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mirror of synced 2024-12-02 19:17:24 +01:00
Switch-Toolbox/Switch_FileFormatsMain/GUI/BFRES/Skeleton/BfresBoneEditor.Designer.cs

1128 lines
54 KiB
C#
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Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
namespace FirstPlugin
{
partial class BfresBoneEditor
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Component Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.stTabControl1 = new Switch_Toolbox.Library.Forms.STTabControl();
this.tabPage1 = new System.Windows.Forms.TabPage();
this.stFlowLayoutPanel1 = new Switch_Toolbox.Library.Forms.STFlowLayoutPanel();
this.stDropDownPanel1 = new Switch_Toolbox.Library.Forms.STDropDownPanel();
2019-03-28 23:11:04 +01:00
this.boneInfoPanel1 = new BoneInfoPanel();
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
this.stDropDownPanel2 = new Switch_Toolbox.Library.Forms.STDropDownPanel();
this.stPanel1 = new Switch_Toolbox.Library.Forms.STPanel();
this.stLabel5 = new Switch_Toolbox.Library.Forms.STLabel();
this.rotModeCB = new Switch_Toolbox.Library.Forms.STComboBox();
this.label13 = new System.Windows.Forms.Label();
this.RotWUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.ScaZUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.ScaYUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.ScaXUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.label9 = new System.Windows.Forms.Label();
this.label10 = new System.Windows.Forms.Label();
this.label11 = new System.Windows.Forms.Label();
this.label12 = new System.Windows.Forms.Label();
this.RotZUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.RotYUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.RotXUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.label1 = new System.Windows.Forms.Label();
this.label6 = new System.Windows.Forms.Label();
this.label7 = new System.Windows.Forms.Label();
this.label8 = new System.Windows.Forms.Label();
this.posZUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.posYUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.posXUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.label2 = new System.Windows.Forms.Label();
this.label3 = new System.Windows.Forms.Label();
this.label4 = new System.Windows.Forms.Label();
this.label5 = new System.Windows.Forms.Label();
this.stDropDownPanel3 = new Switch_Toolbox.Library.Forms.STDropDownPanel();
this.stPanel2 = new Switch_Toolbox.Library.Forms.STPanel();
this.stLabel2 = new Switch_Toolbox.Library.Forms.STLabel();
this.billboardIndexUD = new Switch_Toolbox.Library.Forms.NumericUpDownInt();
this.stLabel1 = new Switch_Toolbox.Library.Forms.STLabel();
this.billboardModeCB = new Switch_Toolbox.Library.Forms.STComboBox();
this.stDropDownPanel4 = new Switch_Toolbox.Library.Forms.STDropDownPanel();
this.stPanel3 = new Switch_Toolbox.Library.Forms.STPanel();
this.rigidIndexUD = new Switch_Toolbox.Library.Forms.NumericUpDownInt();
this.stLabel4 = new Switch_Toolbox.Library.Forms.STLabel();
this.smoothIndexUD = new Switch_Toolbox.Library.Forms.NumericUpDownInt();
this.stLabel3 = new Switch_Toolbox.Library.Forms.STLabel();
this.stDropDownPanel5 = new Switch_Toolbox.Library.Forms.STDropDownPanel();
this.stPanel4 = new Switch_Toolbox.Library.Forms.STPanel();
this.chkTransformIdentity = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkTransformTranslateZero = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkTransformScaleVolumeOne = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkTransformScaleUniform = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkTransformScaleOne = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkTransformRotateZero = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkTransformRotateTranslateZero = new Switch_Toolbox.Library.Forms.STCheckBox();
this.stDropDownPanel6 = new Switch_Toolbox.Library.Forms.STDropDownPanel();
this.stPanel5 = new Switch_Toolbox.Library.Forms.STPanel();
this.chkTransformCuIdenity = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkTransformCuTranslateZero = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkTransformCuScaleVolumeOne = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkTransformCuScaleUniform = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkTransformCuScaleOne = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkTransformCuRotateZero = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkTransformCuRotateTrnaslateZero = new Switch_Toolbox.Library.Forms.STCheckBox();
this.tabPage2 = new System.Windows.Forms.TabPage();
2019-03-28 23:11:04 +01:00
this.userDataEditor1 = new UserDataEditor();
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
this.stTabControl1.SuspendLayout();
this.tabPage1.SuspendLayout();
this.stFlowLayoutPanel1.SuspendLayout();
this.stDropDownPanel1.SuspendLayout();
this.stDropDownPanel2.SuspendLayout();
this.stPanel1.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.RotWUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.ScaZUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.ScaYUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.ScaXUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.RotZUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.RotYUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.RotXUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.posZUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.posYUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.posXUD)).BeginInit();
this.stDropDownPanel3.SuspendLayout();
this.stPanel2.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.billboardIndexUD)).BeginInit();
this.stDropDownPanel4.SuspendLayout();
this.stPanel3.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.rigidIndexUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.smoothIndexUD)).BeginInit();
this.stDropDownPanel5.SuspendLayout();
this.stPanel4.SuspendLayout();
this.stDropDownPanel6.SuspendLayout();
this.stPanel5.SuspendLayout();
this.tabPage2.SuspendLayout();
this.SuspendLayout();
//
// stTabControl1
//
this.stTabControl1.Controls.Add(this.tabPage1);
this.stTabControl1.Controls.Add(this.tabPage2);
this.stTabControl1.Dock = System.Windows.Forms.DockStyle.Fill;
this.stTabControl1.Location = new System.Drawing.Point(0, 0);
this.stTabControl1.myBackColor = System.Drawing.Color.Empty;
this.stTabControl1.Name = "stTabControl1";
this.stTabControl1.SelectedIndex = 0;
this.stTabControl1.Size = new System.Drawing.Size(647, 831);
this.stTabControl1.TabIndex = 38;
//
// tabPage1
//
this.tabPage1.Controls.Add(this.stFlowLayoutPanel1);
this.tabPage1.Location = new System.Drawing.Point(4, 25);
this.tabPage1.Name = "tabPage1";
this.tabPage1.Padding = new System.Windows.Forms.Padding(3);
this.tabPage1.Size = new System.Drawing.Size(639, 802);
this.tabPage1.TabIndex = 0;
this.tabPage1.Text = "Bone Data";
this.tabPage1.UseVisualStyleBackColor = true;
//
// stFlowLayoutPanel1
//
this.stFlowLayoutPanel1.AutoScroll = true;
this.stFlowLayoutPanel1.Controls.Add(this.stDropDownPanel1);
this.stFlowLayoutPanel1.Controls.Add(this.stDropDownPanel2);
this.stFlowLayoutPanel1.Controls.Add(this.stDropDownPanel3);
this.stFlowLayoutPanel1.Controls.Add(this.stDropDownPanel4);
this.stFlowLayoutPanel1.Controls.Add(this.stDropDownPanel5);
this.stFlowLayoutPanel1.Controls.Add(this.stDropDownPanel6);
this.stFlowLayoutPanel1.Dock = System.Windows.Forms.DockStyle.Fill;
2019-03-27 19:50:33 +01:00
this.stFlowLayoutPanel1.FixedHeight = false;
this.stFlowLayoutPanel1.FixedWidth = true;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
this.stFlowLayoutPanel1.FlowDirection = System.Windows.Forms.FlowDirection.TopDown;
this.stFlowLayoutPanel1.Location = new System.Drawing.Point(3, 3);
this.stFlowLayoutPanel1.Margin = new System.Windows.Forms.Padding(0);
this.stFlowLayoutPanel1.Name = "stFlowLayoutPanel1";
this.stFlowLayoutPanel1.Size = new System.Drawing.Size(633, 796);
this.stFlowLayoutPanel1.TabIndex = 0;
this.stFlowLayoutPanel1.WrapContents = false;
//
// stDropDownPanel1
//
this.stDropDownPanel1.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowAndShrink;
this.stDropDownPanel1.Controls.Add(this.boneInfoPanel1);
this.stDropDownPanel1.ExpandedHeight = 0;
this.stDropDownPanel1.IsExpanded = true;
this.stDropDownPanel1.Location = new System.Drawing.Point(0, 0);
this.stDropDownPanel1.Margin = new System.Windows.Forms.Padding(0);
this.stDropDownPanel1.Name = "stDropDownPanel1";
this.stDropDownPanel1.PanelName = "Bone Info";
this.stDropDownPanel1.PanelValueName = "";
this.stDropDownPanel1.SetIcon = null;
this.stDropDownPanel1.SetIconAlphaColor = System.Drawing.Color.Transparent;
this.stDropDownPanel1.SetIconColor = System.Drawing.Color.Transparent;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
this.stDropDownPanel1.Size = new System.Drawing.Size(633, 113);
this.stDropDownPanel1.TabIndex = 0;
//
// boneInfoPanel1
//
this.boneInfoPanel1.Location = new System.Drawing.Point(6, 23);
this.boneInfoPanel1.Name = "boneInfoPanel1";
this.boneInfoPanel1.Size = new System.Drawing.Size(604, 87);
this.boneInfoPanel1.TabIndex = 1;
2019-03-27 19:50:33 +01:00
this.boneInfoPanel1.Load += new System.EventHandler(this.boneInfoPanel1_Load);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
//
// stDropDownPanel2
//
this.stDropDownPanel2.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowAndShrink;
this.stDropDownPanel2.Controls.Add(this.stPanel1);
this.stDropDownPanel2.ExpandedHeight = 0;
this.stDropDownPanel2.IsExpanded = true;
this.stDropDownPanel2.Location = new System.Drawing.Point(0, 113);
this.stDropDownPanel2.Margin = new System.Windows.Forms.Padding(0);
this.stDropDownPanel2.Name = "stDropDownPanel2";
this.stDropDownPanel2.PanelName = "Transform";
this.stDropDownPanel2.PanelValueName = "";
this.stDropDownPanel2.SetIcon = null;
this.stDropDownPanel2.SetIconAlphaColor = System.Drawing.Color.Transparent;
this.stDropDownPanel2.SetIconColor = System.Drawing.Color.Transparent;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
this.stDropDownPanel2.Size = new System.Drawing.Size(633, 151);
this.stDropDownPanel2.TabIndex = 1;
//
// stPanel1
//
this.stPanel1.Controls.Add(this.stLabel5);
this.stPanel1.Controls.Add(this.rotModeCB);
this.stPanel1.Controls.Add(this.label13);
this.stPanel1.Controls.Add(this.RotWUD);
this.stPanel1.Controls.Add(this.ScaZUD);
this.stPanel1.Controls.Add(this.ScaYUD);
this.stPanel1.Controls.Add(this.ScaXUD);
this.stPanel1.Controls.Add(this.label9);
this.stPanel1.Controls.Add(this.label10);
this.stPanel1.Controls.Add(this.label11);
this.stPanel1.Controls.Add(this.label12);
this.stPanel1.Controls.Add(this.RotZUD);
this.stPanel1.Controls.Add(this.RotYUD);
this.stPanel1.Controls.Add(this.RotXUD);
this.stPanel1.Controls.Add(this.label1);
this.stPanel1.Controls.Add(this.label6);
this.stPanel1.Controls.Add(this.label7);
this.stPanel1.Controls.Add(this.label8);
this.stPanel1.Controls.Add(this.posZUD);
this.stPanel1.Controls.Add(this.posYUD);
this.stPanel1.Controls.Add(this.posXUD);
this.stPanel1.Controls.Add(this.label2);
this.stPanel1.Controls.Add(this.label3);
this.stPanel1.Controls.Add(this.label4);
this.stPanel1.Controls.Add(this.label5);
this.stPanel1.Location = new System.Drawing.Point(6, 32);
this.stPanel1.Name = "stPanel1";
this.stPanel1.Size = new System.Drawing.Size(617, 119);
this.stPanel1.TabIndex = 1;
//
// stLabel5
//
this.stLabel5.AutoSize = true;
this.stLabel5.Location = new System.Drawing.Point(14, 8);
this.stLabel5.Name = "stLabel5";
this.stLabel5.Size = new System.Drawing.Size(50, 13);
this.stLabel5.TabIndex = 8;
this.stLabel5.Text = "Rotation:";
//
// rotModeCB
//
this.rotModeCB.BorderColor = System.Drawing.Color.Empty;
this.rotModeCB.BorderStyle = System.Windows.Forms.ButtonBorderStyle.Solid;
this.rotModeCB.ButtonColor = System.Drawing.Color.Empty;
this.rotModeCB.FormattingEnabled = true;
this.rotModeCB.Location = new System.Drawing.Point(94, 5);
this.rotModeCB.Name = "rotModeCB";
this.rotModeCB.ReadOnly = true;
this.rotModeCB.Size = new System.Drawing.Size(121, 21);
this.rotModeCB.TabIndex = 35;
this.rotModeCB.SelectedIndexChanged += new System.EventHandler(this.rotModeCB_SelectedIndexChanged);
//
// label13
//
this.label13.AutoSize = true;
this.label13.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(255)))), ((int)(((byte)(128)))), ((int)(((byte)(0)))));
this.label13.Location = new System.Drawing.Point(482, 65);
this.label13.Name = "label13";
this.label13.Size = new System.Drawing.Size(18, 13);
this.label13.TabIndex = 33;
this.label13.Text = "W";
//
// RotWUD
//
this.RotWUD.DecimalPlaces = 5;
this.RotWUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.RotWUD.Location = new System.Drawing.Point(506, 60);
this.RotWUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.RotWUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.RotWUD.Name = "RotWUD";
this.RotWUD.Size = new System.Drawing.Size(101, 20);
this.RotWUD.TabIndex = 34;
//
// ScaZUD
//
this.ScaZUD.DecimalPlaces = 5;
this.ScaZUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.ScaZUD.Location = new System.Drawing.Point(356, 86);
this.ScaZUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.ScaZUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.ScaZUD.Name = "ScaZUD";
this.ScaZUD.Size = new System.Drawing.Size(120, 20);
this.ScaZUD.TabIndex = 32;
//
// ScaYUD
//
this.ScaYUD.DecimalPlaces = 5;
this.ScaYUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.ScaYUD.Location = new System.Drawing.Point(225, 86);
this.ScaYUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.ScaYUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.ScaYUD.Name = "ScaYUD";
this.ScaYUD.Size = new System.Drawing.Size(104, 20);
this.ScaYUD.TabIndex = 31;
//
// ScaXUD
//
this.ScaXUD.DecimalPlaces = 5;
this.ScaXUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.ScaXUD.Location = new System.Drawing.Point(94, 86);
this.ScaXUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.ScaXUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.ScaXUD.Name = "ScaXUD";
this.ScaXUD.Size = new System.Drawing.Size(105, 20);
this.ScaXUD.TabIndex = 30;
//
// label9
//
this.label9.AutoSize = true;
this.label9.Location = new System.Drawing.Point(13, 88);
this.label9.Name = "label9";
this.label9.Size = new System.Drawing.Size(37, 13);
this.label9.TabIndex = 26;
this.label9.Text = "Scale:";
//
// label10
//
this.label10.AutoSize = true;
this.label10.BackColor = System.Drawing.Color.Red;
this.label10.Location = new System.Drawing.Point(74, 91);
this.label10.Name = "label10";
this.label10.Size = new System.Drawing.Size(14, 13);
this.label10.TabIndex = 27;
this.label10.Text = "X";
//
// label11
//
this.label11.AutoSize = true;
this.label11.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(0)))), ((int)(((byte)(192)))), ((int)(((byte)(0)))));
this.label11.Location = new System.Drawing.Point(205, 91);
this.label11.Name = "label11";
this.label11.Size = new System.Drawing.Size(14, 13);
this.label11.TabIndex = 28;
this.label11.Text = "Y";
//
// label12
//
this.label12.AutoSize = true;
this.label12.BackColor = System.Drawing.Color.Blue;
this.label12.Location = new System.Drawing.Point(336, 91);
this.label12.Name = "label12";
this.label12.Size = new System.Drawing.Size(14, 13);
this.label12.TabIndex = 29;
this.label12.Text = "Z";
//
// RotZUD
//
this.RotZUD.DecimalPlaces = 5;
this.RotZUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.RotZUD.Location = new System.Drawing.Point(356, 60);
this.RotZUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.RotZUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.RotZUD.Name = "RotZUD";
this.RotZUD.Size = new System.Drawing.Size(120, 20);
this.RotZUD.TabIndex = 25;
//
// RotYUD
//
this.RotYUD.DecimalPlaces = 5;
this.RotYUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.RotYUD.Location = new System.Drawing.Point(225, 60);
this.RotYUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.RotYUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.RotYUD.Name = "RotYUD";
this.RotYUD.Size = new System.Drawing.Size(104, 20);
this.RotYUD.TabIndex = 24;
//
// RotXUD
//
this.RotXUD.DecimalPlaces = 5;
this.RotXUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.RotXUD.Location = new System.Drawing.Point(94, 60);
this.RotXUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.RotXUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.RotXUD.Name = "RotXUD";
this.RotXUD.Size = new System.Drawing.Size(105, 20);
this.RotXUD.TabIndex = 23;
//
// label1
//
this.label1.AutoSize = true;
this.label1.Location = new System.Drawing.Point(13, 62);
this.label1.Name = "label1";
this.label1.Size = new System.Drawing.Size(50, 13);
this.label1.TabIndex = 19;
this.label1.Text = "Rotation:";
//
// label6
//
this.label6.AutoSize = true;
this.label6.BackColor = System.Drawing.Color.Red;
this.label6.Location = new System.Drawing.Point(74, 65);
this.label6.Name = "label6";
this.label6.Size = new System.Drawing.Size(14, 13);
this.label6.TabIndex = 20;
this.label6.Text = "X";
//
// label7
//
this.label7.AutoSize = true;
this.label7.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(0)))), ((int)(((byte)(192)))), ((int)(((byte)(0)))));
this.label7.Location = new System.Drawing.Point(205, 65);
this.label7.Name = "label7";
this.label7.Size = new System.Drawing.Size(14, 13);
this.label7.TabIndex = 21;
this.label7.Text = "Y";
//
// label8
//
this.label8.AutoSize = true;
this.label8.BackColor = System.Drawing.Color.Blue;
this.label8.Location = new System.Drawing.Point(336, 65);
this.label8.Name = "label8";
this.label8.Size = new System.Drawing.Size(14, 13);
this.label8.TabIndex = 22;
this.label8.Text = "Z";
//
// posZUD
//
this.posZUD.DecimalPlaces = 5;
this.posZUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.posZUD.Location = new System.Drawing.Point(356, 34);
this.posZUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.posZUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.posZUD.Name = "posZUD";
this.posZUD.Size = new System.Drawing.Size(120, 20);
this.posZUD.TabIndex = 18;
//
// posYUD
//
this.posYUD.DecimalPlaces = 5;
this.posYUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.posYUD.Location = new System.Drawing.Point(225, 34);
this.posYUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.posYUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.posYUD.Name = "posYUD";
this.posYUD.Size = new System.Drawing.Size(104, 20);
this.posYUD.TabIndex = 17;
//
// posXUD
//
this.posXUD.DecimalPlaces = 5;
this.posXUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.posXUD.Location = new System.Drawing.Point(94, 34);
this.posXUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.posXUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.posXUD.Name = "posXUD";
this.posXUD.Size = new System.Drawing.Size(105, 20);
this.posXUD.TabIndex = 16;
//
// label2
//
this.label2.AutoSize = true;
this.label2.Location = new System.Drawing.Point(13, 36);
this.label2.Name = "label2";
this.label2.Size = new System.Drawing.Size(44, 13);
this.label2.TabIndex = 9;
this.label2.Text = "Position";
//
// label3
//
this.label3.AutoSize = true;
this.label3.BackColor = System.Drawing.Color.Red;
this.label3.Location = new System.Drawing.Point(74, 39);
this.label3.Name = "label3";
this.label3.Size = new System.Drawing.Size(14, 13);
this.label3.TabIndex = 11;
this.label3.Text = "X";
//
// label4
//
this.label4.AutoSize = true;
this.label4.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(0)))), ((int)(((byte)(192)))), ((int)(((byte)(0)))));
this.label4.Location = new System.Drawing.Point(205, 39);
this.label4.Name = "label4";
this.label4.Size = new System.Drawing.Size(14, 13);
this.label4.TabIndex = 13;
this.label4.Text = "Y";
//
// label5
//
this.label5.AutoSize = true;
this.label5.BackColor = System.Drawing.Color.Blue;
this.label5.Location = new System.Drawing.Point(336, 39);
this.label5.Name = "label5";
this.label5.Size = new System.Drawing.Size(14, 13);
this.label5.TabIndex = 15;
this.label5.Text = "Z";
//
// stDropDownPanel3
//
this.stDropDownPanel3.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowAndShrink;
this.stDropDownPanel3.Controls.Add(this.stPanel2);
this.stDropDownPanel3.ExpandedHeight = 0;
this.stDropDownPanel3.IsExpanded = true;
this.stDropDownPanel3.Location = new System.Drawing.Point(0, 264);
this.stDropDownPanel3.Margin = new System.Windows.Forms.Padding(0);
this.stDropDownPanel3.Name = "stDropDownPanel3";
this.stDropDownPanel3.PanelName = "Billboard";
this.stDropDownPanel3.PanelValueName = "";
this.stDropDownPanel3.SetIcon = null;
this.stDropDownPanel3.SetIconAlphaColor = System.Drawing.Color.Transparent;
this.stDropDownPanel3.SetIconColor = System.Drawing.Color.Transparent;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
this.stDropDownPanel3.Size = new System.Drawing.Size(633, 95);
this.stDropDownPanel3.TabIndex = 2;
//
// stPanel2
//
this.stPanel2.Controls.Add(this.stLabel2);
this.stPanel2.Controls.Add(this.billboardIndexUD);
this.stPanel2.Controls.Add(this.stLabel1);
this.stPanel2.Controls.Add(this.billboardModeCB);
this.stPanel2.Location = new System.Drawing.Point(6, 18);
this.stPanel2.Name = "stPanel2";
this.stPanel2.Size = new System.Drawing.Size(617, 70);
this.stPanel2.TabIndex = 1;
//
// stLabel2
//
this.stLabel2.AutoSize = true;
this.stLabel2.Location = new System.Drawing.Point(11, 10);
this.stLabel2.Name = "stLabel2";
this.stLabel2.Size = new System.Drawing.Size(74, 13);
this.stLabel2.TabIndex = 3;
this.stLabel2.Text = "Billboard Type";
//
// billboardIndexUD
//
this.billboardIndexUD.Enabled = false;
this.billboardIndexUD.Location = new System.Drawing.Point(93, 37);
this.billboardIndexUD.Maximum = new decimal(new int[] {
2147483647,
0,
0,
0});
this.billboardIndexUD.Minimum = new decimal(new int[] {
-2147483648,
0,
0,
-2147483648});
this.billboardIndexUD.Name = "billboardIndexUD";
this.billboardIndexUD.Size = new System.Drawing.Size(144, 20);
this.billboardIndexUD.TabIndex = 2;
//
// stLabel1
//
this.stLabel1.AutoSize = true;
this.stLabel1.Location = new System.Drawing.Point(11, 39);
this.stLabel1.Name = "stLabel1";
this.stLabel1.Size = new System.Drawing.Size(61, 13);
this.stLabel1.TabIndex = 1;
this.stLabel1.Text = "Billboard ID";
//
// billboardModeCB
//
this.billboardModeCB.BorderColor = System.Drawing.Color.Empty;
this.billboardModeCB.BorderStyle = System.Windows.Forms.ButtonBorderStyle.Solid;
this.billboardModeCB.ButtonColor = System.Drawing.Color.Empty;
this.billboardModeCB.FormattingEnabled = true;
this.billboardModeCB.Location = new System.Drawing.Point(93, 7);
this.billboardModeCB.Name = "billboardModeCB";
this.billboardModeCB.ReadOnly = true;
this.billboardModeCB.Size = new System.Drawing.Size(144, 21);
this.billboardModeCB.TabIndex = 0;
//
// stDropDownPanel4
//
this.stDropDownPanel4.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowAndShrink;
this.stDropDownPanel4.Controls.Add(this.stPanel3);
this.stDropDownPanel4.ExpandedHeight = 0;
this.stDropDownPanel4.IsExpanded = true;
this.stDropDownPanel4.Location = new System.Drawing.Point(0, 359);
this.stDropDownPanel4.Margin = new System.Windows.Forms.Padding(0);
this.stDropDownPanel4.Name = "stDropDownPanel4";
this.stDropDownPanel4.PanelName = "Matricies";
this.stDropDownPanel4.PanelValueName = "";
this.stDropDownPanel4.SetIcon = null;
this.stDropDownPanel4.SetIconAlphaColor = System.Drawing.Color.Transparent;
this.stDropDownPanel4.SetIconColor = System.Drawing.Color.Transparent;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
this.stDropDownPanel4.Size = new System.Drawing.Size(633, 95);
this.stDropDownPanel4.TabIndex = 3;
//
// stPanel3
//
this.stPanel3.Controls.Add(this.rigidIndexUD);
this.stPanel3.Controls.Add(this.stLabel4);
this.stPanel3.Controls.Add(this.smoothIndexUD);
this.stPanel3.Controls.Add(this.stLabel3);
this.stPanel3.Location = new System.Drawing.Point(6, 23);
this.stPanel3.Name = "stPanel3";
this.stPanel3.Size = new System.Drawing.Size(617, 69);
this.stPanel3.TabIndex = 1;
//
// rigidIndexUD
//
this.rigidIndexUD.Increment = new decimal(new int[] {
0,
0,
0,
0});
this.rigidIndexUD.Location = new System.Drawing.Point(162, 40);
this.rigidIndexUD.Maximum = new decimal(new int[] {
2147483647,
0,
0,
0});
this.rigidIndexUD.Minimum = new decimal(new int[] {
-2147483648,
0,
0,
-2147483648});
this.rigidIndexUD.Name = "rigidIndexUD";
this.rigidIndexUD.ReadOnly = true;
this.rigidIndexUD.Size = new System.Drawing.Size(144, 20);
this.rigidIndexUD.TabIndex = 7;
//
// stLabel4
//
this.stLabel4.AutoSize = true;
this.stLabel4.Location = new System.Drawing.Point(13, 42);
this.stLabel4.Name = "stLabel4";
this.stLabel4.Size = new System.Drawing.Size(131, 13);
this.stLabel4.TabIndex = 6;
this.stLabel4.Text = "Rigid Skiining Matrix Index";
//
// smoothIndexUD
//
this.smoothIndexUD.Increment = new decimal(new int[] {
0,
0,
0,
0});
this.smoothIndexUD.Location = new System.Drawing.Point(162, 14);
this.smoothIndexUD.Maximum = new decimal(new int[] {
2147483647,
0,
0,
0});
this.smoothIndexUD.Minimum = new decimal(new int[] {
-2147483648,
0,
0,
-2147483648});
this.smoothIndexUD.Name = "smoothIndexUD";
this.smoothIndexUD.ReadOnly = true;
this.smoothIndexUD.Size = new System.Drawing.Size(144, 20);
this.smoothIndexUD.TabIndex = 5;
//
// stLabel3
//
this.stLabel3.AutoSize = true;
this.stLabel3.Location = new System.Drawing.Point(13, 16);
this.stLabel3.Name = "stLabel3";
this.stLabel3.Size = new System.Drawing.Size(143, 13);
this.stLabel3.TabIndex = 4;
this.stLabel3.Text = "Smooth Skiining Matrix Index";
//
// stDropDownPanel5
//
this.stDropDownPanel5.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowAndShrink;
this.stDropDownPanel5.Controls.Add(this.stPanel4);
this.stDropDownPanel5.ExpandedHeight = 0;
this.stDropDownPanel5.IsExpanded = true;
this.stDropDownPanel5.Location = new System.Drawing.Point(0, 454);
this.stDropDownPanel5.Margin = new System.Windows.Forms.Padding(0);
this.stDropDownPanel5.Name = "stDropDownPanel5";
this.stDropDownPanel5.PanelName = "Transform Modes";
this.stDropDownPanel5.PanelValueName = "";
this.stDropDownPanel5.SetIcon = null;
this.stDropDownPanel5.SetIconAlphaColor = System.Drawing.Color.Transparent;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
this.stDropDownPanel5.SetIconColor = System.Drawing.Color.Transparent;
this.stDropDownPanel5.Size = new System.Drawing.Size(633, 136);
this.stDropDownPanel5.TabIndex = 4;
//
// stPanel4
//
this.stPanel4.Controls.Add(this.chkTransformIdentity);
this.stPanel4.Controls.Add(this.chkTransformTranslateZero);
this.stPanel4.Controls.Add(this.chkTransformScaleVolumeOne);
this.stPanel4.Controls.Add(this.chkTransformScaleUniform);
this.stPanel4.Controls.Add(this.chkTransformScaleOne);
this.stPanel4.Controls.Add(this.chkTransformRotateZero);
this.stPanel4.Controls.Add(this.chkTransformRotateTranslateZero);
this.stPanel4.Location = new System.Drawing.Point(6, 23);
this.stPanel4.Name = "stPanel4";
this.stPanel4.Size = new System.Drawing.Size(617, 106);
this.stPanel4.TabIndex = 1;
//
// chkTransformIdentity
//
this.chkTransformIdentity.AutoSize = true;
this.chkTransformIdentity.Location = new System.Drawing.Point(17, 9);
this.chkTransformIdentity.Name = "chkTransformIdentity";
this.chkTransformIdentity.Size = new System.Drawing.Size(60, 17);
this.chkTransformIdentity.TabIndex = 7;
this.chkTransformIdentity.Text = "Identity";
this.chkTransformIdentity.UseVisualStyleBackColor = true;
//
// chkTransformTranslateZero
//
this.chkTransformTranslateZero.AutoSize = true;
this.chkTransformTranslateZero.Location = new System.Drawing.Point(16, 78);
this.chkTransformTranslateZero.Name = "chkTransformTranslateZero";
this.chkTransformTranslateZero.Size = new System.Drawing.Size(95, 17);
this.chkTransformTranslateZero.TabIndex = 5;
this.chkTransformTranslateZero.Text = "Translate Zero";
this.chkTransformTranslateZero.UseVisualStyleBackColor = true;
//
// chkTransformScaleVolumeOne
//
this.chkTransformScaleVolumeOne.AutoSize = true;
this.chkTransformScaleVolumeOne.Location = new System.Drawing.Point(162, 78);
this.chkTransformScaleVolumeOne.Name = "chkTransformScaleVolumeOne";
this.chkTransformScaleVolumeOne.Size = new System.Drawing.Size(114, 17);
this.chkTransformScaleVolumeOne.TabIndex = 4;
this.chkTransformScaleVolumeOne.Text = "Scale Volume One";
this.chkTransformScaleVolumeOne.UseVisualStyleBackColor = true;
//
// chkTransformScaleUniform
//
this.chkTransformScaleUniform.AutoSize = true;
this.chkTransformScaleUniform.Location = new System.Drawing.Point(162, 55);
this.chkTransformScaleUniform.Name = "chkTransformScaleUniform";
this.chkTransformScaleUniform.Size = new System.Drawing.Size(92, 17);
this.chkTransformScaleUniform.TabIndex = 3;
this.chkTransformScaleUniform.Text = "Scale Uniform";
this.chkTransformScaleUniform.UseVisualStyleBackColor = true;
//
// chkTransformScaleOne
//
this.chkTransformScaleOne.AutoSize = true;
this.chkTransformScaleOne.Location = new System.Drawing.Point(161, 32);
this.chkTransformScaleOne.Name = "chkTransformScaleOne";
this.chkTransformScaleOne.Size = new System.Drawing.Size(76, 17);
this.chkTransformScaleOne.TabIndex = 2;
this.chkTransformScaleOne.Text = "Scale One";
this.chkTransformScaleOne.UseVisualStyleBackColor = true;
//
// chkTransformRotateZero
//
this.chkTransformRotateZero.AutoSize = true;
this.chkTransformRotateZero.Location = new System.Drawing.Point(16, 55);
this.chkTransformRotateZero.Name = "chkTransformRotateZero";
this.chkTransformRotateZero.Size = new System.Drawing.Size(83, 17);
this.chkTransformRotateZero.TabIndex = 1;
this.chkTransformRotateZero.Text = "Rotate Zero";
this.chkTransformRotateZero.UseVisualStyleBackColor = true;
//
// chkTransformRotateTranslateZero
//
this.chkTransformRotateTranslateZero.AutoSize = true;
this.chkTransformRotateTranslateZero.Location = new System.Drawing.Point(17, 32);
this.chkTransformRotateTranslateZero.Name = "chkTransformRotateTranslateZero";
this.chkTransformRotateTranslateZero.Size = new System.Drawing.Size(130, 17);
this.chkTransformRotateTranslateZero.TabIndex = 0;
this.chkTransformRotateTranslateZero.Text = "Rotate Translate Zero";
this.chkTransformRotateTranslateZero.UseVisualStyleBackColor = true;
//
// stDropDownPanel6
//
this.stDropDownPanel6.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowAndShrink;
this.stDropDownPanel6.Controls.Add(this.stPanel5);
this.stDropDownPanel6.ExpandedHeight = 0;
this.stDropDownPanel6.IsExpanded = true;
this.stDropDownPanel6.Location = new System.Drawing.Point(0, 590);
this.stDropDownPanel6.Margin = new System.Windows.Forms.Padding(0);
this.stDropDownPanel6.Name = "stDropDownPanel6";
this.stDropDownPanel6.PanelName = "Hiearchy Transform Mode";
this.stDropDownPanel6.PanelValueName = "";
this.stDropDownPanel6.SetIcon = null;
this.stDropDownPanel6.SetIconAlphaColor = System.Drawing.Color.Transparent;
this.stDropDownPanel6.SetIconColor = System.Drawing.Color.Transparent;
this.stDropDownPanel6.Size = new System.Drawing.Size(633, 136);
this.stDropDownPanel6.TabIndex = 5;
//
// stPanel5
//
this.stPanel5.Controls.Add(this.chkTransformCuIdenity);
this.stPanel5.Controls.Add(this.chkTransformCuTranslateZero);
this.stPanel5.Controls.Add(this.chkTransformCuScaleVolumeOne);
this.stPanel5.Controls.Add(this.chkTransformCuScaleUniform);
this.stPanel5.Controls.Add(this.chkTransformCuScaleOne);
this.stPanel5.Controls.Add(this.chkTransformCuRotateZero);
this.stPanel5.Controls.Add(this.chkTransformCuRotateTrnaslateZero);
this.stPanel5.Location = new System.Drawing.Point(6, 23);
this.stPanel5.Name = "stPanel5";
this.stPanel5.Size = new System.Drawing.Size(617, 110);
this.stPanel5.TabIndex = 1;
//
// chkTransformCuIdenity
//
this.chkTransformCuIdenity.AutoSize = true;
this.chkTransformCuIdenity.Location = new System.Drawing.Point(17, 10);
this.chkTransformCuIdenity.Name = "chkTransformCuIdenity";
this.chkTransformCuIdenity.Size = new System.Drawing.Size(60, 17);
this.chkTransformCuIdenity.TabIndex = 6;
this.chkTransformCuIdenity.Text = "Identity";
this.chkTransformCuIdenity.UseVisualStyleBackColor = true;
//
// chkTransformCuTranslateZero
//
this.chkTransformCuTranslateZero.AutoSize = true;
this.chkTransformCuTranslateZero.Location = new System.Drawing.Point(16, 79);
this.chkTransformCuTranslateZero.Name = "chkTransformCuTranslateZero";
this.chkTransformCuTranslateZero.Size = new System.Drawing.Size(95, 17);
this.chkTransformCuTranslateZero.TabIndex = 5;
this.chkTransformCuTranslateZero.Text = "Translate Zero";
this.chkTransformCuTranslateZero.UseVisualStyleBackColor = true;
//
// chkTransformCuScaleVolumeOne
//
this.chkTransformCuScaleVolumeOne.AutoSize = true;
this.chkTransformCuScaleVolumeOne.Location = new System.Drawing.Point(162, 79);
this.chkTransformCuScaleVolumeOne.Name = "chkTransformCuScaleVolumeOne";
this.chkTransformCuScaleVolumeOne.Size = new System.Drawing.Size(114, 17);
this.chkTransformCuScaleVolumeOne.TabIndex = 4;
this.chkTransformCuScaleVolumeOne.Text = "Scale Volume One";
this.chkTransformCuScaleVolumeOne.UseVisualStyleBackColor = true;
//
// chkTransformCuScaleUniform
//
this.chkTransformCuScaleUniform.AutoSize = true;
this.chkTransformCuScaleUniform.Location = new System.Drawing.Point(162, 56);
this.chkTransformCuScaleUniform.Name = "chkTransformCuScaleUniform";
this.chkTransformCuScaleUniform.Size = new System.Drawing.Size(92, 17);
this.chkTransformCuScaleUniform.TabIndex = 3;
this.chkTransformCuScaleUniform.Text = "Scale Uniform";
this.chkTransformCuScaleUniform.UseVisualStyleBackColor = true;
//
// chkTransformCuScaleOne
//
this.chkTransformCuScaleOne.AutoSize = true;
this.chkTransformCuScaleOne.Location = new System.Drawing.Point(162, 33);
this.chkTransformCuScaleOne.Name = "chkTransformCuScaleOne";
this.chkTransformCuScaleOne.Size = new System.Drawing.Size(76, 17);
this.chkTransformCuScaleOne.TabIndex = 2;
this.chkTransformCuScaleOne.Text = "Scale One";
this.chkTransformCuScaleOne.UseVisualStyleBackColor = true;
//
// chkTransformCuRotateZero
//
this.chkTransformCuRotateZero.AutoSize = true;
this.chkTransformCuRotateZero.Location = new System.Drawing.Point(16, 56);
this.chkTransformCuRotateZero.Name = "chkTransformCuRotateZero";
this.chkTransformCuRotateZero.Size = new System.Drawing.Size(83, 17);
this.chkTransformCuRotateZero.TabIndex = 1;
this.chkTransformCuRotateZero.Text = "Rotate Zero";
this.chkTransformCuRotateZero.UseVisualStyleBackColor = true;
//
// chkTransformCuRotateTrnaslateZero
//
this.chkTransformCuRotateTrnaslateZero.AutoSize = true;
this.chkTransformCuRotateTrnaslateZero.Location = new System.Drawing.Point(17, 33);
this.chkTransformCuRotateTrnaslateZero.Name = "chkTransformCuRotateTrnaslateZero";
this.chkTransformCuRotateTrnaslateZero.Size = new System.Drawing.Size(130, 17);
this.chkTransformCuRotateTrnaslateZero.TabIndex = 0;
this.chkTransformCuRotateTrnaslateZero.Text = "Rotate Translate Zero";
this.chkTransformCuRotateTrnaslateZero.UseVisualStyleBackColor = true;
//
// tabPage2
//
this.tabPage2.Controls.Add(this.userDataEditor1);
this.tabPage2.Location = new System.Drawing.Point(4, 25);
this.tabPage2.Name = "tabPage2";
this.tabPage2.Padding = new System.Windows.Forms.Padding(3);
this.tabPage2.Size = new System.Drawing.Size(639, 802);
this.tabPage2.TabIndex = 1;
this.tabPage2.Text = "User Data";
this.tabPage2.UseVisualStyleBackColor = true;
//
// userDataEditor1
//
this.userDataEditor1.Dock = System.Windows.Forms.DockStyle.Fill;
this.userDataEditor1.Location = new System.Drawing.Point(3, 3);
this.userDataEditor1.Name = "userDataEditor1";
this.userDataEditor1.Size = new System.Drawing.Size(633, 796);
this.userDataEditor1.TabIndex = 0;
//
// BfresBoneEditor
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(40)))), ((int)(((byte)(40)))), ((int)(((byte)(40)))));
this.Controls.Add(this.stTabControl1);
this.Name = "BfresBoneEditor";
this.Size = new System.Drawing.Size(647, 831);
this.stTabControl1.ResumeLayout(false);
this.tabPage1.ResumeLayout(false);
this.stFlowLayoutPanel1.ResumeLayout(false);
this.stDropDownPanel1.ResumeLayout(false);
this.stDropDownPanel1.PerformLayout();
this.stDropDownPanel2.ResumeLayout(false);
this.stDropDownPanel2.PerformLayout();
this.stPanel1.ResumeLayout(false);
this.stPanel1.PerformLayout();
((System.ComponentModel.ISupportInitialize)(this.RotWUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.ScaZUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.ScaYUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.ScaXUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.RotZUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.RotYUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.RotXUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.posZUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.posYUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.posXUD)).EndInit();
this.stDropDownPanel3.ResumeLayout(false);
this.stDropDownPanel3.PerformLayout();
this.stPanel2.ResumeLayout(false);
this.stPanel2.PerformLayout();
((System.ComponentModel.ISupportInitialize)(this.billboardIndexUD)).EndInit();
this.stDropDownPanel4.ResumeLayout(false);
this.stDropDownPanel4.PerformLayout();
this.stPanel3.ResumeLayout(false);
this.stPanel3.PerformLayout();
((System.ComponentModel.ISupportInitialize)(this.rigidIndexUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.smoothIndexUD)).EndInit();
this.stDropDownPanel5.ResumeLayout(false);
this.stDropDownPanel5.PerformLayout();
this.stPanel4.ResumeLayout(false);
this.stPanel4.PerformLayout();
this.stDropDownPanel6.ResumeLayout(false);
this.stDropDownPanel6.PerformLayout();
this.stPanel5.ResumeLayout(false);
this.stPanel5.PerformLayout();
this.tabPage2.ResumeLayout(false);
this.ResumeLayout(false);
}
#endregion
private Switch_Toolbox.Library.Forms.STTabControl stTabControl1;
private System.Windows.Forms.TabPage tabPage1;
private System.Windows.Forms.TabPage tabPage2;
private UserDataEditor userDataEditor1;
private Switch_Toolbox.Library.Forms.STFlowLayoutPanel stFlowLayoutPanel1;
private Switch_Toolbox.Library.Forms.STDropDownPanel stDropDownPanel1;
private Switch_Toolbox.Library.Forms.STDropDownPanel stDropDownPanel2;
private BoneInfoPanel boneInfoPanel1;
private Switch_Toolbox.Library.Forms.STPanel stPanel1;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat posZUD;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat posYUD;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat posXUD;
private System.Windows.Forms.Label label2;
private System.Windows.Forms.Label label3;
private System.Windows.Forms.Label label4;
private System.Windows.Forms.Label label5;
private System.Windows.Forms.Label label13;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat RotWUD;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat ScaZUD;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat ScaYUD;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat ScaXUD;
private System.Windows.Forms.Label label9;
private System.Windows.Forms.Label label10;
private System.Windows.Forms.Label label11;
private System.Windows.Forms.Label label12;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat RotZUD;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat RotYUD;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat RotXUD;
private System.Windows.Forms.Label label1;
private System.Windows.Forms.Label label6;
private System.Windows.Forms.Label label7;
private System.Windows.Forms.Label label8;
private Switch_Toolbox.Library.Forms.STDropDownPanel stDropDownPanel3;
private Switch_Toolbox.Library.Forms.STPanel stPanel2;
private Switch_Toolbox.Library.Forms.STLabel stLabel2;
private Switch_Toolbox.Library.Forms.NumericUpDownInt billboardIndexUD;
private Switch_Toolbox.Library.Forms.STLabel stLabel1;
private Switch_Toolbox.Library.Forms.STComboBox billboardModeCB;
private Switch_Toolbox.Library.Forms.STDropDownPanel stDropDownPanel4;
private Switch_Toolbox.Library.Forms.STPanel stPanel3;
private Switch_Toolbox.Library.Forms.NumericUpDownInt rigidIndexUD;
private Switch_Toolbox.Library.Forms.STLabel stLabel4;
private Switch_Toolbox.Library.Forms.NumericUpDownInt smoothIndexUD;
private Switch_Toolbox.Library.Forms.STLabel stLabel3;
private Switch_Toolbox.Library.Forms.STDropDownPanel stDropDownPanel5;
private Switch_Toolbox.Library.Forms.STPanel stPanel4;
private Switch_Toolbox.Library.Forms.STCheckBox chkTransformRotateTranslateZero;
private Switch_Toolbox.Library.Forms.STCheckBox chkTransformRotateZero;
private Switch_Toolbox.Library.Forms.STCheckBox chkTransformScaleOne;
private Switch_Toolbox.Library.Forms.STCheckBox chkTransformScaleUniform;
private Switch_Toolbox.Library.Forms.STCheckBox chkTransformTranslateZero;
private Switch_Toolbox.Library.Forms.STCheckBox chkTransformScaleVolumeOne;
private Switch_Toolbox.Library.Forms.STLabel stLabel5;
private Switch_Toolbox.Library.Forms.STComboBox rotModeCB;
private Switch_Toolbox.Library.Forms.STDropDownPanel stDropDownPanel6;
private Switch_Toolbox.Library.Forms.STPanel stPanel5;
private Switch_Toolbox.Library.Forms.STCheckBox chkTransformCuTranslateZero;
private Switch_Toolbox.Library.Forms.STCheckBox chkTransformCuScaleVolumeOne;
private Switch_Toolbox.Library.Forms.STCheckBox chkTransformCuScaleUniform;
private Switch_Toolbox.Library.Forms.STCheckBox chkTransformCuScaleOne;
private Switch_Toolbox.Library.Forms.STCheckBox chkTransformCuRotateZero;
private Switch_Toolbox.Library.Forms.STCheckBox chkTransformCuRotateTrnaslateZero;
private Switch_Toolbox.Library.Forms.STCheckBox chkTransformCuIdenity;
private Switch_Toolbox.Library.Forms.STCheckBox chkTransformIdentity;
}
}