i only say this because i havent seen any with more then 3 textures cause im only playing with battle models and not the background models

and so far i havent been able to get an altered texture into the game but thats no a problem with kimera
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2006-02-09 08:40:06
That looks nice Munemasa. Just one little thing: for the left shoulder pad, use the "horizontal shift" option.
Now I understand what you mean. I don't know exactly how hard would it be to join P file, but I can try.
By the way, you mentioned you are having problems creating new textures. How are you trying to do it?
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2006-02-09 08:49:58
im useing biturn to convert the **ac file to a bmp then opening it in paint and recoloring some things then using biturn to convert the file back the only problem is that it still has the .tex and when you delete the .tex  FF7 say no no no not giving you a texture there

and what do you mean about the use horizontal shift that would put the shoulder bobs on the back on the front
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2006-02-10 20:17:11
Nop, the horizontal shift causes this efect:
(http://i6.photobucket.com/albums/y231/usebio/testArm.jpg)
I haven't been able to convert a BMP to a TEX file that actually works in-game using Biturn. I have to use LGP Tools to do so.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2006-02-10 23:40:17
So far i havent needed to alter his sholder because it opens it in game the right way in game it looks like its in the right place.

ive fixed up some visual problems with vincent like his arms being huge and ill probley update it later today

resumed work on zack cause of the ability to give him hair which i previously over looked his head is now 5% done and he should be posted by next wednesday

(http://img147.imageshack.us/img147/4125/breakthrough2rt.jpg)
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2006-02-13 13:05:54
Gues what? A new bugfix. And probably won't be the last one.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2006-02-22 11:52:23
what are your plans forthe next release
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2006-02-23 12:49:08
Well, I'm planing several thing:
1-Add a new interface that displays all the parts of the model and lets modify them after clicking in one.
2-Joinning P files (as you stated, It could useful).
3-Add TrueForm :-P (suposedly, they are going to tell me how to do it at the university). Don't know if the game will actually accept it, though.
BUT, my holydays are about to come to an end, so after the next week I'll be quite busy, so don't expect a new version soon.
Title: Kimera: FF7 p model simple editor
Post by: chocomog on 2006-03-26 21:57:08
#1 on that would be most useful...
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2006-03-27 08:39:07
you know me Borde im your little beta tester i got my notepad ready and willing
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2006-04-12 20:54:34
Here you have, a new version. No more worthless bug-fixes. Sorry for the big delay, but as I stated, I'm bussy.
Now it's a lot easier to make new models. Hope some of you decide to accept the challange.
Have fun.
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2006-04-12 21:48:43
hey Borde your link didn't work for me ... :( looks like a lot better hehe
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2006-04-12 22:28:39
DOH! You are right stormmedia, the link was wrong. Solved
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2006-04-12 22:39:50
Tanks Borde this is great !!! this should make it easyer and faster.. realy good work !!
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2006-04-13 18:14:18
hey borde I think your new kimera doesn't makes valide HRC ... as soon as I modify models with it the Ifalna program say this:

"List index out of bounds (-1)

and also there is a little problem with the save option of the .p editor when I want to save it on a different name it doesn't work

but when it will be fixed this version's realy gonna help hehe
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2006-04-14 09:06:59
plus you can't edit battle models with it any more
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2006-04-14 09:52:40
Quote from: Steve Jr
plus you can't edit battle models with it any more


You can use the kimera v6.0 for battle models if the links dead i can got you it.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2006-04-15 03:30:36
i still have 5c or something and 6 for altering and adding extra pollys but i'd like to be able to use the one program rather then the 3 i have to at the moment latest ultima and the 2 versions of kimera
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2006-04-15 11:57:49
Bug fix. Sorry, there were several things broken.

Sorry Steve Jr. I didn't created this program thinking about modifying battle models. You can still use this version to edit P files. Simply open an HRC model, double-click on any part and open the  file you want. Yes, I know, it's very unconfortable. I supose I could add a button to get directly to the editor window.

But I don't understand why do you need to use Kimera 0.5. What's worng with the 6th one?
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2006-04-15 12:35:42
you need it to open an ultima .p then save so you can edit it with 6/7 because 6 is less forgivable with the data and ultima isn't so reliable for battle models
Title: Kimera: FF7 p model simple editor
Post by: pbuckman258 on 2006-04-23 14:34:22
I have been making battle models with kimera but for some reason when i put the models into the game the eyes never appear, if your going to release a new version of the model editor i suggest adding a feature where you can insert the eyes directly onto the model.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2006-04-24 18:06:07
Mmm... that's quiet strange pbuckman258. It shouldn't happen unless you removed (not replaced) the original head. Could you send me one of those models? Mybe I'm missing some kind of bug in my program.
By the way Steve Jr., I'll take a look at how does Kimera deal with battle models. Sorry for the inconveniences.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2006-04-26 05:13:36
thnx for that looking forward to the next update
Title: Kimera: FF7 p model simple editor
Post by: pbuckman258 on 2006-04-26 16:56:40
Borde i have a battle model which i edited from steve jr, remember the zack battle model which he created but it seems this project has come to a close, the problem with it was that the eyes did not appear heres the head anyway have a go and tell me what you think is wrong http://rapidshare.de/files/18995502/rtao.html
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2006-04-28 07:07:35
hey borde would you mind reuploading some of the older versions the 5s,6s cause i had a hardrive failure and didnt have them backed up
Title: Kimera: FF7 p model simple editor
Post by: Thrashamatrix on 2006-04-28 13:39:32
Hey borde it's me Thrashamatrix (that irratating guy in your NPC RP forum in game tweaking)I wanted to try and see if I could possiblly do what you guys are doing but Iv downloaded the latest Kimera and i always get an error  message when I open the application
Code: [Select]
Run-time error "713"
Class not registered.
You need the following file to be installed on your machine. MSSTDFMT.DLL

Do you know where I can get it or is this dead end.

----EDIT----
Sorry I looked back to pg 3 and found the help but what if you do not HAVE that file
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2006-04-28 16:26:24
hey Thrashamatrix you wanna join us !! great  we'll finish faster with you in that's for sure (by the way I wouldn't say that you are irrataing lol) ... well .. for you problem I remember I had this kind of problem with the older version ... thats a run-time you  have to install on your machine... search for the the files the programe tell you that you need and then ... well you have to register it in the windows registery ... it's not a simple task I'll tell you the most simple I can ... well

1- download the file you need (MSSTDFMT.DLL) I don't know exactly where to find it but if you search with google or any good search engine you gonna find it

2-right click on your .dll file and click open with.. or something like that and then choose to select the program from a list

3- click browse then in the "file name" field write :
"c:\windows\system32\regsvr32.exe" and then click open and then ok

and it's supose to work ... if the program still not work It will surely be another dll files that is missing ... you'll have to do the same thing on all the dll the program will ask you

note that my windows version is in french so maybe I didn't translated exacly the same way it is in the english version but I think you'll be able to find how to do it anyway...

 and note too that it is for windows XP I don't exacly know how to do it in win98 or any other windows ... I think this is almost the same thing but you'll have to change the "system32" by "system" in the path I've gave to you

well I hope that will help you... if you have trouble to do it you can add me to your messenger list if you have it ... anyway if you plan to join us you'll have to add us one day or another hehe

well see you
Title: Kimera: FF7 p model simple editor
Post by: Thrashamatrix on 2006-04-28 17:15:06
:)  Thanks Storm as I said earler You rock!
well I am off to try and make some models if I make anything good I'll let you know
Bye Thanks again
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2006-04-28 17:51:26
hey Thrashamatrix I think you should add us to msn so we wont do the same models twice lol
Title: Kimera: FF7 p model simple editor
Post by: Thrashamatrix on 2006-04-28 19:05:50
Um just to let you know I am still on the learning phase I Have :roll:  no experence in game editing or computers. I am just trying to see if I could do what you guys do I do not expect results so dont worry about same model twice as im still figuring how useing biturn lets you see the models :evil:  just think of me as someone who does not know what hes doing but is still trying to do it (sorry if you thought I had computer expererince)
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2006-04-28 19:14:21
yeah but if you add me to your msn I could help you to learn faster lol
Title: Kimera: FF7 p model simple editor
Post by: Thrashamatrix on 2006-04-28 19:24:39
Okay let me go set up my msn :oops:  and then I'll PM you when everything is done.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-01-19 21:52:43
It took me so long... it looked as if this would never end, but finally I can share with you all the fruit of my job. Here you have it, Kimera 0.8 beta. It's been rewritten from scratch because I lost 70% of the source code on an unfortunate incident (¡NEVER TRUST VISUAL BASIC! ¡ALLWAYS DO BACKUPS!). There are many additions (take a look at the readme), but none of you will ever notice how different this version is compared to the old one. I was really ashamed of the crappy code I wrote the first time. It was horribly monolithic and barely readable. This time I wrote a code that may be very imperfect (yes, I know I should use classes and something newer than VB6), but at least not shameful. So this time I can release the code.

I've been working in many other improvements (textures support, mesh smoothing...) but I had diferent problems with all of them and the time was passing by. So I diced to move on and finish this version befor continuing with those things.

I've been working on this project for almost 2 years. It has grown so much during all this time...  But there is still a lot to do. :wink:

Well, enough talk. I hope this comes handy for someone. Have fun.
Title: Kimera: FF7 p model simple editor
Post by: Method on 2007-01-19 22:44:54
Maybe it will be easier to make own models  :wink: I'll try this very soon. Thanks and congrats  :-)
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2007-01-19 22:55:35
Hey Borde !!

I just wanted to tell you that I found some bugs realated to the writing of .P and .RSD files... At least you fixed that cancel problem:-D hehe well good work Borde these are very good improvements... I'll tell you more about the bugs I found once you're on MSN.

See you and keep the good work with Kimera!!!
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2007-01-20 10:41:55
Hehe nice work Borde and sorry i have not been on msn to help you find any bugs with it

been busy with some stuff
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-01-20 20:26:37
Uploaded a quick bugfix (just replaced the old link). Thanks for the bug-report Stormmedia.
Don't worry ice_cold513, I know everyone has more important (and probably exciting) things than testing this program.  :wink:
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-01-21 10:53:55
The links broken  :cry:
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2007-01-21 15:24:48
hum... ultima espio's right... but anyway there is still some bugs about writing the files.. so you should wait until they are fixed before getting it.
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-01-21 19:40:53
hum... ultima espio's right...

What are you trying to say? :-P
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2007-01-21 23:28:03
haha .. Well I had a hard time to find what I meant myself :-o... it wasn't clear at all... haha... so... what meant was that you were right about the fact that the link is dead...
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-02-07 22:09:21
Bugfix posted. I haven't been able to fix everything but at least it will solve some very annoying crashes. Anyway, I'd like to give you some advise:
  - Allaways save a version of your model with the lights turned off. For some unknown reason, the program sometimes messes the colors when you try to save with the lighting turned on.
  - Save the models with merged parts at your own risk. Biturn has some very strange behaviour when you try to load a model with merged parts so I supose there must be some kind of bug. Thus, I suggest you to avoid using this feature for now.

That's all, I'll continue my bug hunt. Wish me luck... :|
Title: Kimera: FF7 p model simple editor
Post by: NeXaR on 2007-02-07 22:37:19
That's all, I'll continue my bug hunt. Wish me luck... :|

Good luck :D
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-02-09 22:09:30
Thanks NeXar  :-D

I've got good news and bad news. First the good ones:
 - I've been able to get textures working in Kimera. This is nice because you won't get any more disturbing face-less models. But the best part about this is that now I can start working on my texturizing tool (or so I hoper)
 - I think I've solved the problem with the colors corruption. I'll need help from you to test out though.

And the bad news is that I can confirm there is some kind of bug with the merging function (the game behave far more strangely than biturn). I haven't seen where the problem is yet.
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-02-10 13:19:16
Have you uploaded the texture version coz i just downloaded it and theres no textures on my model?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-02-12 17:23:59
Nop, sorry ultima espio. I'm still doing some fixes here and there. But I'll release a new version around Friday.
By the way, now we have primary Battle location support too. It's a bit pointless without a texturizer tool but, hey, It's better than nothing. In the bad news part, I still can't see what's wrong with the model merging code.
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2007-02-12 19:30:56
Yeah need to fix that colors corruption had to redo a model colors 3 times and Borde when i was doing a model with no bone in the hrc file i have to redo bone 0 to bone 1 to get the file to load and there was one more bug but i will post later
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-02-16 18:47:24
Uploaded the new version. Hope I killed finally all the known bugs.
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-02-19 18:25:41
Good program you got here Borde. Though, whenever I save a model, it's always alot darker then normal. Is this a bug?
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-02-19 19:46:07
Good program you got here Borde. Though, whenever I save a model, it's always alot darker then normal. Is this a bug?

Sure you switched the lighting off?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-02-19 20:44:34
Mmmm... could I see a screenshoot of tha problem sword?
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-02-20 19:44:42
Yeah, let me just get one...
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-02-23 22:49:55
Sorry for the delay....

Here's an exsample. The bottom is the model I edited with Kimera.
(http://img246.imageshack.us/img246/4537/screen2fl5.png) (http://imageshack.us)

(http://img340.imageshack.us/img340/8652/screenug6.png) (http://imageshack.us)
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-02-25 10:01:15
Mmmm... that looks really problematic sword. I'll have to take a close look at this.
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-02-25 11:54:53
The problem doesn't effect battle models. Or even models affected by the NPC patch. Just the regular block models.
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-03-08 18:40:23
Weird it's doing that to my espio model too even though i never saved it with lighting on.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-03-09 20:36:59
Yes, sorry guys. I've found and corrected the bug. Normals were badly calculated. But I'm also fixing some other problems I found. Expect a bugfix in the next ours.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-03-10 16:42:41
Done. There you have the fixed version. I fixed the normals problems and another dangerous bug that was causing polygons to disapear while painting under some circumstances.
Additionally, I added an option to get the color of a polygon. While painting, hold shift when you click on the desidered polygon. It's colors will become the selected color.
Have fun.  :-D
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2007-03-10 17:06:22
hay thanks you
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-04-21 14:43:09
Grrrr.....why do the textures always screw up? Can you fix this problem Borde?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-04-25 10:19:46
Mmmm... well, don't know, what's the problem with the textures exactly?
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-04-25 15:07:39
The textures just load wrong, e.g. Tikal's dress is completely green.
Title: Kimera: FF7 p model simple editor
Post by: squeeble on 2007-04-25 23:30:00
Well I've has experience with this, if you applied the texture correctly to the model with Pcreator it's just some weird fault with kimera, as it happened to me with yuffie and cid when I was converting them. Don't worry though coz in game the textures should work fine it's just a bug with kimera :-D.
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-04-26 15:30:00
I thought so too but Olivia there is still messed up. Same thing happens to Tikal.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-04-26 17:21:56
Then you mean it's allright befor going through Kimera and aftre that is corrupted? Wired.. could you send me the model?
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-04-26 17:41:49
Okie Dokie
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-04-26 20:20:56
DOH! Now I think I know what's wrong. There was some old code I forgot to remove. Should be fixed on the next version (hope I can finish it tomorrow...)
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-04-28 12:26:09
Lol was that all it was? Hopefully you can fix it :-)
Title: Kimera: FF7 p model simple editor
Post by: Valcus Valentine on 2007-04-29 13:37:07
"Run-time error '713':

Class not registered.
You need the following file to be installed in your machine. MSSTDFMT.DLL."
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-04-29 14:59:20
DLLFiles.com
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-04-29 17:26:27
I finally was able to finish the new version.
Now textures work better and you can select the transparency level for each group.
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-04-29 17:37:28
Just as i figure out how to make a colour transparent :-)
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2007-04-29 17:37:53
Hehe Borde I knew you could do it  :-D.

Can't wait to try this.
Title: Kimera: FF7 p model simple editor
Post by: LegendarySaiyan on 2007-04-30 09:55:57
hey guys is there a list what P file is what?? (didn't feel to make a whole new topic just for one question) ^^

LS^^
Title: Kimera: FF7 p model simple editor
Post by: Valcus Valentine on 2007-04-30 10:05:43
DLLFiles.com
That site doesn't seem to work..
Could someone upload the MSSTDFMT.DLL?
Title: Kimera: FF7 p model simple editor
Post by: Jari on 2007-04-30 10:39:48
It does work just fine for me. Try again?
Title: Kimera: FF7 p model simple editor
Post by: Valcus Valentine on 2007-04-30 10:51:22
Now the site works fine, but when I search "MSSTDFMT.DLL" it just gives some DLL repair site links!?
Title: Kimera: FF7 p model simple editor
Post by: squeeble on 2007-04-30 11:08:39
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...
Title: Kimera: FF7 p model simple editor
Post by: Valcus Valentine on 2007-04-30 11:28:12
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. :-)
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2007-04-30 18:14:59
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)
Title: Kimera: FF7 p model simple editor
Post by: Valcus Valentine on 2007-05-01 15:28:27
Well now my Kimera runs fine, thanks for everybody who helped me.
But, I encountered another problem: When I try to open Cloud's battle model it gives me errors and shuts the program, and when opening the other playable characters battle models there's just a yellow triangle! Monsters/Vincent's transformations work fine tho.

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!
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2007-05-01 17:28:54
E: Darn, I'm stupid, I was opening the wrong file!

Hehe could happen to anybody  :-).

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!

Hum... What version of Kimbra do you use?  Because I used to have this problem, but not anymore since some version.  Well, if I recall correctly, it was only some part that had the problem.  I've never figured what parts did the problem or why, but I don't have this problem anymore.  Anyway, if you have the last version of Kimbra and it still doing it, the only way to get through this is to mess with he brightness control until it looks like you want (I think it's +3 brightness that you have to apply but I'm not sure exactly) just do it until you have to result you want.

Hope it helped.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-05-01 19:49:28
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.
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2007-05-02 02:30:11
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.

Well Borde, if I recall correctly, even with the palletized mode it have been fixed in one of the latest 7 versions.  Well... that's what I think.
Title: Kimera: FF7 p model simple editor
Post by: Valcus Valentine on 2007-05-02 05:11:25
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.
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2007-05-02 05:30:30
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.

Oh I get it now.  If you want to use precalculated lighting, I'd recommand not using it until the model is done and simply add general lighing to the model when it's finished.  That way you won't have to deal with that kind of problem again.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-05-02 11:50:23
Ok, just keep in mind that the lastest version is 0.82.
Title: Kimera: FF7 p model simple editor
Post by: squeeble on 2007-05-02 22:40:27
Well your link for 0.82 actually goes to 0.81b.rar and i checked and installed it and it's definitely 0.81b,  :lol: I think you need to fix your link.
Title: Kimera: FF7 p model simple editor
Post by: Valcus Valentine on 2007-05-03 13:14:47
You can just go to the page and correct the 81b part to 82, it works then. BUT, there's a HUGE bug with version 0.82: When you edit a characters part and apply it, it disappears from the model. That's why I'll keep on using 0.81b.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-05-03 18:08:50
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?
Title: Kimera: FF7 p model simple editor
Post by: murak on 2007-05-04 06:28:12
hey bored, I was editing FF7PC as I normally do, and with kimera 0.8b I was unable to open zangan as a field model. is this a known problem? (kimera completely crashes and I need to restart my PC when I try to open zangan. :-()
Title: Kimera: FF7 p model simple editor
Post by: Valcus Valentine on 2007-05-04 11:01:45
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.
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-05-05 03:28:53
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.
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-05-05 12:36:04
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.

Does it have texture data on it? If so then thats why it won't.
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-05-05 20:20:02
I think the problem might be that the whole model is one big texture group.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2007-05-08 00:55:45
G'day Borde I'm having a little problem with getting Kimera working, I keep getting the same error.

(system Error &h8007007e (-2147024770).   the specific module could not be found.)

I have been getting the same error since i reinstalled windows any ideas on how to fix it?

Edit:no worries i fixed it, Kimera looks great

Edit2: i was wondering if it would be possible to add new vertices's in the next version unless you can already do it, if you can would you mind telling me how
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-05-08 16:04:45
Hello everyone. Sorry for not replying for so long, but I'm very busy with another project.
- murak: You are right. I don't know currenly what's going on. Looks like stormmedia has experienced similar problems. I must investigate further.
- sword: As ultima_spio said you can't paint in a textured group. Actually I'm starting to think this doesn't make much sens right now, so I supose It's time to remove that limitation.
- Steve Jr: Actually it's possible, althought not evident. When you cut the edge of a polygon (with the knife) a new vertex is created at the point you clicked.

Well guy, looks like this version is seriously buged. Sorry. I'll try to fix it as soon as I can.

Title: Kimera: FF7 p model simple editor
Post by: murak on 2007-05-09 07:11:30
bored, we cannot complain with your work! it's the basic of all mods on qhimm, had you NOT made kimera, there wouldn't be any mods. so I'm just saying, take your time to perfect it, and do not rush it.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-05-22 00:22:22
Hello everyone.
I've been very bussy lately and I'll like that for a looong while. Fortunately, the things I'm woking on v are somewhat releated with this project so I spent some time bug-fixing and adding a little experimental animation editor. Nothing too fancy, but enough for my needings right now.
Well, I've uploaded the new verion (0.83b). Hope this one is less troublesome. Have fun.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2007-05-22 07:20:58
Well after some significant testing I've only found one bug which seems to be a random occurrence when using the knife tool, sometimes it seems to double the edge your cutting, which can be quite annoying if you don't notice it.

The animation editor seems to work although rather time consuming, if it had a rotation step function it would take less time but thats not really a requirement. Personally i think the animation editor should be like the model editor in a separate window, also not a requirement but would stop people accidentally changing an animations.

All in all quite a nice build, and as usual i cant wait for the next version.

Edit: would it be possible for you to make it so when your working on darker shades of polys that the edge lines change color because they can get reall hard to see /Edit
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2007-05-22 07:24:54
Well, This was a total surprise Borde.

Thank you

Bug hunting time
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-05-22 16:22:20
I've uploaded a new version. The one I posted yesterday only could modify the first frame :-P
Don't worry Seteve Jr., this is just an emergency version. I'm plaining something more confortable for when I've got some free time.
Thanks for support.
Title: Kimera: FF7 p model simple editor
Post by: Scorpicus on 2007-05-25 21:13:57
New version!  Woohoo!   :-D Keep up the good work Borde!

For records sake I'd thought I stick the crux of the faceless field model bug in this thread too.  Basically, it only happens on a few of the models (Rufus - alad.hrc and Cid - abda.hrc are the ones that come to mind) but when you open the model in Kimera the TEX files arn't displayed properly and are replaced with white triangles.  See pic of Rufus' head: 

http://i61.photobucket.com/albums/h63/Scorpicus/facelessRufus.jpg

And when you stick the model back in the game it still does not have the textures.

Also before editing the model with Kimera, if you open the model in Biturn the textures diplay fine.  However, after editing with Kimera, when you open the field model in Biturn the textures are missing (although unlike in Kimera and in game there are no white triangles)  Even stranger, the TEX files when opened with Biturn seem O.K before and after editing with Kimera  :?

Anyway, I hope that's helpful in the ever on going quest of bug solving  :wink:
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-05-25 22:10:15
Mmmm.. that's wired. Well thanks for the report Scorpicus. I'll have a look as soon as I've got some free time.
Title: Kimera: FF7 p model simple editor
Post by: Silver Wings on 2007-05-27 07:20:59
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
Title: Kimera: FF7 p model simple editor
Post by: stormmedia on 2007-05-28 01:11:13
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 try this:
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)

These are all the libraries I've ever needed so far.

Hope it helped.
Title: Kimera: FF7 p model simple editor
Post by: truesdale on 2007-05-31 08:29:18
hey, borde, I was doing some modding in FF7, and when I was colouring these models of sonic/shadow, (I'll send you a link to them) and when I use the paint tool, it erases instead of colours if I already put a colour on that area. E.G.: if I accidentally colour part of the nose blue, and go to change it to black, it disappears!!!
did this happen to anyone before?
EDIT: in case anyone was wondering, by link, i meant a link to the files that were messed up, and no, they won't be on my filefront account.
Title: Kimera: FF7 p model simple editor
Post by: Scorpicus on 2007-06-01 12:04:34
Your'e not the only one Malach, that happens to me as well.  But I was more distracted by the TEX issue  :-P

Borde:  I'm probably having a blond moment, but how do you save the changes to the animations?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-06-01 14:14:41
Again?! Oh my... how many time will I have to fix this bug? Oh well, I'll take a look this evening.
About saving the animations, they are saved when you save the model. Yes, I know, not very confortable. Anyway, I'll probably remove this and do a separate animations program.
Title: Kimera: FF7 p model simple editor
Post by: truesdale on 2007-06-18 14:07:05
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?)
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-06-19 10:49:03
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?)

I get the same problem, thought only with the latest verson.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-06-25 18:41:40
I see. Well, some more X-files to investigate.
It's time to start working again after the exams.
Title: Kimera: FF7 p model simple editor
Post by: Great Sephiroth on 2007-08-01 03:49:55
hi   I have a problem with kimera(any version) when i try loading a battle lgp file like RTAA  all i see is a grey screen and i can do nothing else
if you can help me i would ne happy


Thanks in advance


Great Sephiroth
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-08-01 18:16:26
That sounds strange Great Sephiroth. It only happens with the battle models or it also happens with field models? If it happens no matter what, I supose it must be a drivers releated problem.

By the way, I'm releasing anew version of Kimera tomorrow. I promise. I've delayed it way too much.
Title: Kimera: FF7 p model simple editor
Post by: Great Sephiroth on 2007-08-01 22:09:20
yes no matter what i try to open...    battle model ... weapons or anything else

i will try your new version tommorow i will try to find a new version of my driver but i think they are the most up to date

Thanks in advance


Great Sephiroth
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-08-03 09:58:40
Well, I know I broke my promise but I had a good reason: my server was down.
Now here you have the new version of Kimera. I hope this one gives you all less headaches. I added summons and battle animations support and made several bugfixes. This release should be more stable.
Have fun.
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2007-08-03 10:28:25
Thank you, my good man

you know that i will test it
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2007-08-03 18:04:31
Nice build from what I've tested other then a few bug that i believe need squashing I'd say your pretty close to a Version1.0
bugs
*with the player characters the animations look like there missing a bone on all but the first two animations(haven't tested Red yet or Vincents transforms) while the NPCs are working perfectly
*It appears to be drawing the back faces as well as the front on battle models but only the faces that are facing you directly
*Cant open models that the animations have been messed with in a hex editor(this may have been intended for reliability)

I didn't test with any field models yet because i haven't unpacked them again i have a couple of suggestions that I'd like to make
Suggestions
*Allow it to create Primitives/Splines
*Allow it to open multiple files at once in model editor so you can combine them
*Make it so that you can select the vertices's to color
*Allow editing of the Battle Animations :)

All in all quite a nice build and as always i can't wait for the next one

Title: Kimera: FF7 p model simple editor
Post by: Great Sephiroth on 2007-08-05 04:29:03
thank you Borde this version works well, (i even realize my old FF7 dream with it... the Hi-Res Sephiroth in-Battle)

There is only 1 problem i see,  after loading a Model, when i decide loading another one kimera closed.

Continue the good work

The Great Sephiroth
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-08-06 10:26:32
Thanks for the support guys.
Zack Fair:
   *with the player characters the animations look like there missing a bone on all but the first two animations(haven't tested Red yet or Vincents transforms) while the NPCs are working perfectly: Are you talking about the field models or the battle models? Anyway, I'll check it.
   *It appears to be drawing the back faces as well as the front on battle models but only the faces that are facing you directly: In the general model view, face culling is activated so back faces shouldn't be rendered at all. I did it this way because that's how they should look in-game.
  *Cant open models that the animations have been messed with in a hex editor(this may have been intended for reliability): Nop, I added no check for this. If you can hand me one of those animations and tell me what you changed I'll check it.

   Suggestions
       *Allow it to create Primitives/Splines: That would be relativly easy (at least for pimitives, I don't know how Splines work), the problem would be the interface. I don't know how to implement it in a simple way.
       *Allow it to open multiple files at once in model editor so you can combine them:I don't understand this point.
       *Make it so that you can select the vertices's to color: You are right, I should add something like this.
       *Allow editing of the Battle Animations: I could do it in a relativly easy way storing them completly decompressed (don't know how much would the files weight). The problem is that I can't even decode the animations correctly right now, so you be working on an unacurate base.

Great Sephiroth: Did it close with no error message? Do you remember which files did you open?

By the way, I've detected some very anoying bugs with the palletized mode, so I'm going to release a bugfix.
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-08-06 12:21:25
Allow it to open multiple files at once in model editor so you can combine them means open two models at once and save them as one...i think that what he meant.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2007-08-06 19:51:18
yep thats what I meant

i was talking about battle models the first few animations work well but as you progress it becomes obvious that a bone appears to be missing in the later animations

splines are basically lines which you use to make polygons sort of like a point curve only it connects in the end and isn't rounded
Title: Kimera: FF7 p model simple editor
Post by: Murak Modder on 2007-08-06 22:29:52
in case other people were having problems with getting kimera working on windows vista when the error is 'missing msstdfmt.dll" i have found a solution that will probably work for other people.

This will only work with Vista.
-----------
First, go to:

http://www.dll-files.com/dllindex/dll-files.shtml?msstdfmt

and download msstdfmt.dll.  Unzip it, and drop the .dll file into C:\Windows\system32

Go to start->all programs->accessories->run

type the following:

regsvr32 C:\Windows\system32\msstdfmt.dll

You'll probably get an error message: 0x8002081c

Search your computer for msconfig.exe

Open msconfig, and go to the last tab, Tools

Scroll down the list for disable UAC.  Select it, and click Launch.  Windows will probably complain, but just close the warning box for now.  Click OK.

Restart the computer.

Once it's running again, go to start->all programs->accessories->run

type the following:

regsvr32 C:\Windows\system32\msstdfmt.dll

You should get a message informing you that the file has installed successfully.  Close the box.

Kimera should now work.


IMPORTANT!  If ANYONE else uses your computer, go back to msconfig.exe and enable UAC.  CLick launch, then OK, then restart the computer.  UAC is there to stop other people messing up the workings of your computer; it's not just an annoying notice.


If you need any further help:

with installing msstdmft.dll, try http://www.computing.net/programming/wwwboard/forum/540.html

with persuading Vista to recognise the .dll file, try http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=1888506&SiteID=1

with UAC, try http://forums.microsoft.com/TechNet/ShowPost.aspx?PostID=445913&SiteID=17
Title: Kimera: FF7 p model simple editor
Post by: Great Sephiroth on 2007-08-07 06:23:16
Quote
Great Sephiroth: Did it close with no error message? Do you remember which files did you open?


in that time i used  "saaa" "muaa"   and i even try with "rtaa"  it does the same thing
and no there is no error message

thank you in advance

Great Sephiroth
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-08-09 22:46:06
DAMN IT!!! It's one of those nasty errors that only happen when the debugger is off. Man, how I hate when this happens... well, at least it's abvious it's something releated to the battle animations.
Zack Fair, I can't seem to find that problem of the vanishing bones. Could you point me a specific situation in which you saw it? Model and animation.
As for the idea of appending a model directly in the editor, ok, it's not a problem. Unless you also want to reposition/resize/rotate the models individually. Then I should do some heavy rewriting.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2007-08-10 05:44:35
rtaa was the file i saw it on first about animation 5-6
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-08-11 01:15:51
I'm getting a varioan of Zack Fair's problem. I would, for exsample, replace the shoulder bone and the replacement .p file will take the pplace of a random spot, like the pelvic.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-08-11 12:56:34
sword, try disabling the D-Lists
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-08-11 15:45:27
Aah, that fixed it Borde. Thanks.
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-08-17 11:49:49
Borde, have you ever considered adding support for the mini game HRC's?
Title: Kimera: FF7 p model simple editor
Post by: Murak Modder on 2007-08-17 13:50:24
there's already support for most of the minigames already, well, to my knowledge anyway as i found i am able to open the chocobo files, motor cycle ones, (could never find cloud there tho. :() as well as the snowboarding, sub and condor soldier games, but not quite sure if the last 3 even had hrcs tho.
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2007-08-17 15:05:49
Nope there isn't support for the highway ones, i know chocobo works.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-08-23 00:16:20
I'll take a look at that ultima espio. I supose it will be easy.
Title: Kimera: FF7 p model simple editor
Post by: Zaxd on 2007-08-25 08:35:31
Could someone make a instructions how to use this program? It cant open any lgp and i tried use biturn too but, it couldnt open lgp either. Anyone?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-08-25 10:00:40
You can't open LGP files with this program or biturn. You need LGPTools or Highwind to extact the contents of those files.
Title: Kimera: FF7 p model simple editor
Post by: Great Sephiroth on 2007-09-02 02:25:14
Sorry But is there a way with this program to modify files like RTAC in Battle.lgp because i want to change Cloud EyeBrows to Black ,
there is a way to do it


Thanks in advance

Title: Kimera: FF7 p model simple editor
Post by: Zaxd on 2007-09-06 04:30:11
I've got a question, which im not sure if it fits in this topic .. but anyways, what is Shinra Soldiers Battle model. like AAAA and something like that, and you could PM it, thanks.
Title: Kimera: FF7 p model simple editor
Post by: Murak Modder on 2007-09-06 08:04:10
@zaxd
the three members of soldier battle models are as follow;
third class, ceaa, second class, jdaa and first class, lpaa

EDIT: @Great sephiroth
you would use Biturn and export the file rtac and then edit it in a pogram such as photoshop and then import it again with biturn to edit it, but first, i would suggest changing the file siac as it's the face details that you would want to change as i assume you are working from the files in the absolute zack mod?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-09-06 12:32:55
I'm sorry guys. I know I should have released a bug-fix weeks ago, but I'm way too busy. And more than likely I'll be like this until the next year. So I'll release a partial bugfix tomorrow, but don't expect anything more for a looong time.
Title: Kimera: FF7 p model simple editor
Post by: rugbykid on 2007-09-11 14:13:12
When i try to edit a wepon and take apply changes a error comes up saying

run-time error "6":

overflow

anyone know whats wrong...*?

I can't only open skeletons in kimera also so like wepons i have to open in p editor... ni could open wepons in  kimera in .83 but i want to be able to att parts to the bone...
Title: Kimera: FF7 p model simple editor
Post by: Scorpicus on 2007-09-16 09:20:56
This version is excellent Borde!   :-D

I've done lots (and I mean lots!) of modding/testing with it and I've only found a few obscure glitches: 

Kimera can't open field HRC files that only have one P file such as Sephiroth's Masamune - eghe.

With the battle/magic models, some of the model becomes transparent if you turn or zoom in on the model.  It's very hard to get all the model showing at once, which is a pain for doing screen shots and generally trying to see your work as a whole.

When you "add a part to the bone" on the battle models, sometimes, if you reposition the origional part the reposition scrollbars/options become stuck.  The example that comes to mind is adding a part to Bizzaro Sephiroth's head.

Finally, with the field models, if you open the head in P creater, load a new P file and then apply your changes, it replaces the models stomach as well as their head.  Try it with Cloud, although I think this happens with every field model.

Oh, and since everyone seems to be doing a "new features wish list", it would be really cool if (in P creater espicially) there was a undo button.  It is incredibly frustrating to make a mistake and have to start from your last save again!  A colour picker option in P creater would be awesome as well.

Keep up the good work Borde - Kimera is at the top of my"most used program list" on my laptop!
Title: Kimera: FF7 p model simple editor
Post by: Murak Modder on 2007-09-16 12:51:29
borde? i think i love you for making my dream i had when i was playing ff7 for the first time on the PSX come true.  :-)
(my dream being making a team out of summons!!! and fighting the summons at points in the game such as the jenova on the cargo ship being bahmaut and making dyne ramuh, etc)
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-09-16 18:24:50
Hello everyone.
Sorry for not answering your posts and not working at all in this program or in the NPC Reconstruction Project. I'm way too busy right now and most likely I'll be this busy for a long while. I apreciate all you feed back though. It will come handy when I start working on this again. I'll try to see what the hell is worng.
Scorpicus, the problem with the replicated parts has to do with the DLists. Just uncheck the "Render unsing DLists" option. And there is already a color picker, just hold shift when you are in the paint mode and click on the vertex you want to take the color from.

Title: Kimera: FF7 p model simple editor
Post by: Scorpicus on 2007-10-01 08:07:17
Ah, I never realised there was a colour picker  :-P

The link to download V 0.84 seems to be down.
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2007-10-01 09:00:02
Yeah his host when down

So here we are
Kimera V0.8.4b (http://files.filefront.com/Kimera084rar/;8689680;/fileinfo.html)
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-10-01 16:07:07
Yes, everything is down. Thanks for the link ice_cold513.
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-10-06 14:01:27
Could someone please post 8.1b through 8.3b please?
The latest verson isn't working to well.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-10-06 15:44:19
I didn't keep any copy newer than 0.7b. Sorry.
Anyway, I'm curious. Do versions form 0.81 to 0.83 work any better than this one? I thought they had even more severe bugs.
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-10-06 17:27:14
Well whenever I edit a model, besides resizing and repostioning, the game always crashes when it gets to that model.
Title: Kimera: FF7 p model simple editor
Post by: ice_cold513 on 2007-10-06 17:31:58
Could someone please post 8.1b through 8.3b please?
The latest verson isn't working to well.

There we are

Kimera (http://hosted.filefront.com/icecold513/)
Title: Kimera: FF7 p model simple editor
Post by: Murak Modder on 2007-10-06 18:36:59
is THAT why my game always crashes!?! i discarded my faithful kimera V0.7 and whenever i edit a model other than resizing or slight recolour, my game crashes! new Kimera! i curse you to hell if this is true!!!
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-10-06 19:48:26
Ahh, thanks ice_cold.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-10-07 17:29:09
 :?
I had no idea about that. Well, now that's a serious bug.
Title: Kimera: FF7 p model simple editor
Post by: Murak Modder on 2007-10-11 07:54:45
hm, found a trick for keeping the field model at the same brightness as the other models and not crash your game. use a kimera such as V0.81 to make it and save it, that will make the model appear on the field, but it will be to dark, right? then open it with kimera V0.84 then just save it and it will be correctly shaded and won't crash the game. :)
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-10-11 10:51:11
Nice. I'll keep that in mind.
Title: Kimera: FF7 p model simple editor
Post by: Scorpicus on 2007-10-11 15:29:30
Well whenever I edit a model, besides resizing and repostioning, the game always crashes when it gets to that model.

Hmmmm... that's never happened to me.
Title: Kimera: FF7 p model simple editor
Post by: Murak Modder on 2007-10-11 15:31:20
was that with the kimera V0.84 you were using?
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-10-11 16:32:23
Yeah. Lastest version.
Title: Kimera: FF7 p model simple editor
Post by: Scorpicus on 2007-10-12 23:13:08
Yep, latest version, with the ability to edit summons etc.  Guess I'm just lucky  :-P
Title: Kimera: FF7 p model simple editor
Post by: Murak Modder on 2007-10-13 07:02:42
my game crashed like, 14 times when i was making the guard scorpion 13. i guess it doesn't like you adding parts or taking a part apart to apply correct shading or something.
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-10-13 12:03:24
It doesn't like anything!
If I do anything besides repostion and resize it crashes.
Title: Kimera: FF7 p model simple editor
Post by: Murak Modder on 2007-10-13 12:28:54
hey, what sort of modding do you do? i'm curious as i don't see much of your modding here.
i myself like making monsters/bosses/summons as playable people as well as NPCs as well as bosses not to mention making 'outfit' mods. (EG: a MP outfit mod where all of the major people have the MP outfit, soldier outfit, sephiroth outfit mod, etc.)
i always figured it was Vista that was making my game crash as before when i made mods, thy work, then on vista they didn't, so i blamed vista for kimera's doing, lol.

did using a previous kimera work? or is that just as bad as new kimera for you?
Title: Kimera: FF7 p model simple editor
Post by: Chrisu on 2007-10-13 14:44:38
LOL, i didn't know that your Kimera has the same icon as my "Highwind" program - funny isn't it?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-10-14 00:19:31
Nop, Kimera's icon has "HRC" writen on one corner :-P This icon has been the same since 0.7.
If I remeber correctly the changes I did between versions, the current saving code is the same I used in 0.83 and thus it should have the same problems. I haven't seen any, but then again I can't say I've done very extensive testing.
Title: Kimera: FF7 p model simple editor
Post by: sword on 2007-10-14 10:31:47
Well, Murak. I do things ranging from Character swapping (EX: Tifa/Aeris, Barret/Dyne, Cloud/Zack) to making my own characters.
I also like making my own weapons.
Title: Kimera: FF7 p model simple editor
Post by: ARMs on 2007-10-21 14:29:43
Where can i get the file MSSTDFMT.DLL.   It wont work for me.

Edit nevermind I got it working now.    How do i open files.   Isn't the LZS files fo the PSX and PC teh same.   Is there a ste or topic i can go to to read up how to use this program.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-10-21 19:23:49
As far as I know FF7 PC files and PSX has completly diferent formats. This program only supports files from the PC version. The models are stored in LGP files (char.lgp, battle.lgp, magic.lgp ...) and must be extracted using some kind LGP extractor (LGPTools, HighWind...) befor you can open them with kimera.
Title: Kimera: FF7 p model simple editor
Post by: ARMs on 2007-10-21 19:34:54
I see thanks.

Edit:  By any chance is there a editor for the psx version that can do something like making the weapon model part of the character model?   I'm trying to using a character model as an enimy and, well it displays fine in the game but the weapon is model is placed a large distance away from the character.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-10-22 17:24:33
Sorry ARMs, but I think there is no such an editor. And the reason is that, due to the way the game reads the data, it seems quiet unlikely that it will accept any externally created contents. I supose it won't be that problematic if you simply change a few values on a file I know, but I never tried.
By the way, battle model animations (not the models themsevles)  seem to share the same format in the PC version and the PSX version. I don't have a clue how weapon models work though. I've heard they have their own animations but I don't know where they are.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2007-12-01 01:49:31
why not just attach the weapon to one of the hands

Borde kimeras looking good and as always i can't wait for the next release, with luck it may have a working battle animation editor well i can only hope anyway

If i had a super power it would be to fly cause then i could hunt down all those who agrivate me on the internet

p.s your links dont seem to be working anymore
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2007-12-26 23:24:55
Yes, all my links are long tim dead, sorry. I've added the link to the last version provided by ice_cold513 to the first post.
Title: Kimera: FF7 p model simple editor
Post by: Gigo XXIII on 2008-04-15 00:08:55
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
Title: Kimera: FF7 p model simple editor
Post by: Xelane on 2008-05-03 05:14:48
since this file is in  RAR form and i am a noob, how do i open it to be used?
Title: Kimera: FF7 p model simple editor
Post by: *:.Griever.:* on 2008-05-03 08:04:46
since this file is in  RAR form and i am a noob, how do i open it to be used?

Since what you wrote is fairly vague, wouldn't that be a simple case of opening it up with winrar, then extracting it?  :wink:
Title: Kimera: FF7 p model simple editor
Post by: Xelane on 2008-05-03 18:26:33
Lol yea that will probably do it, what I meant to say was that the kimera that I downloaded came in a RAR file and I don't think I have winRAR
Title: Kimera: FF7 p model simple editor
Post by: Destiny on 2008-05-03 21:47:16
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

search for that .dll on the internet and add that with the regsvr32.exe trick ^^.
Title: Kimera: FF7 p model simple editor
Post by: Rufus95 on 2008-06-29 19:44:21
mine works but i want to swap cloud for tifa but they dont have the rite amount of bones and i looked at scorpicus's tutorial and i still could't do it could't u like make it poisible to change bones from the kimera program





for about free mounths mine sed  COMDLG32.OCX or one of its components is missing even tho i had it then one day
i accidently clicked on it and it worked lol!
Title: Kimera: FF7 p model simple editor
Post by: TonightsLastSong on 2008-07-01 06:22:49
hey, i wanted to drop in and say that this is an awesome project.  thanks for all of the time all of you have put into collectively debugging it!

I saw this request back on page 5 or something (i read them all, but i can't remember which one it was) about which files (rough range) contain each of the characters' parts.

I found this link a while back, and its been super helpful.  combined with Kimera, I feel like I can pretty much do anything :D  It's an outline of what all the parts map to.

http://www.alhexx.com/documents/other/battle_database.txt
Title: Kimera: FF7 p model simple editor
Post by: guitar_dudester91 on 2008-07-18 06:33:14
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
Title: Kimera: FF7 p model simple editor
Post by: TonightsLastSong on 2008-07-18 15:24:46
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

If I remember right, the file is in a '.rar' format, which is NOT built into Windows (doesn't matter if you've got win95 or Vista Ultimate).  It's an archive type, like a '.zip'

so download a program that can handle rar files... i'd recommend 7zip, personally.  there's one called Winrar, but I hate the way that it bugs me all the time to register it (like the ol' Winzip did).

so get 7zip and then make sure in its settings that you have it set to handle rar files.  You should be cooking with gas after that.
Title: Kimera: FF7 p model simple editor
Post by: guitar_dudester91 on 2008-07-18 17:55:34
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.
Title: Kimera: FF7 p model simple editor
Post by: TonightsLastSong on 2008-07-18 18:02:53
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.

mmmm... you might be in the relm of dll hunting now.  I had no problems when I installed on XP.  It up-and-ran without any issues.  usually these sorts of things are found in the windows/system32 folder.  usually google-searching a filename like that will return a page that you can download new versions of it.  (i'd make sure it's indeed the system32 folder you need to paste it into, since i guess it could be just the "system" folder, or even "windows" folder.  A website with info on that particular file would likely tell you which folder its supposed to be found in.)

Good luck!  You may have to find a few of those dll/ocx files.  Just keep googleing each one until you have them all.
Title: Kimera: FF7 p model simple editor
Post by: Rufus95 on 2008-11-02 00:55:38
i now know where i went wrong i have windows vista and i had to run it as administrator for it to work.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2008-11-19 23:13:12
i was wondering if anyone had a copy of kimeria's Source code
Title: Kimera: FF7 p model simple editor
Post by: riryoku on 2008-12-14 23:57:28
Hmm.. I read through the pages for ver. 0.84 and no one else mentioned this but I can't add any parts to my bones. I'm trying to replace Field Cloud with Field Aerith and I've been following Scopicus' tutorial but it just won't let me add Aeris's ponytail to the back of her head. This a bug? I followed the guide exactly so I don't think it's something I've done, though it's always possible.

Edit: Ok, I found the ver. 0.83b earlier in the thread and tried adding the part to the bone in that but still nothing. The only thing that happens is my model is turned upside down... Not a glitch then, sorry about that. Though can anyone point me to where I may be going wrong? I did follow the guide exactly....
Title: Kimera: FF7 p model simple editor
Post by: TLStriker on 2009-04-29 13:52:30
The link seems to be dead.  >_>

Where else can I get this from?

EDIT: Yay!  Filefront's working again!
Title: Kimera: FF7 p model simple editor
Post by: BrokenCrowe (Mendelevium) on 2009-05-28 01:01:12
Okay first of all I apologize for performing "necromancy" and reviving this old topic.... but it just i cant get it to work on my PC... :(... and i want to start character modeling and start doing things on this forum..

Okay here is my problem I click on the Kimera(084b) icon and.......

Kimera 081

Run Time error '713'

Class not registered.
You need the following file to be installed on your machine
msstdfmt.dll

Where do i find or get this file?????

Thank you,
Broken Crow

P.S. and again i apologize for reviving an old topic....


*edit* okay never mind about where the finding it part.. I should have read the board more thoroughly sorry.......... but how do i put it in my PC???????? i have it downloaded but????regsvr32.exe doesn't work for me :(


I get this....

To register a module, you must provide a binary name.

Usage: regsvr32 [/u] [/s] [/i[:cmdline]] dllname
/u-unregistered server
/s-silent; display no message boxes
/i- Call DllInstall passing it an optional [cmdline]
when used with /u calls dll uninstall
/n- do not call DllRegisterServer; this option must be used with /i


this is what i get when i try to open the  regsvr32.exe.

please help...

Thank you,
BrokenCrow

Title: Kimera: FF7 p model simple editor
Post by: Great Sephiroth on 2009-06-05 04:57:56
All the links are dead if someone knows where i can find it please telle me


Great Sephiroth
Title: Kimera: FF7 p model simple editor
Post by: DLPB_ on 2009-06-07 01:01:19
I second that. 
Title: Kimera: FF7 p model simple editor
Post by: BrokenCrowe (Mendelevium) on 2009-06-07 01:03:47
http://www.mediafire.com/download.php?uz3myzazemz


For all those who want Kimera I uploaded it myself..... I hope you didn't mind Borde. :D

well here you are....

http://www.mediafire.com/download.php?uz3myzazemz
Title: Kimera: FF7 p model simple editor
Post by: DLPB_ on 2009-06-07 01:22:44
THANKS!
Title: Kimera: FF7 p model simple editor
Post by: DLPB_ on 2009-06-07 01:39:25
doesnt seem to work with vista x64?
Title: Kimera: FF7 p model simple editor
Post by: BrokenCrowe (Mendelevium) on 2009-06-07 01:49:37
run it incompatibility mode ... that's how i got it to work . And be sure to run it as administrator.
Title: Kimera: FF7 p model simple editor
Post by: DLPB_ on 2009-06-07 02:21:35
Are you using x64 version?  I have tried all that, says there are files missing.  I* attempted to download them but no change.

Title: Kimera: FF7 p model simple editor
Post by: BrokenCrowe (Mendelevium) on 2009-06-07 02:23:08
OH you have to put those files into your

C:/WINDOWS

then run cmd as administrator and type in the files name...
Title: Kimera: FF7 p model simple editor
Post by: DLPB_ on 2009-06-07 02:24:32
I attempted that too....

What files do I need and are they all to go in Windows and not system32 ?
Title: Kimera: FF7 p model simple editor
Post by: DLPB_ on 2009-06-07 02:28:14
regsvr32 C:\Windows\msstdfmt.dll

Its ok, i forgot all about this part :P
Title: Kimera: FF7 p model simple editor
Post by: BrokenCrowe (Mendelevium) on 2009-06-07 02:30:46
http://www.mediafire.com/download.php?xdzzzjqdqoy


put this file into C:/windows

then run cmd as admin and type this is... and yes in windows/system 32

make sure it looks like this...

http://i576.photobucket.com/albums/ss203/BrokenCrowe/explanation.jpg
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-06-08 22:43:50
Sorry for leaving this topic and not comming back for so long. As some of you may have guessed, this project is dead.

I've reuploaded the last version to megaupload. Hope the links don't die too soon. If anyone knows about a better free hosting site, please, let me know.

I also uploaded the source code so anyone can continue working on it if he has the time to waste.

Again, all I can say is sorry.
Title: Kimera: FF7 p model simple editor
Post by: Silver Wings on 2009-06-09 08:28:53
It's strange
I cant open any .hrc file or **aa file by any version of 081b~>084b . It kept saying "Error while loading file" or "Error 53". Could some one help me fix this?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-06-10 16:14:18
I never had such a problem. Are you using Vista or something like that?
Title: Kimera: FF7 p model simple editor
Post by: Silver Wings on 2009-06-10 18:21:58
No, Im using XP SP2
It seemed that this problem occurred randomly. I had been working with one's model normally using Kimera 084b until it said smt like "error saving" when I saved the model, then I couldnt open the model anymore. I've tried several versions of Kimera and here is the results
- v7: said "error loading animation files"
- v8beta: was able to open the model with animation but without texture
-v81b~>v84b: "error 53" or "error loading file"
However, this model was still shown correctly in Biturn

*edit: one more thing, I've known that creating polygons in P Editor causes FF7 to crash but what about deleting polygons or moving vertex? I've just tried putting Disisidia Cloud in FF7 but it crashed immediately. I dont have much time spending on re-do all the work so I cant check whether it was caused by editing in P Editor or not
Title: Kimera: FF7 p model simple editor
Post by: Grimmy on 2009-06-10 21:21:06
Silver Wings check your PM.
Title: Kimera: FF7 p model simple editor
Post by: polaris_027 on 2009-06-16 11:05:14
hmmm..same problem here..i was redoing kh2tifa and i removed her elbow pad from the bone..then when i recompiled my lgp and started the game, it crashed upon the apperance of tifa..can someone help me? did i do wrong???
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-06-22 18:57:18
I didn't know models created with Kimera could crash the game after version 0.8. Oh well, if you want to send me your models I could take a look at them and see what went wrong.

Sorry for the inconveniences.
Title: Kimera: FF7 p model simple editor
Post by: Grimmy on 2009-06-23 20:23:39
The problem is that Kimera can understand texture files that FFVII cannot. I'm unsure as to why, but I'm sure I can find a model with a tex problem that Kimera will load but FFVII cannot use. It usually comes down to textures created using biturn or adding/removing to many vertexes to a piece that is textured. Kimera can display these models but not the game.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-06-24 13:13:33
The strange thing is that kimera should normalize the model just befor saving it so that it fits FF7 demands. Could I have a look at that some of those problematic models?
Title: Kimera: FF7 p model simple editor
Post by: squallff8 on 2009-06-25 18:25:35
2Borde

I just used Biturn to convert TEX in BMP,Then made changes in it and converted it back to TEX.
I know that biturn textures makes game crash.Is there another way?
LGP tools CHANGE trick don't works
Title: Kimera: FF7 p model simple editor
Post by: Xelane on 2009-07-03 01:54:54
Is there any way that i can use the "change animation" feature for battle models? it seems that kimera can load and view them, and that it can look at their battle animations, but i can't make them different from what they are supposed to be.

any help on this is appreciated
Title: Kimera: FF7 p model simple editor
Post by: samsa_ on 2009-07-04 13:10:42
can somebody do or link video how instal and get kimera work.
Title: Kimera: FF7 p model simple editor
Post by: samsa_ on 2009-07-04 14:01:13
can somebody make or link video how instal and get kimera work.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-07-05 17:19:24
squallff8: Nop, sorry, I don't know about any other programs that can do that conversion.

Xelane: The "Change animation" option let's you select a field animation to dislpay. Yes, I know it's a bit obscure. Provably I should change it's name. It doesn't have any
meaning for battle animations (that's why it's disabled).
Kimera can modify field animations and save the changes (it saves the changes when you save the model), but it can't change battle animations. The reason for this limitation is that battle animations should be recompressed and repaked, and I felt lazy for writing the needed code. In fact, I could even store them uncompressed but as I said, I felt lazy for writting that code. Maybe I should do it someday...

samsa_: What problem are you experiencing? Kimera is composed by a single executable, so no installation is requeried (nor possible...). You may need to register some kind of DLL though.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2009-07-06 08:58:25
but the battle animation editing is the only thing we need now to have an uber FF7 mod ahh well

quick question did you ever get FF7 running a modified uncompressed/unpaked animation
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-07-06 23:20:53
Good question Zack Fair. Actually I haven't tried it yet :-P. But it shoud work theorically.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2009-07-07 00:18:28
if you were able to try and post the results and the appropriate exe it would be uber cool and you would be like my god amoungst men/women
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-07-31 01:33:51
Well, well, the time has come for an update. You'll be happy Zack Fair, I've added battle animations editor  :wink:
In summary, the changes from the last version are:
                -Added support for weapons and their animations.
      -Added support for battle animations edition. The whole animations pack will be saved along with the model.
      -Added a textures loader (can load TEX, BMP, JPG, GIF and ICO files). Textures will be saved as TEX
   files along with the rest of the model. This is basically an embeded version of Img2Tex.
      -Updated the field animations and TEX formats so they match the lastest specification posted on the wiki.
      -Battle animations are now decoded properly.
      -Solved the precision problems when editing animations.
      -The usual round of minor bugfixes.

I wanted to do a couple of adjustments more, but I felt this release was being delayed way too much. So here is it. Have fun.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-07-31 01:42:11
This sounds like a 1.00 release to me  :-)  What more could you want to implement?

Perhaps a Pcreator of your own??? ::hint hint::

EDIT

Battle models load fine.  Field model .hrc and .rsd won't load but the .p files will.  I've only tested models out of namespoofer's mod so the original char.lgp and battle.lgp may work fine
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2009-07-31 02:03:19
borde you are my god my hero my myssiaif you werent a man i would probley make love to you JK lol

but seriously your the man i tip my hat to you downloading now time for some uber testage
Title: Kimera: FF7 p model simple editor
Post by: Millenia on 2009-07-31 06:24:58
Woot! Thanks man, this makes making all the weapons a whole lot easier for me  :-D

The least I can do is return the favour; here's a direct download link from my website so you don't have to deal with that megaupload crap:

http://millenia3d.net/misc/Kimera09.rar
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-07-31 11:07:35
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.
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2009-07-31 12:49:01
Awesomeness!

Must try this out :-D
Title: Kimera: FF7 p model simple editor
Post by: BlitzNCS on 2009-07-31 15:19:34
this is probably gonna sound stupid, but i get this error when trying to load the new Kimera:

"Component 'MSCOMCT2.OCX' or one of it's dependencies not correctly registered: a file is missing or invalid"

is that a vista thing? 'cause i run vista 32.
i've tried installing VB6 runtime libraries or whatever, but that made no difference, and i really wanna get to using this. any ideas?
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-07-31 15:23:16
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
Title: Kimera: FF7 p model simple editor
Post by: Timu Sumisu on 2009-07-31 15:26:01
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?
Title: Kimera: FF7 p model simple editor
Post by: BlitzNCS on 2009-07-31 15:40:20
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

thanks a lot, at first it errored, but for some stupid f*cking reason vista refuses to awknowledge the "run" function as administrative, nor does it think it's a program. so the only way i could to it was to run task manager as an administrator and THEN run that command line via task magager...*sigh*. anyway, cheers, helped a lot :D

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
Title: Kimera: FF7 p model simple editor
Post by: Timu Sumisu on 2009-07-31 15:44:54
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?
Title: Kimera: FF7 p model simple editor
Post by: Millenia on 2009-07-31 16:04:22
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.

Uh, I downloaded the version I uploaded just before I posted? D:

NVM, you must've made some small changes, the modify time is about 12 hours newer on your link. I've changed it now; feel free to add my link to yer first post :p
Title: Kimera: FF7 p model simple editor
Post by: BlitzNCS on 2009-07-31 16:32:13
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?

seems that's the only way to animate

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.
....in writing this, it seems to have stopped doing this now. was that normal?
Title: Kimera: FF7 p model simple editor
Post by: Nero on 2009-07-31 18:02:08
Thanks for the new kimera Borde, I’ll put it in good use right away. :-)
Title: Kimera: FF7 p model simple editor
Post by: Trishty on 2009-07-31 18:15:56
I create some models for field and it work with Kimera but in game crash. Could you add some thing to kimera check models can be work fine in game?
Example:
Cloud kid work with Kimera but in game crash
(http://i200.photobucket.com/albums/aa301/votinh193/1-5.jpg)
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-07-31 19:31:32
Looks like the animation editior is leading to some confusion. Sorry everyone, it's a bit obscure. I'll try to write a small tutorial about it tomorrow.
>++@>(M♥T)<@++<, the models created with Kimera SHOULD work in-game (unless it says it didn't find something while loading it). If they don't, there is a bug in my code. Please, send me the model and I'll take a look to see what went wrong.

By the way, thanks Millenia. Added your mirror to the main post.
Title: Kimera: FF7 p model simple editor
Post by: Hellbringer616 on 2009-08-01 02:42:31
Editing animations? now you won't look so weird using the PRP!!! haha
Title: Kimera: FF7 p model simple editor
Post by: BlitzNCS on 2009-08-01 12:10:07
Editing animations? now you won't look so weird using the PRP!!! haha
actually, 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.

but using them to make normal proportion models look normal in field? why didnt i think of that!

I'm guessing they'd still look a bit weird though.
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2009-08-01 12:35:48
It would still look strange due to it using joints instead of bones :|
Title: Kimera: FF7 p model simple editor
Post by: Hellbringer616 on 2009-08-01 13:25:48
other then the fast style shift in animations (the normal stand to that run you do as cloud) and his arms being so far apart. (both of which someone could fix i bet) i don't see how they look weird, Maybe it's cause i've never been past the bombing mission. i have an issue with the maretia not appearing at all..
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-01 18:33:47
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.
....in writing this, it seems to have stopped doing this now. was that normal?
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.

The current problem with the modified field models is they are taller than the original ones. Under some circumstances, this may cause the models to look sunken on the ground. This can be adjusted on the animation. by the way, field animations were also editable unsing Kimera084. It was rather buggy though...

Here you have my manual explaining how to use the new features:

Textures
This version of Kimera let's you do some operations releated with the textures. This options are initially hidden, so you must press the "Show Texture options" button to display the controls.
(http://i931.photobucket.com/albums/ad160/usebio2k/HRC_TEX.jpg)
Keep in mind that field models and battle models organize their textures in different ways:
You can see a drop down list (where you can select the texture you are going to operate), and up-down button that let's you change textures order, and 3 more options. Let's take a closer look at what all this controls do:

Change texture order
Final Fantasy VII can apply one texture to a group of polygons in a model. The texture to be applied is specified as an index in the list of loaded textures. You can change the index of every texture using the up-down control next to the textures list. Pressing the up button will decrease the index and pressing up will increse it.
(http://i931.photobucket.com/albums/ad160/usebio2k/HRC_TEX_UPDOWN.jpg)

Change texture
You can change directly a texture on the list. When you press the "Change Texture" button a dialog will pop up to let you select a texture file (TEX, BMP, JPG, GIF  and ICO formats are supported). The selected texture will be removed and the new texture will take it's index.
(http://i931.photobucket.com/albums/ad160/usebio2k/HRC_TEX_CHANGE.jpg)

Add texture
You may need to add a new texture, specially if you are using a model imported with PCreator. Pressing the "Add texture button" will let you choose a new texture that will be added at the end of the list.
(http://i931.photobucket.com/albums/ad160/usebio2k/HRC_TEX_ADD.jpg)
PD.: Thanks to polaris_027 for his head model. Hope he doesn't mind me posting how it looks like.

Remove texture
This option removes a texture from the list. It's purpose is simply removing textures loaded accidentally. All texture indices after the chosen one will be decreased by one.
(http://i931.photobucket.com/albums/ad160/usebio2k/HRC_TEX_REMOVE.jpg)

Animations
The animations (both battle and fiels ones) can be almost completly edited (there is some data on the battle models who's meaning is still unknown for me). The interface is a bit unconfortable, though. The animation options re hidden by default, and you must press the "Show frame options" in order to display them.
(http://i931.photobucket.com/albums/ad160/usebio2k/ANIM_1.jpg)
Now you will notice a box tittled "Bone Rotation". It will display the rotation on the X, Y and Z axes for the selected bone and the selected frame. You can change this data by pressing the up-down buttons next to every text box or write the value you want directly there. Please note if there is no bone selected this field will be disabled.
(http://i931.photobucket.com/albums/ad160/usebio2k/ANIM_2.jpg)
You may also want to change the root rotation and root translation of the model. You can switch between those different data fields by pressing the up-down button next to the "Frame data part" label.
(http://i931.photobucket.com/albums/ad160/usebio2k/ANIM_3.jpg)
Then you also have a couple more options for frames:

Notes about animations:
When working with animations please keep in mind the following things:

Well, hope this solves most of your doubts. If not, don't heasitate to ask.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-02 00:32:56
Sigh, another problem with .9...

.84b can open certain files in world_us.lgp, like Cloud and Cid and Diamond Weapon.  However, .9 can't view them.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2009-08-02 05:41:04
hey borde can i request 3 features pritty pritty please anyway here it is can you put in an auto correct to set offset feature that applys the same changes you made to the first frame

maybe i didnt word that right say you move a limb right 15 degrees rather then go threw and move all the frames after that the same way push the button and it move that bone the 15 degrees  for you i.e you modify the ready stance and it keeps bobing up and down as per normal

the second is like the first only with a slight difference its an incrimental offset maker you set the incriment say to 5 then it would move that bone 5 degrees then 10 then 15 i.e for attack animations like cloud swinging his swordto hack a badguy up

the 3rd being to select a group to modify in the p editor portion so you can select the texture group and and stretch the texture area without modifing the model itself or vice-versa

anywho heres what i've done already with the new version
(http://i560.photobucket.com/albums/ss50/munemasa/preview1.jpg) (http://i560.photobucket.com/albums/ss50/munemasa/preview2.jpg)

i've also noticed that the output **da file is quite a bit larger then the original  but that could be because the difference in the frames is quite substantial atm or is it because they arnt being save compressed

also it seems to highlight the wrong bone for some reason
(http://i560.photobucket.com/albums/ss50/munemasa/error.jpg)

the green is the bone that i have selected but the red circled hand is the one that is being moved

edit: added another feature request a pick and an errror
Title: Kimera: FF7 p model simple editor
Post by: AlbusJC on 2009-08-02 15:28:45
Hi guys. I've a problem with kimera that I hope you can help me.
First I want to say that I agree with the new rules of this forum. I don't like this rules but I understand the halkun's reasons to create them. In that case the images that I expose here are like an example ok? I think this is the best way to explain my doubt. If I must to erase the images, tell me please.  :-)
Well I've finished this model with kimera. But when I try to load an field animation this is the problem.
(http://photos4.hi5.com/0098/511/547/2igwi8511547-02.jpg) (http://photos1.hi5.com/0097/704/588/FeLHqG704588-02.jpg)
Then I tried to repair the model again with this animation but when I do that other animations change also.
(http://photos4.hi5.com/0098/692/655/BpnM0p692655-02.jpg)(http://photos2.hi5.com/0096/785/753/fHLvFu785753-02.jpg)
Is there any way to change one animation without any changes to the others?
Thanks
Title: Kimera: FF7 p model simple editor
Post by: halkun on 2009-08-02 18:49:54
Actually, not to change the subject, but this is exactly why the rule was created.

I'm sure it was difficult for you to segregate the model to it's individual components, but the model was obviously not designed with ff7 in mind. In fact, it looks terrible when you use it because of the way the armatures themselves are rigged, and really nothing to do with the animation or the model.

In this case you probably need to import or make a new armature (skeleton) as well.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-02 19:31:15
Borde, another question...

I've been messing around with adding new textures to new bones with the new .bmp function.  All textures seem to work fine as long as they are set to texture 0.  As soon as I scroll to texture 1 and attempt to change it to a different .bmp nothing will display.  However if I scroll back to texture 0 again, the new .bmp I was trying add replaces the original texture I started off with.

This may just be user error though...  I'm still new to editing all this stuff :-P

EDIT EDIT EDIT

Say I make a new .p file called MTCI in PCreator and MTCI uses texture ID 2, as long as I use IMG2TEX to rename my .bmp to MTAE, Kimera.9 will load everything perfectly :)  As a matter of fact, I have 3 total textures used on Safer Sephiroth (eyes, black wing, white wing) but if I try to use Kimera to scroll through the different textures, it opens the "open model" box.

It seems like a lot of complaining from me, so I would like to reiterate how thankful I am you took the time to make this awesome program! :)
Title: Kimera: FF7 p model simple editor
Post by: AlbusJC on 2009-08-02 20:29:11
yeah of course. They are different games... I'm a beginner in this matter. It's the best thing that I could have done. Anyway, thank you very much. I'll try to do it again  :-D :-D
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2009-08-03 00:00:53
borde would it be possible to make a ghost button that create a tranparent copy of a specific frame so you can line up things like the feet for idle animations

i think that will be my last feature request

 anywho just so people know the edited animations work wonders ingame
Title: Kimera: FF7 p model simple editor
Post by: Timu Sumisu on 2009-08-03 02:07:47
Would it be possible to implement an import .3ds or .obj and take pcreator out of the mix? :P

It'd be very handy to be able to plop my models directly into kimera to fix em up.
Title: Kimera: FF7 p model simple editor
Post by: BlitzNCS on 2009-08-03 12:04:13
but 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?
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-03 15:18:56
but 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?
Yep.  Windows 7 user here, not sure if that makes a difference
Title: Kimera: FF7 p model simple editor
Post by: Great Sephiroth on 2009-08-03 15:36:10
i know i have already post my problem here:
http://forums.qhimm.com/index.php?topic=8738.msg110920#msg110920

but there is a possibility that it screw up some of the animation like the transformation of vincent, example my vince(swap with cloud and vice versa) transform into the hellmasker while im doing the death giga and when i do hell masker the camera is facing vince but is doing nothing

ps: im using kimera 0.9
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-03 16:20:03
Sorry for the delay, but >++@>(M♥T)<@++<'s model has been keeping me busy. Even though it looks perfectly valid, the game fails to load it no matter what. Suprisingly painting a polygon of the problematic P files made them work, which is even more disconcerting. I'm starting to think we've hit some hole in the P file specification we've got.

Zack Fair, you're right, the animation options don't match the right bone. It forgot subtracting the first bone for battle animations... As for your suggestions, the first one could be nice, the second would be covered if I manage to pull off the frames interpolation, and for the third one... mmm... I'll take a look. And yes, animations are stored mostly uncompressed (only the 0 rotations are compressed). I think there isn't much point trying to get a smaller size when the size is already pretty small.

obesebear, the world_us.lgp models seem to be loaded correctly for me. The animations used usually don't match, though. And the clipping planes are way too small (I think I'm going to use some fixed value from now on...). There is defintly some problem with the textures selector, I'll take a closer look.

AlbusJC, I haven't experienced that problem with the animations. Could you describe what you were doing when that happened?

timu sumisu, yes, loading 3ds files is one of my top priority tasks for the next version.

Well seems we will need some bug-fix version soon...
Title: Kimera: FF7 p model simple editor
Post by: Aali on 2009-08-03 16:30:15
May I have a look at this mystery model?

Would be great if you included the working version aswell.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-03 18:33:10
New question
When I initially load my poor attempt at converting APZ's Cloud to a field model I get this
(http://i221.photobucket.com/albums/dd138/obesebear/beforemove.jpg)


But as soon as I touch anything in Kimera it turns into this
(http://i221.photobucket.com/albums/dd138/obesebear/aftermove.jpg)

I haven't tried the model in game, because frankly I'm sure it will just crash.  Any idea what the reason for this might be?  I used Img2Tex on a 24bit bmp if that matters.  And have tried ticking and unticking the Color 0 option
Title: Kimera: FF7 p model simple editor
Post by: AlbusJC on 2009-08-03 21:12:19
Borde At least I have solved the problem when I've changed the position of the bones. Also I have joined the double belt to the chest as I did with the buster sword. Now at least he looks like a "normal person" when he is running...  :-D
Thank you very much and great job with kimera. :wink: One more thing. I am not sure if it is a problem or not of this new version of kimera. When I change the position of a bone and select other one the same numerical position is kept.  :? Have I explained it well?

Obesebear then, is it possible to change a model of battle to field?
Might you tell me how you have done it? please :roll:
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-03 22:38:42
Sure Aali, in fact I was thinking about asking you for help. I sent you the files. Thanks a lot for your time.
By the way, I should add I tried copying the unkown values of a working file and still crashed. Changed the hundreds chunk, same. Converted it to 3Ds through Biturn and then back to P through PCreator and even then it still crashed.

obesebear, the missing fragments are black and that's why they aren't painted. If the 0 as trasparent falg is set to zero Kimera has a bug. the game shouldn't have a problem with that though. I'll take a closer look later.

So you say the reposition fields aren't updated correctly  AlbusJC? Mmmm... I'll take a look. And changing a battle model to a field model is basically a manual job :-P You must replace the original field parts by those of the battle model. Keep in mind you should shrink them a lot. I think It had to be like 20% of the original or something like that.

Great Sephiroth, what's exactly what you're doing with Kimera?
Title: Kimera: FF7 p model simple editor
Post by: Aali on 2009-08-03 23:57:34
Those files are both pretty odd, seeing as they have 79 and 80 vertices respectively, neither of which adds up to an even number of triangles. :-P

FF7 is crashing because it can't find the normal for one of the vertices, and even though I can't really determine *why* this happens, I would suggest cleaning the .p file, removing unused vertices and the like.

Oh, and, do you have an option for linear filtering or is it always off?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-04 01:35:55
-FACEPALM-
Thanks a lot Aali, this clears up a lot of things. Unused vertices were removed since version 6 (it became obvious they had to be removed very soon). But it looks like when I rewrote the whole program I made a terrible mistake on the unsued vertices check code: the last vertex of every group was never tested. And this explains why people has being complaining about crashes and asking for Kimera07. Sure that was a long running bug...

The linear filter for textures should be allways turned on, by the way. Are you getting unfiltered textures?
Title: Kimera: FF7 p model simple editor
Post by: Aali on 2009-08-04 01:43:45
Well, your hundred chunk doesn't turn on linear filtering and I'm not sure what kind of assumptions you can make about the renderstate before the model is rendered.
Maybe it's already on for the models that matter here, but then you might want the option of turning it off.

And while we're at it, will you be adding options for culling? :-)

:EDIT:

While we're talking like this, why is the blendmode set to 4?
Sure, blending isn't enabled so it doesn't matter, but still, that's technically not a valid blend mode in FF7. :-P
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-04 01:57:37
Oh, the hunderts chunk... I really don't have the slightest clue what's written there except for the opacity value :-P
Has it been decoded already? I'd be very glad to know what's stored there.

As for the culling, you mean back face culling? I decided to leave it allways turned on since no one asked for a switch. Of course it would be very easy to add a check box to switch it off if someone needs it.
Title: Kimera: FF7 p model simple editor
Post by: Aali on 2009-08-04 02:24:19
Well, I don't know everything, but here's what I've got so far;

Code: [Select]
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;
};

Almost everything here is more or less irrelevant except blend_mode, which can have the following values:

0 - Average, source color / 2 + destination color / 2.
1 - Additive, source color + destination color.
2 - Subtractive, broken and unused but it should be destination color - source color.
3 - Not sure, but it seems broken and is never used.
4 - No blending (FF8 only)

field_8 and field_C are both bitfields with the following values;

Code: [Select]
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
};

Every bit set in field_C changes one part of the renderstate and the same bit in field_8 picks one of two possible options.
The custom driver only implements V_WIREFRAME, V_TEXTURE, V_LINEARFILTER, V_NOCULL, V_CULLFACE, V_DEPTHTEST, V_DEPTHMASK, V_ALPHABLEND and V_SHADEMODE so just forget about everything else, you wont need it.

The rest of the structure is either runtime data, filled in by querying the driver about the blend mode or just never used.
Title: Kimera: FF7 p model simple editor
Post by: Ragna on 2009-08-04 15:09:35
I'm getting an error saying that "MSTDFMT.DLL" is missing or not registered.
I have it in the same folder as Kimera, and in system & system32 folders but
it won't work. Is there any way to solve this and run the program?


Nevermind, already solved thanks to another topic made by someone. lol
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-05 00:18:03
Thanks a lot Aali, I'll add some options to handle this information on the next version.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2009-08-05 00:44:16
any chance of putting a button in to show a floor  as well just for lineing things up
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-05 05:03:02
Kimera .9 insists on giving me an 'error 9' whenever I try to save a model with a custom part added to a bone.  However, .84b has no problem saving the model, but of course I can't view the 24bit bmp correctly.

.9 Also immediately dings at me as soon as I open the program, almost as if something is wrong from the get-go...
Title: Kimera: FF7 p model simple editor
Post by: Great Sephiroth on 2009-08-05 12:24:55
Great Sephiroth, what's exactly what you're doing with Kimera?

i have verified the models if i have renamed them well and after i save the model as siaa to make my mod work
Title: Kimera: FF7 p model simple editor
Post by: Timu Sumisu on 2009-08-05 20:38:20
another thing on the wishlist, along with being able to import .3ds files, is to also export them
Title: Kimera: FF7 p model simple editor
Post by: Great Sephiroth on 2009-08-05 21:17:28
Another thing that will be good is to add a option for adding/making some animation, if there is something like that i will be able to add the dead/low hp animation to the normal sephiroth because the animation #1 is low hp stance, all i want to do is copy the animation #0(standing position) to number 1
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2009-08-06 10:44:44
one final request from me i know i keep asking and its probley getting annoying but would it be possible for a button to add bones to the model
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-06 11:20:02
I've uploaded a bug-fix version. It should solve most of the problems exposed on this thread. I haven't been able to reproduce some of the problems stated by obesebear, I'm not getting that error saving models with new parts attached. Could you decribe better what you did? If possible, send me the files you used. Also I'm not having any problem with the transaprent color. Again, If posible provide files.

As for the features request:
-Show floor: Sure, I'll add it as soon as I can.
-Adding Animations: Well, ok, shouldn't be a problem. I don't know if the game will like that change, though.
-Export 3Ds: It shouldn't be too different from importing, but it's by no means a priority.
-Adding bones: I've got a feeling adding/removing bones would lead to serious problems. First of all it could be somewhat problematic interface-wise, but aso keep in mind it would mean changing a lot of animations. I'll take a look, but don't expect too much.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-06 14:28:40
PM sent

As soon as I open any battle model I immediately get the default sound my computer makes when there's an error.  Field models don't do this, and I can also save them.

Perhaps it is something to do with one of those files I had to install into windows/system??

EDIT
Well I got it to quit beeping on every battle model, but it still won't save 
Title: Kimera: FF7 p model simple editor
Post by: Luis Aviles on 2009-08-06 23:42:04
My question is a bit off topic but I want to get the attention of Borde so I post here. Borde I wonder if you still have the model of the gold saucer employer. If yes can you upload them up here, Im trying to collect all the NPC reconstruction models. Thanks

(http://i6.photobucket.com/albums/y231/usebio/GirlFIX.jpg)
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-08 01:21:42
Sure Luis Aviles, here you have:
http://www.megaupload.com/?d=KPRX7FYA
You may also be interseted in an old model I never released:
(http://i931.photobucket.com/albums/ad160/usebio2k/boy2.jpg)
Both models were never tested (not by me, at least) and their size could be wrong. Also notice that the boy is not complete. The shirt should have some picture on.

obesebear, I think it should work fine now. Redownload and try again.
Title: Kimera: FF7 p model simple editor
Post by: Garland_Ilferet on 2009-08-08 02:12:07
emm... the model won't crashes anymore, if i patch it in kimera, right?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-08 09:37:44
It shouldn't.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-08 19:29:20
Thanks! It does work..... the first time.

It will save the model, but once I try to reopen it I get the error "Tex error 9 opening cwae" followed by "error reading aa file cwaa".   The model will still open after those errors, but will no longer save the model.  Of course the model I'm using is pretty messed up...

I tried opening the original cwaa and it doesn't beep at me, and I can modify and save the model no problem.  When I open it again, it beeps, but the alterations were saved, and it allows me to save again. 

I will try again later to see if I can try to create a new model without any hiccups.   But I think you fixed it  :-D

Out of curiosity, what was wrong?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-08 22:31:55
One of those absurd errors... I was trying to get a frame from a weapon animation out of a model that has no weapons. :roll:
Title: Kimera: FF7 p model simple editor
Post by: Timu Sumisu on 2009-08-09 03:03:17
for custom animations... does it matter how many frames they are? or should they be kept to the same number of frames per anim?
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2009-08-09 04:02:39
doesnt matter you can make em as large as you wish or as small if need be
Title: Kimera: FF7 p model simple editor
Post by: The Seer of Shadows on 2009-08-09 09:23:13
I would like to report something that concerned me while I was playing around with Kimera today.  I'm sorry if this already came up at any point in the past, but...

I was modding the char.lgp, or more specifically, I was going to mod "fzcc.hrc" (that's the Dragon King guy from the play at the event square during the date scene).  I have no mods installed that affect the char.lgp, by the way.  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"...

The process went on and on.  I clicked through 58 error messages in total.  Yes, I counted them.  Anyway, it loaded normally after all that, but I can't help wondering... is everything okay?
Title: Kimera: FF7 p model simple editor
Post by: DLPB_ on 2009-08-09 18:10:39
Borde, is there any hope of you or someone else fixing the Sephiroth model glitch here >

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/sep-wrecked.jpg)

Really would be good if something could be done about it....

:(
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2009-08-09 18:14:21
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
Title: Kimera: FF7 p model simple editor
Post by: DLPB_ on 2009-08-09 18:27:34
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

Yeah aali told me it is due to the order it is drawn in transparent mode....

I don't know what can be done about it, but something I am sure :P  That pic was taken before aali supported transparency properly and hence they are solid :)
Title: Kimera: FF7 p model simple editor
Post by: Aali on 2009-08-09 18:46:24
The depth buffer is disabled for semi-transparent objects, instead a simple z-sort is applied before drawing. It may be that this z-sort doesn't actually do anything and in that case you may be able to move around parts in the .hrc file to get the hair to draw before everything else.

If the z-sort does work and does determine that the hair should be drawn last, you'll have to either move the whole thing further back or move some of the vertices that skew the z-sort result.
Title: Kimera: FF7 p model simple editor
Post by: DLPB_ on 2009-08-09 18:59:10
That's just what I was thinkng hahahaha

*joking*

Nice one aali :)  Hopefully some one will sort this out.  Wish I could help more with this type of thing.
Title: Kimera: FF7 p model simple editor
Post by: sladevi on 2009-08-10 19:03:02
-Adding Animations: Well, ok, shouldn't be a problem. I don't know if the game will like that change, though.

Regarding this, I've been playing around with adding in some of Sephiroth's missing animations, so I figured I'd share what I learned -- I'm sure you, Borde, know a lot or all of this already but I'll start at the beginning in case others want to know.

I used a hex editor to modify the **da file, specifically sada.  This great guide is very helpful for understanding the format: http://wiki.qhimm.com/FF7/Battle/Battle_Animation_(PC) (http://wiki.qhimm.com/FF7/Battle/Battle_Animation_(PC))



First off, animations appear to come in pairs.  For some reason there is the body animation and then the weapon animation.  The body animations all come first, then the weapon animations all follow.  You can differentiate between body and weapon animations by the bone count in the first DWORD of the FF7FrameHeader.

The index of the animation determines how it is used in battle, for example animation 9 is "use item" -- meaning the 10th animation in the file is the body animation for using an item and the 10th weapon animation corresponds to that (indices start at 0).

So if an animation is missing, there is a place holder in that position, signified by a dwChunkSize < 11 (usually 4).  Both the body animation and the corresponding weapon animation have place holders.

So for example, Sephiroth is missing animation 15 (hit by attacker), so I copied over animation 5 (missed by attacker).  To be precise, I copied the entire 6th animation over the 16 byte place-holder at the 16th animation slot, and did the same for the weapon animations.  Kimera liked the file so I tested it in game and it worked.

One thing I'd like to investigate further: Sephiroth is missing both animation 9 (use item) and animation 15 (hit by attacker).  When you are playing as Sephiroth and use an item, he is lying on the ground for a second while it plays the missing "use item" animation -- this makes sense because Nibelheim Sephiroth never uses items.  However, if I remember correctly, even Nibelheim Sephiroth gets hit sometimes and just doesn't animate at all -- he definitely doesn't lie on the ground.  I wonder if this difference is encoded in the unknown DWORD of the placeholder.

Another thing that is strange to note is that Sephiroth's death animation (6?) was the same as his "start to cast" animation for some reason.  I just changed that out to a placeholder and it sufficed to put him on the ground at least.



Anyway, long story short, this would be a very handy addition to Kimera for those who want to play as a character who wasn't designed to be played and thus is missing some animations.  If Kimera could copy an animation over an existing one or in to a missing animation slot, it would be very useful.  Creating a new animation instead of copying one would probably also be useful to some, but is much more work than just copying an existing one and possibly tweaking it to fit the new animation.




Here is where it gets tricky though...  Sephiroth has no animations beyond animation 30 -- all the body animations are just place-holders after that, which is fine.  The weapon animations on the other hand, don't even have the place-holders -- they just end at 30 (meaning there are 31 total).  I was trying to add in animation 31 (deathblow).  I overwrote the placeholder for body animation 31 like usual, added on the new weapon animation at the end of the file, and incremented the file's total animation count at the beginning.  Kimera didn't load in the new weapon animation though, so I poked around the saaa file and found the number 31 there.  I incremented that to 32 and Kimera successfully loaded the file and animation 31 looks good, BUT in game it doesn't appear to have an effect.  So it appears I am missing something else here and don't yet know how to add a new animation on the end.




Whew, sorry for such a long post...hopefully it is helpful to someone...  Thanks, Borde, for your great tool, and I hope we'll see this new feature at some point in the future =)
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-10 19:20:21
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?

As for the transparecies problem, I think the Z-sorting is simply broken. It already had some glitches even when using the original models).

As for your comments sladevi, thanks. I already knew most of what you posted, but it's interesting to know that the "special animations" can be seen as placeholders. As for the weapon animations, your guess is right, there are separate counters for body and weapon animations. It's strange the game doesn't load new weapon animations though.
Title: Kimera: FF7 p model simple editor
Post by: sladevi on 2009-08-10 20:07:55
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"...

Maybe there was some hiccup when extracting the files from char.lgp... Did you check to make sure those files it reported errors on actual exist in the right locations?
Title: Kimera: FF7 p model simple editor
Post by: Makubex (Mendelevium) on 2009-08-10 20:11:22
Does Kimera support vertex editing.
Because, that would save me the trouble of taking the models into MAX.
Just wondering.
 :wink:

Because if it does...
I may be utterly blind.
O.O

*edit*

i am not sure if this is the right place to ask... but..
when i pull the char models from the char. LGP (PRP/ NPC RP)
Many of the models are missing textures.. such as their face, or is zack's case his belt.
I do not know what is causing this.. cause a lot of the models also HAVE their  textures..

it puzzles me, because the textures just up and disappear..
I can't find them with the new kimera either...

Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-11 00:21:10
Borde, I found a problem again  :-(  But don't worry!! This time I know what's causing it  :-D

Kimera .9a works fine opening all the different parts to the model I made, and will save just fine initially.  The problem comes once I try to save it again.  Kimera decided to make as many texture files as it could with that first save.  So instead of all my parts using the first TEX ID-CWAC, CWAD-CWAL end up being created by Kimera. 

THAT is the reason why I can only save once and get errors opening up my changed model.  If I delete CWAD-CWAL I can once again open and save my model without any problems.


I set every file's Texture ID to 0 in PCreator so I don't know why Kimera thinks I need 9 others...



EDIT
The TRUE problem is that in PCreator I set CWAA's number of textures to 10.  By setting it to 1 those fake files are no longer created.
Title: Kimera: FF7 p model simple editor
Post by: The Seer of Shadows on 2009-08-11 04:14:58
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?

Wow, I thought that I did... but I didn't.

That file loads silently now, thanks!
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-11 11:46:28
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.
Title: Kimera: FF7 p model simple editor
Post by: sladevi on 2009-08-11 17:36:03
Is there a way to link bones together in Kimera?  Or at least to move multiple bones at the same time, in the same way?  For example to move the whole arm instead of having to move the upper arm, lower arm, and hand all separately.
Title: Kimera: FF7 p model simple editor
Post by: Makubex (Mendelevium) on 2009-08-11 19:35:01
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.

(http://i585.photobucket.com/albums/ss295/Wildsai/rufus.jpg)

(http://i585.photobucket.com/albums/ss295/Wildsai/cidchbi.jpg)

(http://i585.photobucket.com/albums/ss295/Wildsai/biggssd.jpg)

http://i585.photobucket.com/albums/ss295/Wildsai/redXIII.jpg
http://i585.photobucket.com/albums/ss295/Wildsai/Shera.jpg
http://i585.photobucket.com/albums/ss295/Wildsai/Zack.jpg
http://i585.photobucket.com/albums/ss295/Wildsai/Reeve.jpg
http://i585.photobucket.com/albums/ss295/Wildsai/barretchibi.jpg
http://i585.photobucket.com/albums/ss295/Wildsai/wedge.jpg


and this one i just like...
(http://i585.photobucket.com/albums/ss295/Wildsai/chibivinny-1.jpg)

These are all the models i had a texture issue with....

Thanks.
 :wink:

*edit*

okay i have figured out how to edit the verteces....
but is there a way to do more than one at a time.. because it is quite difficult to get a "full" affect
when you are trying to make a proportional chibi into a chibi..
xD

And sorry for all the...
"questions"

but is there and undo feature.. cause i can't seem to find it..
(hates being so newbish)

the funny thing is... i can do all this in MAX..
and kimera is hard...
i find something wrong with that picture
:P

xD
Title: Kimera: FF7 p model simple editor
Post by: sladevi on 2009-08-12 05:03:29
I have a question about how field animations are used if anyone knows.  It seems clear that aafe.a is Cloud's standing animation, aaff.a is Cloud's walking animation and aaga.a is Cloud's running animation.  However, I made changes to aafe and aaff and it appears that only the changes in aaff had an effect -- The standing animation doesn't appear to have changed at all -- though it looks very different in Kimera.

Anyone have any ideas what I might be doing wrong?
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2009-08-12 08:46:17
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
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-12 16:29:36
Sorry Makubex, but that's not how those models look here. Could you send me one of them? As for the Undo, nop, there isn't yet. I'm working on it. And about the vertex movement, it's made to move just one of them at a time. But seeing what you've been doing, you might be interested on giving a try to the Slim/Fat buttons.

As for your questions about the animation saldevi, sorry, the edition capabilities are very limited. There is no constrains support, no IK ... nothing. Just plain values edition. I've got a few improvements planned, but nothing too fancy really.
Title: Kimera: FF7 p model simple editor
Post by: sladevi on 2009-08-12 18:02:48
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

Yeah that makes sense, I just figured he'd still only have one standing animation -- I can't imagine the other standing animations would be any different...  I wish all the animations for a given character were clumped together, but they don't seem to be since after those 3 animations the next alphabetical ones had the wrong bone count.

After playing a bit more with the modified animation in last night, the modified version did actually show up in a few different places.
Title: Kimera: FF7 p model simple editor
Post by: Makubex (Mendelevium) on 2009-08-12 18:03:07
Well here is what i did.
I extracted the entire character lgp, and put it into a folder.
Selected the characters HRC files, and then saved the model into a separate folder, from the start many of them were missing their textures.
-.-

http://www.mediafire.com/?kymc1oy1brj

You asked for one.
I give you three.
 :wink:
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2009-08-14 07:02:51
how fairs the update
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-15 17:02:42
Hello Izban. If you're waiting for the real new version (with new features and so), it will take a while (provably a month). I'm working on an emergency bugfix, though. It turned out Kimera is seriously buged. I thought solving the unsued vertices problem would be the end of the corrupted models, but I found out manipulating the geometry of the models (specially the multi-group ones) could not only corrupt models but also make Kimera crash. All those bugs have plagued this tool at least since version 0.8. I'm currently working on solving all these bugs. Sorry for the inconveniences.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-15 19:16:38
I see no inconvenience in you getting Kimera to be a perfect, bug free, program.

Hopefully all those bugs aren't too difficult to fix
Title: Kimera: FF7 p model simple editor
Post by: Blood_Crow (Mendelevium) on 2009-08-16 20:21:17
I am not quite sure, but i believe i am having the same issue as makubex.
With the broken P. files. the thing is this is Murak Modder's Mod. And all i did was apply a texture, and replace the heads.
And it was saved in kimera 081 and worked fine.

But when i saved it in kimera 084b or 09 the game crashes just before these models jump from the train.

http://www.mediafire.com/?ywmzy2twmkh

here are the models. Could you take a look at them borde. Cause i think i may have this same problem with many of the models I tweaked.
So i want to know if there is a way to fix it.

Thanks,
Blood Crow.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-17 06:35:24
The 'add texture' button automatically sets color 0 to transparent
Title: Kimera: FF7 p model simple editor
Post by: Blood_Crow (Mendelevium) on 2009-08-17 06:37:01
wait what?
 :|... i am new to this i guess.
How do i fix that. I never have messed with textures before.

Thanks.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-17 06:43:02
For now you'll have to use Borde's Image2Tex program if you want color 0 to be black instead of transparent.  Then you'll have to rename the .tex it exports to the correct texture ID for the model you want to use it.
Title: Kimera: FF7 p model simple editor
Post by: Blood_Crow (Mendelevium) on 2009-08-17 06:55:34
Ah okay. Thanks. I will mess with it later.
*dreads the work ahead of him*

That is a lot of textures.
O.O
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-17 20:38:54
Ok, finally uploaded the bugfix. It took forever... hope I don't need to make any more bugfixes for this version.
Blood_Crow, save your models again with the new version. It should solve the problem. You can directly set the texture transparency flag form Kimera.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-17 21:05:18
Well I never had a problem with .9a.

BUT....  :|

With .9b I am currently working on converting APZ's Cloud to the field and am working on attaching the sword to his back.  When I make adjustments in Kimera I'll double click to open the P editor, but when I 'apply changes' it moves back to its original position.

Also, say I move the sword on 'y position' 36+, if I open the .P editor it only displays a 1.  If I then change the 1 value to be 36+, the sword is moved considerably farther than Kimera did.

I hope I explained this well..


It seems to have fixed itself somehow...

EDIT
A suggestion if I might, would it be possible to add some type of ground level?  That way you can see where the model will be placed once in the field.  I've noticed that stretching models bones causes the game to think the model is a few feet in front of itself.  Meaning, if I run to the top of the field screen, I can only get withing 5 feet of the top, whereas a normal field model can get within 1 foot, and it's just the opposite at the bottom of the screen, I can run off the background.
Better yet, if there was some type of way to fix that it would be even better :P
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-18 15:18:29
Yes, I'll add an option to show the ground on the next version.
Title: Kimera: FF7 p model simple editor
Post by: BlitzNCS on 2009-08-18 17:51:40
I'm not sure i've said this before, or if anyone else has noticed it, but in the .P editor, there's a button that says "Enble Lighting". it should say "Enable Lighting". no that it really bugs me, just wanted to inform you of a typo :P
Title: Kimera: FF7 p model simple editor
Post by: Matt2Tees on 2009-08-18 20:11:19
Kimera 0.9b not working for textures? The texture option buttons don't work anymore and I'm using Millenia's custom weapons and I can no longer see the textures for the weapons when I load the model.
I could see them with 9 so whats gone wrong with 9b?
Title: Kimera: FF7 p model simple editor
Post by: Cyber Light on 2009-08-21 18:35:47
Kimera 0.9b error try open magic .d file. Save model error  :-(
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-21 20:05:12
NeoCloudstrife thanks, typo fixed.
MXster you're right, I messed. Expect a another bugfix soon.
Mike Strife Nguyen what file were you trying to open (or save) exactly?
Title: Kimera: FF7 p model simple editor
Post by: Cyber Light on 2009-08-22 09:59:38
Both it always. v084 b can open and save model ok but v09a and v09b can't save model. v09 Save model for .d file error. Save model for battle hrc it will create full texture file, it unnecessary.  :|
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-22 10:20:02
I tried opening lamdat.d (Ramu) and cyvdat.d (Shiva) and both loaded and save correctly. Please, point me to a specific file.
Title: Kimera: FF7 p model simple editor
Post by: Cyber Light on 2009-08-22 10:34:47
Sr about that it not work with v09a but v09b work. But some .d file of mine work with old version and v09b error reading. i'll give you for check.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-23 00:30:30
So the real problem with changing and adjusting bones, is they adjust outwards from the center.  I think it would be possible to make taller and shorter models that work perfectly in-game, if the bones can somehow be made to adjust from the floor up.   Because I've figured out that's what is going on.  If I try to make Cloud taller, he is, but he only appears taller.  His model is still technically standing in the EXACT same place, but because his legs have been extended, he appears to be standing a little further down than he really is.  (This is most evident in battle models)

If the FF7 Field mapwas actually 3D, you would notice the new taller models running around on their kneecaps.  :-P

Is there some way to add a functionality to Kimera that will grow bones in relation to the floor (well, the walkmesh I guess) instead of growing them in relation to the model?
Title: Kimera: FF7 p model simple editor
Post by: halkun on 2009-08-23 02:27:16
The root bone should be coming from the floor...
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-23 02:45:25
The best example I have is this
(http://i221.photobucket.com/albums/dd138/obesebear/kalmfangtoobig.jpg)
Obviously their legs are below their shadows.  Which, if my memory serves correctly, is impossible.

A perfect example of the problem is when I was riding on the 'crazy' elevator going up the Shinra Tower, I tried to walk behind Tifa... but got permanently stuck because of the height I had made Cloud.  Then there are the times when the altered model has feet going through certain field tiles...

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.
Title: Kimera: FF7 p model simple editor
Post by: halkun on 2009-08-23 04:40:31
I thought the root bone comes from the ground and up into the body, then splits at the hips. I may be wrong.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-23 10:44:45
The height of the root bone is determined by the animation. Thus, the only way to change the model height is by changing it's root translation (Y field). You will see all this much clearer in the next version.
Title: Kimera: FF7 p model simple editor
Post by: Murak Modder on 2009-08-23 11:49:18
is it possible to make a 'copy/past' feature for the animation frames?

since if you for instance make cloud use his manip animation as his spell casting animation <just a example and without editing any of his other data> you'd have to change all the stuff detail for detail and it isn't always 'right'. (such as the 'end result' pose being similar but not exactly like the other animation frame)
Title: Kimera: FF7 p model simple editor
Post by: Hellbringer616 on 2009-08-24 05:49:41
Borde, i can't open your kimera for the life of me (v0.9b) Says i was missing dlls. and ocx, got those, then tried registering them, didn't want to. So i opened up my XP VM, put everything on there, registered the files, tried running it. App hangs without opening a GUI, just says it's not responding..

Any idea as to why?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-25 10:57:48
Ok, I finally uploaded yet another bugfix (this never ends...). I also added the option to see the ground. Now you can see how much sunken on the ground your models are (please, keepin mind that some models are actually suposed to be sunken). I also added a couple of Izban's requests:
-View last frame's "ghost".
-Propagate animation changes to the following frames.

hellbringer616 I don't have a clue about what could be causing such behavior. I only have acces to win xp machines, so I can't test Kimera on Vista/Windows 7. Did older version (specialy 0.9/0.9a) work?

Murak Modder I think Kimera's interface is aready pretty crowded... I think it would be better to do a separate program to do that ind of stuff.
Title: Kimera: FF7 p model simple editor
Post by: Hellbringer616 on 2009-08-25 16:01:26
8.4b worked, but was buggy in 7, and i didn't have my XP machine so i don't know otherwise
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-08-26 04:22:34
Alright! Glad to see the new version working correctly  :-)  I do have a question though... is it no longer possible to edit enemy weapons?  I've got a modified MP (using the previous release) and now it seems I can't make any adjustments to it?  Any ideas?   My first guess is my **AA file is now a little corrupt :|

Well I managed to resize his weapon using the 'bone options' xscale yscale zscale, and saved it.  Now my **AA is corrupt, but will still open just fine, it just won't save.  I'll try replacing his weapon tomorrow to see if that will work.

EDIT
So I replaced the **AA file with the original.  I also realized that his gun is part of his hand, so I changed its name from **CL to **BN.  However, I think what the problem actually is is that when I modified the 'bone options', for some reason Kimera decided to create all 9 remaining texture files ( the same problem I think .9a had ).   Anyways, problem solved.

If it's not an easy fix for Kimera, I would say don't worry about it. I imagine it would be pretty unlikely that someone would stumble upon the same problem.   Instead... let's look forward to a 1.0 release  :-D
Title: Kimera: FF7 p model simple editor
Post by: Cyber Light on 2009-08-26 15:37:08
Help me fix this Borde. Here is my Bahamut Zero working.
(http://i200.photobucket.com/albums/aa301/votinh193/ff72009-08-2001-41-17-38.png)
But after i change Bone rotation and this happens
(http://i200.photobucket.com/albums/aa301/votinh193/781cfb25.png)
(http://i200.photobucket.com/albums/aa301/votinh193/2fb190f3.png)
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-28 17:13:31
Ok, uploaded a bugfix.
    -Solved a bug that repositioned battle model weapons while saving.
    -Solved a bug saving summons skeletons.
    -Added an option to make the animation set the model above the ground.
    -Added an option to synchronize weapons position to that of a specified bone.

Let's see how long this last one lasts...
Title: Kimera: FF7 p model simple editor
Post by: Matt2Tees on 2009-08-28 19:36:20
Wow, keep it up Borde, Kimera keeps getting better and better! The show ground and compute ground height are amazingly useful!
Title: Kimera: FF7 p model simple editor
Post by: Murak Modder on 2009-08-28 20:23:40
Hey borde, i have no idea why this happened, but when i opened up a model I did before, for some reason it wouldn't load the head, i adjusted the height of the idle animation on the Y axis so it was above the ground, and i changed the placement of the weapon to match, however, when i saved and loaded it, the head bone was gone, removed from the skeleton and i told it to show bones and according to kimera, there simply wasn't a bone where the head used to be, and the weapon was about 20 metres from where i adjusted it to be.

(although i notice you uploaded a bug fix which stops the weapon models being repositioned)

the version i was using was the initial release of 91 btw if that sheds any light on it.
Title: Kimera: FF7 p model simple editor
Post by: BlitzNCS on 2009-08-29 17:11:14
 :-o wow, impressive updates :D i love this tool, my favourite tool for FF7. the "show ground" option is a nice touch.
oh, and just so you know, you DID change that typo, but it's still not right :P
Oh, and if you're willing to take a suggestion, is it possible to add a button so you can center the camera on the character's current position instead of centering it automatically on the characters initial position? for instance, its almost impossible to see some animations (like braver for cloud) close up, unless i pan the camera towards him, which is fine, until i want to rotate the camera around him, then the camera will rotate around the center of the stage instead of cloud, making me have to pan all the way back to him and everything gets really confusing and tedious. you get me?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-30 01:16:07
So the head got blown away? Wonder how could that happen. Could I take a look at the model Murak Modder?
And yes NeoCloudstrife, I was planning on adding some follow character camera option.
Title: Kimera: FF7 p model simple editor
Post by: Murak Modder on 2009-08-30 13:49:45
Sorry, i don't have the model that lost its head, i 'fixed' it by changing the rtda back to one before it got messed up, but in the new kimera it loads the head fine, whereas in the initial release of kimera 91, it insists the head isn't a valid .p file, but i can't get it to 'repeat' the bug where the head bone itself was removed.

if you want to take a look at the model that won't load the head in initial 91, i could send you it. (but it does look like you fixed it in 91a)
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-08-30 16:39:55
Nah, if it's already fixed I guess it doesn't matter. Thanks anyway.
Title: Kimera: FF7 p model simple editor
Post by: Blood_Crow (Mendelevium) on 2009-08-30 21:26:08
Alright. I am getting really pissed off.
I am trying to make a character, like my own, from existing FF7 parts...
here is my W.I.P Shot..

(http://i692.photobucket.com/albums/vv286/Blood_Crowe/messup.jpg)

but the issue is, when ever i save that model.. i get an error.. 424
and when i try to use the paint option i get errors.. ...and this is for all kimeras......
well 84b, 90,90a,90b, 91, 91a

and i only started getting issues last night.....
 when i replaced the guard scorpion with Dyne... animations.. AI and all..
i don't know if that has any weight in what the  problem is....

i re-downloaded... and no go..
-.-

i don't know what the issue is.. :S

the model saves sometimes.. been when it does save.. i cannot open it again.. it gives me a run time error.
>.>

here is the model uploaded if you need it...
http://www.mediafire.com/?n5nlvvnjnnm
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-09-01 20:47:59
I can't belive it... yes, you're right. In fact, the code which handles the weapon transformation it's so screwed that it doesn't even make sens sythactically. And even that way VB6 somehow manages compiles it. God, can this get any more absurd?!

Oh well, enough ranting. I'll release a fix tomorrow. This time I'll include Undo/Redo buffer. We will see how many "wonders" this new feature will bring us...
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-09-02 01:46:40
Haha, I was just about to mention the 424 error..  Good luck Borde :-)
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-09-03 15:59:09
Ok, uploaded the new version.
As promissed you can now undo(CTRL+Z)/redo(CTRL+Y).
Also I'm suprised noone has noticed how the buttons to delete polygons with the selected color/... didn't work at all since version v0.8. Actually, they did absolutely nothing.
Title: Kimera: FF7 p model simple editor
Post by: Murak Modder on 2009-09-03 17:03:09
I noticed they did nothing, but i really... had no use for it since i prefer to do it the old fashioned way and manually delete for when i need parts. (since that feature didn't always work exactly as intended)

and the new version had no errors that i could see thus far, i edited 6 models, adjusted weapon, changed 3 animations and some misc changes where i gave cloud random enemy model parts, it seems to work fine so far. =3
Title: Kimera: FF7 p model simple editor
Post by: Matt2Tees on 2009-09-03 19:23:46
sometimes when using the undo function I get error 9 subscript out of range

But its working fine for everything else  :-)
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-09-03 20:49:43
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?
Title: Kimera: FF7 p model simple editor
Post by: Matt2Tees on 2009-09-04 02:30:23
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?

P editor, but it seems to happen randomly, it crashes with error 9, but then I can re-open and it works fine, then later i use it again and get error 9? So it does work, but I need to restart it after initial crash for it to work properly...
Title: Kimera: FF7 p model simple editor
Post by: Cyber Light on 2009-09-06 02:55:10
Why i change (Resize, Reposition, Rotation) 1 -> 4 times and Kimera working  very slowly. This never happened in previous versions  :?
Title: Kimera: FF7 p model simple editor
Post by: Matt2Tees on 2009-09-07 00:25:01
Just noticed that the texture adding, changing etc. doesn't work for battle models in 092  :|
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-09-07 00:59:59
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.

Good luck, Borde!  It seems like as soon as you fix a problem... another one pops up :-P   
Title: Kimera: FF7 p model simple editor
Post by: BlitzNCS on 2009-09-07 14:33:53
Ok, Borde, got a question.
Theoretically, on a scale of one to ten, one being the hardest and 10 being the easiest, If you were to implement an entirely new model/animation format into kimera, provided you knew both the formats already like the back of your hand, and you knew how to implement them, how easy would that be? i'm just curious, is all, and i have a friend who says he wants to, in the future, make an editor for the mdlx/mset format from KHII files. i thought something like kimera would be very similar to the predicted outcome of his ventures, since it can save in the FFVII formats, and edit each bone's animations frame by frame. just something that crossed my mind.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-09-07 15:44:10
Hello everyone.
It seems Kimera never ceases to show how things can go wrong one time after another. Well, sorry. I'm working on fixing things up.

I don't quiet understand your problem Mike Strife Nguyen. Is the framerate low? Then you could enable the DList optimizations. It will make the rendering process faster, but I left it disabled this time because it can cause some graphical glitches when you start doing changes.

As for your question NeoCloudstrife, It's hard to reply. I'd provably say about 4. Let's face it, Kimera's desing isn't too good. I tried to do things well, keeping the different comeponents independent, making the code easy to follow... but as time passed I grew tired and started doing some nasty things. Anyway, I'd tell your friend to do some Import/export plug-in for 3Ds Max or something like that. Dealing with one of those plug-ins APIs can be hard (It took me ages to do some things on XSI), but in the end you don't have to worry about all the stupid little bugs that you can read on this thread... frankly, that's what I should have done. Maybe I will.
Title: Kimera: FF7 p model simple editor
Post by: sl1982 on 2009-09-07 18:17:38
Does there happen to be a list with all versions of kimera on here? Im looking for one of the older versions to test something
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-09-07 18:54:10
Which one do you need sl1982?
These are the versions that are currently uploaded:
*Kimera v0.7: http://www.megaupload.com/?d=9K69IQPQ
*Kimera v0.84c: http://www.megaupload.com/?d=VHUMTZ2Q
*Kiemra v0.9: http://www.megaupload.com/?d=RNNEZC9N
*Kiemra v0.9a: http://www.megaupload.com/?d=WXKD1EAJ
*Kiemra v0.9b: http://www.megaupload.com/?d=1BT34199
*Kiemra v0.91: http://www.megaupload.com/?d=LX8UER9E
*Kiemra v0.91a: http://www.megaupload.com/?d=L4P7T2XM
*Kiemra v0.92: http://www.megaupload.com/?d=UBK1O1L4
If you need something older, let me know.

-mod edit-
*Kimera v0.93: http://www.filefront.com/16569985/Kimera093_bin.7z/

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)

Title: Kimera: FF7 p model simple editor
Post by: Matt2Tees on 2009-09-08 14:51:19
Update on my Kimera Problem

The Texture options work on the first model I open, but if I use the same kimera window to open another model the texture options are not clickable  :|, so I have to close kimera and re-open it and then load another model, not much of a problem, but a fix would be nice
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-09-13 02:01:50
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.

Title: Kimera: FF7 p model simple editor
Post by: Matt2Tees on 2009-09-13 03:19:23
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.

This is probably because of the undo/redo ability that's new in this version, best solution is to drag the slider rather than click the scroll buttons
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-09-13 10:37:23
Mmmm... that's a problem. It works fine for me, but using that much memory could end up being a problem for a weaker computer. Well, I guess I'll just shorten the undo buffer length.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-09-13 15:55:53
It's definitely not a problem of having a weak computer.  Mine is roughly 2 months old.  Possibly something to do with having x64?

Could you release a version without the undo/redo?  I've personally never made such a drastic change that I couldn't just edit it back to how it was..
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-09-15 01:48:40
Finally uploaded the new version. Hope this one works better. Here is the changelog:
-Bugfixes. A lot of them:
   -The produced animations now work correctly in-game
   -The textures are now correctly updated.
   -Several vertex/polygon picking glitches.
   -Jut too many more...
-Added the option to use point ligths (the way thing should have originally been...)
-Added an option to show the axes on the P editor.
-Added an external configuration file (kimera.cfg). Only the Undo/Redo buffer length can be set up.Setting it to 0 will disable it.
Title: Kimera: FF7 p model simple editor
Post by: Costa07 on 2009-09-15 01:53:37
YES been waiting for a new release good job man
Title: Kimera: FF7 p model simple editor
Post by: Matt2Tees on 2009-09-15 02:26:34
Well initial tests have been very successful, there is no more slowdown when moving and sizing parts, the texture buttons work even when switching between models and the external undo/redo config is a nice touch, overall excellent work  :-D
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-09-16 20:40:21
Now I know you are hard at work on a v1.0 release, so please don't fix .9 again just because of what I'm about to tell you.

It seems using the compute ground height function only works on the specific animation pertaining to the model.  Is there ANY way to apply it to all animations (field) that that model uses automatically?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-09-17 11:19:58
Well, nice to see you haven't encontered any problems using this version. Unfortunately, I have  :|. I'm working to solve the problems.

As for your request obesebear... it's problematic. The only real way of telling which animations is a model using is by going through every field file (which are stored in flevel.lgp and conpressed with LZS) and searching on the HRC loader section. And that's quiet a lot of work... Kimera just takes a look at the filename and tries to find one animation that PROVABLY fits the model you loaded. And it seems it usally suceedes. However it's not unsual to see the game using several copies of the same animation depending on the field. For example, Cloud's standing animation isn't usually the one Kimera pick (even though both are basically identical). Some animations are even shared among several models.
Title: Kimera: FF7 p model simple editor
Post by: Matt2Tees on 2009-09-17 13:57:39
Is it possible to add a change pivot point option? When rotating some parts they pivot around a location quite far from the part, instead of pivoting around the center of the part
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-09-17 21:54:49
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.
Title: Kimera: FF7 p model simple editor
Post by: Matt2Tees on 2009-09-19 21:40:15
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.

Thank You  :-D
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-10-21 01:17:44
Hello everyone.

Just wanted to let you know I finally got Kimera to load 3ds files.

Sorry but there are still some things I want to iron out, so no new release yet. You can expect a new one soon, though.
Title: Kimera: FF7 p model simple editor
Post by: Nero on 2009-10-21 13:42:40
Thanks Borde, that’s great news. Does this also mean that kimera will be able to convert the 3ds files to .p format and we won’t have to go through the pcreator step anymore? If so there was an option on pcreator that allowed combining up to 4 different parts with different textures to one group. I was wondering if it could be possible to have a similar option with kimera and maybe without the 4 parts-texts limitation. Ok I got over exited again and I’ve probably talked your head off but anyway thanks again for your contribution. :-D
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-10-22 00:26:42
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.
Title: Kimera: FF7 p model simple editor
Post by: Timu Sumisu on 2009-10-22 00:29:08
Despite having up to 1 texture per part, are there not only a certain amount of texture slots per character? (10 i beleive)
Title: Kimera: FF7 p model simple editor
Post by: Grimmy on 2009-10-22 02:42:31
The 10 tex limit only applies to battle models. Field models could have a texture for each p file if you really wanted to do it that way.
Title: Kimera: FF7 p model simple editor
Post by: Timu Sumisu on 2009-10-22 02:47:36
blech, its battle models i'd rather have a million peices for... they have tons of peices
Title: Kimera: FF7 p model simple editor
Post by: Nero on 2009-10-22 13:50:12
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.

Ok I see. Thanks.
Title: Kimera: FF7 p model simple editor
Post by: ultima espio on 2009-10-22 13:57:06
*Wipes dust of Qhimm account*

Well that sounds interesting :-D
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-10-23 00:34:39
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?
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-10-23 01:59:44
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?
Title: Kimera: FF7 p model simple editor
Post by: Nero on 2009-10-23 16:14:57
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?

Do you mean by that that kimera apart from combining the different textures into one bitmap will also be able to do the UVs repositioning automatically?
Title: Kimera: FF7 p model simple editor
Post by: Grimmy on 2009-10-23 18:12:46
If it could put the textures together and accurately reposition the uv map automatically then it would be a feature that would be well worth it.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-10-24 00:30:42
Yes, the idea would be to paste the bitmasp toghether and move the UVs. If you think it will do any good, I'll implement it. I can't guarantee how well will it work.
Title: Kimera: FF7 p model simple editor
Post by: Nero on 2009-10-24 14:41:59
Well, if it’s not too much trouble yes please, I believe that such a tool could prove quite useful.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-10-24 23:12:12
Yeah, I think being able to move the UVMap around would be helpful, but it would need features like scaling/resizing the polygons, and maybe even an option to break individual parts.

I'm curious to see how well you can implement such a feature... Go for it :-)
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-11-10 22:20:44
I know, I know.

Now then.  I found a bit of a problem with Kimera when messing around with the stone Gargoyles.  I made him a little larger, and using 'compute ground height' I was easily able to place him on the ground in animation 0 and 1.  But it wouldn't do anything for animation 2..   Any ideas?
Title: Kimera: FF7 p model simple editor
Post by: Grimmy on 2009-11-10 23:44:56
The animations you computed to ground height are refrenced by the other animations as a starting position. So the other animations will start where the newly computed animations stop.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-11-11 01:13:39
So animation 0 (the standing animation) and 1 (the get hit animation) will be on the ground, but as it transitions into 2 ( the take flight animation) he will start under the ground.
Title: Kimera: FF7 p model simple editor
Post by: Nero on 2009-11-11 16:45:37
Well that would add to the Gargoyle a whole new perspective :-D. I guess it would be better then to not use the compute ground on it at all or is the Gargoyle then stands below the ground all the time?
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-11-11 19:28:35
Well I sent the model to Grimmy (my FF7 needs to be reinstalled) and he tells me that it works just fine in game.  So although Kimera doesn't properly display him being computed to the ground, it still works once the model is in game.   

So it was a false alarm (of sorts) I suppose.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-11-11 21:50:34
That's interesting... which aa file is gargoyle? I'd like to take a closer look at this issue.

By the way, I'm sorry for the delay on the new version. I'm running into quiet a few unexpected problems.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-11-11 21:59:34
PM sent
Title: Kimera: FF7 p model simple editor
Post by: Nero on 2009-11-12 16:34:46
I’ve encounter a similar problem in the past and it seems that in contrary with the field models the game places the battle models always on the ground’s surface regardless of their skeleton’s height so I might be wrong but I think there is no need to use compute ground on battle models at all.
Title: Kimera: FF7 p model simple editor
Post by: Grimmy on 2009-11-12 18:22:47
Using compute ground height on battle models does help to realign the model to it's shadow, but I've never seen a model go below the ground.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-11-12 18:34:48
Battle models definitely do need it too.  Like Grimmy said, the models can sometimes be placed halfway in their own shadow.  Which looks... well ridiculous
Title: Kimera: FF7 p model simple editor
Post by: Nero on 2009-11-13 14:13:39
You’re right I rechecked too, it’s just that in my case the size difference was so small so the displacement was barely noticeable. But other than that... yes it looks kinda funny.
Title: Kimera: FF7 p model simple editor
Post by: Garland_Ilferet on 2009-11-15 01:40:02
i dunno...
but why when i clicked the model in kimera.. it always crashes...
when i tried in other computer.. it works fine
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-11-15 12:51:55
I think FF7 clears the depth buffer befor drawing the characters in the battle secuences. A way to save depth precision and prevent z fighting, I guess. That's why the charactres will never fall below the ground.

As for your problems Renzoru_Kazuno, comptures are mysterious, and VB6 it's even more... Do you get any error message?
Title: Kimera: FF7 p model simple editor
Post by: Garland_Ilferet on 2009-11-15 22:33:35
yes, it said

Run-time error '6':

Overflow
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-11-21 10:59:50
Ugh... sorry Renzoru_Kazuno, but that could be so many things.

Well, anyway, finally uploaded a new version. It doesn't have as many things as I wanted to add, but I've been holding the release for too long. Here is the changelog:
        -Added 3Ds loading support.
   -Added several operations that depend on a given plane:
      -Cut the whole model through a plane.
      -Make the model symetric.
      -Erase everything under the plane.
      -Mirror on a given plane (as oposed to the fixed ZY plane used in earlier version).
      -Fatten/thin on a given plane (as oposed to the fixed XY plane used in earlier version).
   -Adjusted the model rotation to fully use quaternion properly, no more gimbal lock. The animation rotations are still
   the same, though.
   -Now you can hide groups on a P model. When a group is hidden it can't be affected by any operations on the editor
   besides the palletized ones, rotation/translation/panning and the group deletion.
   -Killed lots of bugs (you'd think there couldn't be many more after all this time... well, there were).

So what should I add next? Well, this is what i've got on my to do list:
       -Export 3Ds.
       -Texture coordinates edition.
       -Frames interpolation.

Please, keep in mind even though I tried hard, there could be still more bugs left. Specially on the new features. Stay alert.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-11-21 19:58:51
I vote for an export to 3DS.  Biturn likes to add multiple vertices where there should only be 1.  And it also cannot display the 24bit bmps.
Title: Kimera: FF7 p model simple editor
Post by: Nero on 2009-11-23 17:11:17
Thanks as always for the new Kimera Borde.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-11-24 20:38:45
Ok, then I'll begin by doing the 3ds exporter. It should be the easiest feature to implement anyway.

Thanks for your time guy. Post any problems you find.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2009-11-25 16:33:03
I've had some animations twist and contort the models awkwardly.  Also, from the .91a to this version, a new animation frame has been added to the MP's stance animation.

Everything's worked great so far tho!


Any chance of manual "compute ground height" buttons?   The automatic one isn't always perfect.  Especially in cases where the animation requires the character to jump.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-11-25 23:08:16
Mmmm... animation problems? Yes, that sounds awfully likely. What animations are screwed up?
And yes, the animations were skipping the last frame in older versions. That was a silly bug... among many others.
As for the ground thing, you can allways adjust it manually through the animation controls (Root translation, Y coordinate). Remember to tick Propagate f. in order to propagate the changes to the following frames.
Title: Kimera: FF7 p model simple editor
Post by: Mike.S.N_310-X on 2009-11-30 02:27:44
Change texture id work with Kimera, but in game wrong texture.
Load .3ds wrong texture, need UVMap.
Thank you, Borde for new Kimera.
Title: Kimera: FF7 p model simple editor
Post by: JohnBrook (aka HAETTROLL SEIFER) on 2009-12-19 15:04:53
my knowledge of this kind of thing isnt great.... but when I try to import an 3ds file into kimera I get \"error 9\" and it just refuses...point blank.

??
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-12-20 11:17:40
Sorry for not replying earlier.

Could you please provide me with some of those 3ds files you're having problems with?

Thanks.
Title: Kimera: FF7 p model simple editor
Post by: JohnBrook (aka HAETTROLL SEIFER) on 2009-12-20 11:32:52
I will provide the whole body in blend and the 3ds file I made from it.

They are here >

http://www.megaupload.com/?d=RWEKVJGQ

I am trying to place this over Cloud in Kimera....without success. 
Title: Kimera: FF7 p model simple editor
Post by: kittiyano on 2009-12-25 08:06:00
i try to open vb6 source code but i got "path not found C:\Archivos de programa\microsoft visual studio\vb98\BMPTexture.bas"  and "path not found C:\Archivos de programa\microsoft visual studio\vb98\3DSModel.bas" where can i download it?
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2009-12-31 20:34:21
Sorry everyone. I'm currently busy with others things. Besides, It's Christmas and... well... you know how this time is.

kittiyano, you're right, I forgot to include those files. Fixed.

I uploaded a fix for the 3Ds files (and other things no ones seems to care about) . Let me know if something went wrong.

Merry Christmas everyone and wish you a happy new year.
Title: Kimera: FF7 p model simple editor
Post by: Grimmy on 2009-12-31 20:38:11
Thanks for the 3ds fix. I'll test it asap.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2010-01-03 00:19:21
Thanks Grimmy. Let me know if you find anything wrong.
Title: Kimera: FF7 p model simple editor
Post by: kittiyano on 2010-01-08 02:39:53
thanks you
Title: Kimera: FF7 p model simple editor
Post by: Grimmy on 2010-01-10 19:14:41
Both .95 and .95b save .rsd files without the @RSD940102 header. So textured models are shown all white. Instead of rewriting all the rsd files I've gone back to using .93. also the .95s are saving files with names like bne.1.p and bnd1.rsd.rsd.

3ds import seems to work pretty good now.
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2010-01-12 20:54:52
Thanks a lot Grimmy. This information will be very useful.
Title: Kimera: FF7 p model simple editor
Post by: Mike.S.N_310-X on 2010-02-18 17:15:00
Could you add export .3ds file and filp uv ???
Ex: Kimera 0.95b 3ds file
Import 3ds:
(http://i200.photobucket.com/albums/aa301/votinh193/Kimera095b2010-02-1901-08-59-79.png)
Use Pcreator:
(http://i200.photobucket.com/albums/aa301/votinh193/Kimera095b2010-02-1901-11-38-32.png)
3DS import file:test in game non-texture, test with Biturn (file is not P ! ... Checking 3D data... forgot object :(
Use Pcreator: work fine
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2010-02-22 22:37:13
Interesting... i'll see what i can do about that.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2010-02-23 06:04:37
borde what are the chances of a animation imported for Kimera from say 3dmax/blender
Title: Kimera: FF7 p model simple editor
Post by: Borde on 2010-02-27 21:53:22
Well, to be fair I'm growing incresingly tired of Kimera, so I'm seriously thinking about doing some 3D Studio script to do the import/export job.
Title: Kimera: FF7 p model simple editor
Post by: Izban on 2010-02-27 23:22:04
Fair enough Kimera has been around for a while now and what you have done is amazing, but if its time to move on then its time to move on

doing the 3d studio script could work out better in the long run, 3dmax is fairly easy to model and animate in and if it were able to export both models and the **DA file  it would make things allot easier and the quality of animations would increase.

could you please make one for Blender seeing as Max costs an arm and a leg, not to mention some people don't use windows
Title: Kimera: FF7 p model simple editor
Post by: alloy on 2010-02-28 02:39:59
Borde! If you are considering making an export script...

May i suggest Collada as the format of choice?

https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema

Its basically an opensource 3dfileformat, being pushed by the open gl people.

And as such its extremely well supported by a lot of 3d programs!
Max and maya alone have importers by 4 different developers!

List: https://collada.org/mediawiki/index.php/Portal:Products_directory


Please consider this as an option :D

Title: Kimera: FF7 p model simple editor
Post by: Borde on 2010-03-07 15:37:34
Thanks for the suggestion alloy. That could actually be rather easier. I'll give it a try.
Title: Kimera: FF7 p model simple editor
Post by: alloy on 2010-03-09 00:41:55
Np dude :D
Title: Kimera: FF7 p model simple editor
Post by: deyama on 2010-03-16 00:59:35
Thanx for the great program, but for some unknown reason I keep getting "run-time error '6': overflow" message (and Kimera shuts) after just like 30 seconds of rotating camera and doing nothing special... Can this be helped? And thank you in advance
Title: Kimera: FF7 p model simple editor
Post by: Cloud1000 on 2010-03-25 02:00:05
Hi I am on windows 7 ultimate 64 bit. I have downloaded latest kimera095b, I cant start it. I try start it and comes error.

Run-time error '713':

Class not registered.
You need the following file to be installed on your machine.
MSSTDFMT.DLL

But I searched on google and downloaded the dll. and put in same folder as kimera. And before this program had other error message like missing MSCOMCT2.OCX and COMDLG32.OCX I downloaded them too and put in same folder.

However it still wont start.

help?  :?
Title: Kimera: FF7 p model simple editor
Post by: sl1982 on 2010-03-25 04:06:04
you need to register the dll's

open a command prompt and navigate to the folder the files are located and type

regsvr32 [filename]

Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2010-03-25 04:15:41
Thanks for bumping this topic, fellas.  I'm curious if there have been any changed made to warrant a .9.6?  An export feature would absolutely be amazing...just saying.  ;)
Title: Kimera: FF7 p model simple editor
Post by: Cloud1000 on 2010-03-25 12:49:04
you need to register the dll's

open a command prompt and navigate to the folder the files are located and type

regsvr32 [filename]



thanks alot I did as you said and it worked !
Title: Kimera: FF7 p model simple editor
Post by: Cloud1000 on 2010-03-28 15:03:57
Hi I encountered another problem after I registred regsvr32 msstdfmt.dll
Kimera ran fine the version 096b. However after I restarted computer I had a runtime error 7. Out of memory I checked my memory not even 20% was used of 2 GB.
I managed to fix it by registering the dll file again. Then it got fixed.
So my question is how come the dll file got unregistered somehow? I didnt mess with it.  :-\

And also kula wende's custom ac cloud high res field. When I open it with kimera 096b. Kimera gets very very laggy. And my ram goes to 80% of 2 GB. Is this a bug with kimera? What version should I use??

Its strange that it goes and uses so much of my ram like that.  All other models including the barret's battle model by millenia and tisu the ram just stays at 40% of 2 GB tops.

Is it maybe his model ? That has to many polygons for kimera?

I just wanna change his model to make his arms less open wide. So it looks more realistic ;) But cant do it if I gotta wait 10 secs for move 1 axis.  :o

Sorry with the questions.. I hope some can help me.  :wink:
Title: Kimera: FF7 p model simple editor
Post by: Rufus95 on 2010-04-13 16:44:44
MSSTDFMT.DLL i installed it in the folder and in system 32 i get this.


Run-Time error '713':

Class Not Registered.
You need the following file to be installed on your machine., MSSTDFMT.DLL

 >:(



Title: Kimera: FF7 p model simple editor
Post by: sl1982 on 2010-04-13 17:22:39
Holy crap people. I answered this on the last page. If you want help with something make sure it hasnt been answered already.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2010-04-13 17:26:18
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.
Title: Kimera: FF7 p model simple editor
Post by: sl1982 on 2010-04-13 17:30:06
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.

Got a good one for me?
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2010-04-13 17:39:07
Not off the top of my head no :(   Well, no good ones anyways.
Title: Kimera: FF7 p model simple editor
Post by: renn on 2010-05-06 21:44:44
If you use windows 7 64 bit, try to put msstdfmt.dll in Windows\SysWOW64 folder not in Windows\System32.
Then C:\Windows\SysWOW64\regsvr32 /s msstdfmt.dll
It works for me  :)
Title: Kimera: FF7 p model simple editor
Post by: total9999 on 2010-05-09 10:33:35
If you use windows 7 64 bit, try to put msstdfmt.dll in Windows\SysWOW64 folder not in Windows\System32.
Then C:\Windows\SysWOW64\regsvr32 /s msstdfmt.dll
It works for me  :)
similar problem on xp help please
Title: Kimera: FF7 p model simple editor
Post by: total9999 on 2010-05-09 10:36:01
MSSTDFMT.DLL i installed it in the folder and in system 32 i get this.


Run-Time error '713':

Class Not Registered.
You need the following file to be installed on your machine., MSSTDFMT.DLL

 >:(




it is also ame
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2010-05-16 21:03:50
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. 
Title: Kimera: FF7 p model simple editor
Post by: Grimmy on 2010-05-27 00:14:02
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.
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2010-05-27 01:19:05
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?
Title: Kimera: FF7 p model simple editor
Post by: Takeru on 2010-05-27 02:10:15
Hello, im using Kimera but when i touch something i get this error

(http://img189.imageshack.us/img189/6103/12sinttulo.jpg) (http://img189.imageshack.us/i/12sinttulo.jpg/)
Title: Kimera: FF7 p model simple editor
Post by: nikfrozty on 2010-05-27 07:55:44
Hello, im using Kimera but when i touch something i get this error

(http://img189.imageshack.us/img189/6103/12sinttulo.jpg) (http://img189.imageshack.us/i/12sinttulo.jpg/)
I 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.
Title: Kimera: FF7 p model simple editor
Post by: Takeru on 2010-05-27 17:39:53
Hello, im using Kimera but when i touch something i get this error

(http://img189.imageshack.us/img189/6103/12sinttulo.jpg) (http://img189.imageshack.us/i/12sinttulo.jpg/)
I 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.

I just hope that I don't get error 666  ;D
Title: Kimera: FF7 p model simple editor
Post by: nikfrozty on 2010-05-27 17:42:39
On a side note. I randomly got that message before. So I don't know the cause of it. Might wanna ask Borde about this but it isn't really that much of a problem to be disturbing him.
Title: Kimera: FF7 p model simple editor
Post by: Grimmy on 2010-05-27 23:32:03
Here is a link to .93 it's the version I've had the most luck with.
http://www.mediafire.com/?5dxz8favmq6dpa0 (http://www.mediafire.com/?5dxz8favmq6dpa0)
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2010-05-28 02:32:09
Thanks I appreciate it.  .95 has worked flawlessly with everything... just "adding part to bone".

Too bad Borde's not around anymore.  He was so close to making it to v. 1.00
Title: Kimera: FF7 p model simple editor
Post by: nikfrozty on 2010-05-28 15:11:12
Thanks I appreciate it.  .95 has worked flawlessly with everything... just "adding part to bone".

Too bad Borde's not around anymore.  He was so close to making it to v. 1.00
Borde's not around anymore?? Why?? He's program is one of the needed most in ff7 modding. Sad :(
Title: Kimera: FF7 p model simple editor
Post by: Takeru on 2010-05-29 21:07:11
Anyone knows where I can download Kimera v0.90?
I have searched in the whole forum and google and I didn't found anything
Title: Kimera: FF7 p model simple editor
Post by: obesebear on 2010-05-29 21:09:38
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.
Title: Kimera: FF7 p model simple editor
Post by: Takeru on 2010-05-29 21:15:38
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.

I'm searching for .9. becoz the others versions ain't working with the parts selections...
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2010-06-21 22:35:55
Any ideas why some animations are skipped?   For example, Guard Scorpion is missing animations 15-19.  The same goes for just about every other model as well.  Missing 1 here and 1 there. 
Title: kimera "runtime error" overflow
Post by: ninjah on 2010-06-23 10:08:18
Hi i was wondering if anyone can help me with this problem...every time i try to save or apply changes this error occurs.

Run-time error '6':

Overflow


Then kimera closes...I already tried other previous versions but I still get the same response.
Title: Re: Kimera: FF7 p model simple editor
Post by: Millenia on 2010-07-15 10:19:38
0.95b creates broken models if you import from .3ds. Any way to alleviate this? I tried hex editing the headers so it would look the same as with previous versions, but it didn't work.

The problem is that textures don't work at all if you import it from 3ds. If this was fixed I could drop PCreator from my pipeline completely, which would be cool :/
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2010-07-15 18:16:42
I talked to Borde a little while back, basically don't expect any updates from him for at least 6 months, more likely 10.
Title: Re: Kimera: FF7 p model simple editor
Post by: skullmster on 2010-09-28 01:27:39
Ok I went through this and have to admit it is easy to skip posts to find out. I've gone through several versions of the editor and every time I bring up the entire model I get a very simple. Overflow error 6 whenever I specificly click the model. Then trying to remove part from bone I get error 9. Does any one have a simple solution because I may have skipped over it, but either way I couldnt find it trying to do searches. BTW I use windows XP

I thought I should add that I tried all the fixes microsoft states. Only thing that changed is now I can run it in 250 what ever colors. However it makes things EXTREMELY difficult to see

(No more double post)
Title: sword in the wrong place
Post by: salem123 on 2010-10-29 17:36:21
hello guys this is my first time importing a model of my own to FF7 successfully i have imported a sword but there were 2 problem the sword in it wrong place and there is no texture on the sword could you help me
(http://img684.imageshack.us/img684/522/kimera.png)


(http://img294.imageshack.us/img294/7827/whitelq.png)

thank you
Title: Re: Kimera: FF7 p model simple editor
Post by: aznkiller on 2010-11-09 04:44:52
Change texture id work with Kimera, but in game wrong texture.

Im also having this problem, is there any fix to it?
Title: Re: Kimera: FF7 p model simple editor
Post by: oOPierreOo on 2010-11-15 17:38:37
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
Title: Re: Kimera: FF7 p model simple editor
Post by: kela51 on 2010-11-15 17:44:58
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

as tu essayé de le lancer en mode admin?
Title: Re: Kimera: FF7 p model simple editor
Post by: philman on 2010-11-15 18:03:47
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

you extract the files with lgp tools or highwind? :-(

remember when extract,make a folder on desktop and extract the files there,after you can see with kimera.

There is no reason to quote this image.  And the fact that someone quoted it before you makes it worse.  I'm not going to issue a warning to either of you, but let this be a notice to everyone to take it easy quoting images.  ESPECIALLY if it doesn't have to be and has been quoted recently.
Title: Re: Kimera: FF7 p model simple editor
Post by: oOPierreOo on 2010-11-15 19:00:05
Kela51: je l'ai executé en tant qu'administrateur sa ne change pas :)

philman: I have extract the files but always the error  :|
Title: Re: Kimera: FF7 p model simple editor
Post by: oOPierreOo on 2010-11-16 17:47:10
Someone you it could help me please? =)

it would be nice hihi =P

Warned for double posting
Title: Re: Kimera: FF7 p model simple editor
Post by: oOPierreOo on 2010-11-19 20:52:43
Hello i have a problem with kimera i launch the program and when I click the hrc, an error occurs

(http://img132.imageshack.us/img132/7391/sanstitreaub.jpg) (http://img132.imageshack.us/i/sanstitreaub.jpg/)
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2010-11-20 12:28:41
Hello i have a problem with kimera i launch the program and when I click the hrc, an error occurs

Your lack of respect for the rules is downright amazing.  Congrats on making my shit list.
Title: Re: Kimera: FF7 p model simple editor
Post by: Kyo13 on 2010-12-15 10:50:37
Hi everyone !

This is my first post here, so I want to thanks the Qhimm Forum administrator to accept me as a new member ! And thanks to Borde for his application ! :)

EDIT : "Was having problems with parts modifications and skeleton."

And then I've found an answer to my question : need to create polygons on no-textured faces. Sorry for that ! Anyway thanks !... Still have a big animation problem :( How could you make them matches all frames ?! Can't do it :( Well maybe I'll success to make 10 animations matches .... but one moment or another parts doesn't matches the animation :(
Title: [HELP] Kimera: How export/import textures.
Post by: Lord_james on 2010-12-28 23:16:58
Can Anybody teach us about texturing in Kimera?
Title: Re: [HELP] Kimera: How export/import textures.
Post by: philman on 2010-12-28 23:24:22
i think have only 2 ways to texture using kimera.when you have texture (will put a color up texture giving effect in texture with color you used) and just color a p part.
about add textures is diferent way.what you need to know?(recolor texture add texture etc.)
Title: Re: [HELP] Kimera: How export/import textures.
Post by: Lord_james on 2010-12-29 00:29:59
Thanks. :)

I want to add textures. I made some custom models for Cait Sith http://forums.qhimm.com/index.php?topic=11168.msg155635#msg155635 (http://forums.qhimm.com/index.php?topic=11168.msg155635#msg155635) I have imported very well the model (size, place, etc), but I can't find how add textures. I made basic textures, and maybe I'll replace it in the future for better textures. [If you need it, models uses 3DS and BMP].
Title: Re: [HELP] Kimera: How export/import textures.
Post by: philman on 2010-12-29 03:10:59
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).
Title: Re: [HELP] Kimera: How export/import textures.
Post by: Lord_james on 2010-12-29 19:40:08
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?

(http://img210.imageshack.us/img210/5140/texturefail.th.jpg) (http://img210.imageshack.us/i/texturefail.jpg/)

Title: Re: [HELP] Kimera: How export/import textures.
Post by: philman on 2010-12-30 03:31:45
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 )
Title: Re: [HELP] Kimera: How export/import textures.
Post by: Lord_james on 2011-01-04 13:58:31
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
Title: Re: [HELP] Kimera: How export/import textures.
Post by: philman on 2011-01-04 14:49:58
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2011-01-04 16:58:31
This is not Tech Related, Lord_James.  Moved.  Warned
Title: Re: Kimera: FF7 p model simple editor
Post by: Lord_james on 2011-01-10 00:25:45
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)
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2011-07-14 22:48:00
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2011-07-15 02:41:09
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
Title: Re: Kimera: FF7 p model simple editor
Post by: DLPB_ on 2011-07-15 02:51:14
6 years ago... wow, where does time go.  Better late than never, and you are under no obligations to anyone.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2011-07-15 17:32:16
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: ultima espio on 2011-07-16 15:01:18
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...
Title: Re: Kimera: FF7 p model simple editor
Post by: skullmster on 2011-07-23 10:26:48
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.
[/quote]

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!
Title: Re: Kimera: FF7 p model simple editor
Post by: StrayOff on 2011-08-16 19:34:00
hey dudes

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

Quote
- 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 :(

Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2011-08-27 19:14:02
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: sl1982 on 2011-08-27 19:29:29
How is the collada converter coming borde?
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2011-08-28 16:01:20
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: ultima espio on 2011-08-28 16:06:07
If your having trouble with Collada, Mr Adults wrote something that could help:

http://www.richwhitehouse.com/pubdata/collada_export.txt
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2011-08-29 20:07:37
Hey, that sample looks very insteresting ultima espio. Thanks a lot!
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2011-10-29 20:50:16
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: dragicorn on 2011-12-11 00:57:37
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Vgr on 2011-12-11 01:01:47
1. You already made another thread (in the wrong section) about it less than TWO MINUTES ago...

2. Reviving topics to ask for a link is against the rules and is completely pointless.

3. The "modified" version your are refering to is not available to download.
Title: Re: Kimera: FF7 p model simple editor
Post by: Covarr on 2011-12-11 01:19:41
dragicorn, please take the time to read the site rules, particularly this (emphasis mine):
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.

Vgr, please do not backseat moderate. The staff will take care of these issues as we have time.

You have both been warned.
Title: Re: Kimera: FF7 p model simple editor
Post by: freundwolf on 2011-12-19 17:55:15
what are the files whit the 3d models???....
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2011-12-19 19:14:53
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.

I thought about that a long time ago and certainly was on my plans. Unfortunately, as you guessed, I'm pretty much done with Kimera. As for the other project (which isn't comming along very nicely), It's aimed to work directly on a real modeling suite.

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.

Why do you want v0.93 dragicorn? Did any new bugs arise with the lastest version? I thought it was quiet stable this time...

what are the files whit the 3d models???....

Sorry freundwolf, but what 3d files are you talking about?
Title: Re: Kimera: FF7 p model simple editor
Post by: freundwolf on 2011-12-20 16:21:38
(http://i41.tinypic.com/vrv5w5.jpg)

i dont understand  this programm :S

someone can help me??...
Title: Re: Kimera: FF7 p model simple editor
Post by: Vgr on 2011-12-20 19:43:15
I will be nice to you.

Drag and drop the battle.lgp onto unlgp.exe of Aali. Then, you can open almost any files that are not **AB **A (C to L) or **DA.
Title: Re: Kimera: FF7 p model simple editor
Post by: freundwolf on 2011-12-22 12:59:13
thanks a lot....

but how pack again to battle.lgp???
Title: Re: Kimera: FF7 p model simple editor
Post by: Vgr on 2011-12-22 19:36:09
Start a command line and type "lgp <battle.lgp folder> battle.lgp"
Title: Re: Kimera: FF7 p model simple editor
Post by: Livesey on 2011-12-23 06:12:00
There is an auto LGP tool available or download somewhere, although I am unable to find the link.
Title: Re: Kimera: FF7 p model simple editor
Post by: Vgr on 2011-12-23 10:36:12
Something like that? (http://forums.qhimm.com/index.php?topic=11680.0)
Title: Re: Kimera: FF7 p model simple editor
Post by: Livesey on 2011-12-23 17:24:37
That would be it. Thanks.
Title: Re: Kimera: FF7 p model simple editor
Post by: norikoteiko on 2012-01-21 06:40:48
can anyone reupload ?

thanks
Title: Re: Kimera: FF7 p model simple editor
Post by: dkma841 on 2012-01-21 13:33:29
You should check Pitbrat's big list of mods for mirrors:
http://forums.qhimm.com/index.php?topic=12503.msg177387#new
Kimera095c: http://www.mediafire.com/?4b317l7c27dsncc
Title: Re: Kimera: FF7 p model simple editor
Post by: Lionsmane on 2012-01-24 18:33:34
 I keep coming up with the "MSCOMCT2.OCX or one of its dependencies is not correctly registered: a file is missing or invalid error"

Im using vista, I already did a command prompt as admin and ran both mscomct2 and mscomctl, but I still get the error?
Title: Re: Kimera: FF7 p model simple editor
Post by: Vgr on 2012-01-27 20:04:25
To everyone having this issue, here is a download that actually works :

http://www.mediafire.com/download.php?43vwcufwemapav3
Title: Re: Kimera: FF7 p model simple editor
Post by: sl1982 on 2012-01-28 18:20:37
try this in command prompt as administrator

regsvr32 MSCOMCT2.OCX
Title: Re: Kimera: FF7 p model simple editor
Post by: Lionsmane on 2012-01-28 18:30:59
try this in command prompt as administrator

regsvr32 MSCOMCT2.OCX

I did, along with ""CTL.ocx
But the version VGR linked to works great
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2012-03-19 10:43:29
Reuploaded the source code to rapidshare in case someone wants to mess with it.
Title: Re: Kimera: FF7 p model simple editor
Post by: Dark_Ansem on 2012-03-19 21:34:02
thank you Borde!
Title: Re: Kimera: FF7 p model simple editor
Post by: sl1982 on 2012-03-21 01:35:59
Thanks borde, maybe i will rewrite the modifications i did as I lost my source. I still have the exe but not sure if there is a decent decompiler out there. Not to mention I think all the variable names are lost anyways.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2012-03-21 22:48:43
I was actually planning to reupload this just after I heard about the Megaupload downfall, but then I completly forgot about it. Sorry.

Unfortunately I can't assist you on your quest for an VB6 decompiler sl1982, but I'm afraid you're completly right about the variable names (and also function names). I guess you may finish sooner by redoing it again. If you need help with something, you can count on me.
Title: Re: Kimera: FF7 p model simple editor -Overflow 'E6'
Post by: Asmodean on 2012-04-18 14:48:55
Hey,

I'm getting an overflow error on a Phenom II 955, when I try to do any manipulation/rotate a model/part. No such error when tried from an i7 860, any problems with this on AMD instructions?, something's trying to store a value outside it's definition parameters I'm assuming. Wondering if this is a known issue, as I can't use the app from my own home machine.

(http://i267.photobucket.com/albums/ii286/kieranh7/Untitled-15.jpg)

If anyone knows a work around for this, it would be appreciated, thanks.

System:
Phenom II 955
Radeon 6950
Asus M4A89GTD PRO
Win7 Pro
Title: Re: Kimera: FF7 p model simple editor
Post by: PitBrat on 2012-04-18 19:41:33
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2012-04-18 20:31:17
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...
Title: Re: Kimera: FF7 p model simple editor
Post by: Asmodean on 2012-04-19 12:42:30
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.


Thanks for the tip, I am indeed using a custom version of that model, modded by me, but unfortunatly the problem occurs for any model/part, but thats good to know.

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...

Thanks for the info, I haven't gone near VB in about err 6 years, It must be a library/runtime issue then. I'll go check that out, possibly missing some older sets. Thanks again for the advice.

Edit: downloaded every library I could find for VB, problem persists. I'd say it's that casting error. Dunno why it's happening though. I'd take the source and compile it myself to see if there was any luck, but I don't even have VB anymore. Only VS, not sure if there are any plugins to compile VB, doubt it though.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2012-04-24 23:47:38
Mmm... now that you mention it, this could also happen because the last version was compiled with a diferent version of VB6. Did you try exacly the same executable on both machines?
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2012-05-15 16:52:41
I uploaded a new version. Since my other project isn't progressing as I expected, I decided to add animation interpolation in Kimera. It's usage is sort of pointless right now, though, since the framerate of the game should be adjusted for several other things (scripts, cameras, limit breaks...) befor we can dream about having FF7 working a 60 FPS. You can also interpolate individual frames if you are into animation edition.

I also fixed some overflow bugs. It should be working correctly this time.

You can thank sl1982 for waking me up from my slumber. :-P
Title: Re: Kimera: FF7 p model simple editor
Post by: sl1982 on 2012-05-15 21:37:14
\ ;D/
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2012-05-16 03:22:46
Well it's a good thing finals are over because I will be spending all my free time running through the battle animations.


Sl, I'll start at the end and work up as usual.  I'll keep you posted on my progress.
Title: Re: Kimera: FF7 p model simple editor
Post by: LeonhartGR on 2012-05-16 16:07:32
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!
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2012-05-16 16:18:36
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)
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2012-05-16 17:03:12
Double post for a BUG REPORT


So I made it to the Cloud model (SIAA) and decided to fully watch the animations after doing them.  For some reason in animations 9, 12, 17, 22, 29, 31, 32 his animation becomes jerky in only his upper torso.  The rest of them work perfectly.

EDIT:  And Vincent's legs on animation 9 and 10 (maybe others)
And Barret's upper body on animation 2 (maybe others)
And Cait Sith's feet on animation 2 (maybe others)
It also seems Cid's 7th animation displays incorrectly (without making any changes to it)


I hope these are enough examples to be able to diagnose the problem.   Thanks again for adding this feature to Kimera!
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2012-05-16 21:03:06
Damn. You're right Obesebear, there is a big problem here. I think I know where this went wrong. I'll have to do some changes.

Thanks for your input.
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2012-05-16 23:49:40
Well, similar to that anomaly with Cid, Model RSAA has an error (cannot read animation 15 frame 0), and on OFAA animation 1 frame 0 the model is extremely contorted.


Now, I know I made a lot of changes to models using .93.  Did something change after that version?
Title: Re: Kimera: FF7 p model simple editor
Post by: LeonhartGR on 2012-05-17 03:10:06
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)

Thank you!
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2012-05-20 22:39:42
I uploaded a new version to fix the interpolation issues. Using the interpolate animation button several times doesn't wok to well due to some normalizing that must be done with rotations to fit into the FF7 format. So I added the option to specify the number of frames, which works fine.

As for the problems with the models, I don't know what's going wrong yet. You say those worked fine on 0.93? I don't recall having done any major changes on the animations decoding, but who knows.
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2012-05-23 17:06:03
Just restarted and Cloud works perfectly.  I checked a few others and they all seem fixed as well.  I think it may work perfectly.     As for Cid's running animation, I double checked and it has always done that for some reason.   I'm going to boot up the game at some point and check to see how it looks in game.   


There is still the problem with RSAA (playable frog).  Kimera can't load animation 15 frame 0.  So whenever I save the model, rsda isn't saved.

Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2012-06-09 22:59:31
Well outside of the RSDA problem, I have found a few more models that have trouble.


LRAA is a perfect example of one that I think has trouble because of the number of bones it has.  LOAA, LCAA and LGAA are the other examples.  One being Proud Clod's chestpiece and the other some kind of tank turret, and also a manhole cover.   For whatever reason, when clicking "interpolate" with these models kimera spits out an error and closes.


The one thing they all have in common is that they are singular pieces.  So I assume it's probably a simple fix.

Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2012-06-10 18:36:28
Thank you a lot for your input Obesebear. Kimera failing to interpolate a loaded animation opens a wide range of posible causes for the problems. I'll look into it, but unfortunately won't be able to do so for a while. Our next milestone at the job it's pretty demanding and I'll need to do extra hours.
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2012-06-11 18:22:33
Damn real life, always getting in the way of progress.
I was able to use the old version sl made from your source back during .95 and it interpolated all the trouble models perfectly.


The only remaining problem models are HBAA which displays the model crammed together, and RSAA due to a problem reading frame 15 :)
Title: Re: Kimera: FF7 p model simple editor
Post by: LeonhartGR on 2012-08-23 01:34:11
I wish there was a way to not crash when we press cancel... I was working on it for hours and happened 2 times when i was going to save the model... Awesome editor though!!!
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2012-08-29 20:14:04
So the last version had the infamous cancel crash too? Well, that's certainly unfortunate. I'm sorry Leonhart7413, I'll make sure it doesn't happen any more.
Title: Re: Kimera: FF7 p model simple editor
Post by: xenokain on 2012-08-29 22:57:03
Thanks for all you're hard work Borde.I cant wait to see the next version
Title: Re: Kimera: FF7 p model simple editor
Post by: LeonhartGR on 2012-08-30 23:36:12
Thank you genius!!! ;)
Title: Re: Kimera: FF7 p model simple editor
Post by: whitERaven on 2012-09-04 08:26:05
I always get the overflow error when I try to select a model part in my windows 7, but when I tried my older laptop which uses  windows xp it works..

I'm curios to what might be causing this and if there is a way to fix this error on my windows 7 netbook, I tried searching but cant find a solution that works for me. I tried using different versions of kimera but still no luck.

I'll appreciate any help thanks!
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2012-09-08 20:33:49
Mmmm... you have that problem even with the latest version of Kimera, whitERaven? I used to have lots of overflow problems with the last version too on my new machine (running windows 7 x64), but it seems to be working correctly now.
Title: Re: Kimera: FF7 p model simple editor
Post by: whitERaven on 2012-09-10 05:14:00
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..
Title: Re: Kimera: FF7 p model simple editor
Post by: the_randomizer85 on 2012-09-10 08:23:56
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..

Might I recommend the use of another uploader other than Rapidshare? They disallow downloading files that aren't yours.

Mediafire would work fine.
Title: Re: Kimera: FF7 p model simple editor
Post by: Tenko Kuugen on 2012-09-10 08:33:58
rapidshare bit the dust? oh wow.
well, theres like 500 file hosters left
Title: Re: Kimera: FF7 p model simple editor
Post by: whitERaven on 2012-09-10 09:23:38
Is that right, hmm I just downloaded the file from rapidshare like 3 hours ago and there was no prob downloading it..
Title: Re: Kimera: FF7 p model simple editor
Post by: Tenko Kuugen on 2012-09-10 09:27:20
I can download from rapidshare fine
if you can't, you're doing it wrong.
Title: Re: Kimera: FF7 p model simple editor
Post by: the_randomizer85 on 2012-09-10 15:06:56
Downloaded it, now it tells me Runtime error 713: Class not registered You need the following file to be installed on your machine MSSTDFM.dll.  Right, as it the regsvr32 command works for it.
Title: Re: Kimera: FF7 p model simple editor
Post by: Akira Sendoh on 2012-09-15 04:02:53
Why all version of Kimera is not working on my computer ?
Everytime i click the model .. Always appear the errors :(

Runtime Error 6
Overflow .. :(

Can anyone know how to fix this error ?
Title: Re: Kimera: FF7 p model simple editor
Post by: whitERaven on 2012-09-17 01:32:52
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Akira Sendoh on 2012-09-17 06:05:35
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.

There is one thing that i know how to fix this problem ..
try to update the visual basic :)
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2012-12-31 19:44:12
Merry Christmas everyone!

It's been a while since my last update. Sorry about that, I've been busy. I had several new features I wanted to implement, but it's been way too long and I just couldn't let the year slip away without releasing something. So here you have, version 0.97 is out. Here is what's new:
  -Added support for limit break animations (needs data from battle.lgp).
  -Added a dialog to load animations that are used by a field model at some point (using Ifalna's filter)
  -Added a dialog to interpolate all the animations in char.lgp, battle.lgp and magic.lgp.
  -Implemented full compression support for battle animation packs.
  -Fixed a ton of bugs releated to animations interpolation and writting.

About Limit Breaks, please refer the post in the Scripting section to see where they are:
http://forums.qhimm.com/index.php?topic=13950.msg195791;boardseen#new
You'll need to tell Kimera the path where you have battle.lgp contents stored at. To do so, please edit Kimera.cfg and write it at BATTLE_LGP_PATH.

By the way, I also included all the DLLs that windows usually complains about. Hopefully, by using the same versions we will avoid the differing behaviours on different computers.

Happy new year everyone!
Title: Re: Kimera: FF7 p model simple editor
Post by: LeonhartGR on 2013-01-01 02:10:52
Happy New Year Borde! Thank you for this amazing gift!
Title: Re: Kimera: FF7 p model simple editor
Post by: Hellbringer616 on 2013-01-01 16:07:26
Soo.. 60FPS maybe? :D
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-01-01 17:14:19
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Hellbringer616 on 2013-01-01 17:44:48
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.

Talk to DLPB, he is the EXE master.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-01-03 16:02:48
Ok, I'll ask him. Thanks Hellbringer616.
Title: Re: Kimera: FF7 p model simple editor
Post by: DLPB_ on 2013-01-17 19:57:10
I think you guys are already on your way with that project?  And I am a student of the exe  ;D  NFITC1, Aali and Dziugo are the real masters of the Exe, especially the latter.

Relevant to Kimera:

http://forums.qhimm.com/index.php?topic=13960.msg196506#msg196506
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2013-01-18 07:12:27
(http://img844.imageshack.us/img844/5333/weneedgradiens.jpg) (http://imageshack.us/photo/my-images/844/weneedgradiens.jpg/)

Why didn't I figured out earlier? Gradients! The full head is visible, if transparency is on. Is there a possibility to build in a feature to set gradients?
Maybe that is, what the engine needs to use transparancy.
Title: Re: Kimera: FF7 p model simple editor
Post by: Template on 2013-06-17 14:45:49
Necro master here!

I'll have to ask is there some special trick about compute attached weapon position? using .97 I get a garbled message in upper left corner of model viewer seems to say choose and have a directory in it. No matter where on the model viewer I click left or right button as feature instructions say, nothing happens unless I hit escape, then garbled message disappears. Any chance one of you folks might publish a Compute Attached Weapon Position for Dummys?

This does seem like the logical place to ask this question, especially with search function down. I read through this entire thread to find when Borde added this function and each page after, but couldn't find anything about this feature being complicated. 
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2013-06-17 14:56:31
Ah, thats your problem. The box is only info what to do. Click OK and then do the left or right mouse click on the bone of your choice.
Title: Re: Kimera: FF7 p model simple editor
Post by: Template on 2013-06-17 15:14:21
I click the bone I want to attach to, and nothing happens as far as I can tell. What does it do when it works? Ive right left clicked all over trying to get it to give me some indication that it's working. I've attempted to do this with the weapon chosen, all sorts of different things. That garbled message I mention appears after I click ok on the instruction box that says click right or left on the bone to attach. The garbled message stays there (in the upper left corner of the model viewer) no matter where I click or what I do until I hit escape, then disappears. Other than that I can't see any problems, no crash, no issues. 
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2013-06-17 15:58:37
This is how it works usually for me:
(http://img189.imageshack.us/img189/4320/r91v.jpg) (http://imageshack.us/photo/my-images/189/r91v.jpg/)
Click the button and the window appears,...
(http://img853.imageshack.us/img853/9693/cki2.jpg) (http://imageshack.us/photo/my-images/853/cki2.jpg/)
... then I confirm it and the window disappears...
(http://img19.imageshack.us/img19/4784/kb48.jpg) (http://imageshack.us/photo/my-images/19/kb48.jpg/)
...and at last I click on some bone and the weapon is bounded to it.
(http://img35.imageshack.us/img35/837/ajsi.jpg) (http://imageshack.us/photo/my-images/35/ajsi.jpg/)
Title: Re: Kimera: FF7 p model simple editor
Post by: Template on 2013-06-17 19:01:04
You've solved my problem in a way Kaldy, because you showed me I was doing the correct procedure. My problem was due to the use of AntiAliasing and/or Anisotropic filtering through forced driver settings. Probably shoulda figured that out like 2 days ago... I still get the garbled message in the corner, but the feature works as intended now. Tyvm screenshots.

Edit: After testing Kimera doesn't like Supersampling. I can use AA and anisotropic filtering, but AA must be adaptive multisampling or just multisampling. This is on my poor little ATI HD6850
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-05 02:33:03
Hey, need help please . . .
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"

Is there a problem or am i overlooking something stupid?
Thanks
Title: Re: Kimera: FF7 p model simple editor
Post by: dkma841 on 2013-07-05 21:57:19
(http://i.imgur.com/ahxlFPy.png)
Just recently got Windows 8 and tried to open Kimera but it gives me that error i have redownloaded/extracted, run as admin, download a previous version and still the same problem anyway i can fix this so i can use Kimera? At first when i opened it, it mentioned that smartscreen or something thinks this file is bad pressed 'Run anyway' then still get to that same popup
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-06 00:59:09


You can use this link to get past that error on win 8 -- http://205.196.120.68/vth1yt79pzmg/43vwcufwemapav3/Kimera.exe
but you'll end up with the problem i still have. Hopefully you can fix it lol
Title: Re: Kimera: FF7 p model simple editor
Post by: dkma841 on 2013-07-06 11:29:00
(http://i.imgur.com/CDV2NFg.png)
Yup extracting your one it opened up fine until i pressed Open Model and got the error you have
Hopefully someone could help us out :)
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-06 13:34:16
glad i could help at least a little :D
drag your P file onto kimera and see if it works that way for you, doubt it but its worth a try
Title: Re: Kimera: FF7 p model simple editor
Post by: dkma841 on 2013-07-06 13:49:01
glad i could help at least a little :D
drag your P file onto kimera and see if it works that way for you, doubt it but its worth a try
Thanks 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 :/
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-06 14:13:55
Thanks alot mate that actually worked!!  ;D ah finally
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?
Title: Re: Kimera: FF7 p model simple editor
Post by: dkma841 on 2013-07-06 14:22:37
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
Everything worked fine until i got to pressing 'Save Model'
Img removed
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-06 14:23:45

ok ill give it a go and see if i stumble accross a fix
Any chance of a link to it? i cant seem to find it, just other versions that i already tested, <-- nevermind i got it
And how can i attach printscreens to help with my problems on here??
And the last possible thing i can ask lol, rather than going through all 12k files how can i find out which 1 im after? i want RedXIII battle model
Title: Re: Kimera: FF7 p model simple editor
Post by: dkma841 on 2013-07-06 16:32:44
If your on win8 just press the Windows key + prnt screen and it will be saved to your screenshot folder in Picture folder or you can use Snipping tool, or just prnt screen then paste on Paint save it
I upload it on imgur here:
http://imgur.com/ then on the right where it says link for (message boards) just copy and paste that here
To view what lgp files belong to what check this spreadsheet listing everything:
https://spreadsheets.google.com/spreadsheet/pub?key=0AniNoDVsrYhVdG0zZERUT0tsOF91eHE2WHo4ZWRseWc&gid=3
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2013-07-06 18:59:07
Don't use .95b.  Upgrade your version
Title: Re: Kimera: FF7 p model simple editor
Post by: dkma841 on 2013-07-06 21:33:44
Yeah that's the 095 shadow1918 gave me afterwards which works if i drag a P file to open it but can't save or use it as normal so that's no good and i previously also used the updated Kimera 096 and 097 and i get that problem which i had from the start .. think it's something to do with Windows8
Title: Re: Kimera: FF7 p model simple editor
Post by: dkma841 on 2013-07-06 22:03:42
Finally got it working!
Solution:
Get the latest Kimera
Inside it you will see a file called MSSTDFMT.DLL.
Copy it to system32, open command prompt as admin. type regsvr32 followed by the .dll file name
You'l get a succeed popup now open up Kimera and use it as normal :)
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-07 01:09:17
Yeah that success message your on about dont like me . . . i get an error :P
Title: Re: Kimera: FF7 p model simple editor
Post by: cmh175 on 2013-07-07 05:01:04
You need to have all the .dll files that are in the kimera folder registered in the system32 file. If you're having trouble google regsvr32 to get more info on how to use it. Make sure it's the latest version of Kimera, and that you're opening the command prompt as administrator.
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-07 05:14:38
Kimera 0.97, running as admin and coppied the MSSTDFMT.DLL into system32.
typed regsvr32 msstdfmt.dll and it complained about it
Title: Re: Kimera: FF7 p model simple editor
Post by: dkma841 on 2013-07-07 12:22:02
Did you run the Command Prompt as admin? Then type it exactly like this
regsvr32 MSSTDFMT.DLL.
Then press enter and see if it worked or maybe your on 64bit? I tried this on a 32bit
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-07 15:31:43
Running on 64bit, i tried it again and same thing, the error is
"The module MSSTDFMT.DLL failed to load
make sure the binary is stored in the specific path or debug it . . ."
ect
Title: Re: Kimera: FF7 p model simple editor
Post by: dkma841 on 2013-07-07 15:42:32
Try this maybe
regsvr64 MSSTDFMT.DLL.
make sure to put that (.) at the end of .DLL. aswell
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-07 15:53:43
still nothing, running as admin tried all options. You sure its only that 1 file i have to place into my system32 folder? and is it inside another folder aswell or?
Title: Re: Kimera: FF7 p model simple editor
Post by: dkma841 on 2013-07-07 15:57:31

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"
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 :/
in 64bit is there a system64 folder? if so try it there if you want aswell but doubt that will fix it
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-07 16:02:14
nah i got past them errors, it was because i was using the wrong extractor and leaving it in the wrong place, i got left with the same problem you did with the save error.
No system64 folder only thing related maybe is "SysWOW64"
not a clue what that is
Title: Re: Kimera: FF7 p model simple editor
Post by: LeonhartGR on 2013-07-07 16:52:16
SysWOW64=[Sys]tem[W]orld[ O ]f[Warcraft] 64 bit...  :-o
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-07 17:33:01
Really? ahh ok, pc came installed with a demo of it lol my bad
Title: Re: Kimera: FF7 p model simple editor
Post by: Rundas on 2013-07-07 17:42:57
Nonono he was kidding! Those are system files! Don't delete them!
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-07 17:47:28
im not gunna delete them lol, anything there is there for a reason haha
Title: Re: Kimera: FF7 p model simple editor
Post by: cmh175 on 2013-07-08 00:31:21
Syswow64 are files for 64 bit windows. Kimera seems to run on 32 bit though. You'll need to do this as an admin, which will also put you in the system32 directory. Search "cmd", right click run as administrator. Regsvr32 will register what ever .dll file you need. 
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-08 01:41:22
yeah iv done everything that has been said, run cmd as admit, have the DLL in the system32 folder and typed the correct line and it tells me this
"The module MSSTDFMT.DLL failed to load
make sure the binary is stored in the specific path or debug it . . ."
ect
Title: Re: Kimera: FF7 p model simple editor
Post by: cmh175 on 2013-07-08 03:57:33
It means you're probably in the wrong directory. Are you sure you're opening the command prompt as an administrator and you copied the .dll file to the correct location? Make sure it says system32 in the command line, otherwise you need to navigate to it. "cd windows\system32" You should already be there if you ran cmd as an admin, but sounds like you're in another directory. Remember google is your friend and you're not the first person to have trouble with the MSSTDFMT.dll file.
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-08 04:17:09
I do it as said before, to the last detail and this is my error
(http://i.imgur.com/mV5SWUt.png)
Title: Re: Kimera: FF7 p model simple editor
Post by: cmh175 on 2013-07-08 04:28:13
Did you try googling this? Nothing you need to do in the command line requires a period. I may not have been clear so just copy and paste this: regsvr32 MSSTDFMT.DLL

When you added the period you changed the file name and format so the computer didn't recognize it.
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-08 04:38:55
Theres everything in 1 shot
(http://i.imgur.com/XHaLka1.png)
Title: Re: Kimera: FF7 p model simple editor
Post by: cmh175 on 2013-07-08 13:19:37
Sorry, this is the point where you'll need to inquire Microsoft support. At this point it's either user error or you're missing something else. Perhaps Win8 has it's own version of the .dll file and yours isn't compatible. I'm not sure, I personally hate windows, Win8 above all.
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2013-07-08 13:47:55
A 32 bit file Must be installed in SysWOW64. It's a big misunderstanding of the most users. I don't know why Microsoft has done (and named) it this way...

http://en.wikipedia.org/wiki/WoW64 (http://en.wikipedia.org/wiki/WoW64)
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-08 14:36:28
so ill put it in that folder then? if so whats the new command line?
Title: Re: Kimera: FF7 p model simple editor
Post by: Vgr on 2013-07-08 14:41:18
I bet it would be the exact same command, but I'm not 100% sure.
Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-08 14:46:14
nope, same error, i may just give up completely. Win8 rejects it by the looks of things
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2013-07-08 15:08:08
Quote
If the DLL is 32 bit:

Copy the DLL to C:\Windows\SysWoW64\
In elevated cmd: %windir%\SysWoW64\regsvr32.exe %windir%\SysWoW64\namedll.dll

I also found this:
Quote
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."

Title: Re: Kimera: FF7 p model simple editor
Post by: Tsuna on 2013-07-08 15:50:05
Well done Kaldarasha,

"If the DLL is 32 bit:

Copy the DLL to C:\Windows\SysWoW64\
In elevated cmd: %windir%\SysWoW64\regsvr32.exe %windir%\SysWoW64\namedll.dll"

fixed my error, thank you very much :D, +1 karma for you :P
id ask to put that on the original post in the thread for future references
Title: Re: Kimera: FF7 p model simple editor
Post by: Template on 2013-07-08 18:55:50
id ask to put that on the original post in the thread for future references

It's a right of passage. You have to learn how to make Kimera work or Kimera will eat you alive when you actually start using it.  :-P Can't make it too easy or Kimera will be eating people left and right. 
Title: Re: Kimera: FF7 p model simple editor
Post by: TheHierarchy on 2013-07-21 18:45:09
Theres everything in 1 shot
(http://i.imgur.com/XHaLka1.png)


I also found this:

Hey, I stumbled on  the Kimera model viewer on this site, It seems very helpful, I got .095b working but it can't save nothing i do!!  so then i try the latest one and I'm  getting an error splash screen; "MSSTDFMT.dll file". I'm reading a lot on this site for trouble shooting but it's all too complicated. I'm a windows 8 user, Is there a way anyone could make a working ".EXE" for win8 users or a dll file so that i don't lose my mind here...  :'(
Title: Re: Kimera: FF7 p model simple editor
Post by: TheHierarchy on 2013-07-23 03:24:34
Well, I seem to have gotten the hang of things on my ruthless Sephiroth.

(http://oi42.tinypic.com/2mnp1tu.jpg)


I have one problem though, him and his flashy effects are missing.

(http://oi42.tinypic.com/302ti78.jpg)



Any ways i can fix this?
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2013-07-23 20:27:14
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: TheHierarchy on 2013-07-25 01:04:02
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.

That's sounds pretty complicated.  :(  but i'll try that out when i get a chance.

I got sephiroth partly showing now but it's still glitched up.

(http://oi44.tinypic.com/2sbwlqp.jpg)


I'll see what i can come up with.
Title: Re: Kimera: FF7 p model simple editor
Post by: TheHierarchy on 2013-07-25 21:45:42
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?
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2013-07-25 22:13:32
It doesn't help, any soloution I have would mean to you, that you must recolore the model yourself.
Title: Re: Kimera: FF7 p model simple editor
Post by: cmh175 on 2013-07-26 00:39:01
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?

Are you using bitturn to convert to 3ds? Bitturn destroys 3ds files, and removes textures. Instal Meshlab http://meshlab.sourceforge.net/ (http://meshlab.sourceforge.net/) It can convert most formats. If you need to convert a .p so you can load it in Blender then use bitturn and export to .obj.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-07-26 19:16:20
Hello everyone.

Sorry for not answering for so long, but I needed a break. I'm glad you could figure out how to get those pesky dlls registered. Thanks for your help.

As for the invisible models, I must confess it's something I still need to look into. I think I know where things went wrong. Most lilkey the alpha channel has bad values, though I thought it was not used at all. I'll let you know when I figure it out.
Title: Re: Kimera: FF7 p model simple editor
Post by: TheHierarchy on 2013-07-26 19:40:47
Well, I just tried out a few suggestions along with some of my own programs, and as "Kaldarasha " states; there's no real solution to export/import successfully without having to redo the textures.  :-(

Kimera is a program that currently reads only in .3DS; which is a format that expels all textures.  I was however lucky to find an other format in Biturn that one of my programs can read without discarding textures; ".LWO" Lightwave.

(http://oi40.tinypic.com/wb2f7r.jpg)

.....but the End result is still the same so, It would be nice if Kimera could read .LWO or more extensions. that would give much more flexibility to moders.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-07-26 20:34:49
Sorry TheHierarchy, but adding more formats support is not in my plans. The source code is available, though, so anyone else could write it.

Anyway, the 3DS format does support multiple materials with diffuse colors. Maybe Biturn doesn't export material data, but it certainly would fit. Shaded models, on the other hand, would need per vertex color which is certainly out of the specs of that format.

Anyway, I don't think any of this will really help you here TheHierarchy. The real solution is fixing the discrepancy between Kimera and FF7 engine color handling.
Title: Re: Kimera: FF7 p model simple editor
Post by: TheHierarchy on 2013-07-26 20:51:24
Sorry TheHierarchy, but adding more formats support is not in my plans. The source code is available, though, so anyone else could write it.

I see, ok then.

The real solution is fixing the discrepancy between Kimera and FF7 engine color handling.

yeah, that would be straight to the point......with all of this working around I've been doing, I guess somehow i ended up in the Himalayas.  :-)

many thanks if you or anyone could find a fix to the invisible models.
Title: Re: Kimera: FF7 p model simple editor
Post by: PitBrat on 2013-07-26 22:43:52
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: TheHierarchy on 2013-07-26 23:21:13
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.

Do you have a link?
Title: Re: Kimera: FF7 p model simple editor
Post by: Template on 2013-07-26 23:40:57
From the tools section of the Big List of Mods (http://Big List of Mods) in FAQ Tutorial forum:  :)

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)
Title: Re: Kimera: FF7 p model simple editor
Post by: TheHierarchy on 2013-07-27 04:37:40
The program loads the models and saves them in FFVII format but It seems to be the same situation, PCreator only loads .3DS files, which strips all detail.

I loaded up one of Biturn's .LWO conversions (which doesn't strip any detail) and converted it into a 3DS file. according to Lightwave painted polygons are not recognized as real textures;


(http://oi39.tinypic.com/16iirkj.jpg)

which is probably why they default on the color. If that's the case for these particular characters models (As they were made) i might as well just wait for a fix on the kimera program and it's method of saving.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-07-27 22:02:20
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2013-07-27 22:22:52
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.

Is here a tool contest without my knowing?  :o
So many new great tools and tool updates! It's great to see that it's fixed now.
One question do you think it's possible to set gradians to a polygon? At the moment, I only can do it,
if I delete a polygon and then fill the hole with a new polygon.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-07-27 22:40:18
You mean setting directly the color of a vertex? Yes, it could be done. It's not hard. I'll have to make room on the interface for the new button though. It's very crowded.
Title: Re: Kimera: FF7 p model simple editor
Post by: Aali on 2013-07-27 22:43:56
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2013-07-27 22:57:51
That would be awesome! :-D

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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-07-27 23:52:49
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?

By the way, I'm having trouble understanding what's the real meaning of the TexID field on the P models groups. It doesn't seem to have any real effect in-game no matter the value I write to it. Where is the actual texture index specified at?
EDIT: Never mind, now I see the TexID field is duplicated at the Hundrets chunck at offset 0x10 and that's the information FF7 actually uses.

That would be awesome! :-D

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.
Wow, 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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Aali on 2013-07-28 12:09:54
In some situations the alpha is overwritten at runtime to get the right blending effect (128 for average, 64 for mode3) so in those cases the alpha from the vertices makes no difference whatsoever. I think it's when the game forces blending for a model which normally doesn't have blending enabled that it actually uses the alpha from the .p file and 128 just makes it look right for the most common blending mode (average). Looks like they made a bit of an ugly fix just to make it work.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-07-28 14:09:09
Ok, thanks for the information Aali.

EDIT: Done. You can grab 0.97a at the first page.
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2013-07-29 04:58:56
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-07-29 07:22:24
Oh, by the way Aali, I've got one more question about blending modes. I found out all the battlefields have their pieces set to Average. Yet they appear completly opaque in game. Are their values overwritten in real time or is there something I'm missing?

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?
Title: Re: Kimera: FF7 p model simple editor
Post by: Aali on 2013-07-29 09:48:31
Blend mode doesn't matter if blending is turned off
Title: Re: Kimera: FF7 p model simple editor
Post by: Dark_Ansem on 2013-07-29 15:20:52
great to see you back Borde!
Title: Re: Kimera: FF7 p model simple editor
Post by: jusete on 2013-07-29 18:37:40
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

Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2013-07-29 18:43:59
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. 
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2013-07-29 18:59:02
I think it would be better to have an array, which you could check for every animation separate, so Kimera knows automatically, which animation is a looped one.
Title: Re: Kimera: FF7 p model simple editor
Post by: Dark_Ansem on 2013-07-29 19:02:21
and a system which imports-exports animation sets in the most common/useful formats  :D
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-07-29 22:55:38
Blend mode doesn't matter if blending is turned off
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?

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 sent you an MP.

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. 

Mmmm... yes, I think Kaldrasha's idea would be more generic. Interestingly, It seems it's already possible to obtain a list of the looping animations (and even a list of sequential animations) since the battle scripts (stored in the **AB files)  has been already partially decoded. I'm still kind of pessimistic about the future of interpolated animations, though...

and a system which imports-exports animation sets in the most common/useful formats  :D
Sorry 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).
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2013-07-30 00:30:14
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Dark_Ansem on 2013-07-30 06:20:33
Collada is supposed to be ok, the most popular one :) or the one with most support (Noesis, 3ds max, blender..)
actually, that one would be a jackpot hit :D
Title: Re: Kimera: FF7 p model simple editor
Post by: Aali on 2013-07-30 08:42:29
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?

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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde 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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Aali on 2013-07-31 09:37:00
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: TheHierarchy on 2013-07-31 17:53:54
Ok, thanks for the information Aali.

EDIT: Done. You can grab 0.97a at the first page.

Ah, good news.  going to see how it works on my models.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-08-01 07:08:48
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: ChaosSaber9999 on 2013-08-02 05:48:53
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?
Title: Re: Kimera: FF7 p model simple editor
Post by: ChaosSaber9999 on 2013-08-02 05:53:59
Thanks in advanced
Title: Re: Kimera: FF7 p model simple editor
Post by: TheHierarchy on 2013-08-02 07:01:36
The effects work, awesome!!!

(http://oi42.tinypic.com/s1oxgi.jpg)
Title: Re: Kimera: FF7 p model simple editor
Post by: Dark_Ansem on 2013-08-02 07:27:38
holy nice effects!
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-08-03 08:43:07
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?

What message are you getting when toy try to register it ChaosSaber9999?
Title: Re: Kimera: FF7 p model simple editor
Post by: ChaosSaber9999 on 2013-08-03 16:47:26
The module"(filename)" failed to load make sure binare is stored it the specified path or debug it to check for problems with the binary or dependant .DLL files specified module could not be found. I dont know how to debug it if thats the problem
Title: Re: Kimera: FF7 p model simple editor
Post by: cmh175 on 2013-08-03 16:56:44
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Template on 2013-08-03 17:13:19
ocx are activex controls. they register like dlls but if its a 32bit ocx on a 64bit OS you need to run regsvr32 from sysWOW directory first in CMD,  then use regsvr32 to reg the file after.

Edit: I would have put a link to be helpful but I was on a cell and I can't cut and paste for anything on my s3.

Pretty sure we all end up at that link Borde provided sooner or later.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-08-03 18:03:08
This is what the guys at the Microsoft forums have to say about it: http://social.technet.microsoft.com/Forums/windows/en-US/1fd6b78a-b1b3-4190-aceb-91575cd7092a/cannot-register-mscomct2ocx-using-regsvr32

It seems to be pretty much the same Template and cmh175 said (but with a more detailed explanation)

Whish you luck.

Title: Re: Kimera: FF7 p model simple editor
Post by: ChaosSaber9999 on 2013-08-03 23:55:12
That link is actually the second page i looked at and tried but it didnt work also the msstdfmt.dll and the msvbvm60.dll are already registered on my computer i did that before i even thought of posting about my problem i just dont get it i hear it works for other people but it seems nothing im doing is working
Title: Re: Kimera: FF7 p model simple editor
Post by: Template on 2013-08-04 16:57:07
I don't know, I checked and I don't have that file anywhere but my Kimera folder on my entire system. I don't remember having to register it but if I did I was really being tricky that day and did it from there. Is your Kimera not opening at all ChaosSaber? What operating system are you running?
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-08-05 20:26:40
The ways of regsrv32 are inscrutable, indeed. I really don't have another machine around to try and install Kimera. I'll try to give it a shot tomorrow at the job.
Title: Re: Kimera: FF7 p model simple editor
Post by: dkma841 on 2013-08-06 03:38:23
In this thread about DLL's with win8 it mentions this:
http://forums.qhimm.com/index.php?topic=13801.0#msg193820
Quote
Time to test Windows 8 and Compatiblity * 32-bits misses some Dll`s, because they
removed old Directx librarys, 64-version keep it.
If that's got anything to do with that
Title: Re: Kimera: FF7 p model simple editor
Post by: ChaosSaber9999 on 2013-08-07 17:59:27
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
Title: Re: Kimera: FF7 p model simple editor
Post by: Template on 2013-08-08 06:57:37
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-08-08 17:49:38
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: ChaosSaber9999 on 2013-08-10 20:54:29
Yeah i tried that i mentioned it in one of my earlier posts that i tried both files and regular and admin permissions
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2013-08-10 22:20:28
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: TheHierarchy on 2013-08-10 23:51:04
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.  (http://oi44.tinypic.com/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.
(http://oi42.tinypic.com/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.
 
Title: Re: Kimera: FF7 p model simple editor
Post by: TheHierarchy on 2013-08-11 00:26:33
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2013-08-11 07:32:41
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Grimmy on 2013-08-11 14:59:54
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Rundas on 2013-08-11 17:04:39
Whoa, Grimmy's still alive. :o
Title: Re: Kimera: FF7 p model simple editor
Post by: TheHierarchy on 2013-08-11 21:15:23
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: genesis063 on 2013-10-12 08:40:50
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?
Title: Re: Kimera: FF7 p model simple editor
Post by: Ansem on 2013-10-13 10:27:58
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?
Title: Re: Kimera: FF7 p model simple editor
Post by: genesis063 on 2013-10-13 13:10:21
If borde can implement a porting system then we'll be able to use some from reno and his coatless stagger animation.
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2014-01-10 17:41:21
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2014-01-11 01:11:26
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2014-01-12 07:54:42
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.
Title: Re: Kimera: FF7 p model simple editor
Post by: Borde on 2014-01-13 21:01:23
I understand. Ok, I'll see what I can do.
Title: Re: Kimera: FF7 p model simple editor
Post by: genesis063 on 2014-02-16 05:01:18
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.
Title: Kimera Problems
Post by: NeuroSephrioth on 2014-02-28 01:13:57
I'm trying to use Kimera for a big mod I'm making. Whenever I try to run it as admin, it spits this error at me:

Run-time error '713':

Class not registered.
You need the following file to be installed on your machine.
MSSTDFMT.DLL.

I have the file installed in the folder. What's wrong?
Title: Re: Kimera Problems
Post by: cmh175 on 2014-02-28 02:23:38
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.

You can find more info on the Kimera tool thread if you need it.

EDIT: Thread merged
Title: Re: Kimera: FF7 p model simple editor
Post by: cmh175 on 2014-03-06 14:08:30
Is it possible to add an additional piece to part of a battle model, without combining them in pcreator? I applied the baked lighting to a model but the one dark part on it is pretty dark now. So I cut the original piece and am trying to add it with the add part to bone option. It looks fine at first, but when I save it the new part combines with the part I added it to and turns solid grey. In the p editor window the group info says the tex slot has increased by one as well. How do I fix it so it uses the correct texture slot and isn't solid grey. I even added the texture again in the slot kimera says it's using and it's still solid grey, so is it possible to at least fix that?

I tried to re-add the pieces together in pcreator, but the shaded part from kimera loses it's baked lighting so the whole thing looks the same as before, and it doesn't look like I can just shade one part of a piece. I can add parts and change textures for field models using notepad, is it possible to do something similar with battles models? It looks like if I can add the part outside of kimera it may work too.

~Found why part is grey. It's screwing up the uv mapping for some reason. Looks like it mirrors it on the Y, which could be manageable, but for some reason it doesn't flip the whole uv mapping so now it stretches across the Y axis. Why the hell is it doing that? This part wont be able to be added in kimera, is it possible to add it directly with notepad or something?
Title: Re: Kimera: FF7 p model simple editor
Post by: Loki_ on 2014-04-01 10:16:19
Please anyone could reupload last version of kimera? All links sems down. Thanks in advance  :)
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2014-04-01 10:27:48
http://forums.qhimm.com/index.php?topic=15089.0

Use this link for the latest Kimera build until Borde reupload it by himself.
Title: Re: Kimera: FF7 p model simple editor
Post by: Loki_ on 2014-04-01 11:45:47
sorry didnt see the thread  ;D thanks mate
Title: Re: Kimera: FF7 p model simple editor
Post by: Sonicmfc on 2014-06-29 18:04:00
I've been using this tool recently and it's been working great. However, out of nowhere after nearly finishing importing all my new pieces with new textures I'm getting this 'Run-time error 7 out of memory- error which is force closing the program. I very rarely got this error at first but now only after a few click of the change size, position arrows the error pops up closing my work making re-positioning my new pieces very difficult. Has anyone else encountered this and know how I could fix it?

(http://i60.tinypic.com/73ceqa.png)
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2014-06-29 21:27:13
You should try to disable the textures when you re-positioning the parts or at last leave only the textures on the parts where you currently make your edits. You can apply the textures on the model when you are ready after wards.
Title: Re: Kimera: FF7 p model simple editor
Post by: cmh175 on 2014-06-29 21:38:21
This error happens when you apply a large texture file to several pieces. Battle models are more tricky since you cant really move the texture from some pieces and leave it on others. Try removing the texture to work on it and save often. If it helps turn on the lighting in kimera so you're not just looked at solid white pieces but do NOT SAVE without turning the lighting off first, it's a pain in the ass to remove it.
Title: Re: Kimera: FF7 p model simple editor
Post by: Sonicmfc on 2014-07-05 17:36:12
Don't suppose there's any way to get around the limit on ten textures per model as I find a lot of models have more than 10 pieces to them thus most need more than 10 new textures no matter how big or small.
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2014-07-05 18:52:01
Maybe they were made with an older version of Kimera.  :?
Title: Re: Kimera: FF7 p model simple editor
Post by: Sonicmfc on 2014-07-05 19:31:32
Hmm? I don't understand I've always used the latest version (0.97)?
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2014-07-05 20:03:28
I mean a version before like 95 or 93.
Title: Re: Kimera: FF7 p model simple editor
Post by: Sonicmfc on 2014-07-06 14:08:43
So is there a way to give them more than 10 textures in the latest version?
Title: Re: Kimera: FF7 p model simple editor
Post by: obesebear on 2014-07-07 02:52:18
No.  If you want to use more than 10 textures, you'll have to start combining them and editing the UV maps to use the new one you made.
Title: Re: Kimera: FF7 p model simple editor
Post by: cmh175 on 2014-07-07 04:14:46
Yup ten is the max. Combining the textures isn't too hard though, and if you increase the resolution (instead of shrinking the textures) you wont lose any detail.
Title: Re: Kimera: FF7 p model simple editor
Post by: WolfMan on 2014-07-07 12:34:22
The link on post #1 in this thread gives a file not found error. Is there another link somewhere.
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2014-07-07 12:55:40
http://forums.qhimm.com/index.php?topic=4194.msg211868#msg211868
Title: Re: Kimera: FF7 p model simple editor
Post by: WolfMan on 2014-07-09 15:11:22
I unzipped Kimera. When I try to open the exe I get an error saying that one of the dll files are corrupt or not installed.
Title: Re: Kimera: FF7 p model simple editor
Post by: Kaldarasha on 2014-07-09 15:34:10
The file is fine. It's possible that you need to install some DLL's, but I have no idea which ones. Normally windows shows you which file is missing.
Title: Re: Kimera: FF7 p model simple editor
Post by: Hellbringer616 on 2014-07-17 14:28:54
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
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: BlitzNCS on 2014-09-11 17:18:04
Does anyone have a mirror of the source code handy?
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: farmboy0 on 2014-09-11 20:13:41
Does anyone have a mirror of the source code handy?

This Url will last 7 days.
http://wikisend.com/download/445532/Kimera_097a_src.7z (http://wikisend.com/download/445532/Kimera_097a_src.7z)
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: obesebear on 2014-09-11 21:16:52
This Url will last 7 days.
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.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: Vgr on 2014-09-11 21:18:44
Downloading and saving for future use.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: EQ2Alyza on 2014-09-11 21:49:46
Ditto.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: KnifeTheSky77 on 2014-09-11 22:03:23
I've always wanted to mess with this tool. Now how to get it imported into the latest Visual Studio...
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: nfitc1 on 2014-09-12 01:28:16
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... :(
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: cmh175 on 2014-09-12 02:50:13
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.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: BlitzNCS on 2014-09-12 15:46:18
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 (http://home.pacific.net.hk/~edx/tlb.htm), 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?
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: KnifeTheSky77 on 2014-09-12 17:09:27
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
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: obesebear on 2014-09-12 17:31:20
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.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: nfitc1 on 2014-09-12 19:41:30
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.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: genesis063 on 2014-09-17 06:02:36
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.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: Borde on 2014-09-28 23:25:10
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 (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)
Title: Re: [FF7PC] p model simple editor - Kimera (0.97a)
Post by: obesebear on 2014-09-28 23:45:53
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 (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)
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.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Borde on 2014-09-29 06:55:31
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.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: obesebear on 2014-09-29 17:44:21
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.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Kaldarasha on 2014-09-29 18:00:23
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.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Borde on 2014-09-29 19:46:51
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).
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: obesebear on 2014-10-01 02:25:06
You're the best, Borde. 
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: genesis063 on 2014-10-05 23:27:11
Hey guys thanks for coming out with a new release however I have been waiting for hours and it still wont download.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Borde on 2014-10-06 19:23:31
You mean the new version of Kimera genesis063? The link seems to work fine on my end.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Kaldarasha on 2014-10-08 01:27:25
Is it possible add a function to set separately the power of the four lights? It would be also cool thing, if I could add some kind of a shine/gloss/reflection status to a color and be able to bake the reflection on the model in the end. So I could create a precalculated but static metallic effect. You also mentioned ambient occlusion for vertex colors in the past, is it possible to implement it?
I have seen something similar in Blender, but I can't perfectly convert a piece of a model with Bitrun without to destroy the vertex colors. So the other option for me would be a a 3ds file exporter for Kimera.
By the way the UV texture orientation is flipped along the y-axis when I directly import a 3ds file into Kimera. There is also a problem when a model has many textures applied, Kimera starts to acting slow and then it usually crashes.
The last thing I would like to have is a manual merge for pieces, so I could add a new piece as a group in the p-editor. Because the automatic merge goes sometimes crazy and destroys the mesh.

Edit:
Highly needed is a way to copy a frame from one animation to another. There are many animations which end in the idle animation or are connected with each other in one way or another. It would be a big help for new animations.
It would be also helpful to force Kimera to load an unfitting animation, so I could add bones to Sephiroth to animate his coat without recreating all his animations.
Maybe it is a good idea to let Kimera add bones and then let it convert all matching animation with the new bone set up? :-\

I guess that's all of my current wish list for Christmas.   :P
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Borde on 2014-10-08 21:59:36
Unfortunately, I can't make any promise about the future of this program Kaldarasha. There are lot's of things I'd like to do, but I'm not sure I'll be able to.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Kaldarasha on 2014-10-09 00:12:13
No problem. I only mentioned many things to show you what is needed at the moment, so may be some of them are easy to implement for you.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Leet on 2014-10-09 11:35:24
Nice job borde......ill start using this version. In the last three months ive spent a huge amount of hours in kimera importing so a new version is always nice. Thanks for your continued commitment to this program.  :)
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: WolfMan on 2014-10-09 20:53:36
I can rotate zoom and move but as soon as I touch a piece to change this happens and kimera closes. My computer isn't the strongest but it runs Photoshop cs6 and blender like a champ. Any ideas?? THIS HAPPENS WITH ALL MODELS
(http://i1207.photobucket.com/albums/bb462/bradhowlett1/2014-10-0816_29_40-Kimera-FF7PCsimplemodeleditorv097bbyBorde_zpsd405af3a.png?t=1412804397)
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: genesis063 on 2014-10-24 23:48:18
It's weird my old computer that has the better operating system won't start downloading things anymore.  I'll have to try on my laptop because for some reason it works sometimes I'll keep you guys posted.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: quantumpencil on 2014-12-18 06:31:24
Does anyone happen to have a working copy of this? I've recently gotten to the point in my mod where I feel I'm ready to start working on models for some new enemies I've created, but I can't finding a working download for this.

Thanks in advance for any assistance.

Best,

QP
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: genesis063 on 2015-04-04 06:40:34
Not sure if it still saved my progress in the DA file as it did not copy over to the file I was editing.  I hope it did otherwise that is 20 frames of work out the window.

Note: Windows 8.1 does not fully support this tool.  I tested having all the files in the folder and did an edit.  None of the animations saved at all.  If anyone knows a way around please let us know.  Otherwise only use on windows 7 on another computer or virtualbox.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: obesebear on 2015-04-04 13:16:02
There's an option in the upper right that reads "save anims. pack"  If you want to save to a **da file or .a file, you need to click that.  Clicking save model will only save the bone structure and mesh alignment
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: genesis063 on 2015-04-05 15:21:58
I found it after opening it again which I was sure it wasn't there before.  Well it is now and can work with it now.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: meesbaker on 2015-04-13 12:35:52
Hi I have a few questions on animations. Fortunately this great tool can read and play them but there is some confusion to me about animation IDs.

There seem to be 3 values: The amount of animations found in the *da file, the amount of animations showing up in kimera(notably less) and the animation ID(mostly higher than number of animations)

I just dont get how those fit together. First of all why are there so many animations in the da file. Secondly, why does the ID of the animation with the highest ID appear in the aa file. For example Sephiroth's highest ID is animation 30. This order seems to rely on some table telling which animation like throw or attack resembles  which ID. So Sephiroth lacks a lot of them as he has no near death for instance, his animation IDs go 0,2(1 missing)

Now it would make sense if the aa file carried the amount of animations like on psx. But  that would be notably less than the highest animation ID because there are many animations missing. So why are those numbers identical? If I'd want to duplicate one of sephs animations to go in spot 1 so near death plays this Id have no idea where to put in the da file.

First of all the ID/amount confusion and also the fact that there are so much more animations in the da than kimera shows up. I dont get it.

P.S.

Maybe I should add what I am trying to do. I overwrite sephiroth's *ba file with Cloud's file so he gets all his anmiation scripts and will actually play animations on being hit, near-death, throw item and so on. Of course those scripts will reference animations that do not exist in sephiroth's *da file so ingame they will look messy. So what I want to do is actually enter those animations in the *da file so that the script from Cloud's *ba file will actually play the animation that I want in that certain spot.

As an example, Sephiroth has no animation for taking damage. With his own ba file he will just do nothing when hit, with Cloud's he will shortly disappear so that script works and tries to play a certain animation from the da file which is however not there. How hard can it be to just copy Seph's parry animation and paste it in the da file where the script expects his animation for taking damage. To do this however I have to understand how I can locate certain animations in the da file and for that I must know why it has so many animations how the IDs relate to that and so on....
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Leet on 2015-04-13 13:44:38
I believe the information you are looking for and needing to change is in the models **ab file. So cloud is rtab.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: meesbaker on 2015-04-13 15:07:36
EDIT:

You are right after all, leet. Messing the *ba isn't all that hard and completely fine. Thanks to akari's notes that I just found I know exactly what to do and I am halfway done. Thanks!

http://wiki.qhimm.com/view/FF7/Battle/Battle_Animation/Animation_Script
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: genesis063 on 2015-04-13 22:20:43
You could also use the final battle Sephiroth as he does have hit animations.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: meesbaker on 2015-04-14 01:19:51
Good advice but Im fine with the parry animation I find it looking really good actually. Now I have a fully animated Seph battle model, only Cloud's limits looking a bit weird cuz his skeleton does not fit. Another funny bug, obviously some animations also come with sound effects? Im using the last part of Sephs “cast magic“ animation for manip/sense n so on and it always does the magic  sound which is ok for most commands but kinda weird when tossing items. Still Im over all quite happy, being able to look at the animations by ID in kimera made hex editing the ba file super easy basically just changing any byte below 8e that does not appear in sephs animation list in kimera by an animation that kinda fits better.

I was also able to load Cloud's limits from magic.lgp on sephs model in kimera by hex editing the bone count in the beginning of the .a00 file to 30. Unfortunately Seph is mostly invisible (or extremely far away) on most frames so it is kinda impossible to rearrange the model in each frame to look good with Cloud's limits. If it was possible Id definately do the hand work. It cant be that we still dont have a proper omnislash with sephs original skeleton ;)
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: genesis063 on 2015-04-14 01:29:31
So wait hex editing makes it a bit more compatible with other animations to be able to load them?  Also would you possible considering doing that little hex edit thing with the Sephiroth models I am using?  I would do it myself but hex editing in way beyond me without a advanced interface like with pictures and such.  Also do you know how to use Dan's hex tools because I can't get the extractor to work?
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: meesbaker on 2015-04-14 01:38:52
I use uglp by luksy. It even has gui for super lazy dudes as me.

http://forums.qhimm.com/index.php?topic=12831.0

 Sure I can fix your ba file just send me a link with pm. Apart from lgp packing you need no extractors, all animation files are uncompressed.

For compatibility you maybe misunderstood me. To make clouds limits work on seph you just need to use his animation scripts. It will look very funny though, I tried to fix that by loading the animations in kimera on seph so I can rearrange em but that makes kimera crash unless you hex edit the animation file you load first so that it contains the correct bone count.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: genesis063 on 2015-04-14 01:48:44
That was actually what I meant.  I was going to do this myself to but I got the same issue.  So if you could tell me where and how to edit that count as well please let me know.  I think we should take this to pm now.  I unfortunately have no time to get them all together at present as I need to get the configuration iro ready for all my Sephiroth mods.  Actually when I find time I'll send he Safer Sephiroth limit mod battle files over.  What I'll mostly need is his item animation and what you can tweak for his near death and death animations.  Limits are changed to use his magic cast animation and the final transform him to Safer so don't worry about limits.  I may send it over before bed or before work tomorrow.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: meesbaker on 2015-04-15 01:28:21
Well guys I have another question ^^

Does anyone know how to reposition a model without braking its animations? Cloud's skeleton is made for very short legs only, stripping larger body parts over his skeleton requires increasing the leg bone lengthes and that unfortunately drills the legs into the ground. I tried increasing the z coordinates of all body parts but it kills the animations.

Someone have a good idea?? Basically I just want my model to be drawn on screen a bit higher.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: halkun on 2015-04-15 02:02:10
Make the root bone (Bone 0) longer?
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: obesebear on 2015-04-15 02:12:36
There is a compute ground height button that works well for most animations.

However, it messes up other animations.  The most foolproof way is to check the propagate f. box and manually adjust the height (z axis?) of the root bone.  You just need to make sure you start on frame 0 for it to apply to subsequent frames
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: meesbaker on 2015-04-15 02:42:08
@Halkun This will tear the model in half. I will then have to get the legs back to the body by increasing the z coordinates again which messes up any animation except idle.

@Obesebear Ah, thx I found that button but I had no idea it actually did something. So I must compute ground height, then save the model and then mess around with it until animations look nice. Sounds good I'll try that.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: genesis063 on 2015-04-15 03:18:08
I remember reading or being told that that button is mostly for like field models as it has little to do with battle models position to the ground as it is usually coordinate based.  I believe it was said to mostly be used with like jumping and flying animations.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: obesebear on 2015-04-15 03:39:02
Compute ground height will wreck any type of animation that puts the model in the air. So it works for battle models, you just have to be careful
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: genesis063 on 2015-04-15 03:58:33
Not what I remember being told I think it was Kuugen that said something about it that is was mainly used for one specific thing.  Can't remember exactly what is for unless it got changed since then.  So can it be used for one animation at a time or will it go to all animation sections?
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: meesbaker on 2015-04-15 10:56:09
Sorry for the confusion my friends this time it was actually for field models, I didnt say it  :|

But Obesebear's advice was the trick, the model does not need to be altered at all. I just load the animations, compute ground height and save them again. My world map model is now already perfectly fixed and does not stick into the ground anymore, thx for that tip!

For the field it is gonna be a bit more tricky, an exception where the pc verison has a disadvantage over psx in modding capabilities. On psx all field models have their own custom set of animations and new animations added by certain fields are also never for more than one character. On pc however even the standard running animation is used by all models with the standard 22 bones/15 parts set so if I start changing those animations I will probably make those characters fly through the air :D

I see where this is getting to and I don't like it. First I must duplicate and rename every single animation Cloud ever uses in field, then I load all of them in Kimera and fix them with the compute ground button and then I must go through every field in Makou and assign those new animations to Cloud oh well.... :-(
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: genesis063 on 2015-04-15 13:36:00
Weird I never had that problem with the world map model.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Kaldarasha on 2015-04-15 15:27:57
I haven't read all post, but NEVER USE COMPUTE TO GROUND HIGH!
It's a broken function.

Click on frame options, make a check by propagate f., then change the frame data part to root translation and edit the y-value.
You my also want to use show ground. You need to do this for every animation of Cloud

As a warning, Clouds animations are used for other NPCs well, so they will fly if they haven't longer legs as well. There are also some animations which are tricky like Clouds jumpin-in-to-the-train-somersault.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: genesis063 on 2015-04-15 16:27:32
So even for battle models never use them?
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: meesbaker on 2015-04-15 18:06:04
In the end I was able to make a new model that does not have the problem in the field. However, on the worldmap the problem was still present. Fortunately Cloud has custom animations on the map so I could easily fix them with the advice provided in the previous couple of posts. Thanks guys!

Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: obesebear on 2015-04-15 21:23:33
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.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Kaldarasha on 2015-04-16 06:29:22
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.

So it's only for field animations? Because it freaks out for battle animations.

Quote
In the end I was able to make a new model that does not have the problem in the field.

It is there, too. You can see it on scenes with a low frontal camera as you have in some places of the Wallmarket.

I had done that correction already by myself but there are simply to many animations which are not ordinary standing animations (sitting, falling on the knees, etc) and some are very field specific as one Shinra soldier animation is.

Atm. I'm waiting with what quantumpencil will come up he has plans to work on Kimera's source code but I bet he will need some time. What I currently need is an animation interpreter which for example is able to take over an animation for 24 bones to a skeleton with 43 bones. It seems like that an a-files has a numeric-like order and doesn't care if it is called chest-head bone. If the bone is one the third position than the animation for the third bone will be executed on it no matter what it is. It would be enough if I could tell Kimera that the head bone is on position 4 so that all animation of position 3 will work on 4. If I could then save my changes in a list and kimera would use this to patch all a-files of the current model for the new skeleton it would be perfect. At last it would be the first step to a uniform skeleton.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: genesis063 on 2015-04-16 15:02:00
Mees said he edited the number with hex editing and it loaded the animations and he just had to edit the animations if I remember correctly.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: meesbaker on 2015-04-16 16:23:44
Correct. I did not do this yet so Cloud's limits still look messy on seph but they can be loaded on any model by editing the bone count in the header of the animation file to match the count of the target model.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: obesebear on 2015-04-16 20:39:50
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.   

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.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: genesis063 on 2015-04-16 20:52:29
That's how I do it as well.  Actually I think it maybe improved i'll see about testing it later.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Kaldarasha on 2015-04-17 05:56:57
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.

At the moment there is a bug with the idle battle animation I made for Cloud which let him fly. It has happened when I accidental clicked on compute ground high. My guess is that the animation for the weapons has a bad influence on it.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Tom on 2015-06-16 13:50:19
Is there a color picker tool for the model editor?
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Kaldarasha on 2015-06-17 06:46:06
Is there a color picker tool for the model editor?

No, sadly not.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Tom on 2015-06-23 13:01:13
Is it possible to easily add one?
Ive been using it to make qgears models and I have to keep a text file with each model explaining what colors go where
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Kaldarasha on 2015-06-23 17:13:46
I don't know if it is easy to add. I demanded a while back the use of custom color pallets rather than the current pallet system which has some pre-lighting information and because of that isn't much of use this way. Borde said that the pallet and color system was only a hasty build in so it isn't comfortable at all but he's to busy to change a thing on it. The src code is available if you know how to ad such a thing.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: EQ2Alyza on 2015-09-29 04:03:28
Anyone able to get this running in Windows 10? I'm getting this error and can't find any fixes on Google that work for Windows 10:

(http://i.imgur.com/3AdvkOQ.png) (http://imgur.com/3AdvkOQ)

EDIT: I figured it out. Copy msstdfmt.dll to C:\Windows\System32 or C:\Windows\SysWOW64, run command prompt as admin, open the directory the .dll is in, type regsvr32 msstdfmt.dll and hit Enter.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Leet on 2015-09-29 10:49:31
I take it you did a fresh windows 10 install EQ2? I upgraded from an older version and it left all my dll files in place.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: EQ2Alyza on 2015-09-29 17:24:22
I actually upgraded from Windows 8.1, but this was on a new laptop I just bought that didn't have any of my mod stuff moved to it until after the upgrade. My old laptop was Windows 7 and launched with no hiccups.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Ansem on 2015-09-29 21:40:53
So, I think I might have discovered a hideous bug here... Although it's a big maybe. Regarding the "Compile Multi-P bones into a single file" feature. Long story short, I need this because I'm working on a battle model and it doesn't accept multiple parts on the same bone.

So, I've got a two-part model and the two parts need to use different textures. Problem is, when Kimera compiles them into a single file (it leaves the parts as different groups so it can use multiple texture slots, which is exactly what I need), the UV map of the second part seems to get all messed up. I can't even use Biturn to convert the new file into 3DS and check if there's a pattern to the UV mess-up, because Biturn doesn't recognize the file anymore.

Has this happened to anyone else? Are there any nice workarounds? I currently have a mesh that looked like a head a minute ago, but now looks like a pile of vomit no matter which way around I try and flip the texture.  >:(
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Kaldarasha on 2015-10-01 13:55:02
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.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Ansem on 2015-10-01 15:27:52
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.

Sweeeet, that worked wonders! :D
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: SpartanXIII90 on 2015-10-24 22:57:41
I downloaded Kimera but when I try to load a model, I got Error 32765. I've been readins on the forums for hours trying different things to fix this, including placing dll files into System32 and all but I just can't get it to work. Has anyone else run into the same problem? Thanks.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Kaldarasha on 2016-10-18 13:57:29
So here we are again. As I said it would be a huge help if someone can port this from VB6 to C#. Here is an official tool for a conversation: https://msdn.microsoft.com/de-de/vstudio/ff793478
I knew that this isn't the proper way and a rewrite from scratch would be better, but maybe it can help users to bring this tool to work on modern system without the need to install the old VB6 library on their PC. Not to mention all the research were to find and how to install them.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Kaldarasha on 2016-10-19 07:43:00
For anybody who wants to install Kimera copy and paste these files (comes with Kimera) to sysWOW64 (on a 64bit OS).*
  - COMDLG32.OCX
  - mscomct2.ocx
  - MSSTDFMT.DLL

Open a CMD with admin privileges.
1. Changing the folder from System32 to SysWOW64
Spoiler: show
You will see that:
Code: [Select]
C:\Windows\System32>

Write at first "cd.." and hit enter
and you gain this:
Code: [Select]
C:\Windows&gt;
Now write "cd syswow64" and hit enter
to move to the folder with the files
Code: [Select]
C:\Windows\SysWOW64>


2.Next we register the files. Write "regsvr32 COMDLG32.OCX" and hit enter.
Example:
Code: [Select]
C:\Windows\SysWOW64>regsvr32 COMDLG32.OCXContinue with
"regsvr32 mscomct2.ocx"
and
"regsvr32 MSSTDFMT.DLL"
If done correctly you will get every time a success report.

*Note: On a 32bit OS put the files into system32 and leave the command prompt as it is and start with the file registration.

And of course write everything without quotes.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Kaldarasha on 2017-03-21 13:42:14
I found a bug, while I doubt that it will ever be fixed here it is:
When loading a battle field model with Kimera, it reads only the files until it meets 'z' at the end of the files name. Every file after it won't be loaded. Example:
It reads every file of oraa til it reaches oraz. So orba, orbb and orbc won't be loaded and therefor are not displayed.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Tsuna on 2017-03-24 00:10:28
Is there a fix anywhere for the "End of memory" error?  I get it so so often while using higher res models.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: Kaldarasha on 2017-04-05 07:16:15
Is there a fix anywhere for the "End of memory" error?  I get it so so often while using higher res models.

If you haven't done this yet then set in kimera.cfg “UNDO_BUFFER_CAPACITY =” to 1. This reduces the possible undo operations to 1 (or 2) but makes the program much more stable.
Title: Re: [FF7PC] p model simple editor - Kimera (0.97b)
Post by: genesis063 on 2018-04-05 02:06:13
Sorry for the necro but I can't seem to be able to use Kimera anymore.  I followed all the registration steps and it won't load.  Also says the all caps one is incompatible even though I got it to work before.

Edit: found my issue I needed to run the command prompt in admin rather the run feature.  Most of the sites told me to use run.  So command prompt admin and then make sure the program itself is run as admin.
Title: Re: [PC] p model simple editor - Kimera (0.97b)
Post by: Kitsune on 2020-02-29 21:10:15
Hi, I try to put new textures on original models from Final Fantasy VII but Kimera don't let me it do it nicely as it seem. I can only replace for now the previous textures...Wich way to use for create new ones textures like hair, shoes, beard...
Title: Re: [PC] p model simple editor - Kimera (0.97b)
Post by: markul on 2020-09-19 21:10:00
FYI
The "Unknown option " of the editor is for fix this O_o

(https://i.ibb.co/QnCBgYx/Captura.png)
(https://i.ibb.co/kJkQ3MP/Captura2.png)
Title: Re: [PC] p model simple editor - Kimera (0.97b)
Post by: Skyryan on 2021-10-08 23:51:38
I have a problem: I tried to open Kimera, but a notification told me "Component 'mscomct2.ocx' or one of its dependencies not correctly registered: a file is missing or invalid." How would I fix this problem?
Title: Re: [PC] p model simple editor - Kimera (0.97b)
Post by: satsuki on 2021-11-29 21:20:48
just install vb6runtimeplus ^^ : https://sourceforge.net/projects/vb6extendedruntime/