1
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mirror of synced 2024-09-24 19:48:21 +02:00
Switch-Toolbox/Toolbox/GUI/Settings.Designer.cs

1240 lines
62 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 Toolbox
{
partial class Settings
{
/// <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 Windows Form 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.label1 = new Switch_Toolbox.Library.Forms.STLabel();
this.chkBoxSpecular = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkBoxNormalMap = new Switch_Toolbox.Library.Forms.STCheckBox();
this.shadingComboBox = new System.Windows.Forms.ComboBox();
this.panel2 = new Switch_Toolbox.Library.Forms.STPanel();
this.displayBoundingBoxeChk = new Switch_Toolbox.Library.Forms.STCheckBox();
2019-03-29 01:25:10 +01:00
this.boneXRayChk = new Switch_Toolbox.Library.Forms.STCheckBox();
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.stLabel9 = new Switch_Toolbox.Library.Forms.STLabel();
this.cameraMaxSpeedUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.alphaChannelBtn = new Switch_Toolbox.Library.Forms.STButton();
this.blueChannelBtn = new Switch_Toolbox.Library.Forms.STButton();
this.greenChannelBtn = new Switch_Toolbox.Library.Forms.STButton();
this.redChannelBtn = new Switch_Toolbox.Library.Forms.STButton();
this.stLabel8 = new Switch_Toolbox.Library.Forms.STLabel();
this.boneSizeUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.labelNormalsLine = new Switch_Toolbox.Library.Forms.STLabel();
this.normalsLineUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.normalPointsCB = new Switch_Toolbox.Library.Forms.STCheckBox();
this.vtxColorCB = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkBoxEnablePBR = new Switch_Toolbox.Library.Forms.STCheckBox();
this.label6 = new Switch_Toolbox.Library.Forms.STLabel();
this.previewScaleUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.chkBoxDisplayPolyCount = new Switch_Toolbox.Library.Forms.STCheckBox();
this.label5 = new Switch_Toolbox.Library.Forms.STLabel();
this.camFarNumUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.label4 = new Switch_Toolbox.Library.Forms.STLabel();
this.camNearNumUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.label3 = new Switch_Toolbox.Library.Forms.STLabel();
this.camMoveComboBox = new System.Windows.Forms.ComboBox();
this.chkBoxDisplayBones = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkBoxDisplayWireframe = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkBoxDisplayModels = new Switch_Toolbox.Library.Forms.STCheckBox();
this.chkBoxStereoscopy = new Switch_Toolbox.Library.Forms.STCheckBox();
this.label2 = new Switch_Toolbox.Library.Forms.STLabel();
this.panel1 = new Switch_Toolbox.Library.Forms.STPanel();
2019-03-29 01:25:10 +01:00
this.enableVersionCheckCHK = new Switch_Toolbox.Library.Forms.STCheckBox();
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.GLSLVerLabel = new Switch_Toolbox.Library.Forms.STLabel();
this.openGLVerLabel = new Switch_Toolbox.Library.Forms.STLabel();
this.btnSave = new Switch_Toolbox.Library.Forms.STButton();
this.label7 = new Switch_Toolbox.Library.Forms.STLabel();
this.yazoCompressionLevelUD = new Switch_Toolbox.Library.Forms.NumericUpDownInt();
this.panel3 = new Switch_Toolbox.Library.Forms.STPanel();
this.chkBoxMdiMaximized = new Switch_Toolbox.Library.Forms.STCheckBox();
this.formThemeCB = new System.Windows.Forms.ComboBox();
this.stLabel1 = new Switch_Toolbox.Library.Forms.STLabel();
this.stTabControl1 = new Switch_Toolbox.Library.Forms.STTabControl();
this.tabPage1 = new System.Windows.Forms.TabPage();
this.tabPage2 = new System.Windows.Forms.TabPage();
this.modelLoadArchive = new Switch_Toolbox.Library.Forms.STCheckBox();
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.gridCellCountUD = new Switch_Toolbox.Library.Forms.NumericUpDownUint();
this.stLabel7 = new Switch_Toolbox.Library.Forms.STLabel();
this.gridColorPB = new System.Windows.Forms.PictureBox();
this.stLabel6 = new Switch_Toolbox.Library.Forms.STLabel();
this.stLabel5 = new Switch_Toolbox.Library.Forms.STLabel();
this.gridCellSizeUD = new Switch_Toolbox.Library.Forms.NumericUpDownFloat();
this.stLabel4 = new Switch_Toolbox.Library.Forms.STLabel();
this.bgGradientBottom = new System.Windows.Forms.PictureBox();
this.stLabel3 = new Switch_Toolbox.Library.Forms.STLabel();
this.bgGradientTop = new System.Windows.Forms.PictureBox();
this.stLabel2 = new Switch_Toolbox.Library.Forms.STLabel();
this.preferredTexFormatCB = new System.Windows.Forms.ComboBox();
this.tabPage3 = new System.Windows.Forms.TabPage();
this.stLabel13 = new Switch_Toolbox.Library.Forms.STLabel();
this.botwGamePathTB = new Switch_Toolbox.Library.Forms.STTextBox();
this.stLabel14 = new Switch_Toolbox.Library.Forms.STLabel();
this.tpGamePathTB = new Switch_Toolbox.Library.Forms.STTextBox();
this.stLabel12 = new Switch_Toolbox.Library.Forms.STLabel();
this.SMOPathTB = new Switch_Toolbox.Library.Forms.STTextBox();
this.stLabel11 = new Switch_Toolbox.Library.Forms.STLabel();
this.mk8DPathTB = new Switch_Toolbox.Library.Forms.STTextBox();
this.stLabel10 = new Switch_Toolbox.Library.Forms.STLabel();
this.mk8PathTB = new Switch_Toolbox.Library.Forms.STTextBox();
this.tabPage4 = new System.Windows.Forms.TabPage();
this.chkUseSkyobx = new Switch_Toolbox.Library.Forms.STCheckBox();
this.stLabel15 = new Switch_Toolbox.Library.Forms.STLabel();
this.specularCubemapPathTB = new Switch_Toolbox.Library.Forms.STTextBox();
this.stLabel16 = new Switch_Toolbox.Library.Forms.STLabel();
this.diffuseCubemapPathTB = new Switch_Toolbox.Library.Forms.STTextBox();
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.contentContainer.SuspendLayout();
this.panel2.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.cameraMaxSpeedUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.boneSizeUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.normalsLineUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.previewScaleUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.camFarNumUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.camNearNumUD)).BeginInit();
this.panel1.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.yazoCompressionLevelUD)).BeginInit();
this.panel3.SuspendLayout();
this.stTabControl1.SuspendLayout();
this.tabPage1.SuspendLayout();
this.tabPage2.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.gridCellCountUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.gridColorPB)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.gridCellSizeUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.bgGradientBottom)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.bgGradientTop)).BeginInit();
this.tabPage3.SuspendLayout();
this.tabPage4.SuspendLayout();
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.SuspendLayout();
//
// contentContainer
//
this.contentContainer.Controls.Add(this.stTabControl1);
this.contentContainer.Controls.Add(this.btnSave);
this.contentContainer.Size = new System.Drawing.Size(549, 490);
this.contentContainer.Controls.SetChildIndex(this.btnSave, 0);
this.contentContainer.Controls.SetChildIndex(this.stTabControl1, 0);
//
// label1
//
this.label1.AutoSize = true;
this.label1.Location = new System.Drawing.Point(255, 30);
this.label1.Name = "label1";
this.label1.Size = new System.Drawing.Size(90, 13);
this.label1.TabIndex = 0;
this.label1.Text = "Viewport Shading";
//
// chkBoxSpecular
//
this.chkBoxSpecular.AutoSize = true;
this.chkBoxSpecular.Location = new System.Drawing.Point(6, 114);
this.chkBoxSpecular.Name = "chkBoxSpecular";
this.chkBoxSpecular.Size = new System.Drawing.Size(104, 17);
this.chkBoxSpecular.TabIndex = 3;
this.chkBoxSpecular.Text = "Enable Specular";
this.chkBoxSpecular.UseVisualStyleBackColor = true;
//
// chkBoxNormalMap
//
this.chkBoxNormalMap.AutoSize = true;
this.chkBoxNormalMap.Location = new System.Drawing.Point(6, 91);
this.chkBoxNormalMap.Name = "chkBoxNormalMap";
this.chkBoxNormalMap.Size = new System.Drawing.Size(124, 17);
this.chkBoxNormalMap.TabIndex = 2;
this.chkBoxNormalMap.Text = "Enable Normal Maps";
this.chkBoxNormalMap.UseVisualStyleBackColor = true;
this.chkBoxNormalMap.CheckedChanged += new System.EventHandler(this.checkBox1_CheckedChanged);
//
// shadingComboBox
//
this.shadingComboBox.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
this.shadingComboBox.FormattingEnabled = true;
this.shadingComboBox.Location = new System.Drawing.Point(351, 27);
this.shadingComboBox.Name = "shadingComboBox";
this.shadingComboBox.Size = new System.Drawing.Size(165, 21);
this.shadingComboBox.TabIndex = 1;
this.shadingComboBox.SelectedIndexChanged += new System.EventHandler(this.shadingComboBox_SelectedIndexChanged);
//
// panel2
//
2019-04-22 23:52:21 +02:00
this.panel2.Controls.Add(this.displayBoundingBoxeChk);
2019-03-29 01:25:10 +01:00
this.panel2.Controls.Add(this.boneXRayChk);
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.panel2.Controls.Add(this.stLabel9);
this.panel2.Controls.Add(this.cameraMaxSpeedUD);
this.panel2.Controls.Add(this.alphaChannelBtn);
this.panel2.Controls.Add(this.blueChannelBtn);
this.panel2.Controls.Add(this.greenChannelBtn);
this.panel2.Controls.Add(this.redChannelBtn);
this.panel2.Controls.Add(this.stLabel8);
this.panel2.Controls.Add(this.boneSizeUD);
this.panel2.Controls.Add(this.labelNormalsLine);
this.panel2.Controls.Add(this.normalsLineUD);
this.panel2.Controls.Add(this.normalPointsCB);
this.panel2.Controls.Add(this.vtxColorCB);
this.panel2.Controls.Add(this.chkBoxEnablePBR);
this.panel2.Controls.Add(this.label6);
this.panel2.Controls.Add(this.previewScaleUD);
this.panel2.Controls.Add(this.chkBoxDisplayPolyCount);
this.panel2.Controls.Add(this.label5);
this.panel2.Controls.Add(this.camFarNumUD);
this.panel2.Controls.Add(this.label4);
this.panel2.Controls.Add(this.camNearNumUD);
this.panel2.Controls.Add(this.label3);
this.panel2.Controls.Add(this.chkBoxSpecular);
this.panel2.Controls.Add(this.camMoveComboBox);
this.panel2.Controls.Add(this.chkBoxNormalMap);
this.panel2.Controls.Add(this.chkBoxDisplayBones);
this.panel2.Controls.Add(this.shadingComboBox);
this.panel2.Controls.Add(this.chkBoxDisplayWireframe);
this.panel2.Controls.Add(this.label1);
this.panel2.Controls.Add(this.chkBoxDisplayModels);
this.panel2.Controls.Add(this.chkBoxStereoscopy);
this.panel2.Controls.Add(this.label2);
this.panel2.Location = new System.Drawing.Point(3, 106);
this.panel2.Name = "panel2";
this.panel2.Size = new System.Drawing.Size(534, 293);
this.panel2.TabIndex = 4;
//
// displayBoundingBoxeChk
//
this.displayBoundingBoxeChk.AutoSize = true;
this.displayBoundingBoxeChk.Location = new System.Drawing.Point(252, 183);
this.displayBoundingBoxeChk.Name = "displayBoundingBoxeChk";
this.displayBoundingBoxeChk.Size = new System.Drawing.Size(140, 17);
this.displayBoundingBoxeChk.TabIndex = 31;
this.displayBoundingBoxeChk.Text = "Display Bounding Boxes";
this.displayBoundingBoxeChk.CheckedChanged += new System.EventHandler(this.displayBoundingBoxeChk_CheckedChanged);
//
2019-03-29 01:25:10 +01:00
// boneXRayChk
//
this.boneXRayChk.AutoSize = true;
2019-04-22 23:52:21 +02:00
this.boneXRayChk.Location = new System.Drawing.Point(252, 137);
2019-03-29 01:25:10 +01:00
this.boneXRayChk.Name = "boneXRayChk";
this.boneXRayChk.Size = new System.Drawing.Size(120, 17);
this.boneXRayChk.TabIndex = 30;
this.boneXRayChk.Text = "Display Bone X Ray";
this.boneXRayChk.CheckedChanged += new System.EventHandler(this.boneXRayChk_CheckedChanged);
//
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
// stLabel9
//
this.stLabel9.AutoSize = true;
this.stLabel9.Location = new System.Drawing.Point(13, 211);
this.stLabel9.Name = "stLabel9";
this.stLabel9.Size = new System.Drawing.Size(103, 13);
this.stLabel9.TabIndex = 29;
this.stLabel9.Text = "Camera Max Speed:";
//
// cameraMaxSpeedUD
//
this.cameraMaxSpeedUD.DecimalPlaces = 3;
this.cameraMaxSpeedUD.Increment = new decimal(new int[] {
5,
0,
0,
131072});
this.cameraMaxSpeedUD.Location = new System.Drawing.Point(116, 209);
this.cameraMaxSpeedUD.Maximum = new decimal(new int[] {
999,
0,
0,
0});
this.cameraMaxSpeedUD.Minimum = new decimal(new int[] {
1,
0,
0,
65536});
this.cameraMaxSpeedUD.Name = "cameraMaxSpeedUD";
this.cameraMaxSpeedUD.Size = new System.Drawing.Size(158, 20);
this.cameraMaxSpeedUD.TabIndex = 28;
this.cameraMaxSpeedUD.Value = new decimal(new int[] {
1,
0,
0,
65536});
this.cameraMaxSpeedUD.ValueChanged += new System.EventHandler(this.cameraMaxSpeedUD_ValueChanged);
//
// alphaChannelBtn
//
this.alphaChannelBtn.BackColor = System.Drawing.Color.Silver;
this.alphaChannelBtn.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.alphaChannelBtn.Location = new System.Drawing.Point(341, 64);
this.alphaChannelBtn.Name = "alphaChannelBtn";
this.alphaChannelBtn.Size = new System.Drawing.Size(21, 21);
this.alphaChannelBtn.TabIndex = 27;
this.alphaChannelBtn.Text = "A";
this.alphaChannelBtn.UseVisualStyleBackColor = false;
this.alphaChannelBtn.Click += new System.EventHandler(this.alphaChannelBtn_Click);
//
// blueChannelBtn
//
this.blueChannelBtn.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(0)))), ((int)(((byte)(0)))), ((int)(((byte)(192)))));
this.blueChannelBtn.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.blueChannelBtn.Location = new System.Drawing.Point(314, 64);
this.blueChannelBtn.Name = "blueChannelBtn";
this.blueChannelBtn.Size = new System.Drawing.Size(21, 21);
this.blueChannelBtn.TabIndex = 26;
this.blueChannelBtn.Text = "B";
this.blueChannelBtn.UseVisualStyleBackColor = false;
this.blueChannelBtn.Click += new System.EventHandler(this.blueChannelBtn_Click);
//
// greenChannelBtn
//
this.greenChannelBtn.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(0)))), ((int)(((byte)(192)))), ((int)(((byte)(0)))));
this.greenChannelBtn.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.greenChannelBtn.Location = new System.Drawing.Point(287, 64);
this.greenChannelBtn.Name = "greenChannelBtn";
this.greenChannelBtn.Size = new System.Drawing.Size(21, 21);
this.greenChannelBtn.TabIndex = 25;
this.greenChannelBtn.Text = "G";
this.greenChannelBtn.UseVisualStyleBackColor = false;
this.greenChannelBtn.Click += new System.EventHandler(this.greenChannelBtn_Click);
//
// redChannelBtn
//
this.redChannelBtn.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(192)))), ((int)(((byte)(0)))), ((int)(((byte)(0)))));
this.redChannelBtn.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.redChannelBtn.Location = new System.Drawing.Point(260, 64);
this.redChannelBtn.Name = "redChannelBtn";
this.redChannelBtn.Size = new System.Drawing.Size(21, 21);
this.redChannelBtn.TabIndex = 24;
this.redChannelBtn.Text = "R";
this.redChannelBtn.UseVisualStyleBackColor = false;
this.redChannelBtn.Click += new System.EventHandler(this.redChannelBtn_Click);
//
// stLabel8
//
this.stLabel8.AutoSize = true;
this.stLabel8.Location = new System.Drawing.Point(280, 213);
this.stLabel8.Name = "stLabel8";
this.stLabel8.Size = new System.Drawing.Size(82, 13);
this.stLabel8.TabIndex = 23;
this.stLabel8.Text = "Bone Point Size";
//
// boneSizeUD
//
this.boneSizeUD.DecimalPlaces = 3;
this.boneSizeUD.Increment = new decimal(new int[] {
1,
0,
0,
131072});
this.boneSizeUD.Location = new System.Drawing.Point(368, 211);
this.boneSizeUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.boneSizeUD.Minimum = new decimal(new int[] {
1,
0,
0,
131072});
this.boneSizeUD.Name = "boneSizeUD";
this.boneSizeUD.Size = new System.Drawing.Size(167, 20);
this.boneSizeUD.TabIndex = 22;
this.boneSizeUD.Value = new decimal(new int[] {
1,
0,
0,
65536});
this.boneSizeUD.ValueChanged += new System.EventHandler(this.boneSizeUD_ValueChanged);
//
// labelNormalsLine
//
this.labelNormalsLine.AutoSize = true;
this.labelNormalsLine.Location = new System.Drawing.Point(280, 237);
this.labelNormalsLine.Name = "labelNormalsLine";
this.labelNormalsLine.Size = new System.Drawing.Size(81, 13);
this.labelNormalsLine.TabIndex = 21;
this.labelNormalsLine.Text = "Normals Length";
//
// normalsLineUD
//
this.normalsLineUD.DecimalPlaces = 3;
this.normalsLineUD.Increment = new decimal(new int[] {
1,
0,
0,
131072});
this.normalsLineUD.Location = new System.Drawing.Point(371, 237);
this.normalsLineUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.normalsLineUD.Minimum = new decimal(new int[] {
1,
0,
0,
131072});
this.normalsLineUD.Name = "normalsLineUD";
this.normalsLineUD.Size = new System.Drawing.Size(167, 20);
this.normalsLineUD.TabIndex = 20;
this.normalsLineUD.Value = new decimal(new int[] {
1,
0,
0,
65536});
this.normalsLineUD.ValueChanged += new System.EventHandler(this.normalsLineUD_ValueChanged);
//
// normalPointsCB
//
this.normalPointsCB.AutoSize = true;
this.normalPointsCB.Location = new System.Drawing.Point(402, 137);
this.normalPointsCB.Name = "normalPointsCB";
this.normalPointsCB.Size = new System.Drawing.Size(128, 17);
this.normalPointsCB.TabIndex = 19;
this.normalPointsCB.Text = "Display Normal Points";
this.normalPointsCB.UseVisualStyleBackColor = true;
this.normalPointsCB.CheckedChanged += new System.EventHandler(this.normalPointsCB_CheckedChanged);
//
// vtxColorCB
//
this.vtxColorCB.AutoSize = true;
this.vtxColorCB.Location = new System.Drawing.Point(402, 114);
this.vtxColorCB.Name = "vtxColorCB";
this.vtxColorCB.Size = new System.Drawing.Size(125, 17);
this.vtxColorCB.TabIndex = 18;
this.vtxColorCB.Text = "Display Vertex Colors";
this.vtxColorCB.UseVisualStyleBackColor = true;
this.vtxColorCB.CheckedChanged += new System.EventHandler(this.vtxColorCB_CheckedChanged);
//
// chkBoxEnablePBR
//
this.chkBoxEnablePBR.AutoSize = true;
this.chkBoxEnablePBR.Location = new System.Drawing.Point(6, 137);
this.chkBoxEnablePBR.Name = "chkBoxEnablePBR";
this.chkBoxEnablePBR.Size = new System.Drawing.Size(84, 17);
this.chkBoxEnablePBR.TabIndex = 17;
this.chkBoxEnablePBR.Text = "Enable PBR";
this.chkBoxEnablePBR.UseVisualStyleBackColor = true;
this.chkBoxEnablePBR.CheckedChanged += new System.EventHandler(this.chkBoxEnablePBR_CheckedChanged);
//
// label6
//
this.label6.AutoSize = true;
this.label6.Location = new System.Drawing.Point(280, 261);
this.label6.Name = "label6";
this.label6.Size = new System.Drawing.Size(75, 13);
this.label6.TabIndex = 15;
this.label6.Text = "Preview Scale";
//
// previewScaleUD
//
this.previewScaleUD.DecimalPlaces = 3;
this.previewScaleUD.Increment = new decimal(new int[] {
1,
0,
0,
131072});
this.previewScaleUD.Location = new System.Drawing.Point(372, 261);
this.previewScaleUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.previewScaleUD.Minimum = new decimal(new int[] {
1,
0,
0,
131072});
this.previewScaleUD.Name = "previewScaleUD";
this.previewScaleUD.Size = new System.Drawing.Size(168, 20);
this.previewScaleUD.TabIndex = 14;
this.previewScaleUD.Value = new decimal(new int[] {
1,
0,
0,
65536});
this.previewScaleUD.ValueChanged += new System.EventHandler(this.numericUpDown1_ValueChanged);
//
// chkBoxDisplayPolyCount
//
this.chkBoxDisplayPolyCount.AutoSize = true;
2019-04-22 23:52:21 +02:00
this.chkBoxDisplayPolyCount.Location = new System.Drawing.Point(252, 160);
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.chkBoxDisplayPolyCount.Name = "chkBoxDisplayPolyCount";
this.chkBoxDisplayPolyCount.Size = new System.Drawing.Size(114, 17);
this.chkBoxDisplayPolyCount.TabIndex = 13;
this.chkBoxDisplayPolyCount.Text = "Display Poly Count";
this.chkBoxDisplayPolyCount.CheckedChanged += new System.EventHandler(this.chkBoxDisplayPolyCount_CheckedChanged);
//
// label5
//
this.label5.AutoSize = true;
this.label5.Location = new System.Drawing.Point(13, 261);
this.label5.Name = "label5";
this.label5.Size = new System.Drawing.Size(61, 13);
this.label5.TabIndex = 12;
this.label5.Text = "Camera Far";
//
// camFarNumUD
//
this.camFarNumUD.DecimalPlaces = 3;
this.camFarNumUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.camFarNumUD.Location = new System.Drawing.Point(116, 261);
this.camFarNumUD.Maximum = new decimal(new int[] {
1316134912,
2328,
0,
0});
this.camFarNumUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.camFarNumUD.Name = "camFarNumUD";
this.camFarNumUD.Size = new System.Drawing.Size(158, 20);
this.camFarNumUD.TabIndex = 11;
this.camFarNumUD.ValueChanged += new System.EventHandler(this.camFarNumUD_ValueChanged);
//
// label4
//
this.label4.AutoSize = true;
this.label4.Location = new System.Drawing.Point(13, 237);
this.label4.Name = "label4";
this.label4.Size = new System.Drawing.Size(69, 13);
this.label4.TabIndex = 10;
this.label4.Text = "Camera Near";
//
// camNearNumUD
//
this.camNearNumUD.DecimalPlaces = 3;
this.camNearNumUD.Increment = new decimal(new int[] {
5,
0,
0,
131072});
this.camNearNumUD.Location = new System.Drawing.Point(116, 235);
this.camNearNumUD.Maximum = new decimal(new int[] {
1,
0,
0,
0});
this.camNearNumUD.Minimum = new decimal(new int[] {
1,
0,
0,
65536});
this.camNearNumUD.Name = "camNearNumUD";
this.camNearNumUD.Size = new System.Drawing.Size(158, 20);
this.camNearNumUD.TabIndex = 9;
this.camNearNumUD.Value = new decimal(new int[] {
1,
0,
0,
65536});
this.camNearNumUD.ValueChanged += new System.EventHandler(this.camNearNumUD_ValueChanged);
//
// label3
//
this.label3.AutoSize = true;
this.label3.Location = new System.Drawing.Point(3, 30);
this.label3.Name = "label3";
this.label3.Size = new System.Drawing.Size(43, 13);
this.label3.TabIndex = 8;
this.label3.Text = "Camera";
//
// camMoveComboBox
//
this.camMoveComboBox.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
this.camMoveComboBox.FormattingEnabled = true;
this.camMoveComboBox.Location = new System.Drawing.Point(59, 27);
this.camMoveComboBox.Name = "camMoveComboBox";
this.camMoveComboBox.Size = new System.Drawing.Size(156, 21);
this.camMoveComboBox.TabIndex = 4;
this.camMoveComboBox.SelectedIndexChanged += new System.EventHandler(this.camMoveComboBox_SelectedIndexChanged);
//
// chkBoxDisplayBones
//
this.chkBoxDisplayBones.AutoSize = true;
2019-04-22 23:52:21 +02:00
this.chkBoxDisplayBones.Location = new System.Drawing.Point(252, 114);
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.chkBoxDisplayBones.Name = "chkBoxDisplayBones";
this.chkBoxDisplayBones.Size = new System.Drawing.Size(93, 17);
this.chkBoxDisplayBones.TabIndex = 7;
this.chkBoxDisplayBones.Text = "Display Bones";
this.chkBoxDisplayBones.UseVisualStyleBackColor = true;
this.chkBoxDisplayBones.CheckedChanged += new System.EventHandler(this.chkBoxDisplayBones_CheckedChanged);
//
// chkBoxDisplayWireframe
//
this.chkBoxDisplayWireframe.AutoSize = true;
this.chkBoxDisplayWireframe.Location = new System.Drawing.Point(402, 183);
this.chkBoxDisplayWireframe.Name = "chkBoxDisplayWireframe";
this.chkBoxDisplayWireframe.Size = new System.Drawing.Size(111, 17);
this.chkBoxDisplayWireframe.TabIndex = 6;
this.chkBoxDisplayWireframe.Text = "Display Wireframe";
this.chkBoxDisplayWireframe.UseVisualStyleBackColor = true;
this.chkBoxDisplayWireframe.CheckedChanged += new System.EventHandler(this.chkBoxDisplayWireframe_CheckedChanged);
//
// chkBoxDisplayModels
//
this.chkBoxDisplayModels.AutoSize = true;
this.chkBoxDisplayModels.Location = new System.Drawing.Point(402, 160);
this.chkBoxDisplayModels.Name = "chkBoxDisplayModels";
this.chkBoxDisplayModels.Size = new System.Drawing.Size(97, 17);
this.chkBoxDisplayModels.TabIndex = 5;
this.chkBoxDisplayModels.Text = "Display Models";
this.chkBoxDisplayModels.UseVisualStyleBackColor = true;
this.chkBoxDisplayModels.CheckedChanged += new System.EventHandler(this.chkBoxDisplayModels_CheckedChanged);
//
// chkBoxStereoscopy
//
this.chkBoxStereoscopy.AutoSize = true;
this.chkBoxStereoscopy.Location = new System.Drawing.Point(6, 68);
this.chkBoxStereoscopy.Name = "chkBoxStereoscopy";
this.chkBoxStereoscopy.Size = new System.Drawing.Size(121, 17);
this.chkBoxStereoscopy.TabIndex = 4;
this.chkBoxStereoscopy.Text = "Enable Stereoscopy";
this.chkBoxStereoscopy.UseVisualStyleBackColor = true;
this.chkBoxStereoscopy.CheckedChanged += new System.EventHandler(this.checkBox1_CheckedChanged_1);
//
// label2
//
this.label2.AutoSize = true;
this.label2.Location = new System.Drawing.Point(56, 11);
this.label2.Name = "label2";
this.label2.Size = new System.Drawing.Size(89, 13);
this.label2.TabIndex = 4;
this.label2.Text = "Viewport Settings";
//
// panel1
//
2019-03-23 18:44:27 +01:00
this.panel1.Controls.Add(this.enableVersionCheckCHK);
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.panel1.Controls.Add(this.GLSLVerLabel);
this.panel1.Controls.Add(this.openGLVerLabel);
this.panel1.Location = new System.Drawing.Point(3, 4);
this.panel1.Name = "panel1";
this.panel1.Size = new System.Drawing.Size(215, 96);
this.panel1.TabIndex = 5;
//
2019-03-29 01:25:10 +01:00
// enableVersionCheckCHK
//
this.enableVersionCheckCHK.AutoSize = true;
this.enableVersionCheckCHK.Location = new System.Drawing.Point(0, 67);
this.enableVersionCheckCHK.Name = "enableVersionCheckCHK";
this.enableVersionCheckCHK.Size = new System.Drawing.Size(131, 17);
this.enableVersionCheckCHK.TabIndex = 16;
this.enableVersionCheckCHK.Text = "Enable Version Check";
this.enableVersionCheckCHK.UseVisualStyleBackColor = true;
this.enableVersionCheckCHK.CheckedChanged += new System.EventHandler(this.checkBox1_CheckedChanged_2);
//
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
// GLSLVerLabel
//
this.GLSLVerLabel.AutoSize = true;
this.GLSLVerLabel.Location = new System.Drawing.Point(3, 38);
this.GLSLVerLabel.Name = "GLSLVerLabel";
this.GLSLVerLabel.Size = new System.Drawing.Size(72, 13);
this.GLSLVerLabel.TabIndex = 10;
this.GLSLVerLabel.Text = "GLSL Version";
//
// openGLVerLabel
//
this.openGLVerLabel.AutoSize = true;
this.openGLVerLabel.Location = new System.Drawing.Point(3, 13);
this.openGLVerLabel.Name = "openGLVerLabel";
this.openGLVerLabel.Size = new System.Drawing.Size(91, 13);
this.openGLVerLabel.TabIndex = 9;
this.openGLVerLabel.Text = "Open GL Version:";
//
// btnSave
//
this.btnSave.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.btnSave.Location = new System.Drawing.Point(434, 449);
this.btnSave.Name = "btnSave";
this.btnSave.Size = new System.Drawing.Size(104, 27);
this.btnSave.TabIndex = 6;
this.btnSave.Text = "Save";
this.btnSave.UseVisualStyleBackColor = true;
this.btnSave.Click += new System.EventHandler(this.btnSave_Click);
//
// label7
//
this.label7.AutoSize = true;
this.label7.Location = new System.Drawing.Point(18, 68);
this.label7.Name = "label7";
this.label7.Size = new System.Drawing.Size(123, 13);
this.label7.TabIndex = 17;
this.label7.Text = "Yaz0 Compression Level";
//
// yazoCompressionLevelUD
//
this.yazoCompressionLevelUD.Location = new System.Drawing.Point(147, 66);
this.yazoCompressionLevelUD.Maximum = new decimal(new int[] {
9,
0,
0,
0});
this.yazoCompressionLevelUD.Minimum = new decimal(new int[] {
1,
0,
0,
0});
this.yazoCompressionLevelUD.Name = "yazoCompressionLevelUD";
this.yazoCompressionLevelUD.Size = new System.Drawing.Size(42, 20);
this.yazoCompressionLevelUD.TabIndex = 16;
this.yazoCompressionLevelUD.Value = new decimal(new int[] {
1,
0,
0,
0});
this.yazoCompressionLevelUD.ValueChanged += new System.EventHandler(this.yazoCompressionLevelUD_ValueChanged);
//
// panel3
//
this.panel3.Controls.Add(this.chkBoxMdiMaximized);
this.panel3.Controls.Add(this.formThemeCB);
this.panel3.Controls.Add(this.stLabel1);
this.panel3.Controls.Add(this.yazoCompressionLevelUD);
this.panel3.Controls.Add(this.label7);
this.panel3.Location = new System.Drawing.Point(224, 3);
this.panel3.Name = "panel3";
this.panel3.Size = new System.Drawing.Size(313, 97);
this.panel3.TabIndex = 18;
//
// chkBoxMdiMaximized
//
this.chkBoxMdiMaximized.AutoSize = true;
this.chkBoxMdiMaximized.Location = new System.Drawing.Point(21, 38);
this.chkBoxMdiMaximized.Name = "chkBoxMdiMaximized";
this.chkBoxMdiMaximized.Size = new System.Drawing.Size(162, 17);
this.chkBoxMdiMaximized.TabIndex = 17;
this.chkBoxMdiMaximized.Text = "Always Maximized Mdi Forms";
this.chkBoxMdiMaximized.UseVisualStyleBackColor = true;
this.chkBoxMdiMaximized.CheckedChanged += new System.EventHandler(this.chkBoxMdiMaximized_CheckedChanged_3);
//
// formThemeCB
//
this.formThemeCB.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
this.formThemeCB.FormattingEnabled = true;
this.formThemeCB.Location = new System.Drawing.Point(90, 10);
this.formThemeCB.Name = "formThemeCB";
this.formThemeCB.Size = new System.Drawing.Size(210, 21);
this.formThemeCB.TabIndex = 23;
this.formThemeCB.SelectedIndexChanged += new System.EventHandler(this.formThemeCB_SelectedIndexChanged);
//
// stLabel1
//
this.stLabel1.AutoSize = true;
this.stLabel1.Location = new System.Drawing.Point(18, 14);
this.stLabel1.Name = "stLabel1";
this.stLabel1.Size = new System.Drawing.Size(66, 13);
this.stLabel1.TabIndex = 22;
this.stLabel1.Text = "Form Theme";
//
// stTabControl1
//
this.stTabControl1.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
| System.Windows.Forms.AnchorStyles.Left)
| System.Windows.Forms.AnchorStyles.Right)));
this.stTabControl1.Controls.Add(this.tabPage1);
this.stTabControl1.Controls.Add(this.tabPage2);
this.stTabControl1.Controls.Add(this.tabPage3);
this.stTabControl1.Controls.Add(this.tabPage4);
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.Location = new System.Drawing.Point(0, 25);
this.stTabControl1.myBackColor = System.Drawing.Color.Empty;
this.stTabControl1.Name = "stTabControl1";
this.stTabControl1.SelectedIndex = 0;
this.stTabControl1.Size = new System.Drawing.Size(549, 424);
this.stTabControl1.TabIndex = 19;
//
// tabPage1
//
this.tabPage1.Controls.Add(this.panel3);
this.tabPage1.Controls.Add(this.panel2);
this.tabPage1.Controls.Add(this.panel1);
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(541, 395);
this.tabPage1.TabIndex = 0;
this.tabPage1.Text = "Main";
this.tabPage1.UseVisualStyleBackColor = true;
//
// tabPage2
//
this.tabPage2.Controls.Add(this.modelLoadArchive);
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.tabPage2.Controls.Add(this.gridCellCountUD);
this.tabPage2.Controls.Add(this.stLabel7);
this.tabPage2.Controls.Add(this.gridColorPB);
this.tabPage2.Controls.Add(this.stLabel6);
this.tabPage2.Controls.Add(this.stLabel5);
this.tabPage2.Controls.Add(this.gridCellSizeUD);
this.tabPage2.Controls.Add(this.stLabel4);
this.tabPage2.Controls.Add(this.bgGradientBottom);
this.tabPage2.Controls.Add(this.stLabel3);
this.tabPage2.Controls.Add(this.bgGradientTop);
this.tabPage2.Controls.Add(this.stLabel2);
this.tabPage2.Controls.Add(this.preferredTexFormatCB);
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(541, 395);
this.tabPage2.TabIndex = 1;
this.tabPage2.Text = "Editor";
this.tabPage2.UseVisualStyleBackColor = true;
//
// modelLoadArchive
//
this.modelLoadArchive.AutoSize = true;
this.modelLoadArchive.Location = new System.Drawing.Point(12, 210);
this.modelLoadArchive.Name = "modelLoadArchive";
this.modelLoadArchive.Size = new System.Drawing.Size(205, 17);
this.modelLoadArchive.TabIndex = 17;
this.modelLoadArchive.Text = "Load models when an archive is open";
this.modelLoadArchive.TextAlign = System.Drawing.ContentAlignment.TopLeft;
this.modelLoadArchive.UseVisualStyleBackColor = true;
this.modelLoadArchive.CheckedChanged += new System.EventHandler(this.modelLoadArchive_CheckedChanged);
//
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
// gridCellCountUD
//
this.gridCellCountUD.Location = new System.Drawing.Point(104, 166);
this.gridCellCountUD.Maximum = new decimal(new int[] {
2147483647,
0,
0,
0});
this.gridCellCountUD.Name = "gridCellCountUD";
this.gridCellCountUD.Size = new System.Drawing.Size(85, 20);
this.gridCellCountUD.TabIndex = 16;
this.gridCellCountUD.ValueChanged += new System.EventHandler(this.gridCellCountUD_ValueChanged);
//
// stLabel7
//
this.stLabel7.AutoSize = true;
this.stLabel7.Location = new System.Drawing.Point(48, 111);
this.stLabel7.Name = "stLabel7";
this.stLabel7.Size = new System.Drawing.Size(53, 13);
this.stLabel7.TabIndex = 15;
this.stLabel7.Text = "Grid Color";
//
// gridColorPB
//
this.gridColorPB.Location = new System.Drawing.Point(9, 105);
this.gridColorPB.Name = "gridColorPB";
this.gridColorPB.Size = new System.Drawing.Size(25, 25);
this.gridColorPB.TabIndex = 14;
this.gridColorPB.TabStop = false;
this.gridColorPB.Click += new System.EventHandler(this.gridColorPB_Click);
//
// stLabel6
//
this.stLabel6.AutoSize = true;
this.stLabel6.Location = new System.Drawing.Point(9, 168);
this.stLabel6.Name = "stLabel6";
this.stLabel6.Size = new System.Drawing.Size(77, 13);
this.stLabel6.TabIndex = 12;
this.stLabel6.Text = "Grid Cell Count";
//
// stLabel5
//
this.stLabel5.AutoSize = true;
this.stLabel5.Location = new System.Drawing.Point(6, 143);
this.stLabel5.Name = "stLabel5";
this.stLabel5.Size = new System.Drawing.Size(69, 13);
this.stLabel5.TabIndex = 11;
this.stLabel5.Text = "Grid Cell Size";
//
// gridCellSizeUD
//
this.gridCellSizeUD.DecimalPlaces = 5;
this.gridCellSizeUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.gridCellSizeUD.Location = new System.Drawing.Point(104, 141);
this.gridCellSizeUD.Maximum = new decimal(new int[] {
1410065408,
2,
0,
0});
this.gridCellSizeUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.gridCellSizeUD.Name = "gridCellSizeUD";
this.gridCellSizeUD.Size = new System.Drawing.Size(85, 20);
this.gridCellSizeUD.TabIndex = 10;
this.gridCellSizeUD.Value = new decimal(new int[] {
1,
0,
0,
0});
this.gridCellSizeUD.ValueChanged += new System.EventHandler(this.girdCellSizeUD_ValueChanged);
//
// stLabel4
//
this.stLabel4.AutoSize = true;
this.stLabel4.Location = new System.Drawing.Point(45, 81);
this.stLabel4.Name = "stLabel4";
this.stLabel4.Size = new System.Drawing.Size(144, 13);
this.stLabel4.TabIndex = 5;
this.stLabel4.Text = "Background Gradient Bottom";
//
// bgGradientBottom
//
this.bgGradientBottom.Location = new System.Drawing.Point(9, 74);
this.bgGradientBottom.Name = "bgGradientBottom";
this.bgGradientBottom.Size = new System.Drawing.Size(25, 25);
this.bgGradientBottom.TabIndex = 4;
this.bgGradientBottom.TabStop = false;
this.bgGradientBottom.Click += new System.EventHandler(this.bgGradientBottom_Click);
//
// stLabel3
//
this.stLabel3.AutoSize = true;
this.stLabel3.Location = new System.Drawing.Point(45, 50);
this.stLabel3.Name = "stLabel3";
this.stLabel3.Size = new System.Drawing.Size(130, 13);
this.stLabel3.TabIndex = 3;
this.stLabel3.Text = "Background Gradient Top";
//
// bgGradientTop
//
this.bgGradientTop.Location = new System.Drawing.Point(9, 43);
this.bgGradientTop.Name = "bgGradientTop";
this.bgGradientTop.Size = new System.Drawing.Size(25, 25);
this.bgGradientTop.TabIndex = 2;
this.bgGradientTop.TabStop = false;
this.bgGradientTop.Click += new System.EventHandler(this.bgGradientTop_Click);
//
// stLabel2
//
this.stLabel2.AutoSize = true;
this.stLabel2.Location = new System.Drawing.Point(6, 9);
this.stLabel2.Name = "stLabel2";
this.stLabel2.Size = new System.Drawing.Size(127, 13);
this.stLabel2.TabIndex = 1;
this.stLabel2.Text = "Preferred Texture Format:";
//
// preferredTexFormatCB
//
this.preferredTexFormatCB.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
this.preferredTexFormatCB.FormattingEnabled = true;
this.preferredTexFormatCB.Location = new System.Drawing.Point(136, 6);
this.preferredTexFormatCB.Name = "preferredTexFormatCB";
this.preferredTexFormatCB.Size = new System.Drawing.Size(228, 21);
this.preferredTexFormatCB.TabIndex = 0;
this.preferredTexFormatCB.SelectedIndexChanged += new System.EventHandler(this.preferredTexFormatCB_SelectedIndexChanged);
//
// tabPage3
//
this.tabPage3.Controls.Add(this.stLabel13);
this.tabPage3.Controls.Add(this.botwGamePathTB);
this.tabPage3.Controls.Add(this.stLabel14);
this.tabPage3.Controls.Add(this.tpGamePathTB);
this.tabPage3.Controls.Add(this.stLabel12);
this.tabPage3.Controls.Add(this.SMOPathTB);
this.tabPage3.Controls.Add(this.stLabel11);
this.tabPage3.Controls.Add(this.mk8DPathTB);
this.tabPage3.Controls.Add(this.stLabel10);
this.tabPage3.Controls.Add(this.mk8PathTB);
this.tabPage3.Location = new System.Drawing.Point(4, 25);
this.tabPage3.Name = "tabPage3";
this.tabPage3.Padding = new System.Windows.Forms.Padding(3);
this.tabPage3.Size = new System.Drawing.Size(541, 395);
this.tabPage3.TabIndex = 2;
this.tabPage3.Text = "Paths";
this.tabPage3.UseVisualStyleBackColor = true;
//
// stLabel13
//
this.stLabel13.AutoSize = true;
this.stLabel13.Location = new System.Drawing.Point(6, 122);
this.stLabel13.Name = "stLabel13";
this.stLabel13.Size = new System.Drawing.Size(98, 13);
this.stLabel13.TabIndex = 9;
this.stLabel13.Text = "Breath Of The Wild";
//
// botwGamePathTB
//
this.botwGamePathTB.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.botwGamePathTB.Location = new System.Drawing.Point(112, 120);
this.botwGamePathTB.Name = "botwGamePathTB";
this.botwGamePathTB.Size = new System.Drawing.Size(258, 20);
this.botwGamePathTB.TabIndex = 8;
this.botwGamePathTB.Click += new System.EventHandler(this.botwGamePathTB_Click);
//
// stLabel14
//
this.stLabel14.AutoSize = true;
this.stLabel14.Location = new System.Drawing.Point(6, 96);
this.stLabel14.Name = "stLabel14";
this.stLabel14.Size = new System.Drawing.Size(105, 13);
this.stLabel14.TabIndex = 7;
this.stLabel14.Text = "Twilight Princess HD";
//
// tpGamePathTB
//
this.tpGamePathTB.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.tpGamePathTB.Location = new System.Drawing.Point(112, 94);
this.tpGamePathTB.Name = "tpGamePathTB";
this.tpGamePathTB.Size = new System.Drawing.Size(258, 20);
this.tpGamePathTB.TabIndex = 6;
this.tpGamePathTB.Click += new System.EventHandler(this.tpGamePathTB_Click);
//
// stLabel12
//
this.stLabel12.AutoSize = true;
this.stLabel12.Location = new System.Drawing.Point(6, 70);
this.stLabel12.Name = "stLabel12";
this.stLabel12.Size = new System.Drawing.Size(76, 13);
this.stLabel12.TabIndex = 5;
this.stLabel12.Text = "Mario Odyssey";
//
// SMOPathTB
//
this.SMOPathTB.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.SMOPathTB.Location = new System.Drawing.Point(112, 68);
this.SMOPathTB.Name = "SMOPathTB";
this.SMOPathTB.Size = new System.Drawing.Size(258, 20);
this.SMOPathTB.TabIndex = 4;
this.SMOPathTB.Click += new System.EventHandler(this.SMOPathTB_Click);
//
// stLabel11
//
this.stLabel11.AutoSize = true;
this.stLabel11.Location = new System.Drawing.Point(6, 44);
this.stLabel11.Name = "stLabel11";
this.stLabel11.Size = new System.Drawing.Size(100, 13);
this.stLabel11.TabIndex = 3;
this.stLabel11.Text = "Mario Kart 8 Deluxe";
//
// mk8DPathTB
//
this.mk8DPathTB.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.mk8DPathTB.Location = new System.Drawing.Point(112, 42);
this.mk8DPathTB.Name = "mk8DPathTB";
this.mk8DPathTB.Size = new System.Drawing.Size(258, 20);
this.mk8DPathTB.TabIndex = 2;
this.mk8DPathTB.Click += new System.EventHandler(this.mk8DPathTB_Click);
//
// stLabel10
//
this.stLabel10.AutoSize = true;
this.stLabel10.Location = new System.Drawing.Point(6, 18);
this.stLabel10.Name = "stLabel10";
this.stLabel10.Size = new System.Drawing.Size(64, 13);
this.stLabel10.TabIndex = 1;
this.stLabel10.Text = "Mario Kart 8";
//
// mk8PathTB
//
this.mk8PathTB.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.mk8PathTB.Location = new System.Drawing.Point(112, 16);
this.mk8PathTB.Name = "mk8PathTB";
this.mk8PathTB.Size = new System.Drawing.Size(258, 20);
this.mk8PathTB.TabIndex = 0;
this.mk8PathTB.Click += new System.EventHandler(this.mk8PathTB_Click);
2019-04-22 23:52:21 +02:00
//
// tabPage4
//
this.tabPage4.Controls.Add(this.stLabel16);
this.tabPage4.Controls.Add(this.diffuseCubemapPathTB);
this.tabPage4.Controls.Add(this.chkUseSkyobx);
this.tabPage4.Controls.Add(this.stLabel15);
this.tabPage4.Controls.Add(this.specularCubemapPathTB);
this.tabPage4.Location = new System.Drawing.Point(4, 25);
this.tabPage4.Name = "tabPage4";
this.tabPage4.Padding = new System.Windows.Forms.Padding(3);
this.tabPage4.Size = new System.Drawing.Size(541, 395);
this.tabPage4.TabIndex = 3;
this.tabPage4.Text = "PBR";
this.tabPage4.UseVisualStyleBackColor = true;
//
// chkUseSkyobx
//
this.chkUseSkyobx.AutoSize = true;
this.chkUseSkyobx.Location = new System.Drawing.Point(19, 16);
this.chkUseSkyobx.Name = "chkUseSkyobx";
this.chkUseSkyobx.Size = new System.Drawing.Size(83, 17);
this.chkUseSkyobx.TabIndex = 2;
this.chkUseSkyobx.Text = "Use Skybox";
this.chkUseSkyobx.UseVisualStyleBackColor = true;
this.chkUseSkyobx.CheckedChanged += new System.EventHandler(this.chkUseSkyobx_CheckedChanged);
//
// stLabel15
//
this.stLabel15.AutoSize = true;
this.stLabel15.Location = new System.Drawing.Point(16, 43);
this.stLabel15.Name = "stLabel15";
this.stLabel15.Size = new System.Drawing.Size(138, 13);
this.stLabel15.TabIndex = 1;
this.stLabel15.Text = "Custom Specular Cubemap:";
//
// specularCubemapPathTB
//
this.specularCubemapPathTB.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.specularCubemapPathTB.Location = new System.Drawing.Point(160, 41);
this.specularCubemapPathTB.Name = "specularCubemapPathTB";
this.specularCubemapPathTB.Size = new System.Drawing.Size(197, 20);
this.specularCubemapPathTB.TabIndex = 0;
2019-05-15 00:12:00 +02:00
this.specularCubemapPathTB.Click += new System.EventHandler(this.cubemapPathTB_Click);
//
// stLabel16
//
this.stLabel16.AutoSize = true;
this.stLabel16.Location = new System.Drawing.Point(16, 69);
this.stLabel16.Name = "stLabel16";
this.stLabel16.Size = new System.Drawing.Size(129, 13);
this.stLabel16.TabIndex = 4;
this.stLabel16.Text = "Custom Diffuse Cubemap:";
//
// diffuseCubemapPathTB
//
this.diffuseCubemapPathTB.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.diffuseCubemapPathTB.Location = new System.Drawing.Point(160, 67);
this.diffuseCubemapPathTB.Name = "diffuseCubemapPathTB";
this.diffuseCubemapPathTB.Size = new System.Drawing.Size(197, 20);
this.diffuseCubemapPathTB.TabIndex = 3;
2019-05-15 00:12:00 +02:00
this.diffuseCubemapPathTB.Click += new System.EventHandler(this.diffuseCubemapPathTBB_Click);
//
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
// Settings
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(549, 490);
this.MaximumSize = new System.Drawing.Size(1920, 1040);
this.Name = "Settings";
this.Text = "Settings";
this.Load += new System.EventHandler(this.Settings_Load);
this.contentContainer.ResumeLayout(false);
this.panel2.ResumeLayout(false);
this.panel2.PerformLayout();
((System.ComponentModel.ISupportInitialize)(this.cameraMaxSpeedUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.boneSizeUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.normalsLineUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.previewScaleUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.camFarNumUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.camNearNumUD)).EndInit();
this.panel1.ResumeLayout(false);
this.panel1.PerformLayout();
((System.ComponentModel.ISupportInitialize)(this.yazoCompressionLevelUD)).EndInit();
this.panel3.ResumeLayout(false);
this.panel3.PerformLayout();
this.stTabControl1.ResumeLayout(false);
this.tabPage1.ResumeLayout(false);
this.tabPage2.ResumeLayout(false);
this.tabPage2.PerformLayout();
((System.ComponentModel.ISupportInitialize)(this.gridCellCountUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.gridColorPB)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.gridCellSizeUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.bgGradientBottom)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.bgGradientTop)).EndInit();
this.tabPage3.ResumeLayout(false);
this.tabPage3.PerformLayout();
this.tabPage4.ResumeLayout(false);
this.tabPage4.PerformLayout();
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.ResumeLayout(false);
}
#endregion
private Switch_Toolbox.Library.Forms.STLabel label1;
private Switch_Toolbox.Library.Forms.STCheckBox chkBoxSpecular;
private Switch_Toolbox.Library.Forms.STCheckBox chkBoxNormalMap;
private System.Windows.Forms.ComboBox shadingComboBox;
private Switch_Toolbox.Library.Forms.STPanel panel2;
private Switch_Toolbox.Library.Forms.STCheckBox chkBoxStereoscopy;
private Switch_Toolbox.Library.Forms.STLabel label2;
private Switch_Toolbox.Library.Forms.STCheckBox chkBoxDisplayBones;
private Switch_Toolbox.Library.Forms.STCheckBox chkBoxDisplayWireframe;
private Switch_Toolbox.Library.Forms.STCheckBox chkBoxDisplayModels;
private Switch_Toolbox.Library.Forms.STLabel label3;
private System.Windows.Forms.ComboBox camMoveComboBox;
private Switch_Toolbox.Library.Forms.STPanel panel1;
private Switch_Toolbox.Library.Forms.STLabel openGLVerLabel;
private Switch_Toolbox.Library.Forms.STLabel GLSLVerLabel;
private Switch_Toolbox.Library.Forms.STButton btnSave;
private Switch_Toolbox.Library.Forms.STLabel label5;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat camFarNumUD;
private Switch_Toolbox.Library.Forms.STLabel label4;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat camNearNumUD;
private Switch_Toolbox.Library.Forms.STCheckBox chkBoxDisplayPolyCount;
private Switch_Toolbox.Library.Forms.STLabel label6;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat previewScaleUD;
private Switch_Toolbox.Library.Forms.STLabel label7;
private Switch_Toolbox.Library.Forms.NumericUpDownInt yazoCompressionLevelUD;
private Switch_Toolbox.Library.Forms.STPanel panel3;
private Switch_Toolbox.Library.Forms.STCheckBox chkBoxEnablePBR;
private System.Windows.Forms.TabPage tabPage1;
private Switch_Toolbox.Library.Forms.STCheckBox chkBoxMdiMaximized;
private System.Windows.Forms.ComboBox formThemeCB;
private Switch_Toolbox.Library.Forms.STLabel stLabel1;
private System.Windows.Forms.TabPage tabPage2;
private Switch_Toolbox.Library.Forms.STLabel stLabel2;
private System.Windows.Forms.ComboBox preferredTexFormatCB;
private Switch_Toolbox.Library.Forms.STLabel stLabel4;
private System.Windows.Forms.PictureBox bgGradientBottom;
private Switch_Toolbox.Library.Forms.STLabel stLabel3;
private System.Windows.Forms.PictureBox bgGradientTop;
private Switch_Toolbox.Library.Forms.STLabel stLabel6;
private Switch_Toolbox.Library.Forms.STLabel stLabel5;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat gridCellSizeUD;
private Switch_Toolbox.Library.Forms.STLabel stLabel7;
private System.Windows.Forms.PictureBox gridColorPB;
private Switch_Toolbox.Library.Forms.NumericUpDownUint gridCellCountUD;
private Switch_Toolbox.Library.Forms.STCheckBox normalPointsCB;
private Switch_Toolbox.Library.Forms.STCheckBox vtxColorCB;
private Switch_Toolbox.Library.Forms.STLabel labelNormalsLine;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat normalsLineUD;
private Switch_Toolbox.Library.Forms.STLabel stLabel8;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat boneSizeUD;
private Switch_Toolbox.Library.Forms.STButton alphaChannelBtn;
private Switch_Toolbox.Library.Forms.STButton blueChannelBtn;
private Switch_Toolbox.Library.Forms.STButton greenChannelBtn;
private Switch_Toolbox.Library.Forms.STButton redChannelBtn;
private Switch_Toolbox.Library.Forms.STLabel stLabel9;
private Switch_Toolbox.Library.Forms.NumericUpDownFloat cameraMaxSpeedUD;
2019-03-23 18:44:27 +01:00
private Switch_Toolbox.Library.Forms.STCheckBox enableVersionCheckCHK;
2019-03-29 01:25:10 +01:00
private Switch_Toolbox.Library.Forms.STCheckBox boneXRayChk;
private System.Windows.Forms.TabPage tabPage3;
private Switch_Toolbox.Library.Forms.STLabel stLabel12;
private Switch_Toolbox.Library.Forms.STTextBox SMOPathTB;
private Switch_Toolbox.Library.Forms.STLabel stLabel11;
private Switch_Toolbox.Library.Forms.STTextBox mk8DPathTB;
private Switch_Toolbox.Library.Forms.STLabel stLabel10;
private Switch_Toolbox.Library.Forms.STTextBox mk8PathTB;
2019-04-22 23:52:21 +02:00
private Switch_Toolbox.Library.Forms.STCheckBox displayBoundingBoxeChk;
private Switch_Toolbox.Library.Forms.STLabel stLabel13;
private Switch_Toolbox.Library.Forms.STTextBox botwGamePathTB;
private Switch_Toolbox.Library.Forms.STLabel stLabel14;
private Switch_Toolbox.Library.Forms.STTextBox tpGamePathTB;
private Switch_Toolbox.Library.Forms.STCheckBox modelLoadArchive;
private Switch_Toolbox.Library.Forms.STTabControl stTabControl1;
private System.Windows.Forms.TabPage tabPage4;
private Switch_Toolbox.Library.Forms.STCheckBox chkUseSkyobx;
private Switch_Toolbox.Library.Forms.STLabel stLabel15;
private Switch_Toolbox.Library.Forms.STTextBox specularCubemapPathTB;
private Switch_Toolbox.Library.Forms.STLabel stLabel16;
private Switch_Toolbox.Library.Forms.STTextBox diffuseCubemapPathTB;
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
}
}