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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AAMP | ||
Advanced Editor | ||
BCH | ||
BFLYT | ||
BFRES | ||
BMD | ||
BXFNT | ||
Byaml | ||
Editors | ||
GFBMDL | ||
Message | ||
Pokemon | ||
Rom | ||
SMO | ||
TextureUI | ||
AttributeEditor.cs | ||
AttributeEditor.Designer.cs | ||
AttributeEditor.resx | ||
BfresRenderInfo.resx | ||
BntxSelector.cs | ||
BntxSelector.Designer.cs | ||
BntxSelector.resx | ||
BotwActorEditorControl.cs | ||
BotwActorEditorControl.Designer.cs | ||
BotwActorEditorControl.resx | ||
FormLoader.cs | ||
KeySelection.cs | ||
KeySelection.Designer.cs | ||
KeySelection.resx | ||
PreviewFormatList.cs | ||
PreviewFormatList.Designer.cs | ||
PreviewFormatList.resx | ||
TextureLoader.cs | ||
TextureLoader.Designer.cs | ||
TextureLoader.resx | ||
ViewportEditor.cs | ||
ViewportEditor.Designer.cs | ||
ViewportEditor.resx |