Switch-Toolbox/Switch_FileFormatsMain/GUI/BFRES/Skeleton/BfresBoneEditor.Designer.cs

1156 lines
55 KiB
C#
Raw Normal View History

Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
namespace FirstPlugin
{
partial class BfresBoneEditor
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Component Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.stTabControl1 = new Toolbox.Library.Forms.STTabControl();
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.tabPage1 = new System.Windows.Forms.TabPage();
this.stFlowLayoutPanel1 = new Toolbox.Library.Forms.STFlowLayoutPanel();
this.stDropDownPanel1 = new Toolbox.Library.Forms.STDropDownPanel();
2019-06-23 13:12:13 +00:00
this.boneInfoPanel1 = new BoneInfoPanel();
this.stDropDownPanel2 = new Toolbox.Library.Forms.STDropDownPanel();
this.stPanel1 = new Toolbox.Library.Forms.STPanel();
this.stLabel5 = new Toolbox.Library.Forms.STLabel();
this.rotModeCB = new Toolbox.Library.Forms.STComboBox();
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.label13 = new System.Windows.Forms.Label();
this.RotWUD = new Toolbox.Library.Forms.NumericUpDownFloat();
this.ScaZUD = new Toolbox.Library.Forms.NumericUpDownFloat();
this.ScaYUD = new Toolbox.Library.Forms.NumericUpDownFloat();
this.ScaXUD = new Toolbox.Library.Forms.NumericUpDownFloat();
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.label9 = new System.Windows.Forms.Label();
this.label10 = new System.Windows.Forms.Label();
this.label11 = new System.Windows.Forms.Label();
this.label12 = new System.Windows.Forms.Label();
this.RotZUD = new Toolbox.Library.Forms.NumericUpDownFloat();
this.RotYUD = new Toolbox.Library.Forms.NumericUpDownFloat();
this.RotXUD = new Toolbox.Library.Forms.NumericUpDownFloat();
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.label1 = new System.Windows.Forms.Label();
this.label6 = new System.Windows.Forms.Label();
this.label7 = new System.Windows.Forms.Label();
this.label8 = new System.Windows.Forms.Label();
this.posZUD = new Toolbox.Library.Forms.NumericUpDownFloat();
this.posYUD = new Toolbox.Library.Forms.NumericUpDownFloat();
this.posXUD = new Toolbox.Library.Forms.NumericUpDownFloat();
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.label2 = new System.Windows.Forms.Label();
this.label3 = new System.Windows.Forms.Label();
this.label4 = new System.Windows.Forms.Label();
this.label5 = new System.Windows.Forms.Label();
this.stDropDownPanel3 = new Toolbox.Library.Forms.STDropDownPanel();
this.stPanel2 = new Toolbox.Library.Forms.STPanel();
this.stLabel2 = new Toolbox.Library.Forms.STLabel();
this.billboardIndexUD = new Toolbox.Library.Forms.NumericUpDownInt();
this.stLabel1 = new Toolbox.Library.Forms.STLabel();
this.billboardModeCB = new Toolbox.Library.Forms.STComboBox();
this.stDropDownPanel4 = new Toolbox.Library.Forms.STDropDownPanel();
this.stPanel3 = new Toolbox.Library.Forms.STPanel();
this.smoothSkinningChkBox = new Toolbox.Library.Forms.STCheckBox();
this.rigidSkinningChkBox = new Toolbox.Library.Forms.STCheckBox();
this.rigidIndexUD = new Toolbox.Library.Forms.NumericUpDownInt();
this.stLabel4 = new Toolbox.Library.Forms.STLabel();
this.smoothIndexUD = new Toolbox.Library.Forms.NumericUpDownInt();
this.stLabel3 = new Toolbox.Library.Forms.STLabel();
this.stDropDownPanel5 = new Toolbox.Library.Forms.STDropDownPanel();
this.stPanel4 = new Toolbox.Library.Forms.STPanel();
this.chkTransformIdentity = new Toolbox.Library.Forms.STCheckBox();
this.chkTransformTranslateZero = new Toolbox.Library.Forms.STCheckBox();
this.chkTransformScaleVolumeOne = new Toolbox.Library.Forms.STCheckBox();
this.chkTransformScaleUniform = new Toolbox.Library.Forms.STCheckBox();
this.chkTransformScaleOne = new Toolbox.Library.Forms.STCheckBox();
this.chkTransformRotateZero = new Toolbox.Library.Forms.STCheckBox();
this.chkTransformRotateTranslateZero = new Toolbox.Library.Forms.STCheckBox();
this.stDropDownPanel6 = new Toolbox.Library.Forms.STDropDownPanel();
this.stPanel5 = new Toolbox.Library.Forms.STPanel();
this.chkTransformCuIdenity = new Toolbox.Library.Forms.STCheckBox();
this.chkTransformCuTranslateZero = new Toolbox.Library.Forms.STCheckBox();
this.chkTransformCuScaleVolumeOne = new Toolbox.Library.Forms.STCheckBox();
this.chkTransformCuScaleUniform = new Toolbox.Library.Forms.STCheckBox();
this.chkTransformCuScaleOne = new Toolbox.Library.Forms.STCheckBox();
this.chkTransformCuRotateZero = new Toolbox.Library.Forms.STCheckBox();
this.chkTransformCuRotateTrnaslateZero = new Toolbox.Library.Forms.STCheckBox();
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.tabPage2 = new System.Windows.Forms.TabPage();
2019-06-23 13:12:13 +00:00
this.userDataEditor1 = new UserDataEditor();
this.stTabControl1.SuspendLayout();
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.tabPage1.SuspendLayout();
this.stFlowLayoutPanel1.SuspendLayout();
this.stDropDownPanel1.SuspendLayout();
this.stDropDownPanel2.SuspendLayout();
this.stPanel1.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.RotWUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.ScaZUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.ScaYUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.ScaXUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.RotZUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.RotYUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.RotXUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.posZUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.posYUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.posXUD)).BeginInit();
this.stDropDownPanel3.SuspendLayout();
this.stPanel2.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.billboardIndexUD)).BeginInit();
this.stDropDownPanel4.SuspendLayout();
this.stPanel3.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.rigidIndexUD)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.smoothIndexUD)).BeginInit();
this.stDropDownPanel5.SuspendLayout();
this.stPanel4.SuspendLayout();
this.stDropDownPanel6.SuspendLayout();
this.stPanel5.SuspendLayout();
this.tabPage2.SuspendLayout();
this.SuspendLayout();
//
// stTabControl1
//
this.stTabControl1.Controls.Add(this.tabPage1);
this.stTabControl1.Controls.Add(this.tabPage2);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.stTabControl1.Dock = System.Windows.Forms.DockStyle.Fill;
this.stTabControl1.Location = new System.Drawing.Point(0, 0);
this.stTabControl1.myBackColor = System.Drawing.Color.Empty;
this.stTabControl1.Name = "stTabControl1";
this.stTabControl1.SelectedIndex = 0;
this.stTabControl1.Size = new System.Drawing.Size(647, 831);
this.stTabControl1.TabIndex = 38;
//
// tabPage1
//
this.tabPage1.Controls.Add(this.stFlowLayoutPanel1);
this.tabPage1.Location = new System.Drawing.Point(4, 25);
this.tabPage1.Name = "tabPage1";
this.tabPage1.Padding = new System.Windows.Forms.Padding(3);
this.tabPage1.Size = new System.Drawing.Size(639, 802);
this.tabPage1.TabIndex = 0;
this.tabPage1.Text = "Bone Data";
this.tabPage1.UseVisualStyleBackColor = true;
//
// stFlowLayoutPanel1
//
this.stFlowLayoutPanel1.AutoScroll = true;
this.stFlowLayoutPanel1.Controls.Add(this.stDropDownPanel1);
this.stFlowLayoutPanel1.Controls.Add(this.stDropDownPanel2);
this.stFlowLayoutPanel1.Controls.Add(this.stDropDownPanel3);
this.stFlowLayoutPanel1.Controls.Add(this.stDropDownPanel4);
this.stFlowLayoutPanel1.Controls.Add(this.stDropDownPanel5);
this.stFlowLayoutPanel1.Controls.Add(this.stDropDownPanel6);
this.stFlowLayoutPanel1.Dock = System.Windows.Forms.DockStyle.Fill;
2019-03-27 18:50:33 +00:00
this.stFlowLayoutPanel1.FixedHeight = false;
this.stFlowLayoutPanel1.FixedWidth = true;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.stFlowLayoutPanel1.FlowDirection = System.Windows.Forms.FlowDirection.TopDown;
this.stFlowLayoutPanel1.Location = new System.Drawing.Point(3, 3);
this.stFlowLayoutPanel1.Margin = new System.Windows.Forms.Padding(0);
this.stFlowLayoutPanel1.Name = "stFlowLayoutPanel1";
this.stFlowLayoutPanel1.Size = new System.Drawing.Size(633, 796);
this.stFlowLayoutPanel1.TabIndex = 0;
this.stFlowLayoutPanel1.WrapContents = false;
//
// stDropDownPanel1
//
this.stDropDownPanel1.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowAndShrink;
this.stDropDownPanel1.Controls.Add(this.boneInfoPanel1);
this.stDropDownPanel1.ExpandedHeight = 0;
this.stDropDownPanel1.IsExpanded = true;
this.stDropDownPanel1.Location = new System.Drawing.Point(0, 0);
this.stDropDownPanel1.Margin = new System.Windows.Forms.Padding(0);
this.stDropDownPanel1.Name = "stDropDownPanel1";
this.stDropDownPanel1.PanelName = "Bone Info";
this.stDropDownPanel1.PanelValueName = "";
this.stDropDownPanel1.SetIcon = null;
this.stDropDownPanel1.SetIconAlphaColor = System.Drawing.Color.Transparent;
this.stDropDownPanel1.SetIconColor = System.Drawing.Color.Transparent;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.stDropDownPanel1.Size = new System.Drawing.Size(633, 113);
this.stDropDownPanel1.TabIndex = 0;
//
2019-06-23 13:10:24 +00:00
// boneInfoPanel1
//
this.boneInfoPanel1.Location = new System.Drawing.Point(6, 23);
this.boneInfoPanel1.Name = "boneInfoPanel1";
this.boneInfoPanel1.Size = new System.Drawing.Size(604, 87);
this.boneInfoPanel1.TabIndex = 1;
this.boneInfoPanel1.Load += new System.EventHandler(this.boneInfoPanel1_Load);
//
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
// stDropDownPanel2
//
this.stDropDownPanel2.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowAndShrink;
this.stDropDownPanel2.Controls.Add(this.stPanel1);
this.stDropDownPanel2.ExpandedHeight = 0;
this.stDropDownPanel2.IsExpanded = true;
this.stDropDownPanel2.Location = new System.Drawing.Point(0, 113);
this.stDropDownPanel2.Margin = new System.Windows.Forms.Padding(0);
this.stDropDownPanel2.Name = "stDropDownPanel2";
this.stDropDownPanel2.PanelName = "Transform";
this.stDropDownPanel2.PanelValueName = "";
this.stDropDownPanel2.SetIcon = null;
this.stDropDownPanel2.SetIconAlphaColor = System.Drawing.Color.Transparent;
this.stDropDownPanel2.SetIconColor = System.Drawing.Color.Transparent;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.stDropDownPanel2.Size = new System.Drawing.Size(633, 151);
this.stDropDownPanel2.TabIndex = 1;
//
// stPanel1
//
this.stPanel1.Controls.Add(this.stLabel5);
this.stPanel1.Controls.Add(this.rotModeCB);
this.stPanel1.Controls.Add(this.label13);
this.stPanel1.Controls.Add(this.RotWUD);
this.stPanel1.Controls.Add(this.ScaZUD);
this.stPanel1.Controls.Add(this.ScaYUD);
this.stPanel1.Controls.Add(this.ScaXUD);
this.stPanel1.Controls.Add(this.label9);
this.stPanel1.Controls.Add(this.label10);
this.stPanel1.Controls.Add(this.label11);
this.stPanel1.Controls.Add(this.label12);
this.stPanel1.Controls.Add(this.RotZUD);
this.stPanel1.Controls.Add(this.RotYUD);
this.stPanel1.Controls.Add(this.RotXUD);
this.stPanel1.Controls.Add(this.label1);
this.stPanel1.Controls.Add(this.label6);
this.stPanel1.Controls.Add(this.label7);
this.stPanel1.Controls.Add(this.label8);
this.stPanel1.Controls.Add(this.posZUD);
this.stPanel1.Controls.Add(this.posYUD);
this.stPanel1.Controls.Add(this.posXUD);
this.stPanel1.Controls.Add(this.label2);
this.stPanel1.Controls.Add(this.label3);
this.stPanel1.Controls.Add(this.label4);
this.stPanel1.Controls.Add(this.label5);
this.stPanel1.Location = new System.Drawing.Point(6, 32);
this.stPanel1.Name = "stPanel1";
this.stPanel1.Size = new System.Drawing.Size(617, 119);
this.stPanel1.TabIndex = 1;
//
// stLabel5
//
this.stLabel5.AutoSize = true;
this.stLabel5.Location = new System.Drawing.Point(14, 8);
this.stLabel5.Name = "stLabel5";
this.stLabel5.Size = new System.Drawing.Size(50, 13);
this.stLabel5.TabIndex = 8;
this.stLabel5.Text = "Rotation:";
//
// rotModeCB
//
this.rotModeCB.BorderColor = System.Drawing.Color.Empty;
this.rotModeCB.BorderStyle = System.Windows.Forms.ButtonBorderStyle.Solid;
this.rotModeCB.ButtonColor = System.Drawing.Color.Empty;
this.rotModeCB.FormattingEnabled = true;
this.rotModeCB.Location = new System.Drawing.Point(94, 5);
this.rotModeCB.Name = "rotModeCB";
this.rotModeCB.ReadOnly = true;
this.rotModeCB.Size = new System.Drawing.Size(121, 21);
this.rotModeCB.TabIndex = 35;
this.rotModeCB.SelectedIndexChanged += new System.EventHandler(this.rotModeCB_SelectedIndexChanged);
//
// label13
//
this.label13.AutoSize = true;
this.label13.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(255)))), ((int)(((byte)(128)))), ((int)(((byte)(0)))));
this.label13.Location = new System.Drawing.Point(482, 65);
this.label13.Name = "label13";
this.label13.Size = new System.Drawing.Size(18, 13);
this.label13.TabIndex = 33;
this.label13.Text = "W";
//
// RotWUD
//
this.RotWUD.DecimalPlaces = 5;
this.RotWUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.RotWUD.Location = new System.Drawing.Point(506, 60);
this.RotWUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.RotWUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.RotWUD.Name = "RotWUD";
this.RotWUD.Size = new System.Drawing.Size(101, 20);
this.RotWUD.TabIndex = 34;
//
// ScaZUD
//
this.ScaZUD.DecimalPlaces = 5;
this.ScaZUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.ScaZUD.Location = new System.Drawing.Point(356, 86);
this.ScaZUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.ScaZUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.ScaZUD.Name = "ScaZUD";
this.ScaZUD.Size = new System.Drawing.Size(120, 20);
this.ScaZUD.TabIndex = 32;
//
// ScaYUD
//
this.ScaYUD.DecimalPlaces = 5;
this.ScaYUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.ScaYUD.Location = new System.Drawing.Point(225, 86);
this.ScaYUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.ScaYUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.ScaYUD.Name = "ScaYUD";
this.ScaYUD.Size = new System.Drawing.Size(104, 20);
this.ScaYUD.TabIndex = 31;
//
// ScaXUD
//
this.ScaXUD.DecimalPlaces = 5;
this.ScaXUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.ScaXUD.Location = new System.Drawing.Point(94, 86);
this.ScaXUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.ScaXUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.ScaXUD.Name = "ScaXUD";
this.ScaXUD.Size = new System.Drawing.Size(105, 20);
this.ScaXUD.TabIndex = 30;
//
// label9
//
this.label9.AutoSize = true;
this.label9.Location = new System.Drawing.Point(13, 88);
this.label9.Name = "label9";
this.label9.Size = new System.Drawing.Size(37, 13);
this.label9.TabIndex = 26;
this.label9.Text = "Scale:";
//
// label10
//
this.label10.AutoSize = true;
this.label10.BackColor = System.Drawing.Color.Red;
this.label10.Location = new System.Drawing.Point(74, 91);
this.label10.Name = "label10";
this.label10.Size = new System.Drawing.Size(14, 13);
this.label10.TabIndex = 27;
this.label10.Text = "X";
//
// label11
//
this.label11.AutoSize = true;
this.label11.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(0)))), ((int)(((byte)(192)))), ((int)(((byte)(0)))));
this.label11.Location = new System.Drawing.Point(205, 91);
this.label11.Name = "label11";
this.label11.Size = new System.Drawing.Size(14, 13);
this.label11.TabIndex = 28;
this.label11.Text = "Y";
//
// label12
//
this.label12.AutoSize = true;
this.label12.BackColor = System.Drawing.Color.Blue;
this.label12.Location = new System.Drawing.Point(336, 91);
this.label12.Name = "label12";
this.label12.Size = new System.Drawing.Size(14, 13);
this.label12.TabIndex = 29;
this.label12.Text = "Z";
//
// RotZUD
//
this.RotZUD.DecimalPlaces = 5;
this.RotZUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.RotZUD.Location = new System.Drawing.Point(356, 60);
this.RotZUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.RotZUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.RotZUD.Name = "RotZUD";
this.RotZUD.Size = new System.Drawing.Size(120, 20);
this.RotZUD.TabIndex = 25;
//
// RotYUD
//
this.RotYUD.DecimalPlaces = 5;
this.RotYUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.RotYUD.Location = new System.Drawing.Point(225, 60);
this.RotYUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.RotYUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.RotYUD.Name = "RotYUD";
this.RotYUD.Size = new System.Drawing.Size(104, 20);
this.RotYUD.TabIndex = 24;
//
// RotXUD
//
this.RotXUD.DecimalPlaces = 5;
this.RotXUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.RotXUD.Location = new System.Drawing.Point(94, 60);
this.RotXUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.RotXUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.RotXUD.Name = "RotXUD";
this.RotXUD.Size = new System.Drawing.Size(105, 20);
this.RotXUD.TabIndex = 23;
//
// label1
//
this.label1.AutoSize = true;
this.label1.Location = new System.Drawing.Point(13, 62);
this.label1.Name = "label1";
this.label1.Size = new System.Drawing.Size(50, 13);
this.label1.TabIndex = 19;
this.label1.Text = "Rotation:";
//
// label6
//
this.label6.AutoSize = true;
this.label6.BackColor = System.Drawing.Color.Red;
this.label6.Location = new System.Drawing.Point(74, 65);
this.label6.Name = "label6";
this.label6.Size = new System.Drawing.Size(14, 13);
this.label6.TabIndex = 20;
this.label6.Text = "X";
//
// label7
//
this.label7.AutoSize = true;
this.label7.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(0)))), ((int)(((byte)(192)))), ((int)(((byte)(0)))));
this.label7.Location = new System.Drawing.Point(205, 65);
this.label7.Name = "label7";
this.label7.Size = new System.Drawing.Size(14, 13);
this.label7.TabIndex = 21;
this.label7.Text = "Y";
//
// label8
//
this.label8.AutoSize = true;
this.label8.BackColor = System.Drawing.Color.Blue;
this.label8.Location = new System.Drawing.Point(336, 65);
this.label8.Name = "label8";
this.label8.Size = new System.Drawing.Size(14, 13);
this.label8.TabIndex = 22;
this.label8.Text = "Z";
//
// posZUD
//
this.posZUD.DecimalPlaces = 5;
this.posZUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.posZUD.Location = new System.Drawing.Point(356, 34);
this.posZUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.posZUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.posZUD.Name = "posZUD";
this.posZUD.Size = new System.Drawing.Size(120, 20);
this.posZUD.TabIndex = 18;
//
// posYUD
//
this.posYUD.DecimalPlaces = 5;
this.posYUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.posYUD.Location = new System.Drawing.Point(225, 34);
this.posYUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.posYUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.posYUD.Name = "posYUD";
this.posYUD.Size = new System.Drawing.Size(104, 20);
this.posYUD.TabIndex = 17;
//
// posXUD
//
this.posXUD.DecimalPlaces = 5;
this.posXUD.Increment = new decimal(new int[] {
5,
0,
0,
196608});
this.posXUD.Location = new System.Drawing.Point(94, 34);
this.posXUD.Maximum = new decimal(new int[] {
1000000000,
0,
0,
0});
this.posXUD.Minimum = new decimal(new int[] {
100000000,
0,
0,
-2147483648});
this.posXUD.Name = "posXUD";
this.posXUD.Size = new System.Drawing.Size(105, 20);
this.posXUD.TabIndex = 16;
//
// label2
//
this.label2.AutoSize = true;
this.label2.Location = new System.Drawing.Point(13, 36);
this.label2.Name = "label2";
this.label2.Size = new System.Drawing.Size(44, 13);
this.label2.TabIndex = 9;
this.label2.Text = "Position";
//
// label3
//
this.label3.AutoSize = true;
this.label3.BackColor = System.Drawing.Color.Red;
this.label3.Location = new System.Drawing.Point(74, 39);
this.label3.Name = "label3";
this.label3.Size = new System.Drawing.Size(14, 13);
this.label3.TabIndex = 11;
this.label3.Text = "X";
//
// label4
//
this.label4.AutoSize = true;
this.label4.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(0)))), ((int)(((byte)(192)))), ((int)(((byte)(0)))));
this.label4.Location = new System.Drawing.Point(205, 39);
this.label4.Name = "label4";
this.label4.Size = new System.Drawing.Size(14, 13);
this.label4.TabIndex = 13;
this.label4.Text = "Y";
//
// label5
//
this.label5.AutoSize = true;
this.label5.BackColor = System.Drawing.Color.Blue;
this.label5.Location = new System.Drawing.Point(336, 39);
this.label5.Name = "label5";
this.label5.Size = new System.Drawing.Size(14, 13);
this.label5.TabIndex = 15;
this.label5.Text = "Z";
//
// stDropDownPanel3
//
this.stDropDownPanel3.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowAndShrink;
this.stDropDownPanel3.Controls.Add(this.stPanel2);
this.stDropDownPanel3.ExpandedHeight = 0;
this.stDropDownPanel3.IsExpanded = true;
this.stDropDownPanel3.Location = new System.Drawing.Point(0, 264);
this.stDropDownPanel3.Margin = new System.Windows.Forms.Padding(0);
this.stDropDownPanel3.Name = "stDropDownPanel3";
this.stDropDownPanel3.PanelName = "Billboard";
this.stDropDownPanel3.PanelValueName = "";
this.stDropDownPanel3.SetIcon = null;
this.stDropDownPanel3.SetIconAlphaColor = System.Drawing.Color.Transparent;
this.stDropDownPanel3.SetIconColor = System.Drawing.Color.Transparent;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.stDropDownPanel3.Size = new System.Drawing.Size(633, 95);
this.stDropDownPanel3.TabIndex = 2;
//
// stPanel2
//
this.stPanel2.Controls.Add(this.stLabel2);
this.stPanel2.Controls.Add(this.billboardIndexUD);
this.stPanel2.Controls.Add(this.stLabel1);
this.stPanel2.Controls.Add(this.billboardModeCB);
this.stPanel2.Location = new System.Drawing.Point(6, 18);
this.stPanel2.Name = "stPanel2";
this.stPanel2.Size = new System.Drawing.Size(617, 70);
this.stPanel2.TabIndex = 1;
//
// stLabel2
//
this.stLabel2.AutoSize = true;
this.stLabel2.Location = new System.Drawing.Point(11, 10);
this.stLabel2.Name = "stLabel2";
this.stLabel2.Size = new System.Drawing.Size(74, 13);
this.stLabel2.TabIndex = 3;
this.stLabel2.Text = "Billboard Type";
//
// billboardIndexUD
//
this.billboardIndexUD.Enabled = false;
this.billboardIndexUD.Location = new System.Drawing.Point(93, 37);
this.billboardIndexUD.Maximum = new decimal(new int[] {
2147483647,
0,
0,
0});
this.billboardIndexUD.Minimum = new decimal(new int[] {
-2147483648,
0,
0,
-2147483648});
this.billboardIndexUD.Name = "billboardIndexUD";
this.billboardIndexUD.Size = new System.Drawing.Size(144, 20);
this.billboardIndexUD.TabIndex = 2;
//
// stLabel1
//
this.stLabel1.AutoSize = true;
this.stLabel1.Location = new System.Drawing.Point(11, 39);
this.stLabel1.Name = "stLabel1";
this.stLabel1.Size = new System.Drawing.Size(61, 13);
this.stLabel1.TabIndex = 1;
this.stLabel1.Text = "Billboard ID";
//
// billboardModeCB
//
this.billboardModeCB.BorderColor = System.Drawing.Color.Empty;
this.billboardModeCB.BorderStyle = System.Windows.Forms.ButtonBorderStyle.Solid;
this.billboardModeCB.ButtonColor = System.Drawing.Color.Empty;
this.billboardModeCB.FormattingEnabled = true;
this.billboardModeCB.Location = new System.Drawing.Point(93, 7);
this.billboardModeCB.Name = "billboardModeCB";
this.billboardModeCB.ReadOnly = true;
this.billboardModeCB.Size = new System.Drawing.Size(144, 21);
this.billboardModeCB.TabIndex = 0;
2019-04-30 22:30:18 +00:00
this.billboardModeCB.SelectedIndexChanged += new System.EventHandler(this.billboardModeCB_SelectedIndexChanged);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
//
// stDropDownPanel4
//
this.stDropDownPanel4.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowAndShrink;
this.stDropDownPanel4.Controls.Add(this.stPanel3);
this.stDropDownPanel4.ExpandedHeight = 0;
this.stDropDownPanel4.IsExpanded = true;
this.stDropDownPanel4.Location = new System.Drawing.Point(0, 359);
this.stDropDownPanel4.Margin = new System.Windows.Forms.Padding(0);
this.stDropDownPanel4.Name = "stDropDownPanel4";
this.stDropDownPanel4.PanelName = "Matricies";
this.stDropDownPanel4.PanelValueName = "";
this.stDropDownPanel4.SetIcon = null;
this.stDropDownPanel4.SetIconAlphaColor = System.Drawing.Color.Transparent;
this.stDropDownPanel4.SetIconColor = System.Drawing.Color.Transparent;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.stDropDownPanel4.Size = new System.Drawing.Size(633, 95);
this.stDropDownPanel4.TabIndex = 3;
//
// stPanel3
//
this.stPanel3.Controls.Add(this.smoothSkinningChkBox);
this.stPanel3.Controls.Add(this.rigidSkinningChkBox);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.stPanel3.Controls.Add(this.rigidIndexUD);
this.stPanel3.Controls.Add(this.stLabel4);
this.stPanel3.Controls.Add(this.smoothIndexUD);
this.stPanel3.Controls.Add(this.stLabel3);
this.stPanel3.Location = new System.Drawing.Point(6, 23);
this.stPanel3.Name = "stPanel3";
this.stPanel3.Size = new System.Drawing.Size(617, 69);
this.stPanel3.TabIndex = 1;
//
2019-06-23 13:10:24 +00:00
// smoothSkinningChkBox
//
this.smoothSkinningChkBox.AutoSize = true;
this.smoothSkinningChkBox.Location = new System.Drawing.Point(14, 15);
this.smoothSkinningChkBox.Name = "smoothSkinningChkBox";
this.smoothSkinningChkBox.Size = new System.Drawing.Size(128, 17);
this.smoothSkinningChkBox.TabIndex = 9;
this.smoothSkinningChkBox.Text = "Use Smooth Skinning";
this.smoothSkinningChkBox.UseVisualStyleBackColor = true;
//
// rigidSkinningChkBox
//
this.rigidSkinningChkBox.AutoSize = true;
this.rigidSkinningChkBox.Location = new System.Drawing.Point(14, 41);
this.rigidSkinningChkBox.Name = "rigidSkinningChkBox";
this.rigidSkinningChkBox.Size = new System.Drawing.Size(116, 17);
this.rigidSkinningChkBox.TabIndex = 8;
this.rigidSkinningChkBox.Text = "Use Rigid Skinning";
this.rigidSkinningChkBox.UseVisualStyleBackColor = true;
this.rigidSkinningChkBox.CheckedChanged += new System.EventHandler(this.rigidSkinningChkBox_CheckedChanged);
//
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
// rigidIndexUD
//
this.rigidIndexUD.Increment = new decimal(new int[] {
0,
0,
0,
0});
this.rigidIndexUD.Location = new System.Drawing.Point(307, 40);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.rigidIndexUD.Maximum = new decimal(new int[] {
2147483647,
0,
0,
0});
this.rigidIndexUD.Minimum = new decimal(new int[] {
-2147483648,
0,
0,
-2147483648});
this.rigidIndexUD.Name = "rigidIndexUD";
this.rigidIndexUD.ReadOnly = true;
this.rigidIndexUD.Size = new System.Drawing.Size(144, 20);
this.rigidIndexUD.TabIndex = 7;
//
// stLabel4
//
this.stLabel4.AutoSize = true;
this.stLabel4.Location = new System.Drawing.Point(158, 42);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.stLabel4.Name = "stLabel4";
this.stLabel4.Size = new System.Drawing.Size(131, 13);
this.stLabel4.TabIndex = 6;
this.stLabel4.Text = "Rigid Skiining Matrix Index";
//
// smoothIndexUD
//
this.smoothIndexUD.Increment = new decimal(new int[] {
0,
0,
0,
0});
this.smoothIndexUD.Location = new System.Drawing.Point(307, 14);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.smoothIndexUD.Maximum = new decimal(new int[] {
2147483647,
0,
0,
0});
this.smoothIndexUD.Minimum = new decimal(new int[] {
-2147483648,
0,
0,
-2147483648});
this.smoothIndexUD.Name = "smoothIndexUD";
this.smoothIndexUD.ReadOnly = true;
this.smoothIndexUD.Size = new System.Drawing.Size(144, 20);
this.smoothIndexUD.TabIndex = 5;
//
// stLabel3
//
this.stLabel3.AutoSize = true;
this.stLabel3.Location = new System.Drawing.Point(158, 16);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.stLabel3.Name = "stLabel3";
this.stLabel3.Size = new System.Drawing.Size(143, 13);
this.stLabel3.TabIndex = 4;
this.stLabel3.Text = "Smooth Skiining Matrix Index";
//
// stDropDownPanel5
//
this.stDropDownPanel5.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowAndShrink;
this.stDropDownPanel5.Controls.Add(this.stPanel4);
this.stDropDownPanel5.ExpandedHeight = 0;
this.stDropDownPanel5.IsExpanded = true;
this.stDropDownPanel5.Location = new System.Drawing.Point(0, 454);
this.stDropDownPanel5.Margin = new System.Windows.Forms.Padding(0);
this.stDropDownPanel5.Name = "stDropDownPanel5";
this.stDropDownPanel5.PanelName = "Transform Modes";
this.stDropDownPanel5.PanelValueName = "";
this.stDropDownPanel5.SetIcon = null;
this.stDropDownPanel5.SetIconAlphaColor = System.Drawing.Color.Transparent;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.stDropDownPanel5.SetIconColor = System.Drawing.Color.Transparent;
this.stDropDownPanel5.Size = new System.Drawing.Size(633, 136);
this.stDropDownPanel5.TabIndex = 4;
//
// stPanel4
//
this.stPanel4.Controls.Add(this.chkTransformIdentity);
this.stPanel4.Controls.Add(this.chkTransformTranslateZero);
this.stPanel4.Controls.Add(this.chkTransformScaleVolumeOne);
this.stPanel4.Controls.Add(this.chkTransformScaleUniform);
this.stPanel4.Controls.Add(this.chkTransformScaleOne);
this.stPanel4.Controls.Add(this.chkTransformRotateZero);
this.stPanel4.Controls.Add(this.chkTransformRotateTranslateZero);
this.stPanel4.Location = new System.Drawing.Point(6, 23);
this.stPanel4.Name = "stPanel4";
this.stPanel4.Size = new System.Drawing.Size(617, 106);
this.stPanel4.TabIndex = 1;
//
// chkTransformIdentity
//
this.chkTransformIdentity.AutoSize = true;
this.chkTransformIdentity.Location = new System.Drawing.Point(17, 9);
this.chkTransformIdentity.Name = "chkTransformIdentity";
this.chkTransformIdentity.Size = new System.Drawing.Size(60, 17);
this.chkTransformIdentity.TabIndex = 7;
this.chkTransformIdentity.Text = "Identity";
this.chkTransformIdentity.UseVisualStyleBackColor = true;
this.chkTransformIdentity.CheckedChanged += new System.EventHandler(this.chkTransformIdentity_CheckedChanged);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
//
// chkTransformTranslateZero
//
this.chkTransformTranslateZero.AutoSize = true;
this.chkTransformTranslateZero.Location = new System.Drawing.Point(16, 78);
this.chkTransformTranslateZero.Name = "chkTransformTranslateZero";
this.chkTransformTranslateZero.Size = new System.Drawing.Size(95, 17);
this.chkTransformTranslateZero.TabIndex = 5;
this.chkTransformTranslateZero.Text = "Translate Zero";
this.chkTransformTranslateZero.UseVisualStyleBackColor = true;
//
// chkTransformScaleVolumeOne
//
this.chkTransformScaleVolumeOne.AutoSize = true;
this.chkTransformScaleVolumeOne.Location = new System.Drawing.Point(162, 78);
this.chkTransformScaleVolumeOne.Name = "chkTransformScaleVolumeOne";
this.chkTransformScaleVolumeOne.Size = new System.Drawing.Size(114, 17);
this.chkTransformScaleVolumeOne.TabIndex = 4;
this.chkTransformScaleVolumeOne.Text = "Scale Volume One";
this.chkTransformScaleVolumeOne.UseVisualStyleBackColor = true;
//
// chkTransformScaleUniform
//
this.chkTransformScaleUniform.AutoSize = true;
this.chkTransformScaleUniform.Location = new System.Drawing.Point(162, 55);
this.chkTransformScaleUniform.Name = "chkTransformScaleUniform";
this.chkTransformScaleUniform.Size = new System.Drawing.Size(92, 17);
this.chkTransformScaleUniform.TabIndex = 3;
this.chkTransformScaleUniform.Text = "Scale Uniform";
this.chkTransformScaleUniform.UseVisualStyleBackColor = true;
//
// chkTransformScaleOne
//
this.chkTransformScaleOne.AutoSize = true;
this.chkTransformScaleOne.Location = new System.Drawing.Point(161, 32);
this.chkTransformScaleOne.Name = "chkTransformScaleOne";
this.chkTransformScaleOne.Size = new System.Drawing.Size(76, 17);
this.chkTransformScaleOne.TabIndex = 2;
this.chkTransformScaleOne.Text = "Scale One";
this.chkTransformScaleOne.UseVisualStyleBackColor = true;
//
// chkTransformRotateZero
//
this.chkTransformRotateZero.AutoSize = true;
this.chkTransformRotateZero.Location = new System.Drawing.Point(16, 55);
this.chkTransformRotateZero.Name = "chkTransformRotateZero";
this.chkTransformRotateZero.Size = new System.Drawing.Size(83, 17);
this.chkTransformRotateZero.TabIndex = 1;
this.chkTransformRotateZero.Text = "Rotate Zero";
this.chkTransformRotateZero.UseVisualStyleBackColor = true;
//
// chkTransformRotateTranslateZero
//
this.chkTransformRotateTranslateZero.AutoSize = true;
this.chkTransformRotateTranslateZero.Location = new System.Drawing.Point(17, 32);
this.chkTransformRotateTranslateZero.Name = "chkTransformRotateTranslateZero";
this.chkTransformRotateTranslateZero.Size = new System.Drawing.Size(130, 17);
this.chkTransformRotateTranslateZero.TabIndex = 0;
this.chkTransformRotateTranslateZero.Text = "Rotate Translate Zero";
this.chkTransformRotateTranslateZero.UseVisualStyleBackColor = true;
//
// stDropDownPanel6
//
this.stDropDownPanel6.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowAndShrink;
this.stDropDownPanel6.Controls.Add(this.stPanel5);
this.stDropDownPanel6.ExpandedHeight = 0;
this.stDropDownPanel6.IsExpanded = true;
this.stDropDownPanel6.Location = new System.Drawing.Point(0, 590);
this.stDropDownPanel6.Margin = new System.Windows.Forms.Padding(0);
this.stDropDownPanel6.Name = "stDropDownPanel6";
this.stDropDownPanel6.PanelName = "Hiearchy Transform Mode";
this.stDropDownPanel6.PanelValueName = "";
this.stDropDownPanel6.SetIcon = null;
this.stDropDownPanel6.SetIconAlphaColor = System.Drawing.Color.Transparent;
this.stDropDownPanel6.SetIconColor = System.Drawing.Color.Transparent;
this.stDropDownPanel6.Size = new System.Drawing.Size(633, 136);
this.stDropDownPanel6.TabIndex = 5;
//
// stPanel5
//
this.stPanel5.Controls.Add(this.chkTransformCuIdenity);
this.stPanel5.Controls.Add(this.chkTransformCuTranslateZero);
this.stPanel5.Controls.Add(this.chkTransformCuScaleVolumeOne);
this.stPanel5.Controls.Add(this.chkTransformCuScaleUniform);
this.stPanel5.Controls.Add(this.chkTransformCuScaleOne);
this.stPanel5.Controls.Add(this.chkTransformCuRotateZero);
this.stPanel5.Controls.Add(this.chkTransformCuRotateTrnaslateZero);
this.stPanel5.Location = new System.Drawing.Point(6, 23);
this.stPanel5.Name = "stPanel5";
this.stPanel5.Size = new System.Drawing.Size(617, 110);
this.stPanel5.TabIndex = 1;
//
// chkTransformCuIdenity
//
this.chkTransformCuIdenity.AutoSize = true;
this.chkTransformCuIdenity.Location = new System.Drawing.Point(17, 10);
this.chkTransformCuIdenity.Name = "chkTransformCuIdenity";
this.chkTransformCuIdenity.Size = new System.Drawing.Size(60, 17);
this.chkTransformCuIdenity.TabIndex = 6;
this.chkTransformCuIdenity.Text = "Identity";
this.chkTransformCuIdenity.UseVisualStyleBackColor = true;
//
// chkTransformCuTranslateZero
//
this.chkTransformCuTranslateZero.AutoSize = true;
this.chkTransformCuTranslateZero.Location = new System.Drawing.Point(16, 79);
this.chkTransformCuTranslateZero.Name = "chkTransformCuTranslateZero";
this.chkTransformCuTranslateZero.Size = new System.Drawing.Size(95, 17);
this.chkTransformCuTranslateZero.TabIndex = 5;
this.chkTransformCuTranslateZero.Text = "Translate Zero";
this.chkTransformCuTranslateZero.UseVisualStyleBackColor = true;
//
// chkTransformCuScaleVolumeOne
//
this.chkTransformCuScaleVolumeOne.AutoSize = true;
this.chkTransformCuScaleVolumeOne.Location = new System.Drawing.Point(162, 79);
this.chkTransformCuScaleVolumeOne.Name = "chkTransformCuScaleVolumeOne";
this.chkTransformCuScaleVolumeOne.Size = new System.Drawing.Size(114, 17);
this.chkTransformCuScaleVolumeOne.TabIndex = 4;
this.chkTransformCuScaleVolumeOne.Text = "Scale Volume One";
this.chkTransformCuScaleVolumeOne.UseVisualStyleBackColor = true;
//
// chkTransformCuScaleUniform
//
this.chkTransformCuScaleUniform.AutoSize = true;
this.chkTransformCuScaleUniform.Location = new System.Drawing.Point(162, 56);
this.chkTransformCuScaleUniform.Name = "chkTransformCuScaleUniform";
this.chkTransformCuScaleUniform.Size = new System.Drawing.Size(92, 17);
this.chkTransformCuScaleUniform.TabIndex = 3;
this.chkTransformCuScaleUniform.Text = "Scale Uniform";
this.chkTransformCuScaleUniform.UseVisualStyleBackColor = true;
//
// chkTransformCuScaleOne
//
this.chkTransformCuScaleOne.AutoSize = true;
this.chkTransformCuScaleOne.Location = new System.Drawing.Point(162, 33);
this.chkTransformCuScaleOne.Name = "chkTransformCuScaleOne";
this.chkTransformCuScaleOne.Size = new System.Drawing.Size(76, 17);
this.chkTransformCuScaleOne.TabIndex = 2;
this.chkTransformCuScaleOne.Text = "Scale One";
this.chkTransformCuScaleOne.UseVisualStyleBackColor = true;
//
// chkTransformCuRotateZero
//
this.chkTransformCuRotateZero.AutoSize = true;
this.chkTransformCuRotateZero.Location = new System.Drawing.Point(16, 56);
this.chkTransformCuRotateZero.Name = "chkTransformCuRotateZero";
this.chkTransformCuRotateZero.Size = new System.Drawing.Size(83, 17);
this.chkTransformCuRotateZero.TabIndex = 1;
this.chkTransformCuRotateZero.Text = "Rotate Zero";
this.chkTransformCuRotateZero.UseVisualStyleBackColor = true;
//
// chkTransformCuRotateTrnaslateZero
//
this.chkTransformCuRotateTrnaslateZero.AutoSize = true;
this.chkTransformCuRotateTrnaslateZero.Location = new System.Drawing.Point(17, 33);
this.chkTransformCuRotateTrnaslateZero.Name = "chkTransformCuRotateTrnaslateZero";
this.chkTransformCuRotateTrnaslateZero.Size = new System.Drawing.Size(130, 17);
this.chkTransformCuRotateTrnaslateZero.TabIndex = 0;
this.chkTransformCuRotateTrnaslateZero.Text = "Rotate Translate Zero";
this.chkTransformCuRotateTrnaslateZero.UseVisualStyleBackColor = true;
//
// tabPage2
//
this.tabPage2.Controls.Add(this.userDataEditor1);
this.tabPage2.Location = new System.Drawing.Point(4, 25);
this.tabPage2.Name = "tabPage2";
this.tabPage2.Padding = new System.Windows.Forms.Padding(3);
this.tabPage2.Size = new System.Drawing.Size(639, 802);
this.tabPage2.TabIndex = 1;
this.tabPage2.Text = "User Data";
this.tabPage2.UseVisualStyleBackColor = true;
//
// userDataEditor1
//
this.userDataEditor1.Dock = System.Windows.Forms.DockStyle.Fill;
this.userDataEditor1.Location = new System.Drawing.Point(3, 3);
this.userDataEditor1.Name = "userDataEditor1";
this.userDataEditor1.Size = new System.Drawing.Size(633, 796);
this.userDataEditor1.TabIndex = 0;
//
// BfresBoneEditor
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(40)))), ((int)(((byte)(40)))), ((int)(((byte)(40)))));
this.Controls.Add(this.stTabControl1);
this.Name = "BfresBoneEditor";
this.Size = new System.Drawing.Size(647, 831);
this.stTabControl1.ResumeLayout(false);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
this.tabPage1.ResumeLayout(false);
this.stFlowLayoutPanel1.ResumeLayout(false);
this.stDropDownPanel1.ResumeLayout(false);
this.stDropDownPanel1.PerformLayout();
this.stDropDownPanel2.ResumeLayout(false);
this.stDropDownPanel2.PerformLayout();
this.stPanel1.ResumeLayout(false);
this.stPanel1.PerformLayout();
((System.ComponentModel.ISupportInitialize)(this.RotWUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.ScaZUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.ScaYUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.ScaXUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.RotZUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.RotYUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.RotXUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.posZUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.posYUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.posXUD)).EndInit();
this.stDropDownPanel3.ResumeLayout(false);
this.stDropDownPanel3.PerformLayout();
this.stPanel2.ResumeLayout(false);
this.stPanel2.PerformLayout();
((System.ComponentModel.ISupportInitialize)(this.billboardIndexUD)).EndInit();
this.stDropDownPanel4.ResumeLayout(false);
this.stDropDownPanel4.PerformLayout();
this.stPanel3.ResumeLayout(false);
this.stPanel3.PerformLayout();
((System.ComponentModel.ISupportInitialize)(this.rigidIndexUD)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.smoothIndexUD)).EndInit();
this.stDropDownPanel5.ResumeLayout(false);
this.stDropDownPanel5.PerformLayout();
this.stPanel4.ResumeLayout(false);
this.stPanel4.PerformLayout();
this.stDropDownPanel6.ResumeLayout(false);
this.stDropDownPanel6.PerformLayout();
this.stPanel5.ResumeLayout(false);
this.stPanel5.PerformLayout();
this.tabPage2.ResumeLayout(false);
this.ResumeLayout(false);
}
#endregion
private Toolbox.Library.Forms.STTabControl stTabControl1;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
private System.Windows.Forms.TabPage tabPage1;
private System.Windows.Forms.TabPage tabPage2;
private UserDataEditor userDataEditor1;
private Toolbox.Library.Forms.STFlowLayoutPanel stFlowLayoutPanel1;
private Toolbox.Library.Forms.STDropDownPanel stDropDownPanel1;
private Toolbox.Library.Forms.STDropDownPanel stDropDownPanel2;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
private BoneInfoPanel boneInfoPanel1;
private Toolbox.Library.Forms.STPanel stPanel1;
private Toolbox.Library.Forms.NumericUpDownFloat posZUD;
private Toolbox.Library.Forms.NumericUpDownFloat posYUD;
private Toolbox.Library.Forms.NumericUpDownFloat posXUD;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
private System.Windows.Forms.Label label2;
private System.Windows.Forms.Label label3;
private System.Windows.Forms.Label label4;
private System.Windows.Forms.Label label5;
private System.Windows.Forms.Label label13;
private Toolbox.Library.Forms.NumericUpDownFloat RotWUD;
private Toolbox.Library.Forms.NumericUpDownFloat ScaZUD;
private Toolbox.Library.Forms.NumericUpDownFloat ScaYUD;
private Toolbox.Library.Forms.NumericUpDownFloat ScaXUD;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
private System.Windows.Forms.Label label9;
private System.Windows.Forms.Label label10;
private System.Windows.Forms.Label label11;
private System.Windows.Forms.Label label12;
private Toolbox.Library.Forms.NumericUpDownFloat RotZUD;
private Toolbox.Library.Forms.NumericUpDownFloat RotYUD;
private Toolbox.Library.Forms.NumericUpDownFloat RotXUD;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
private System.Windows.Forms.Label label1;
private System.Windows.Forms.Label label6;
private System.Windows.Forms.Label label7;
private System.Windows.Forms.Label label8;
private Toolbox.Library.Forms.STDropDownPanel stDropDownPanel3;
private Toolbox.Library.Forms.STPanel stPanel2;
private Toolbox.Library.Forms.STLabel stLabel2;
private Toolbox.Library.Forms.NumericUpDownInt billboardIndexUD;
private Toolbox.Library.Forms.STLabel stLabel1;
private Toolbox.Library.Forms.STComboBox billboardModeCB;
private Toolbox.Library.Forms.STDropDownPanel stDropDownPanel4;
private Toolbox.Library.Forms.STPanel stPanel3;
private Toolbox.Library.Forms.NumericUpDownInt rigidIndexUD;
private Toolbox.Library.Forms.STLabel stLabel4;
private Toolbox.Library.Forms.NumericUpDownInt smoothIndexUD;
private Toolbox.Library.Forms.STLabel stLabel3;
private Toolbox.Library.Forms.STDropDownPanel stDropDownPanel5;
private Toolbox.Library.Forms.STPanel stPanel4;
private Toolbox.Library.Forms.STCheckBox chkTransformRotateTranslateZero;
private Toolbox.Library.Forms.STCheckBox chkTransformRotateZero;
private Toolbox.Library.Forms.STCheckBox chkTransformScaleOne;
private Toolbox.Library.Forms.STCheckBox chkTransformScaleUniform;
private Toolbox.Library.Forms.STCheckBox chkTransformTranslateZero;
private Toolbox.Library.Forms.STCheckBox chkTransformScaleVolumeOne;
private Toolbox.Library.Forms.STLabel stLabel5;
private Toolbox.Library.Forms.STComboBox rotModeCB;
private Toolbox.Library.Forms.STDropDownPanel stDropDownPanel6;
private Toolbox.Library.Forms.STPanel stPanel5;
private Toolbox.Library.Forms.STCheckBox chkTransformCuTranslateZero;
private Toolbox.Library.Forms.STCheckBox chkTransformCuScaleVolumeOne;
private Toolbox.Library.Forms.STCheckBox chkTransformCuScaleUniform;
private Toolbox.Library.Forms.STCheckBox chkTransformCuScaleOne;
private Toolbox.Library.Forms.STCheckBox chkTransformCuRotateZero;
private Toolbox.Library.Forms.STCheckBox chkTransformCuRotateTrnaslateZero;
private Toolbox.Library.Forms.STCheckBox chkTransformCuIdenity;
private Toolbox.Library.Forms.STCheckBox chkTransformIdentity;
private Toolbox.Library.Forms.STCheckBox smoothSkinningChkBox;
private Toolbox.Library.Forms.STCheckBox rigidSkinningChkBox;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
}
}