e4722ed1af
General - Always allow multiple instances of the tool by default. (UseSingleInstance in config.XML) - Yaz0 now uses a new library using c code. This improves compression times and is comparable to wzst's yaz0 compressor. Thanks to AboodXD for helping port the code. - Add flat buffer templates for gfbmdl and gfbanm. - Redid UV editor. Now using new 2D engine with some improvements. Should work better with mutliple file formats than just bfres. - Auto compress bfres with .sbfres extension. BFLYT: -Add animation reference list to panes if they have any animations. - Note the animation editor in it is not functional yet. GFBMDL - Progress on model importing. Currently crashes on many tests so saving is currently disabled till i figure out why. - Add new texture map display with UV coordinates shown. Displays how transforms are handled. - Add option to export materials and models entirely as .json files. DAE - improve bone/joint check.
51 lines
1.5 KiB
C#
51 lines
1.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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namespace Toolbox.Library.Forms
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{
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public partial class ExportModelSettings : STForm
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{
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public DAE.ExportSettings Settings = new DAE.ExportSettings();
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public ExportModelSettings()
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{
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InitializeComponent();
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chkFlipUvsVertical.Checked = Settings.FlipTexCoordsVertical;
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exportTexturesChkBox.Checked = Settings.ExportTextures;
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}
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private void exportTexturesChkBox_CheckedChanged(object sender, EventArgs e) {
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Settings.ExportTextures = exportTexturesChkBox.Checked;
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}
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private void chkFlipUvsVertical_CheckedChanged(object sender, EventArgs e) {
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Settings.FlipTexCoordsVertical = chkFlipUvsVertical.Checked;
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}
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private void stCheckBox1_CheckedChanged(object sender, EventArgs e) {
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Settings.UseOldExporter = chkOldExporter.Checked;
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}
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private void chkVertexColors_CheckedChanged(object sender, EventArgs e) {
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Settings.UseVertexColors = chkVertexColors.Checked;
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}
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private void chkExportRiggedBonesOnly_CheckedChanged(object sender, EventArgs e) {
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Settings.OnlyExportRiggedBones = chkExportRiggedBonesOnly.Checked;
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}
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private void contentContainer_Paint(object sender, PaintEventArgs e)
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{
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}
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}
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}
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