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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.. | ||
Materials | ||
Texture | ||
BoundingBox.cs | ||
GenericBitmapTexture.cs | ||
GenericModel.cs | ||
GenericObject.cs | ||
GenericPolygonGroup.cs | ||
OpenGLTexture.cs | ||
STBone.cs | ||
STGenericWrapper.cs | ||
STSkeleton.cs | ||
TEX_FORMAT.cs |