1
0
mirror of synced 2024-12-14 16:42:58 +01:00
Switch-Toolbox/Switch_Toolbox_Library/Forms/Dialogs/ExportModelSettings.cs
KillzXGaming e4722ed1af Alot of additions.
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.
2019-12-07 20:16:13 -05:00

51 lines
1.5 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace Toolbox.Library.Forms
{
public partial class ExportModelSettings : STForm
{
public DAE.ExportSettings Settings = new DAE.ExportSettings();
public ExportModelSettings()
{
InitializeComponent();
chkFlipUvsVertical.Checked = Settings.FlipTexCoordsVertical;
exportTexturesChkBox.Checked = Settings.ExportTextures;
}
private void exportTexturesChkBox_CheckedChanged(object sender, EventArgs e) {
Settings.ExportTextures = exportTexturesChkBox.Checked;
}
private void chkFlipUvsVertical_CheckedChanged(object sender, EventArgs e) {
Settings.FlipTexCoordsVertical = chkFlipUvsVertical.Checked;
}
private void stCheckBox1_CheckedChanged(object sender, EventArgs e) {
Settings.UseOldExporter = chkOldExporter.Checked;
}
private void chkVertexColors_CheckedChanged(object sender, EventArgs e) {
Settings.UseVertexColors = chkVertexColors.Checked;
}
private void chkExportRiggedBonesOnly_CheckedChanged(object sender, EventArgs e) {
Settings.OnlyExportRiggedBones = chkExportRiggedBonesOnly.Checked;
}
private void contentContainer_Paint(object sender, PaintEventArgs e)
{
}
}
}