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.
16 lines
306 B
JSON
16 lines
306 B
JSON
{
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"GameTitle": "Default",
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"Platform": "SWITCH",
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"PrismThickness": 30.0,
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"SphereRadius": 25.0,
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"PaddingMin": -50.0,
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"PaddingMax": 50.0,
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"MaxRootSize": 2048,
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"MinRootSize": 128,
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"MinCubeSize": 32,
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"MaxTrianglesInCube": 10,
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"Comments": "",
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"MaterialPresets": {
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"0": "Unknown"
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}
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} |