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Commit Graph

1916 Commits

Author SHA1 Message Date
KillzXGaming
fe68a22e0c CMB : fix reading unknowns in mesh section 2019-11-16 15:18:55 -05:00
KillzXGaming
7d4ef5adde Add option to collapse and expand any tree node type 2019-11-16 15:14:10 -05:00
KillzXGaming
25c2abfd9b Set a default vertex skin count to prevent issues with DAE exporting 2019-11-16 14:54:28 -05:00
KillzXGaming
76ff237935 Convert triangle strip primitive types for DAE. 2019-11-16 14:08:27 -05:00
KillzXGaming
e7246fb79f Fix DAE export if no skeleton is used 2019-11-16 13:48:06 -05:00
KillzXGaming
13933911cb Properly fix DAEs with zero weights 2019-11-16 13:03:24 -05:00
KillzXGaming
134a21bab0 Fix DAE decimal seperators on different languages 2019-11-16 11:03:11 -05:00
KillzXGaming
69e45dcead Try to fix file excluding 2019-11-16 10:35:29 -05:00
KillzXGaming
2f59e3dc05 Try to fix build again 2019-11-16 10:17:09 -05:00
KillzXGaming
1e4e32366e Fix build issues 2019-11-16 10:06:26 -05:00
KillzXGaming
168cd8c5ca More DAE fixes.
Fix the vertex skin groups so only rigged bones appear per mesh.
Fixed possible uv channel issue.
Possibly fixed skinning issues.
2019-11-16 09:56:47 -05:00
KillzXGaming
bb23dbb3d7 Update bfres lib 2019-11-16 08:59:28 -05:00
KillzXGaming
2d217b6b94 Add option to use previous exporter incase something breaks 2019-11-16 08:58:10 -05:00
KillzXGaming
f8a1e1f82d Fix build issues 2019-11-15 20:07:46 -05:00
KillzXGaming
aa9cef7bb0 Allow shader parameters to be adjusted in size 2019-11-15 20:05:42 -05:00
KillzXGaming
9c3ac9ae9f Improve DAE exporting.
A brand new DAE exporter is now used built off the one used by Ploaj and Crossmod devs. This replaces the old assimp exporter which was very buggy.
The DAE exporter has many improvments such as multiple materials per mesh, node tree fixes, material improvements, and lots more.
Single binded bfres (only using a bone index) will now be rigged if exported as DAE.
More progress on CMB saving. It's almost done, still needs some adjustments.
Fixed GFMDL rigging on certain models (thanks to RTB's script to reference what controlled the bone type).
2019-11-15 19:27:03 -05:00
KillzXGaming
762ec86bf0 Add folders for gfpak files based on format 2019-11-14 18:49:28 -05:00
KillzXGaming
383613f7c2 Finally fix Z fighting on AMD and INTEL (set depth bit to 24) 2019-11-13 19:21:21 -05:00
KillzXGaming
e5ec3bafc1 GFMDL : Another adjustment to fix some version checks. 2019-11-12 19:47:13 -05:00
KillzXGaming
5c65cef106 Add header size checks for determing versions 2019-11-12 19:03:27 -05:00
KillzXGaming
8fdd61253a Fix build errors 2019-11-12 17:11:35 -05:00
KillzXGaming
21a459846e Fix bones that parent no children on dae export 2019-11-12 16:50:43 -05:00
KillzXGaming
b225c942e5 A few fixes.
Fix viewport not loading base drawables.
Fix animation player having issues with new animation classes.
Fix gfmdl for pkmn lets go.
Disable vertex color loading for gfmdl for now till fixed.
2019-11-12 16:29:00 -05:00
KillzXGaming
761432a140 Gfmdl fixes for new buffer formats 2019-11-11 18:40:05 -05:00
KillzXGaming
5fe45706ea Fix gfmdl vertex colors 2019-11-11 17:45:15 -05:00
KillzXGaming
6bc40a94a7 Add batch editing panes if multiple are selected. 2019-11-11 16:54:39 -05:00
KillzXGaming
50191e4679 Quick gfmdl fix for newer versions. 2019-11-11 16:30:40 -05:00
KillzXGaming
ee9c255be4 Fix cmb parsing issues 2019-11-10 17:07:20 -05:00
KillzXGaming
ed4ef23eb7 Fix actor renaming for odyssey 2019-11-10 16:37:21 -05:00
KillzXGaming
7d4ad62dd0 Start to add more progress on cmb saving 2019-11-10 16:24:54 -05:00
KillzXGaming
cc5e17e984 Add more texture formats to batch export 2019-11-10 13:17:41 -05:00
KillzXGaming
4eb5ee8d37 Add additional batch export settings 2019-11-10 13:00:20 -05:00
KillzXGaming
678cbb7bdb Allow bfres/bntx to batch export properly 2019-11-10 12:46:46 -05:00
KillzXGaming
616a2604c4 Add batch export option for all supported texture formats. 2019-11-10 12:36:56 -05:00
KillzXGaming
c3e070d981 Improve zlib decompression to support varied positions 2019-11-10 11:14:09 -05:00
KillzXGaming
132f312484 Try to fix updates failing 2019-11-10 10:13:56 -05:00
KillzXGaming
48af63444c A few more LM3 fixes 2019-11-10 09:55:26 -05:00
KillzXGaming
ee82fb1218 Some LM3 adjustments 2019-11-10 09:45:39 -05:00
KillzXGaming
ddfdbdc724 Update LM2 dictionary and chunk tables.
Searching chunks and the associated section is more accurate for LM2.
Chunk types are also improved
2019-11-10 08:53:05 -05:00
KillzXGaming
71c7776f37 Quick fix for the hash list check 2019-11-10 08:49:51 -05:00
KillzXGaming
c78251aab3 A few additions
Update primative type for meshes. This will allow custom primative types for rendering.
Add strikers and punch out wii model/texture support (older formats of LM2/LM3).
Add LM2 Arcade model support (updated format of MKAGPDX)
Add support for LM2/LM3 pck audio archives.
Add support for LM2 message/localization data.
2019-11-10 08:41:17 -05:00
KillzXGaming
622011d025 Try to fix build errors 2019-11-09 17:36:52 -05:00
KillzXGaming
fb81cc93b0 Fix MKAGPDX models mssing mesh data 2019-11-09 13:40:48 -05:00
KillzXGaming
0435f651e1 Add multi thread option for encoding images faster. 2019-11-07 17:40:48 -05:00
KillzXGaming
aab84f91e6 BFLYT Editor: Rendering fixes 2019-11-06 21:27:52 -05:00
KillzXGaming
a2a9f21035 KCL: Update lib to load proper material presets 2019-11-06 21:08:47 -05:00
KillzXGaming
5ae85e5e60 BFLYT Editor: Adjust the pane drag/drop in treeview. 2019-11-06 21:03:34 -05:00
KillzXGaming
73c800f0c9 BFLYT Editor: Add option to add part panes. 2019-11-06 21:01:29 -05:00
KillzXGaming
92e535948e Some fixes to hash calculator 2019-11-06 20:06:22 -05:00
KillzXGaming
c1d25c8372 Add brute force options for NLG hashes 2019-11-06 19:40:19 -05:00