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FF7 Tools / Kimera: FF7 p model simple editor
« on: 2007-08-06 10:26:32 »
Thanks for the support guys.
Zack Fair:
*with the player characters the animations look like there missing a bone on all but the first two animations(haven't tested Red yet or Vincents transforms) while the NPCs are working perfectly: Are you talking about the field models or the battle models? Anyway, I'll check it.
*It appears to be drawing the back faces as well as the front on battle models but only the faces that are facing you directly: In the general model view, face culling is activated so back faces shouldn't be rendered at all. I did it this way because that's how they should look in-game.
*Cant open models that the animations have been messed with in a hex editor(this may have been intended for reliability): Nop, I added no check for this. If you can hand me one of those animations and tell me what you changed I'll check it.
Suggestions
*Allow it to create Primitives/Splines: That would be relativly easy (at least for pimitives, I don't know how Splines work), the problem would be the interface. I don't know how to implement it in a simple way.
*Allow it to open multiple files at once in model editor so you can combine them:I don't understand this point.
*Make it so that you can select the vertices's to color: You are right, I should add something like this.
*Allow editing of the Battle Animations: I could do it in a relativly easy way storing them completly decompressed (don't know how much would the files weight). The problem is that I can't even decode the animations correctly right now, so you be working on an unacurate base.
Great Sephiroth: Did it close with no error message? Do you remember which files did you open?
By the way, I've detected some very anoying bugs with the palletized mode, so I'm going to release a bugfix.
Zack Fair:
*with the player characters the animations look like there missing a bone on all but the first two animations(haven't tested Red yet or Vincents transforms) while the NPCs are working perfectly: Are you talking about the field models or the battle models? Anyway, I'll check it.
*It appears to be drawing the back faces as well as the front on battle models but only the faces that are facing you directly: In the general model view, face culling is activated so back faces shouldn't be rendered at all. I did it this way because that's how they should look in-game.
*Cant open models that the animations have been messed with in a hex editor(this may have been intended for reliability): Nop, I added no check for this. If you can hand me one of those animations and tell me what you changed I'll check it.
Suggestions
*Allow it to create Primitives/Splines: That would be relativly easy (at least for pimitives, I don't know how Splines work), the problem would be the interface. I don't know how to implement it in a simple way.
*Allow it to open multiple files at once in model editor so you can combine them:I don't understand this point.
*Make it so that you can select the vertices's to color: You are right, I should add something like this.
*Allow editing of the Battle Animations: I could do it in a relativly easy way storing them completly decompressed (don't know how much would the files weight). The problem is that I can't even decode the animations correctly right now, so you be working on an unacurate base.
Great Sephiroth: Did it close with no error message? Do you remember which files did you open?
By the way, I've detected some very anoying bugs with the palletized mode, so I'm going to release a bugfix.