232c44a605
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. |
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.. | ||
Actors | ||
FileFormats | ||
GIF | ||
GL | ||
GUI | ||
NodeWrappers | ||
Properties | ||
Resources | ||
Scenes | ||
XML | ||
YAML | ||
app.config | ||
BodyB_Ysi.szs | ||
Config.cs | ||
File_Format_Library.csproj | ||
GetSwitchKeys.cs | ||
Main.cs | ||
MaterialDefineConfig.cs | ||
MaterialPresetConfig.cs | ||
packages.config | ||
PluginRuntime.cs | ||
System.Buffers.dll | ||
System.Memory.dll | ||
System.Numerics.Vectors.dll | ||
System.Runtime.CompilerServices.Unsafe.dll |