Anyhoo: Ultima: Latest version: Doesn't run on my PC. Error message: "Runtime error 429: ActiveX component can't create component."
I suspect either:
A) You've used an ActiveX component that's not standard (ie. part of Win9X)
B) Your DLL needs to register itself as an ActiveX component and hasn't.
I don't know which; just my guess.
Sephiroth 3D
"One who seeks knowledge from another person, doesn't learn half as much as the one who seeks knowledge for himself." - Vincent Valentine, The Sephiroth Chronicals, Book 1: Resurrection
[email protected]
Sephiroth 3D's Final Fantasy (Currently Offline)
Sephiroth 3D's Promised Land
'bout that Active-X-Error:
Good News: I know which Active-X-DLL it is, it's 'JSGReg32.dll'. Your solution b) is the right one.
Bad News: Haven't solved that problem yet...probably I'll have to build an Installer for it, so it registeres itself.
Or: I'll implement the needed functions from the DLL into Ultima - but that's not the best idea...
I've checked my VB6 Programmiong Book (~1300 Pages) and MSDN, but I couldn't find a solution for Selfregistering under VB (yes, I know, VB sux...)
I'll searcht the web for that selfregister problem...
Seph 3D: Recieved your 2nd mail, I'll update the database with your additions today...
- Alhexx
Ultima 14 Users: I've uploaded an 'JSGReg32 Installer'. You can d/l from my page. After extracting the zip and running the Setup.exe Ultima 0.27 ßETA 14 should work...
- Alhexx
PS. Alhexx :
The 1st Sephiroth (MU**) is "Last Battle Sephiroth"
The 2nd Sephiroth (SA**) is "Nibelheim Sephiroth"
If no-one told you about it.. :D
Fice & Seph 3D: Does Ultima work after the JSGReg32 Setup?
- Alhexx
- edit -
Ged: Thanx for that help with Sephiroth, I'll list you next version...
[This message has been edited by Alhexx (edited August 15, 2001).]
Besides the link doesn't work.. :D
example: http://www.8ung.at/alhexx/ged/sephbattle1.jpg
Okay?
- Alhexx
Originally said by James Hetfield (Metallica)
You're damn right!
:wink:
- Alhexx
Squall Leonhart:D :D :D
...Whatever
Hojo
So only the failure made it? How interesting...
Hey Alhexx! How exactly is the color info controled in the battle models?
I'm having a b!tch of a time trying to color my Seph Battle model! It's like every point is assigned a color on a material, and it auto-gradients the colors between points on the same material.
Is there gonna be a day when I can export the color along with the geo itself?
Oh, Here's how my model conversion is comming: http://www.teleport.com/~daberle/bs-001.jpg
Sephiroth 3D
"One who seeks knowledge from another person, doesn't learn half as much as the one who seeks knowledge for himself." - Vincent Valentine, The Sephiroth Chronicals, Book 1: Resurrection
[email protected]
Sephiroth 3D's Final Fantasy (Currently Offline)
Sephiroth 3D's Promised Land
Edit: Mistakes.
[This message has been edited by Sephiroth 3D (edited August 17, 2001).]
But you're a bit right: Every vertex has a clolor or a material. The rendering makes the colors smooth.
Originally written down in Fice's .p descripiton:
Usually, when the three vertices have different colours, the triangle is 'blended' to give a smooth colour shift over the surface. That's what FF7 does.
You see? Ultima worx like FF7. It smooths the colors between the vertexes. Milkshape can't do that - only the polygons can have materials. As for 3ds - I don't know. You've got to talk to mirex - he made a .p-to-3ds converter, which converted colors, too.
- Alhexx
- Alhexx
- edit -
BTW: I've released Ultima 0.27 ßETA 16 - I've added a 'Drag 'n Drop' Function for moving the vertexes around. That's much more comfortable than writing in the coords amnually...
[This message has been edited by Alhexx (edited August 17, 2001).]
Your English teacher is correct. It should be sent. However, what's sth? I've seen you use it several times and I have NO CLUE what it means.
Ged: Yeah, I got it. But I'm building mine in LW. If I exported what you sent, I wouldn't be able to move him. But I can use him for parts identifiaction. Thanks.
Sephiroth 3D
"One who seeks knowledge from another person, doesn't learn half as much as the one who seeks knowledge for himself." - Vincent Valentine, The Sephiroth Chronicals, Book 1: Resurrection
[email protected]
Sephiroth 3D's Final Fantasy (Currently Offline)
Sephiroth 3D's Promised Land
Sephiroth's hair contains of three long ahirs divided into 5 parts. It gives you a total of 15 files for his hair.
The hairfiles are ranging from SAAP to SABF.
How to put them together?
1st hair is : SAAP-SAAT
2nd hair is : SAAV-SAAZ
3rd hair is : SAAB-SABF
If you're doing it in MS3D then, use Ultime to extract those files to .raw.
Begin with SAAP. Flip it vertically.
Take the next file. Flip it.
And so one files from SAAP to SAAT. You will get the first hair. Then do the same with the 2nd and 3rd. Now get them together pin them under his head and voila, completed (you might to need to rotate them a bit so the hair won't get inside his chest).
Great news for Sephiroth Patch fans!
I just took my time and did something like this.. I got Sephiroth to use cloud weaponds (looks odd) and his Ultimate Weapon look like masamune. Now you really should see Sephiroth with a "Buster Sword" holding like a Masamune. Ugh!! :D
Oh yeah. Bout weapons. I also made something like a color range - all weapons for him are Masamunes. But the better the weapon it is more mettalic and shiny like the real Masamune.. The weaker the more rusty/dark it gets.. What do you think about that?
For all girls out there - Sephiroth look cool when you combine him, change torso to Last Sephiroth Torso, make some adjustments ane he look's way sexy in his outfit (no top)..
Next major change is that Sephiroth is Sephiroth everywere instead of Cloud (you take all Clouds files and replace them with Sephiroth files). This one is just a theory but it might work.
Wheeff... Enough is enough... End of update..
Lightwave: I think I've got to get it, too. I don't use 3dsm, b'cause it's too complicated for me. I prefer Milkshape for my work, but with .p files, I'm using Ultima :wink:
Ged: I think that should help him.
Dark-Raver: I've never tried to put Sephiroth together, b'cause he's not on eof my favorite chars...
- Alhexx
Sephiroth Patch?
Well, I told you about LB's, Hair etc.
To get him everywhere also. Dunno what more.
And I'm continiuing the background, looks a lot better!
Well, since you're using it on your other comp - is the 'F**k Error 16 Mode' needed or can I delete it?
- Alhexx
As for the Seph hair, i am trying this at the moment...
BTW: I made a .p hacking session yesterday - and there's a lot that doesn't match together... I think mirex' description seems to be right...
- Alhexx
As soon as I get LGPTools to work, I will work on Sephiroth Patch..
under 'Descriptions'
There is Dyne - I know for sure
- Alhexx
EH
WAKE UP!!!! ...Thank you...
OK. Update on my work...
I got rid of the lens flare and made it look a bit icy (but this is materia!!), because most of the remakers didnt like it.
http://www.8ung.at/alhexx/ged/sephiroths-cave-4.jpg
Aaaaaaand... The Sephiroth Patch! Enjoy!
http://www.8ung.at/alhexx/ged/SephirothPatchTNT.zip
And I'm not thinking of bothering with FF7 1.00. This works only with 1.02..
Ged: I haven't deleted the 'old' patch file, I don't know if it's working, but when it is, post another link to the old patch.
I've got enough webspace 'till now, so there's no need to delete it at the moment...
Oh, and I really like the new pic better than the old one - it has the cool blue thing...
- Alhexx
- edit -
I wonder if this is going to be a 200+ replies topic :wink:
[This message has been edited by Alhexx (edited August 24, 2001).]
Yes, the old patch suxx, delete please. The IPS got wrong. Generator ****ed it..
And I need word from the people :
Do you want me to make the patch that will make Cloud look like Sephiroth, but keep his body, moves/animation? You know, Sephiroth in Clouds body..
OK. REMAKE please rate Sephiroth Cave 4. Thank you.
I thought I saw a BMP2TEX converter...
But that's not why I'm postin':
I'm going to make a break with FF7 hacking and Utlima programming for 'bout 1 week. But i'm not going to lay myself back and watch TV. I've started reading a book 'bout C++. That's with wath I'll spend my time.
I've also started programming some *basic* (not VB) apps...I see C++ is harder than VB...but I'm going to learn it anyway. (I think that are good news for Fice, SaiNt and other 'VB-enemies' :wink:
BTW: But I'll still be postin'...
- Alhexx
I've lost another person to the corrupting influence of C++!
(Learn Delphi! Learn Delphi!)
Well, good luck anyway. You'll need it :wink:
And C++ is for many OS, so..ehm, you know.
Perhaps I'll take time next year and learn Delphi, too :)
BTW: My page is also available at http://alhexx.cjb.net , too.
- Alhexx
- edit -
Forgot to mention the exporters from 3ds. Heavy Metal F.A.K.K. 2, ie, has 3ds exporters, but no importers. But the source is included...
[This message has been edited by Alhexx (edited August 25, 2001).]
- Alhexx
- edit -
To that Milkshape thing: no, not yet. First we've got to figure out (most of) the rest of the p format.
I was testing with the different parts, but if there's any illegal value in one of the parts of the p file, FF7 crashes. So I see no sense in converting milkshape files into not-working p files...
[This message has been edited by Alhexx (edited August 27, 2001).]
But that's not the reason...
1) I've started to work on Ultima after my break.
2) I thought 'bout makin' a Universal-Texture-Converter, but that's not important now.
3) I've got an OpenGL-Problem...:
Fice:
When you (or I) zoom too close to the model, some parts aren't shown. See the problem?
What have I to do that this doesn't happen?
I'm askin' b'cause I wanna change the 2D-Views. 'Till now it's simple bmLines, now I wanna view them via Wireframe...
- Alhexx
I'm guessing it's something to do with the way you've set up your projection matrix. How *have* you set up your projection?
code:[/quote]
Dim pfd As PIXELFORMATDESCRIPTOR
Dim RetVal As Long
pfd.nSize = Len(pfd)
pfd.nVersion = 1
pfd.dwFlags = PFD_SUPPORT_OPENGL Or PFD_DRAW_TO_WINDOW Or PFD_DOUBLEBUFFER Or PFD_TYPE_RGBA
pfd.iPixelType = PFD_TYPE_RGBA
pfd.cColorBits = 16
pfd.cDepthBits = 16
pfd.iLayerType = PFD_MAIN_PLANE
RetVal = ChoosePixelFormat(picFront.hDC, pfd)
SetPixelFormat picFront.hDC, RetVal, pfd
hGLRC2 = wglCreateContext(picFront.hDC)
wglMakeCurrent picFront.hDC, hGLRC2
RetVal = ChoosePixelFormat(picSide.hDC, pfd)
SetPixelFormat picSide.hDC, RetVal, pfd
hGLRC3 = wglCreateContext(picSide.hDC)
wglMakeCurrent picSide.hDC, hGLRC3
RetVal = ChoosePixelFormat(picTop.hDC, pfd)
SetPixelFormat picTop.hDC, RetVal, pfd
hGLRC4 = wglCreateContext(picTop.hDC)
wglMakeCurrent picTop.hDC, hGLRC4
RetVal = ChoosePixelFormat(picOutput.hDC, pfd)
SetPixelFormat picOutput.hDC, RetVal, pfd
hGLRC = wglCreateContext(picOutput.hDC)
wglMakeCurrent picOutput.hDC, hGLRC
glEnable GL_DEPTH_TEST
glFrontFace GL_CCW
Dim SpecRef(3) As GLfloat
SpecRef(0) = 0.5
SpecRef(1) = 0.5
SpecRef(2) = 0.5
SpecRef(3) = 0.5
glEnable GL_COLOR_MATERIAL
glColorMaterial GL_FRONT, GL_AMBIENT_AND_DIFFUSE
glMaterialfv GL_FRONT, GL_SPECULAR, SpecRef(0)
glMateriali GL_FRONT, GL_SHININESS, 128glEnable glcTexture2D
glClearColor 0#, 0#, 0#, 0#
glEnable glcDepthTest
glShadeModel smSmooth
glEnable GL_BLEND
glBlendFunc GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHAglClearColor 1, 1, 1, 0
I hope that's what you asked for...
- Alhexx
- edit -
Deleted comments in source[This message has been edited by Alhexx (edited September 03, 2001).]
You'd change the projection matrix using glMatrixMode(GL_PROJECTION);
got anything like that in your source?
- Alhexx
There are 3 matrixes in OGL: Modelview, Projection and Texture.
The Modelview is the one you're familiar with; it holds rotations, translations, scalings, and so on, that are applied to any points (polygons) you draw - ie. glVertex commands.
The Texture matrix does exactly the same thing, but for texture coordinates (glTexCoord commands). It's not used very often of course, because it's fairly rare that you need to change texcoords at all, never mind do anything fancy like translate or rotate them. Nevertheless, the matrix IS still there if you need it.
The Projection matrix affects points, like the Modelview matrix, but in a different way. The Projection matrix basically sets how the final image is "projected" onto the 2D screen window.
So, one thing the projection matrix is used for, is setting how "wide" the field of view for the scene is. Also, the "aspect ratio" of the display - you can use that to stretch out the display up or sideways. It's also related to, for example, how many "units" wide and high you can see on the screen at once. For example, if you draw a point at (1,0,1), will that appear *just* to the right of middle, or over on the far right of the screen? That's the sort of thing it controls. A *bit* like a "zoom" control.
Finally, the projection matrix ALSO controls the depth clipping planes. In other words, how far away an object has to be before it's totally ignored and not drawn - also, how CLOSE to the "camera" an object has to be before it's ignored and not drawn.
Hence, if an object is disappearing when it gets close up, then your near depth clipping plane is set too far in front of the camera.
To set up a projection matrix, the easiest way is (when you're setting up OpenGL, ie. after it's been initialized and you're just setting up default stuff like lighting):
glMatrixMode(GL_PROJECTION);
{Switch to editing projection}
glLoadIdentity;
{Default matrix load}
gluPerspective(90, Width/height, 1, 1000);
{Set up projection properly}
glMatrixMode(GL_MODELVIEW);
{Switch back to editing normal matrix}
gluPerspective - look it up in the help files. It's the easiest way to set up projections.
Why bother setting near and far depth clipping? Accuracy. Think about it: If you only deal with objects between 1 and 10 "units" distance away, you can store the distances (depths) with MUCH greater accuracy, than if you need to deal with objects between 1 and 10000 "units" away. In that case, because the numbers are larger, you'd have much less accuracy - possibly very little or no decimal point accuracy at all.
So you set up the depth clipping depending on what you're viewing. If no object EVER gets more than say 100 units distance away from the camera, then tell OpenGL that! It can then devote less space to storing the integer part of the distance, and more to storing the fractional part - giving more accuracy, and better quality depth calculations.
OK ... I think that's all you need to know (and a bit more!) :)
- Alhexx
- edit -
Had to correct the link for the pic
[This message has been edited by Alhexx (edited September 04, 2001).]
Secondly, have you set the aspect ratio correctly?
Thirdly, have you got the min/max depth distances ok? Remember, if you set the max depth too high, you lose a lot of precision for when polygons are close together.
code:glMatrixMode mmProjection[/quote]
glLoadIdentity
gluPerspective 90, picOutput.Width / picOutput.Height, 0.001, 1000
gluLookAt 0, 0, 1.5, 0, 0, 0, 0, 1, 0
glMatrixMode mmModelViewThat are my current settings, but since I've got some ideas by you now, I'm going to try a bit around...
- Alhexx
- edit -
PicOutput is the output window for the 3d view. :)[This message has been edited by Alhexx (edited September 06, 2001).]
- Alhexx
BTW: How are the default settings for the Projection Matrix (when I don't set it up manually)?
BTW 2: Yeah, Fice's got 995+ Posts! Go for the 1K !!!
- Alhexx
2 posts to go...
[This message has been edited by ficedula (edited September 08, 2001).]
Finally, I've uploaded a new version of Ultima.
You can acces my page from:
http://alhexx.cjb.net
- Alhexx
others> its http://www.8ung.at/alhexx/ff7/files/ultima027beta18.zip
As for the link: I prefer that everybody uses my site (b'cause of the counter :wink: )
(Does it finally work on your comp?)
- Alhexx
- Alhexx
On 2001-10-06 18:12, ficedula wrote:
Default model pos? There aint any. Otherwise stuff would be a lot easier :wink:
The HRC by itself provides NO information about how to position each part (well, there's a bone length, but by itself that's useless). In order to position the parts correctly you need to use a frame from an animation (.A file). How to use the .A file? Aha ... that's the tricky bit. Gimme a while to write up a description ... it's not TOO complex, but it does need to be done *just* right or you end up with a complete mess.
Which .A files to use? No easy explanation ... if you've got the latest version of Ifalna then you could use the .FILTER file I put together for that.