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Commit Graph

7 Commits

Author SHA1 Message Date
KillzXGaming
1a80f9207a Make sure to update the kcl gui 2021-06-15 20:19:36 -04:00
KillzXGaming
7b973d2b66 KCL : Fix import UI parsing COL_ collision with non numerical values. 2021-03-06 14:04:42 -05:00
KillzXGaming
85fb24ed09 KCL : Improve preset handling. 2020-09-21 19:45:48 -04:00
KillzXGaming
b239823a3c KCL : Fix collision generation from obj with NaN position values. 2020-09-17 11:05:16 -04:00
KillzXGaming
e3ac2625ef KCL fixes for 3D World Presets 2020-08-19 16:29:40 -04:00
KillzXGaming
13285f9d5d Update KCL libraries to latest 2020-08-18 14:12:28 -04:00
KillzXGaming
232c44a605 Major KCL update.
KCL support has been greatly improved.
- High poly collisions can now be created (even higher than 65k+).
Collision should still be made with the game limitations and performance in mind!
- Support for all KCL versions (GC, Wii, DS, 3DS, etc). Keep in mind for various games to work, you must create a preset and configure the settings used for individual games. I will be adding many more soon to support a wide range of games.
- KCL files can now have the endianness switched and saved back allowing for direct conversion.
- OBJ importing will auto map materials by name COL_## (## being hex value). This allows to export and reimport collisions with all the data intact.
- File sizes are more optmized and improved.
- Speed signifcantly improved and is much faster for both exporting and replacing.
-Materials are now split in the node view for a KCL.  This is to select and easily see all the material types and so they can be highlighted.
2020-08-16 11:42:39 -04:00