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Messages - Borde

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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.

Those are sad news NFITC1. This reminds me a lot to what happened over a year ago. Thanks a lot for your hard work guys. It's obvious a lot of effort has gone into this project. Unfortuantely, I don't think it can be completed either. There is a lot of people who can handle small assembler hacks. But the knowledge about the engine needed to actually understand the way the timming is handled...

So things are actually moving. Very nice job NFITC1. I whish you a lot of luck with the summons.

You mean the new version of Kimera genesis063? The link seems to work fine on my end.

If you have any doubts about FF7 animations I'll gladly answer them. I know battle animation can be a bit of a pain in the ass with their bit-level encoding.

Anyway, you can find the format explanied here:

I wish you a luck with this project. It would do a lot of good.

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.

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).

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.

It seems I'm not allowed to update the first post. Well, here you have a new version to fix the limits break mess:
Binary : Kimera_097b_bin.7z
Source (for Visual Basic 6): Kimera_097b_src.7z
Now you can specify directly an animations pack (by using the "Load anims pack" button).

Also, in case you're having trouble finding the right ogl.tlb, here you have it:
VB6 OpenGL.7z

I see you've been busy while I was away. I'm very impressed by your progress.

I'm sorry I wasn't around to help you with the limit breaks. It looks like I did some wrong assumptions when I coded the support for it in Kimera. Looks like I was fooled by some garbage files I created accidentally. I'll fix that issue ASAP.

By the way, I had a look at your google doc for this project. I'm suprised by al the ainmations noted as crashing Kimera. It tried some of them and they seem to work perfectly on my end.

FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2014-01-13 21:01:23 »
I understand. Ok, I'll see what I can do.

FF7 Tools / Re: Kimera: FF7 p model simple editor
« 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.

The original field backgrounds aren't stored in TEX files. The format used to store them is actually completly different and has very heavy color restrictions. Besides, the tile size is not configurable either. There is no way HD backgrounds could be used with the 2012 version. Unless Aali's driver was adapted to support it (or someone else came with an equivalent).

Oh, it seems it was 7Zip misshandling multipart rars. It worked when I extracted the whole disc.

Thanks Captain Epic.

This sounds really great. I think I'll use them from now on. Unfortunately the second disc seems to be broken. I get a CRC error trying to decompress parade.ogg.

As for the movies, fortunately the PSX version has separate SFX and music for both the openning and the ending so they could be combined with your work for a more faithful result.

Graphical Modding / Re: Hi-Res Aeris Model (WIP)
« on: 2013-10-14 23:35:03 »
I can open the Aeris head that originally came with FF7 that has been converted to a .3ds file.  I can't open my blender converted .3ds file, though.

I'd like to have a look at that file if possible. The one comming from Blender.

Graphical Modding / Re: Hi-Res Aeris Model (WIP)
« on: 2013-10-13 21:08:24 »
Kimera should be able to read 3ds files with UVs directly. If it doesn't, I'd like to know.

As far as I know, there is no obvious performance or quality hit for ditching shaders. You can't use post processing, though.

My suggestion is to turn off shaders. I had a very similar problem some months ago and it did the trick. Just open FF7opengl.cfg and set use_shaders = no.

Graphical Modding / Re: [WIP] HD battle scene pack
« on: 2013-09-04 21:43:14 »
I think (by the look of the videos I've seen) that shadows were rendered with subtractive blending in the PSX version. And I recall reading somewhere subtractive blending was broken on the PC port. It looks way smoother than the PC version, which seems to have a uniform color blended 50% with the background. If it was possible to at least toy with the individual alpha values of the vertices I think it would be possible to make them look much better.

FF7 Tools / Re: Kimera: FF7 p model simple editor
« 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.

FF7 Tools / Re: Kimera: FF7 p model simple editor
« 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.

FF7 Tools / Re: Kimera: FF7 p model simple editor
« 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.

FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-08-03 18:03:08 »
This is what the guys at the Microsoft forums have to say about it:

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

Whish you luck.

FF7 Tools / Re: Kimera: FF7 p model simple editor
« 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?

FF7 Tools / Re: Kimera: FF7 p model simple editor
« 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.

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