Author Topic: [PC] p model simple editor - Kimera (0.97b)  (Read 350990 times)

Kaldarasha

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Re: Kimera: FF7 p model simple editor
« Reply #750 on: 2014-07-05 18:52:01 »
Maybe they were made with an older version of Kimera.  :?

Sonicmfc

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Re: Kimera: FF7 p model simple editor
« Reply #751 on: 2014-07-05 19:31:32 »
Hmm? I don't understand I've always used the latest version (0.97)?

Kaldarasha

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Re: Kimera: FF7 p model simple editor
« Reply #752 on: 2014-07-05 20:03:28 »
I mean a version before like 95 or 93.

Sonicmfc

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Re: Kimera: FF7 p model simple editor
« Reply #753 on: 2014-07-06 14:08:43 »
So is there a way to give them more than 10 textures in the latest version?

obesebear

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Re: Kimera: FF7 p model simple editor
« Reply #754 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.

cmh175

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Re: Kimera: FF7 p model simple editor
« Reply #755 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.
« Last Edit: 2014-07-07 04:16:20 by cmh175 »

WolfMan

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Re: Kimera: FF7 p model simple editor
« Reply #756 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.

Kaldarasha

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WolfMan

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Re: Kimera: FF7 p model simple editor
« Reply #758 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.

Kaldarasha

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Re: Kimera: FF7 p model simple editor
« Reply #759 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.

Hellbringer616

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Re: Kimera: FF7 p model simple editor
« Reply #760 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
« Last Edit: 2014-07-17 14:33:29 by Hellbringer616 »

BlitzNCS

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Re: [FF7PC] p model simple editor - Kimera (0.97a)
« Reply #761 on: 2014-09-11 17:18:04 »
Does anyone have a mirror of the source code handy?

farmboy0

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Re: [FF7PC] p model simple editor - Kimera (0.97a)
« Reply #762 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

obesebear

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Re: [FF7PC] p model simple editor - Kimera (0.97a)
« Reply #763 on: 2014-09-11 21:16:52 »
This Url will last 7 days.
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.

Vgr

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Re: [FF7PC] p model simple editor - Kimera (0.97a)
« Reply #764 on: 2014-09-11 21:18:44 »
Downloading and saving for future use.

EQ2Alyza

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Re: [FF7PC] p model simple editor - Kimera (0.97a)
« Reply #765 on: 2014-09-11 21:49:46 »
Ditto.

KnifeTheSky77

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Re: [FF7PC] p model simple editor - Kimera (0.97a)
« Reply #766 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...

NFITC1

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Re: [FF7PC] p model simple editor - Kimera (0.97a)
« Reply #767 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... :(

cmh175

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Re: [FF7PC] p model simple editor - Kimera (0.97a)
« Reply #768 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.

BlitzNCS

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Re: [FF7PC] p model simple editor - Kimera (0.97a)
« Reply #769 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, 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?

KnifeTheSky77

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Re: [FF7PC] p model simple editor - Kimera (0.97a)
« Reply #770 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
« Last Edit: 2014-09-12 17:18:50 by KnifeTheSky77 »

obesebear

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Re: [FF7PC] p model simple editor - Kimera (0.97a)
« Reply #771 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.

NFITC1

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Re: [FF7PC] p model simple editor - Kimera (0.97a)
« Reply #772 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.

genesis063

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Re: [FF7PC] p model simple editor - Kimera (0.97a)
« Reply #773 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.

Borde

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Re: [FF7PC] p model simple editor - Kimera (0.97a)
« Reply #774 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
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