* Fix extra frame added to smd animation export
* New batch tools and save all option
* Update MainForm.cs
* Batch Rename BNTX from Filename
* Update MainForm.Designer.cs
Supports loading rigged models and viewing textures for both the Wii U and Switch versions of the game.
Keep in mind the Switch version lacks LZSS 3 byte compression and will be missing vertex data for certain models.
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.
Add support for BCLAN. (It's basically the same as BRLAN)
Fix saving for BRLAN.
Fix 3DS textures being upside down for BCLYT.
Improve BCLYT rendering.
Improve texture transforms for BCLYT and BFLYT.
Fix tev stage properties not appearing for BCLYT editor.
Fix C4 and C8 decoding.
Fix LM3 meshes with large amounts of faces (ie Luigi's cutscene model).
Improvements to hashing.
Start on LM3 saving.
Start to support texture replacing.
Load vertex positions for layouts in rectangle class. This will be used for proper rotation adjusting.
Add latest muunt editor files.
Add somewhat functional mk8 camera bin editor. Points can be moved around. The map orientation determines the position of the icons to map over the model.
Fix window content UV map for layouts.
Add 2D KCL renderer for top down KCL preview for both muunt and camera editors.
Start to impliment a muunt editor. This plans to use the 2D engine i've been using with layouts mixed with 3d to fully edit object and path placements.
Start to add pane copying.
Brlyt improvements with window pane support.
Add bflyt texture combiner UI.