Author Topic: [PC] p model simple editor - Kimera (0.97b)  (Read 507822 times)

obesebear

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Kimera: FF7 p model simple editor
« Reply #450 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?

Nero

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Kimera: FF7 p model simple editor
« Reply #451 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?

Grimmy

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Kimera: FF7 p model simple editor
« Reply #452 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.

Borde

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Kimera: FF7 p model simple editor
« Reply #453 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.

Nero

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Kimera: FF7 p model simple editor
« Reply #454 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.
« Last Edit: 2009-10-24 16:29:04 by Nero »

obesebear

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Kimera: FF7 p model simple editor
« Reply #455 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 :-)

obesebear

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Kimera: FF7 p model simple editor
« Reply #456 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?

Grimmy

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Kimera: FF7 p model simple editor
« Reply #457 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.

obesebear

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Kimera: FF7 p model simple editor
« Reply #458 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.

Nero

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Kimera: FF7 p model simple editor
« Reply #459 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?
« Last Edit: 2009-11-11 16:47:18 by Nero »

obesebear

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Kimera: FF7 p model simple editor
« Reply #460 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.

Borde

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Kimera: FF7 p model simple editor
« Reply #461 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.

obesebear

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Kimera: FF7 p model simple editor
« Reply #462 on: 2009-11-11 21:59:34 »
PM sent

Nero

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Kimera: FF7 p model simple editor
« Reply #463 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.

Grimmy

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Kimera: FF7 p model simple editor
« Reply #464 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.

obesebear

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Kimera: FF7 p model simple editor
« Reply #465 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

Nero

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Kimera: FF7 p model simple editor
« Reply #466 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.

Garland_Ilferet

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Kimera: FF7 p model simple editor
« Reply #467 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

Borde

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Kimera: FF7 p model simple editor
« Reply #468 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?

Garland_Ilferet

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Kimera: FF7 p model simple editor
« Reply #469 on: 2009-11-15 22:33:35 »
yes, it said

Run-time error '6':

Overflow

Borde

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Kimera: FF7 p model simple editor
« Reply #470 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.

obesebear

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Kimera: FF7 p model simple editor
« Reply #471 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.

Nero

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Kimera: FF7 p model simple editor
« Reply #472 on: 2009-11-23 17:11:17 »
Thanks as always for the new Kimera Borde.

Borde

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Kimera: FF7 p model simple editor
« Reply #473 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.

obesebear

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Kimera: FF7 p model simple editor
« Reply #474 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.
« Last Edit: 2009-11-25 18:31:44 by obesebear »