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Messages - Borde

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126
Completely Unrelated / Re: Piano Based Music (some sad)
« on: 2009-12-31 20:47:38 »
Very nice music. Thanks for sharing.

As a videogames enthusiast, let me add a few more:
-Moonsong from Cave Story:
http://www.youtube.com/watch?v=ASC7WaRLQ00
-Openning form Earthbound Zero:
http://www.youtube.com/watch?v=Ed4kRa3UhwI
-A life without a Parole (FF7 - Desert Wasteland):
http://www.youtube.com/watch?v=1FBH9e2WNDw
-Golden Ivories of Gaia (FF7 - Several):
http://www.youtube.com/watch?v=8XiSJ-WaCNw

Ahhh... I'm amazed by these people's habilities.

This one isn't played using a piano, but I also find it excelent:
-Daydreaming Again (FF7 - Word drowned by fireworks):
http://www.youtube.com/watch?v=OJjz_NKIBkE&feature=related

Wish you a happy new year.

127
FF7 Tools / Kimera: FF7 p model simple editor
« 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.

128
FF7 Tools / Kimera: FF7 p model simple editor
« 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.

129
Grizzlyadamz, there is no need to specify pirated games aren't supported in this thread, because it's on the forum rules.

130
Troubleshooting / Re: Just got 3Ds MAX 10 now what?
« on: 2009-11-26 09:00:57 »
You can also try with Kimera now. It hasn't been tested too thoroughly yet, so it's likely to fail.

131
FF7 Tools / Kimera: FF7 p model simple editor
« 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.

132
FF7 Tools / Kimera: FF7 p model simple editor
« 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.

133
FF7 Tools / Kimera: FF7 p model simple editor
« 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.

134
FF7 Tools / Kimera: FF7 p model simple editor
« 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?

135
FF7 Tools / Kimera: FF7 p model simple editor
« 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.

136
Completely Unrelated / Re: Has everyone forgotten!?
« on: 2009-11-04 22:06:07 »
Unless my sources are outdated, Parasite Eve 3: The third birthday, is commming to the PSP.

137
Troubleshooting / Re: Kimera not working
« on: 2009-11-03 14:27:02 »
What's the porblem exactly death_gigas? Do you get some kind of error message (please specify the error) or it just crashes?
Also, as knifethesky77 stated, please reply to the official thread next time.

138
FF7 Tools / Kimera: FF7 p model simple editor
« 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.

139
FF7 Tools / Kimera: FF7 p model simple editor
« 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?

140
FF7 Tools / Kimera: FF7 p model simple editor
« 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.

141
FF7 Tools / Kimera: FF7 p model simple editor
« 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.

142
Graphical / Re: Costa07's Models
« on: 2009-10-21 01:14:00 »
Don't forget the hard limit of 65536 vertices per group. You could just split it into several groups of course but I'm not sure Kimera can do that automatically.

True, I was wrong about the vertex indices data type. And no, the currently released Kimera can't even load 3Ds files so there is not much it can do right now about the vertex limit :-P

143
Completely Unrelated / Re: Fave. Final Fantasy Game!!
« on: 2009-10-20 23:50:00 »
Man, It's hard to say. FF7 certanily has a special place on my heart, but I found FF6 way better on pretty much everything (except for the graphics and, maybe, music). It was longer, had more characters (and still most of them had more background than those in FF7), more sidequests, and was overall much more reguarding. The final part of FF7 (Disk 3 and part of disk 2) were pretty boring in my opinion.
If we are talking about what we want to see remade, then FF6 for sure.

144
FF7 Tools / Re: Image2Tex - 24bits textures for FF7
« on: 2009-10-20 11:34:38 »
Well, the Tex files have only one pallete. My guess is the ff7 engine changes the colors when needed.

145
Graphical / Re: Costa07's Models
« on: 2009-10-19 13:44:35 »
There isn't a polycount limit. You can stuff there as many as you want. Of course using too many polygons will slow down the game. And could cause memory problems also.

Well, actually, there IS a limit. It's just it's sensless to reach such boundaries. Due to the data types used to reference vertices, polygons, etc. You can "only" have as much as 2^16 vertices, polygons, etc. And in fact Kimera wouldn't be able to handle more than 2^15 due to the inability of VB6 to handle unsigned data types.

146
Nice to see you around stormmedia. And good job.
Let's talk about this bug you found by messenger.

147
Completely Unrelated / Re: ATTN Ammo
« on: 2009-10-03 17:45:56 »
Veteran? hey, I'm not that old!
Nah, there is not much I have to say right now.

148
Completely Unrelated / Re: ATTN Ammo
« on: 2009-10-03 10:43:47 »
Thanks Halkun, I'm glad you did the cleanning. It was rather disgusting having all that crap on sight.

149
I prefer de original shading squallff8. Don't get me wrong, I don't mean to disencourage you, it's just a matter of tastes.

150
Well, on Kimera individual vertex coloring is not possible (well, it is in fact, but in a very hackish way). You can however bake some pre-computed lighting using up to 4 light sources. You can also try to keep the original shading (that's usually quiet better than what you can do manually) by using the palletized model. This mode is not very reliable though and tends to produce somewhat unexpected results.

Anyway, I think the idea behind this movement was remove the inconstencies in shading caused by the baked lighting. Personally, I prefer to keep it though.

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