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
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namespace Toolbox
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{
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partial class Settings
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Windows Form Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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{
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2019-05-15 21:35:05 +02:00
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this.components = new System.ComponentModel.Container();
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2019-07-16 23:35:21 +02:00
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this.label1 = new Toolbox.Library.Forms.STLabel();
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this.chkBoxSpecular = new Toolbox.Library.Forms.STCheckBox();
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this.chkBoxNormalMap = new Toolbox.Library.Forms.STCheckBox();
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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
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this.shadingComboBox = new System.Windows.Forms.ComboBox();
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2019-07-16 23:35:21 +02:00
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this.panel2 = new Toolbox.Library.Forms.STPanel();
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2019-06-11 21:39:23 +02:00
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this.uvChannelRB3 = new System.Windows.Forms.RadioButton();
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2019-05-17 03:26:32 +02:00
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this.uvChannelRB2 = new System.Windows.Forms.RadioButton();
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this.uvChannelRB = new System.Windows.Forms.RadioButton();
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2019-07-16 23:35:21 +02:00
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this.displayBoundingBoxeChk = new Toolbox.Library.Forms.STCheckBox();
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this.boneXRayChk = new Toolbox.Library.Forms.STCheckBox();
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this.stLabel9 = new Toolbox.Library.Forms.STLabel();
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this.cameraMaxSpeedUD = new Toolbox.Library.Forms.NumericUpDownFloat();
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this.alphaChannelBtn = new Toolbox.Library.Forms.STButton();
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this.blueChannelBtn = new Toolbox.Library.Forms.STButton();
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this.greenChannelBtn = new Toolbox.Library.Forms.STButton();
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this.redChannelBtn = new Toolbox.Library.Forms.STButton();
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this.stLabel8 = new Toolbox.Library.Forms.STLabel();
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this.boneSizeUD = new Toolbox.Library.Forms.NumericUpDownFloat();
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this.labelNormalsLine = new Toolbox.Library.Forms.STLabel();
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this.normalsLineUD = new Toolbox.Library.Forms.NumericUpDownFloat();
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this.normalPointsCB = new Toolbox.Library.Forms.STCheckBox();
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this.vtxColorCB = new Toolbox.Library.Forms.STCheckBox();
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this.chkBoxEnablePBR = new Toolbox.Library.Forms.STCheckBox();
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this.label6 = new Toolbox.Library.Forms.STLabel();
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this.previewScaleUD = new Toolbox.Library.Forms.NumericUpDownFloat();
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this.chkBoxDisplayPolyCount = new Toolbox.Library.Forms.STCheckBox();
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this.label5 = new Toolbox.Library.Forms.STLabel();
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this.camFarNumUD = new Toolbox.Library.Forms.NumericUpDownFloat();
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this.label4 = new Toolbox.Library.Forms.STLabel();
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this.camNearNumUD = new Toolbox.Library.Forms.NumericUpDownFloat();
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this.label3 = new Toolbox.Library.Forms.STLabel();
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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
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this.camMoveComboBox = new System.Windows.Forms.ComboBox();
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2019-07-16 23:35:21 +02:00
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this.chkBoxDisplayBones = new Toolbox.Library.Forms.STCheckBox();
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this.chkBoxDisplayWireframe = new Toolbox.Library.Forms.STCheckBox();
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this.chkBoxDisplayModels = new Toolbox.Library.Forms.STCheckBox();
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this.chkBoxStereoscopy = new Toolbox.Library.Forms.STCheckBox();
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this.label2 = new Toolbox.Library.Forms.STLabel();
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this.panel1 = new Toolbox.Library.Forms.STPanel();
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this.enableVersionCheckCHK = new Toolbox.Library.Forms.STCheckBox();
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this.GLSLVerLabel = new Toolbox.Library.Forms.STLabel();
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this.openGLVerLabel = new Toolbox.Library.Forms.STLabel();
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this.btnSave = new Toolbox.Library.Forms.STButton();
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this.label7 = new Toolbox.Library.Forms.STLabel();
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this.yazoCompressionLevelUD = new Toolbox.Library.Forms.NumericUpDownInt();
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this.panel3 = new Toolbox.Library.Forms.STPanel();
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this.chkBoxMdiMaximized = new 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
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this.formThemeCB = new System.Windows.Forms.ComboBox();
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2019-07-16 23:35:21 +02:00
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this.stLabel1 = new Toolbox.Library.Forms.STLabel();
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this.stTabControl1 = new Toolbox.Library.Forms.STTabControl();
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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
|
|
|
|
this.tabPage1 = new System.Windows.Forms.TabPage();
|
|
|
|
|
this.tabPage2 = new System.Windows.Forms.TabPage();
|
2019-07-16 23:35:21 +02:00
|
|
|
|
this.chkAlwaysCompressOnSave = new Toolbox.Library.Forms.STCheckBox();
|
|
|
|
|
this.chkFrameCamera = new Toolbox.Library.Forms.STCheckBox();
|
|
|
|
|
this.modelLoadArchive = new Toolbox.Library.Forms.STCheckBox();
|
|
|
|
|
this.gridCellCountUD = new Toolbox.Library.Forms.NumericUpDownUint();
|
|
|
|
|
this.stLabel7 = new Toolbox.Library.Forms.STLabel();
|
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.gridColorPB = new System.Windows.Forms.PictureBox();
|
2019-07-16 23:35:21 +02:00
|
|
|
|
this.stLabel6 = new Toolbox.Library.Forms.STLabel();
|
|
|
|
|
this.stLabel5 = new Toolbox.Library.Forms.STLabel();
|
|
|
|
|
this.gridCellSizeUD = new Toolbox.Library.Forms.NumericUpDownFloat();
|
|
|
|
|
this.stLabel4 = new Toolbox.Library.Forms.STLabel();
|
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.bgGradientBottom = new System.Windows.Forms.PictureBox();
|
2019-07-16 23:35:21 +02:00
|
|
|
|
this.stLabel3 = new Toolbox.Library.Forms.STLabel();
|
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.bgGradientTop = new System.Windows.Forms.PictureBox();
|
2019-07-16 23:35:21 +02:00
|
|
|
|
this.stLabel2 = new Toolbox.Library.Forms.STLabel();
|
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.preferredTexFormatCB = new System.Windows.Forms.ComboBox();
|
2019-04-08 23:01:31 +02:00
|
|
|
|
this.tabPage3 = new System.Windows.Forms.TabPage();
|
2019-07-16 23:35:21 +02:00
|
|
|
|
this.stLabel13 = new Toolbox.Library.Forms.STLabel();
|
|
|
|
|
this.botwGamePathTB = new Toolbox.Library.Forms.STTextBox();
|
|
|
|
|
this.stContextMenuStrip1 = new Toolbox.Library.Forms.STContextMenuStrip(this.components);
|
2019-05-16 22:01:22 +02:00
|
|
|
|
this.clearSettingToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
|
2019-07-16 23:35:21 +02:00
|
|
|
|
this.stLabel14 = new Toolbox.Library.Forms.STLabel();
|
|
|
|
|
this.tpGamePathTB = new Toolbox.Library.Forms.STTextBox();
|
|
|
|
|
this.stLabel12 = new Toolbox.Library.Forms.STLabel();
|
|
|
|
|
this.SMOPathTB = new Toolbox.Library.Forms.STTextBox();
|
|
|
|
|
this.stLabel11 = new Toolbox.Library.Forms.STLabel();
|
|
|
|
|
this.mk8DPathTB = new Toolbox.Library.Forms.STTextBox();
|
|
|
|
|
this.stLabel10 = new Toolbox.Library.Forms.STLabel();
|
|
|
|
|
this.mk8PathTB = new Toolbox.Library.Forms.STTextBox();
|
2019-05-14 23:47:57 +02:00
|
|
|
|
this.tabPage4 = new System.Windows.Forms.TabPage();
|
2019-07-16 23:35:21 +02:00
|
|
|
|
this.chkDiffyseSkybox = new Toolbox.Library.Forms.STCheckBox();
|
|
|
|
|
this.stLabel16 = new Toolbox.Library.Forms.STLabel();
|
|
|
|
|
this.diffuseCubemapPathTB = new Toolbox.Library.Forms.STTextBox();
|
|
|
|
|
this.chkUseSkyobx = new Toolbox.Library.Forms.STCheckBox();
|
|
|
|
|
this.stLabel15 = new Toolbox.Library.Forms.STLabel();
|
|
|
|
|
this.specularCubemapPathTB = new Toolbox.Library.Forms.STTextBox();
|
2019-06-11 21:39:23 +02:00
|
|
|
|
this.tabPage5 = new System.Windows.Forms.TabPage();
|
2019-07-16 23:35:21 +02:00
|
|
|
|
this.chkTpFileTable = new Toolbox.Library.Forms.STCheckBox();
|
|
|
|
|
this.stLabel17 = new Toolbox.Library.Forms.STLabel();
|
|
|
|
|
this.chkBotwFileTable = new 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.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();
|
2019-04-08 23:01:31 +02:00
|
|
|
|
this.tabPage3.SuspendLayout();
|
2019-05-15 21:35:05 +02:00
|
|
|
|
this.stContextMenuStrip1.SuspendLayout();
|
2019-05-16 22:01:22 +02:00
|
|
|
|
this.tabPage4.SuspendLayout();
|
2019-06-11 21:39:23 +02:00
|
|
|
|
this.tabPage5.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
|
|
|
|
|
//
|
2019-05-17 03:26:32 +02:00
|
|
|
|
this.panel2.Controls.Add(this.uvChannelRB3);
|
|
|
|
|
this.panel2.Controls.Add(this.uvChannelRB2);
|
|
|
|
|
this.panel2.Controls.Add(this.uvChannelRB);
|
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;
|
|
|
|
|
//
|
2019-06-11 21:39:23 +02:00
|
|
|
|
// uvChannelRB3
|
|
|
|
|
//
|
|
|
|
|
this.uvChannelRB3.AutoSize = true;
|
|
|
|
|
this.uvChannelRB3.Location = new System.Drawing.Point(477, 54);
|
|
|
|
|
this.uvChannelRB3.Name = "uvChannelRB3";
|
|
|
|
|
this.uvChannelRB3.Size = new System.Drawing.Size(49, 17);
|
|
|
|
|
this.uvChannelRB3.TabIndex = 34;
|
|
|
|
|
this.uvChannelRB3.TabStop = true;
|
|
|
|
|
this.uvChannelRB3.Text = "UV 3";
|
|
|
|
|
this.uvChannelRB3.UseVisualStyleBackColor = true;
|
|
|
|
|
this.uvChannelRB3.CheckedChanged += new System.EventHandler(this.uvChannelRB3_CheckedChanged);
|
|
|
|
|
//
|
2019-05-17 03:26:32 +02:00
|
|
|
|
// uvChannelRB2
|
|
|
|
|
//
|
|
|
|
|
this.uvChannelRB2.AutoSize = true;
|
|
|
|
|
this.uvChannelRB2.Location = new System.Drawing.Point(425, 54);
|
|
|
|
|
this.uvChannelRB2.Name = "uvChannelRB2";
|
|
|
|
|
this.uvChannelRB2.Size = new System.Drawing.Size(49, 17);
|
|
|
|
|
this.uvChannelRB2.TabIndex = 33;
|
|
|
|
|
this.uvChannelRB2.TabStop = true;
|
|
|
|
|
this.uvChannelRB2.Text = "UV 2";
|
|
|
|
|
this.uvChannelRB2.UseVisualStyleBackColor = true;
|
|
|
|
|
this.uvChannelRB2.CheckedChanged += new System.EventHandler(this.uvChannelRB2_CheckedChanged);
|
|
|
|
|
//
|
|
|
|
|
// uvChannelRB
|
|
|
|
|
//
|
|
|
|
|
this.uvChannelRB.AutoSize = true;
|
|
|
|
|
this.uvChannelRB.Location = new System.Drawing.Point(372, 54);
|
|
|
|
|
this.uvChannelRB.Name = "uvChannelRB";
|
|
|
|
|
this.uvChannelRB.Size = new System.Drawing.Size(49, 17);
|
|
|
|
|
this.uvChannelRB.TabIndex = 32;
|
|
|
|
|
this.uvChannelRB.TabStop = true;
|
|
|
|
|
this.uvChannelRB.Text = "UV 1";
|
|
|
|
|
this.uvChannelRB.UseVisualStyleBackColor = true;
|
|
|
|
|
this.uvChannelRB.CheckedChanged += new System.EventHandler(this.uvChannelRB_CheckedChanged);
|
|
|
|
|
//
|
2019-05-01 23:16:11 +02:00
|
|
|
|
// 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});
|
2019-07-27 02:16:31 +02:00
|
|
|
|
this.boneSizeUD.Location = new System.Drawing.Point(369, 209);
|
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.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});
|
2019-07-27 02:16:31 +02:00
|
|
|
|
this.normalsLineUD.Location = new System.Drawing.Point(370, 235);
|
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.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});
|
2019-07-27 02:16:31 +02:00
|
|
|
|
this.previewScaleUD.Location = new System.Drawing.Point(370, 261);
|
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.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);
|
2019-04-08 23:01:31 +02:00
|
|
|
|
this.stTabControl1.Controls.Add(this.tabPage3);
|
2019-05-14 23:47:57 +02:00
|
|
|
|
this.stTabControl1.Controls.Add(this.tabPage4);
|
2019-06-11 21:39:23 +02:00
|
|
|
|
this.stTabControl1.Controls.Add(this.tabPage5);
|
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
|
|
|
|
|
//
|
2019-07-03 18:56:28 +02:00
|
|
|
|
this.tabPage2.Controls.Add(this.chkAlwaysCompressOnSave);
|
2019-06-26 21:58:28 +02:00
|
|
|
|
this.tabPage2.Controls.Add(this.chkFrameCamera);
|
2019-05-08 22:13:07 +02:00
|
|
|
|
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;
|
|
|
|
|
//
|
2019-07-03 18:56:28 +02:00
|
|
|
|
// chkAlwaysCompressOnSave
|
|
|
|
|
//
|
|
|
|
|
this.chkAlwaysCompressOnSave.AutoSize = true;
|
|
|
|
|
this.chkAlwaysCompressOnSave.Location = new System.Drawing.Point(9, 210);
|
|
|
|
|
this.chkAlwaysCompressOnSave.Name = "chkAlwaysCompressOnSave";
|
|
|
|
|
this.chkAlwaysCompressOnSave.Size = new System.Drawing.Size(219, 17);
|
|
|
|
|
this.chkAlwaysCompressOnSave.TabIndex = 19;
|
|
|
|
|
this.chkAlwaysCompressOnSave.Text = "Always compress on save (if used on file)";
|
|
|
|
|
this.chkAlwaysCompressOnSave.TextAlign = System.Drawing.ContentAlignment.TopLeft;
|
|
|
|
|
this.chkAlwaysCompressOnSave.UseVisualStyleBackColor = true;
|
|
|
|
|
this.chkAlwaysCompressOnSave.CheckedChanged += new System.EventHandler(this.chkAlwaysCompressOnSave_CheckedChanged);
|
|
|
|
|
//
|
|
|
|
|
// chkFrameCamera
|
|
|
|
|
//
|
|
|
|
|
this.chkFrameCamera.AutoSize = true;
|
|
|
|
|
this.chkFrameCamera.Location = new System.Drawing.Point(9, 233);
|
|
|
|
|
this.chkFrameCamera.Name = "chkFrameCamera";
|
|
|
|
|
this.chkFrameCamera.Size = new System.Drawing.Size(210, 17);
|
|
|
|
|
this.chkFrameCamera.TabIndex = 18;
|
|
|
|
|
this.chkFrameCamera.Text = "Center camera to model when selected";
|
|
|
|
|
this.chkFrameCamera.TextAlign = System.Drawing.ContentAlignment.TopLeft;
|
|
|
|
|
this.chkFrameCamera.UseVisualStyleBackColor = true;
|
|
|
|
|
this.chkFrameCamera.CheckedChanged += new System.EventHandler(this.chkFrameCamera_CheckedChanged);
|
|
|
|
|
//
|
2019-05-08 22:13:07 +02:00
|
|
|
|
// modelLoadArchive
|
|
|
|
|
//
|
|
|
|
|
this.modelLoadArchive.AutoSize = true;
|
2019-06-26 21:58:28 +02:00
|
|
|
|
this.modelLoadArchive.Location = new System.Drawing.Point(9, 256);
|
2019-05-08 22:13:07 +02:00
|
|
|
|
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);
|
2019-04-08 23:01:31 +02:00
|
|
|
|
//
|
|
|
|
|
// tabPage3
|
|
|
|
|
//
|
2019-05-01 23:16:11 +02:00
|
|
|
|
this.tabPage3.Controls.Add(this.stLabel13);
|
|
|
|
|
this.tabPage3.Controls.Add(this.botwGamePathTB);
|
|
|
|
|
this.tabPage3.Controls.Add(this.stLabel14);
|
|
|
|
|
this.tabPage3.Controls.Add(this.tpGamePathTB);
|
2019-04-08 23:01:31 +02:00
|
|
|
|
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;
|
|
|
|
|
//
|
2019-05-08 22:13:07 +02:00
|
|
|
|
// 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;
|
2019-05-15 21:35:05 +02:00
|
|
|
|
this.botwGamePathTB.ContextMenuStrip = this.stContextMenuStrip1;
|
2019-05-08 22:13:07 +02:00
|
|
|
|
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);
|
|
|
|
|
//
|
2019-05-16 22:01:22 +02:00
|
|
|
|
// stContextMenuStrip1
|
|
|
|
|
//
|
|
|
|
|
this.stContextMenuStrip1.Items.AddRange(new System.Windows.Forms.ToolStripItem[] {
|
|
|
|
|
this.clearSettingToolStripMenuItem});
|
|
|
|
|
this.stContextMenuStrip1.Name = "stContextMenuStrip1";
|
|
|
|
|
this.stContextMenuStrip1.Size = new System.Drawing.Size(142, 26);
|
|
|
|
|
//
|
|
|
|
|
// clearSettingToolStripMenuItem
|
|
|
|
|
//
|
|
|
|
|
this.clearSettingToolStripMenuItem.Name = "clearSettingToolStripMenuItem";
|
|
|
|
|
this.clearSettingToolStripMenuItem.Size = new System.Drawing.Size(141, 22);
|
|
|
|
|
this.clearSettingToolStripMenuItem.Text = "Clear Setting";
|
|
|
|
|
this.clearSettingToolStripMenuItem.Click += new System.EventHandler(this.clearSettingToolStripMenuItem_Click);
|
|
|
|
|
//
|
2019-05-08 22:13:07 +02:00
|
|
|
|
// 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;
|
2019-05-15 21:35:05 +02:00
|
|
|
|
this.tpGamePathTB.ContextMenuStrip = this.stContextMenuStrip1;
|
2019-05-08 22:13:07 +02:00
|
|
|
|
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);
|
|
|
|
|
//
|
2019-04-08 23:01:31 +02:00
|
|
|
|
// 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;
|
2019-05-15 21:35:05 +02:00
|
|
|
|
this.SMOPathTB.ContextMenuStrip = this.stContextMenuStrip1;
|
2019-04-08 23:01:31 +02:00
|
|
|
|
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;
|
2019-05-15 21:35:05 +02:00
|
|
|
|
this.mk8DPathTB.ContextMenuStrip = this.stContextMenuStrip1;
|
2019-04-08 23:01:31 +02:00
|
|
|
|
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;
|
2019-05-15 21:35:05 +02:00
|
|
|
|
this.mk8PathTB.ContextMenuStrip = this.stContextMenuStrip1;
|
|
|
|
|
this.mk8PathTB.Cursor = System.Windows.Forms.Cursors.Default;
|
2019-04-08 23:01:31 +02:00
|
|
|
|
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
|
|
|
|
//
|
2019-05-14 23:47:57 +02:00
|
|
|
|
// tabPage4
|
|
|
|
|
//
|
2019-05-15 01:15:52 +02:00
|
|
|
|
this.tabPage4.Controls.Add(this.chkDiffyseSkybox);
|
2019-05-15 00:09:49 +02:00
|
|
|
|
this.tabPage4.Controls.Add(this.stLabel16);
|
|
|
|
|
this.tabPage4.Controls.Add(this.diffuseCubemapPathTB);
|
2019-05-14 23:47:57 +02:00
|
|
|
|
this.tabPage4.Controls.Add(this.chkUseSkyobx);
|
|
|
|
|
this.tabPage4.Controls.Add(this.stLabel15);
|
2019-05-15 00:09:49 +02:00
|
|
|
|
this.tabPage4.Controls.Add(this.specularCubemapPathTB);
|
2019-05-14 23:47:57 +02:00
|
|
|
|
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;
|
|
|
|
|
//
|
2019-05-15 21:35:05 +02:00
|
|
|
|
// chkDiffyseSkybox
|
|
|
|
|
//
|
|
|
|
|
this.chkDiffyseSkybox.AutoSize = true;
|
|
|
|
|
this.chkDiffyseSkybox.Enabled = false;
|
|
|
|
|
this.chkDiffyseSkybox.Location = new System.Drawing.Point(108, 16);
|
|
|
|
|
this.chkDiffyseSkybox.Name = "chkDiffyseSkybox";
|
|
|
|
|
this.chkDiffyseSkybox.Size = new System.Drawing.Size(173, 17);
|
|
|
|
|
this.chkDiffyseSkybox.TabIndex = 5;
|
|
|
|
|
this.chkDiffyseSkybox.Text = "Display Diffuse Map on Skybox";
|
|
|
|
|
this.chkDiffyseSkybox.UseVisualStyleBackColor = true;
|
|
|
|
|
this.chkDiffyseSkybox.CheckedChanged += new System.EventHandler(this.chkDiffyseSkybox_CheckedChanged);
|
|
|
|
|
//
|
2019-05-15 01:15:52 +02:00
|
|
|
|
// stLabel16
|
|
|
|
|
//
|
|
|
|
|
this.stLabel16.AutoSize = true;
|
|
|
|
|
this.stLabel16.Location = new System.Drawing.Point(16, 73);
|
|
|
|
|
this.stLabel16.Name = "stLabel16";
|
2019-05-16 22:01:22 +02:00
|
|
|
|
this.stLabel16.Size = new System.Drawing.Size(150, 13);
|
2019-05-15 01:15:52 +02:00
|
|
|
|
this.stLabel16.TabIndex = 4;
|
2019-05-16 22:01:22 +02:00
|
|
|
|
this.stLabel16.Text = "Diffuse Cubemap (Irradiance) :";
|
2019-05-15 01:15:52 +02:00
|
|
|
|
//
|
|
|
|
|
// diffuseCubemapPathTB
|
|
|
|
|
//
|
|
|
|
|
this.diffuseCubemapPathTB.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
|
2019-05-15 21:35:05 +02:00
|
|
|
|
this.diffuseCubemapPathTB.ContextMenuStrip = this.stContextMenuStrip1;
|
2019-05-16 22:01:22 +02:00
|
|
|
|
this.diffuseCubemapPathTB.Location = new System.Drawing.Point(181, 73);
|
2019-05-15 01:15:52 +02:00
|
|
|
|
this.diffuseCubemapPathTB.Name = "diffuseCubemapPathTB";
|
|
|
|
|
this.diffuseCubemapPathTB.Size = new System.Drawing.Size(197, 20);
|
|
|
|
|
this.diffuseCubemapPathTB.TabIndex = 3;
|
|
|
|
|
this.diffuseCubemapPathTB.Click += new System.EventHandler(this.diffuseCubemapPathTBB_Click);
|
|
|
|
|
//
|
2019-05-14 23:47:57 +02:00
|
|
|
|
// 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);
|
|
|
|
|
//
|
2019-05-15 00:09:49 +02:00
|
|
|
|
// stLabel15
|
|
|
|
|
//
|
|
|
|
|
this.stLabel15.AutoSize = true;
|
2019-05-15 01:15:52 +02:00
|
|
|
|
this.stLabel15.Location = new System.Drawing.Point(16, 47);
|
2019-05-15 00:09:49 +02:00
|
|
|
|
this.stLabel15.Name = "stLabel15";
|
2019-05-16 22:01:22 +02:00
|
|
|
|
this.stLabel15.Size = new System.Drawing.Size(159, 13);
|
2019-05-15 00:09:49 +02:00
|
|
|
|
this.stLabel15.TabIndex = 1;
|
2019-05-16 22:01:22 +02:00
|
|
|
|
this.stLabel15.Text = "Specular Cubemap {Radiance) :";
|
2019-05-15 00:09:49 +02:00
|
|
|
|
//
|
|
|
|
|
// specularCubemapPathTB
|
|
|
|
|
//
|
|
|
|
|
this.specularCubemapPathTB.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
|
2019-05-15 21:35:05 +02:00
|
|
|
|
this.specularCubemapPathTB.ContextMenuStrip = this.stContextMenuStrip1;
|
2019-05-16 22:01:22 +02:00
|
|
|
|
this.specularCubemapPathTB.Location = new System.Drawing.Point(181, 45);
|
2019-05-15 00:09:49 +02:00
|
|
|
|
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);
|
2019-05-15 21:35:05 +02:00
|
|
|
|
this.specularCubemapPathTB.TextChanged += new System.EventHandler(this.specularCubemapPathTB_TextChanged);
|
2019-05-15 00:09:49 +02:00
|
|
|
|
//
|
2019-06-11 21:39:23 +02:00
|
|
|
|
// tabPage5
|
|
|
|
|
//
|
|
|
|
|
this.tabPage5.Controls.Add(this.chkTpFileTable);
|
|
|
|
|
this.tabPage5.Controls.Add(this.stLabel17);
|
|
|
|
|
this.tabPage5.Controls.Add(this.chkBotwFileTable);
|
|
|
|
|
this.tabPage5.Location = new System.Drawing.Point(4, 25);
|
|
|
|
|
this.tabPage5.Name = "tabPage5";
|
|
|
|
|
this.tabPage5.Padding = new System.Windows.Forms.Padding(3);
|
|
|
|
|
this.tabPage5.Size = new System.Drawing.Size(541, 395);
|
|
|
|
|
this.tabPage5.TabIndex = 4;
|
|
|
|
|
this.tabPage5.Text = "File Size Tables";
|
|
|
|
|
this.tabPage5.UseVisualStyleBackColor = true;
|
|
|
|
|
//
|
|
|
|
|
// chkTpFileTable
|
|
|
|
|
//
|
|
|
|
|
this.chkTpFileTable.AutoSize = true;
|
|
|
|
|
this.chkTpFileTable.Location = new System.Drawing.Point(17, 84);
|
|
|
|
|
this.chkTpFileTable.Name = "chkTpFileTable";
|
|
|
|
|
this.chkTpFileTable.Size = new System.Drawing.Size(178, 17);
|
|
|
|
|
this.chkTpFileTable.TabIndex = 3;
|
|
|
|
|
this.chkTpFileTable.Text = "Twilight Princess HD File Tables";
|
|
|
|
|
this.chkTpFileTable.UseVisualStyleBackColor = true;
|
|
|
|
|
this.chkTpFileTable.CheckedChanged += new System.EventHandler(this.chkTpFileTable_CheckedChanged);
|
|
|
|
|
//
|
|
|
|
|
// stLabel17
|
|
|
|
|
//
|
2019-06-11 21:50:27 +02:00
|
|
|
|
this.stLabel17.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Left)
|
|
|
|
|
| System.Windows.Forms.AnchorStyles.Right)));
|
2019-06-26 21:58:28 +02:00
|
|
|
|
this.stLabel17.AutoSize = true;
|
2019-06-11 22:44:59 +02:00
|
|
|
|
this.stLabel17.Location = new System.Drawing.Point(3, 3);
|
2019-06-11 21:39:23 +02:00
|
|
|
|
this.stLabel17.Name = "stLabel17";
|
2019-06-26 21:58:28 +02:00
|
|
|
|
this.stLabel17.Size = new System.Drawing.Size(558, 13);
|
2019-06-11 21:39:23 +02:00
|
|
|
|
this.stLabel17.TabIndex = 2;
|
|
|
|
|
this.stLabel17.Text = "These options can prevent file size restrictions. Check these if you want them t" +
|
2019-06-26 21:58:28 +02:00
|
|
|
|
"o be adjusted when a file gets saved. ";
|
2019-06-11 21:39:23 +02:00
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|
|
|
//
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|
|
// chkBotwFileTable
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|
|
//
|
|
|
|
|
this.chkBotwFileTable.AutoSize = true;
|
|
|
|
|
this.chkBotwFileTable.Location = new System.Drawing.Point(17, 61);
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|
this.chkBotwFileTable.Name = "chkBotwFileTable";
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|
this.chkBotwFileTable.Size = new System.Drawing.Size(195, 17);
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|
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|
this.chkBotwFileTable.TabIndex = 0;
|
|
|
|
|
this.chkBotwFileTable.Text = "BOTW Resource File Table (RSTB)";
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|
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|
|
this.chkBotwFileTable.UseVisualStyleBackColor = true;
|
|
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|
this.chkBotwFileTable.CheckedChanged += new System.EventHandler(this.chkBotwFileTable_CheckedChanged);
|
2019-05-16 23:40:35 +02:00
|
|
|
|
//
|
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);
|
2019-05-15 21:35:05 +02:00
|
|
|
|
this.Controls.SetChildIndex(this.contentContainer, 0);
|
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.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();
|
2019-04-08 23:01:31 +02:00
|
|
|
|
this.tabPage3.ResumeLayout(false);
|
|
|
|
|
this.tabPage3.PerformLayout();
|
2019-05-16 22:01:22 +02:00
|
|
|
|
this.stContextMenuStrip1.ResumeLayout(false);
|
2019-05-14 23:47:57 +02:00
|
|
|
|
this.tabPage4.ResumeLayout(false);
|
|
|
|
|
this.tabPage4.PerformLayout();
|
2019-06-11 21:39:23 +02:00
|
|
|
|
this.tabPage5.ResumeLayout(false);
|
|
|
|
|
this.tabPage5.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
|
|
|
|
|
|
2019-07-16 23:35:21 +02:00
|
|
|
|
private Toolbox.Library.Forms.STLabel label1;
|
|
|
|
|
private Toolbox.Library.Forms.STCheckBox chkBoxSpecular;
|
|
|
|
|
private Toolbox.Library.Forms.STCheckBox chkBoxNormalMap;
|
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
|
|
|
|
private System.Windows.Forms.ComboBox shadingComboBox;
|
2019-07-16 23:35:21 +02:00
|
|
|
|
private Toolbox.Library.Forms.STPanel panel2;
|
|
|
|
|
private Toolbox.Library.Forms.STCheckBox chkBoxStereoscopy;
|
|
|
|
|
private Toolbox.Library.Forms.STLabel label2;
|
|
|
|
|
private Toolbox.Library.Forms.STCheckBox chkBoxDisplayBones;
|
|
|
|
|
private Toolbox.Library.Forms.STCheckBox chkBoxDisplayWireframe;
|
|
|
|
|
private Toolbox.Library.Forms.STCheckBox chkBoxDisplayModels;
|
|
|
|
|
private Toolbox.Library.Forms.STLabel label3;
|
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
|
|
|
|
private System.Windows.Forms.ComboBox camMoveComboBox;
|
2019-07-16 23:35:21 +02:00
|
|
|
|
private Toolbox.Library.Forms.STPanel panel1;
|
|
|
|
|
private Toolbox.Library.Forms.STLabel openGLVerLabel;
|
|
|
|
|
private Toolbox.Library.Forms.STLabel GLSLVerLabel;
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private Toolbox.Library.Forms.STButton btnSave;
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private Toolbox.Library.Forms.STLabel label5;
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private Toolbox.Library.Forms.NumericUpDownFloat camFarNumUD;
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private Toolbox.Library.Forms.STLabel label4;
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private Toolbox.Library.Forms.NumericUpDownFloat camNearNumUD;
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private Toolbox.Library.Forms.STCheckBox chkBoxDisplayPolyCount;
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private Toolbox.Library.Forms.STLabel label6;
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private Toolbox.Library.Forms.NumericUpDownFloat previewScaleUD;
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private Toolbox.Library.Forms.STLabel label7;
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private Toolbox.Library.Forms.NumericUpDownInt yazoCompressionLevelUD;
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private Toolbox.Library.Forms.STPanel panel3;
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private Toolbox.Library.Forms.STCheckBox chkBoxEnablePBR;
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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
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private System.Windows.Forms.TabPage tabPage1;
|
2019-07-16 23:35:21 +02:00
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private Toolbox.Library.Forms.STCheckBox chkBoxMdiMaximized;
|
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
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private System.Windows.Forms.ComboBox formThemeCB;
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2019-07-16 23:35:21 +02:00
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private Toolbox.Library.Forms.STLabel stLabel1;
|
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
|
|
|
|
private System.Windows.Forms.TabPage tabPage2;
|
2019-07-16 23:35:21 +02:00
|
|
|
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private Toolbox.Library.Forms.STLabel stLabel2;
|
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
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private System.Windows.Forms.ComboBox preferredTexFormatCB;
|
2019-07-16 23:35:21 +02:00
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|
|
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private Toolbox.Library.Forms.STLabel stLabel4;
|
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
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|
|
|
private System.Windows.Forms.PictureBox bgGradientBottom;
|
2019-07-16 23:35:21 +02:00
|
|
|
|
private Toolbox.Library.Forms.STLabel stLabel3;
|
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
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|
|
|
private System.Windows.Forms.PictureBox bgGradientTop;
|
2019-07-16 23:35:21 +02:00
|
|
|
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private Toolbox.Library.Forms.STLabel stLabel6;
|
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|
|
|
private Toolbox.Library.Forms.STLabel stLabel5;
|
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|
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private Toolbox.Library.Forms.NumericUpDownFloat gridCellSizeUD;
|
|
|
|
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private Toolbox.Library.Forms.STLabel stLabel7;
|
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
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private System.Windows.Forms.PictureBox gridColorPB;
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2019-07-16 23:35:21 +02:00
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private Toolbox.Library.Forms.NumericUpDownUint gridCellCountUD;
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private Toolbox.Library.Forms.STCheckBox normalPointsCB;
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private Toolbox.Library.Forms.STCheckBox vtxColorCB;
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private Toolbox.Library.Forms.STLabel labelNormalsLine;
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private Toolbox.Library.Forms.NumericUpDownFloat normalsLineUD;
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private Toolbox.Library.Forms.STLabel stLabel8;
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private Toolbox.Library.Forms.NumericUpDownFloat boneSizeUD;
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private Toolbox.Library.Forms.STButton alphaChannelBtn;
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private Toolbox.Library.Forms.STButton blueChannelBtn;
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private Toolbox.Library.Forms.STButton greenChannelBtn;
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private Toolbox.Library.Forms.STButton redChannelBtn;
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private Toolbox.Library.Forms.STLabel stLabel9;
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private Toolbox.Library.Forms.NumericUpDownFloat cameraMaxSpeedUD;
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private Toolbox.Library.Forms.STCheckBox enableVersionCheckCHK;
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private Toolbox.Library.Forms.STCheckBox boneXRayChk;
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2019-04-08 23:01:31 +02:00
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private System.Windows.Forms.TabPage tabPage3;
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2019-07-16 23:35:21 +02:00
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private Toolbox.Library.Forms.STLabel stLabel12;
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private Toolbox.Library.Forms.STTextBox SMOPathTB;
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private Toolbox.Library.Forms.STLabel stLabel11;
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private Toolbox.Library.Forms.STTextBox mk8DPathTB;
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private Toolbox.Library.Forms.STLabel stLabel10;
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private Toolbox.Library.Forms.STTextBox mk8PathTB;
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private Toolbox.Library.Forms.STCheckBox displayBoundingBoxeChk;
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private Toolbox.Library.Forms.STLabel stLabel13;
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private Toolbox.Library.Forms.STTextBox botwGamePathTB;
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private Toolbox.Library.Forms.STLabel stLabel14;
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private Toolbox.Library.Forms.STTextBox tpGamePathTB;
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private Toolbox.Library.Forms.STCheckBox modelLoadArchive;
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private Toolbox.Library.Forms.STTabControl stTabControl1;
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2019-05-14 23:47:57 +02:00
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private System.Windows.Forms.TabPage tabPage4;
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2019-07-16 23:35:21 +02:00
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private Toolbox.Library.Forms.STCheckBox chkUseSkyobx;
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private Toolbox.Library.Forms.STLabel stLabel15;
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private Toolbox.Library.Forms.STTextBox specularCubemapPathTB;
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private Toolbox.Library.Forms.STLabel stLabel16;
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private Toolbox.Library.Forms.STTextBox diffuseCubemapPathTB;
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private Toolbox.Library.Forms.STCheckBox chkDiffyseSkybox;
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private Toolbox.Library.Forms.STContextMenuStrip stContextMenuStrip1;
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2019-05-15 21:35:05 +02:00
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private System.Windows.Forms.ToolStripMenuItem clearSettingToolStripMenuItem;
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2019-05-17 03:26:32 +02:00
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private System.Windows.Forms.RadioButton uvChannelRB2;
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private System.Windows.Forms.RadioButton uvChannelRB;
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private System.Windows.Forms.RadioButton uvChannelRB3;
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2019-06-11 21:39:23 +02:00
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private System.Windows.Forms.TabPage tabPage5;
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2019-07-16 23:35:21 +02:00
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private Toolbox.Library.Forms.STCheckBox chkTpFileTable;
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private Toolbox.Library.Forms.STLabel stLabel17;
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private Toolbox.Library.Forms.STCheckBox chkBotwFileTable;
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private Toolbox.Library.Forms.STCheckBox chkFrameCamera;
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private Toolbox.Library.Forms.STCheckBox chkAlwaysCompressOnSave;
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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
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|
}
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}
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