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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.. | ||
BFRES | ||
Custom2D | ||
Helpers | ||
ShaderData | ||
BCH_Render.cs | ||
BMD_Renderer.cs | ||
CMB_Renderer.cs | ||
G1M_Renderer.cs | ||
GFBMDL_Render.cs | ||
GMX_Renderer.cs | ||
GXToOpenGL.cs | ||
KCL_Render.cs | ||
LM2_Render.cs | ||
LM3_Renderer.cs | ||
PunchOutWii_Renderer.cs | ||
Strikers_Renderer.cs |