Final Fantasy 7 > FF7 Tools
[PC] p model simple editor - Kimera (0.97b)
DLPB_:
--- Quote from: ultima espio on 2009-08-09 18:14:21 ---I *think* thats because of the way that the graphics driver loads the transparent models, something like it renders it they opposite way around.... or something like that :? :-P
--- End quote ---
Yeah aali told me it is due to the order it is drawn in transparent mode....
I don't know what can be done about it, but something I am sure :P That pic was taken before aali supported transparency properly and hence they are solid :)
Aali:
The depth buffer is disabled for semi-transparent objects, instead a simple z-sort is applied before drawing. It may be that this z-sort doesn't actually do anything and in that case you may be able to move around parts in the .hrc file to get the hair to draw before everything else.
If the z-sort does work and does determine that the hair should be drawn last, you'll have to either move the whole thing further back or move some of the vertices that skew the z-sort result.
DLPB_:
That's just what I was thinkng hahahaha
*joking*
Nice one aali :) Hopefully some one will sort this out. Wish I could help more with this type of thing.
sladevi:
--- Quote from: Borde on 2009-08-06 11:20:02 ----Adding Animations: Well, ok, shouldn't be a problem. I don't know if the game will like that change, though.
--- End quote ---
Regarding this, I've been playing around with adding in some of Sephiroth's missing animations, so I figured I'd share what I learned -- I'm sure you, Borde, know a lot or all of this already but I'll start at the beginning in case others want to know.
I used a hex editor to modify the **da file, specifically sada. This great guide is very helpful for understanding the format: http://wiki.qhimm.com/FF7/Battle/Battle_Animation_(PC)
First off, animations appear to come in pairs. For some reason there is the body animation and then the weapon animation. The body animations all come first, then the weapon animations all follow. You can differentiate between body and weapon animations by the bone count in the first DWORD of the FF7FrameHeader.
The index of the animation determines how it is used in battle, for example animation 9 is "use item" -- meaning the 10th animation in the file is the body animation for using an item and the 10th weapon animation corresponds to that (indices start at 0).
So if an animation is missing, there is a place holder in that position, signified by a dwChunkSize < 11 (usually 4). Both the body animation and the corresponding weapon animation have place holders.
So for example, Sephiroth is missing animation 15 (hit by attacker), so I copied over animation 5 (missed by attacker). To be precise, I copied the entire 6th animation over the 16 byte place-holder at the 16th animation slot, and did the same for the weapon animations. Kimera liked the file so I tested it in game and it worked.
One thing I'd like to investigate further: Sephiroth is missing both animation 9 (use item) and animation 15 (hit by attacker). When you are playing as Sephiroth and use an item, he is lying on the ground for a second while it plays the missing "use item" animation -- this makes sense because Nibelheim Sephiroth never uses items. However, if I remember correctly, even Nibelheim Sephiroth gets hit sometimes and just doesn't animate at all -- he definitely doesn't lie on the ground. I wonder if this difference is encoded in the unknown DWORD of the placeholder.
Another thing that is strange to note is that Sephiroth's death animation (6?) was the same as his "start to cast" animation for some reason. I just changed that out to a placeholder and it sufficed to put him on the ground at least.
Anyway, long story short, this would be a very handy addition to Kimera for those who want to play as a character who wasn't designed to be played and thus is missing some animations. If Kimera could copy an animation over an existing one or in to a missing animation slot, it would be very useful. Creating a new animation instead of copying one would probably also be useful to some, but is much more work than just copying an existing one and possibly tweaking it to fit the new animation.
Here is where it gets tricky though... Sephiroth has no animations beyond animation 30 -- all the body animations are just place-holders after that, which is fine. The weapon animations on the other hand, don't even have the place-holders -- they just end at 30 (meaning there are 31 total). I was trying to add in animation 31 (deathblow). I overwrote the placeholder for body animation 31 like usual, added on the new weapon animation at the end of the file, and incremented the file's total animation count at the beginning. Kimera didn't load in the new weapon animation though, so I poked around the saaa file and found the number 31 there. I incremented that to 32 and Kimera successfully loaded the file and animation 31 looks good, BUT in game it doesn't appear to have an effect. So it appears I am missing something else here and don't yet know how to add a new animation on the end.
Whew, sorry for such a long post...hopefully it is helpful to someone... Thanks, Borde, for your great tool, and I hope we'll see this new feature at some point in the future =)
Borde:
Well Shadowseer, that's certainly strange you're getting all those error. I tried loading that model right now (from a folder containing the whole char.lgp extracted) and it loaded silently. Are you sure you've got the lastest version?
As for the transparecies problem, I think the Z-sorting is simply broken. It already had some glitches even when using the original models).
As for your comments sladevi, thanks. I already knew most of what you posted, but it's interesting to know that the "special animations" can be seen as placeholders. As for the weapon animations, your guess is right, there are separate counters for body and weapon animations. It's strange the game doesn't load new weapon animations though.
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