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
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using Switch_Toolbox.Library.NodeWrappers;
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using Switch_Toolbox.Library;
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using System.Collections.Generic;
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using System.Windows.Forms;
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using System.IO;
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using System;
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using FirstPlugin;
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using ResU = Syroot.NintenTools.Bfres;
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using ResNX = Syroot.NintenTools.NSW.Bfres;
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using Switch_Toolbox.Library.Animations;
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using Switch_Toolbox.Library.Forms;
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namespace Bfres.Structs
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{
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public enum BRESGroupType
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{
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Models,
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Textures,
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SkeletalAnim,
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MaterialAnim,
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ShaderParamAnim,
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ColorAnim,
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TexSrtAnim,
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TexPatAnim,
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BoneVisAnim,
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MatVisAnim,
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ShapeAnim,
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SceneAnim,
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Embedded,
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}
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public class BFRESGroupNode : STGenericWrapper
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{
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public bool IsWiiU
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{
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get
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{
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return ((BFRES)Parent).IsWiiU;
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}
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}
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public override void OnClick(TreeView treeview)
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{
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if (Parent is BFRES)
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((BFRES)Parent).LoadEditors(this);
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else if (Parent.Parent is BFRES) {
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((BFRES)Parent.Parent).LoadEditors(this);
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}else {
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((BFRES)Parent.Parent.Parent).LoadEditors(this);
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}
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}
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public BFRESGroupNode() : base()
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{
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ImageKey = "folder";
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LoadContextMenus();
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}
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public override void LoadContextMenus()
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{
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ContextMenuStrip = new STContextMenuStrip();
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CanExport = false;
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CanReplace = false;
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CanRename = false;
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CanDelete = false;
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//Folder Operations
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ContextMenuStrip.Items.Add(new STToolStipMenuItem("New", null, NewAction, Keys.Control | Keys.N));
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ContextMenuStrip.Items.Add(new STToolStipMenuItem("Import", null, ImportAction, Keys.Control | Keys.I));
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ContextMenuStrip.Items.Add(new ToolStripMenuItem("Export All", null, ExportAllAction, Keys.Control | Keys.E));
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2019-03-26 19:24:20 +00:00
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ContextMenuStrip.Items.Add(new ToolStripMenuItem("Replace (From Folder)", null, ReplaceAllAction, Keys.Control | Keys.R));
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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
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ContextMenuStrip.Items.Add(new STToolStripSeparator());
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ContextMenuStrip.Items.Add(new STToolStipMenuItem("Sort", null, SortAction, Keys.Control | Keys.S));
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ContextMenuStrip.Items.Add(new STToolStipMenuItem("Clear", null, ClearAction, Keys.Control | Keys.C));
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}
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public override string ExportFilter { get { return GetSubfileExtensions(); } }
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public override string ImportFilter { get { return GetSubfileExtensions(); } }
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protected void NewAction(object sender, EventArgs e) { NewSubFile(); }
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public BFRESGroupNode(string name) : base() { Text = name; }
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public BFRESGroupNode(BRESGroupType type) : base() { Type = type; SetNameByType(); }
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public BRESGroupType Type { get; set; }
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public Dictionary<string, STGenericWrapper> ResourceNodes = new Dictionary<string, STGenericWrapper>(); //To get instance of classes
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public ResNX.ResFile GetResFile() {
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if (Parent is BFRES)
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return ((BFRES)Parent).resFile;
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else
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return ((BFRES)Parent.Parent).resFile;
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}
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public ResU.ResFile GetResFileU() {
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if (Parent is BFRES)
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return ((BFRES)Parent).resFileU;
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else
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return ((BFRES)Parent.Parent).resFileU;
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}
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public void NewSubFile()
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{
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switch (Type)
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{
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case BRESGroupType.Models: NewModel(); break;
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case BRESGroupType.SkeletalAnim: ((BFRESAnimFolder)Parent).NewSkeletalAnim(); break;
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case BRESGroupType.ShaderParamAnim: ((BFRESAnimFolder)Parent).ImportShaderParamAnim(); break;
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case BRESGroupType.ColorAnim: ((BFRESAnimFolder)Parent).NewColorAnim(); break;
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case BRESGroupType.TexSrtAnim: ((BFRESAnimFolder)Parent).NewTexSrtAnim(); break;
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case BRESGroupType.TexPatAnim: ((BFRESAnimFolder)Parent).NewTexPatAnim(); break;
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case BRESGroupType.BoneVisAnim: ((BFRESAnimFolder)Parent).NewBoneVisAnim(); break;
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case BRESGroupType.MatVisAnim: ((BFRESAnimFolder)Parent).NewMatVisAnim(); break;
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case BRESGroupType.ShapeAnim: ((BFRESAnimFolder)Parent).NewShapeAnim(); break;
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case BRESGroupType.SceneAnim: ((BFRESAnimFolder)Parent).NewSceneAnim(); break;
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case BRESGroupType.Embedded: NewExternalFile(); break;
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}
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}
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public void NewModel()
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{
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FMDL fmdl = new FMDL();
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if (IsWiiU)
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{
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fmdl.ModelU = new ResU.Model();
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//Create skeleton with empty bone
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var skeleton = new ResU.Skeleton();
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//Create skeleton with empty bone
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skeleton.Bones.Add("Root", new ResU.Bone() { Name = "Root" });
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fmdl.ModelU.Skeleton = skeleton;
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var shape = new ResU.Shape() { Name = "NewShape" };
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shape.CreateEmptyMesh();
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var VertexBuffer = new ResU.VertexBuffer();
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VertexBuffer.CreateEmptyVertexBuffer();
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fmdl.ModelU.VertexBuffers.Add(VertexBuffer);
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fmdl.ModelU.Shapes.Add("NewShape", shape);
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fmdl.ModelU.Materials.Add("NewMaterial", new ResU.Material() { Name = "NewMaterial" });
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BfresWiiU.ReadModel(fmdl, fmdl.ModelU);
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2019-03-24 15:24:40 +00:00
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((BFRES)Parent).AddSkeletonDrawable(fmdl.Skeleton);
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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
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}
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else
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{
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fmdl.Model = new ResNX.Model();
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//Create skeleton with empty bone
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var skeleton = new ResNX.Skeleton();
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//Create skeleton with empty bone
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skeleton.Bones.Add(new ResNX.Bone() { Name = "Root" });
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fmdl.Model.Skeleton = skeleton;
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var shape = new ResNX.Shape() { Name = "NewShape" };
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shape.CreateEmptyMesh();
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fmdl.Model.Shapes.Add(shape);
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fmdl.Model.Materials.Add(new ResNX.Material() { Name = "NewMaterial" });
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var VertexBuffer = new ResNX.VertexBuffer();
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VertexBuffer.CreateEmptyVertexBuffer();
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fmdl.Model.VertexBuffers.Add(VertexBuffer);
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BfresSwitch.ReadModel(fmdl, fmdl.Model);
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2019-03-24 15:24:40 +00:00
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((BFRES)Parent).AddSkeletonDrawable(fmdl.Skeleton);
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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
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AddNode(fmdl, "NewModel");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void NewExternalFile()
|
|
|
|
|
{
|
|
|
|
|
ExternalFileData externalFileData = new ExternalFileData("NewExternalFile", new byte[0]);
|
|
|
|
|
AddNode(externalFileData, "NewExternalFile");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
private string GetSubfileExtensions()
|
|
|
|
|
{
|
|
|
|
|
switch (Type)
|
|
|
|
|
{
|
|
|
|
|
case BRESGroupType.Models: return FileFilters.GetFilter(typeof(FMDL));
|
|
|
|
|
case BRESGroupType.Textures: return FileFilters.GetFilter(typeof(FTEX));
|
|
|
|
|
case BRESGroupType.SkeletalAnim: return FileFilters.GetFilter(typeof(FSKA));
|
|
|
|
|
case BRESGroupType.MaterialAnim: return FileFilters.GetFilter(typeof(FMAA));
|
|
|
|
|
case BRESGroupType.ShaderParamAnim: return FileFilters.GetFilter(typeof(FSHU));
|
|
|
|
|
case BRESGroupType.ColorAnim: return FileFilters.GetFilter(typeof(FSHU));
|
|
|
|
|
case BRESGroupType.TexSrtAnim: return FileFilters.GetFilter(typeof(FSHU));
|
|
|
|
|
case BRESGroupType.TexPatAnim: return FileFilters.GetFilter(typeof(FTXP));
|
|
|
|
|
case BRESGroupType.BoneVisAnim: return FileFilters.GetFilter(typeof(FVIS));
|
|
|
|
|
case BRESGroupType.MatVisAnim: return FileFilters.GetFilter(typeof(FVIS));
|
|
|
|
|
case BRESGroupType.ShapeAnim: return FileFilters.GetFilter(typeof(FSHA));
|
|
|
|
|
case BRESGroupType.SceneAnim: return FileFilters.GetFilter(typeof(FSCN));
|
|
|
|
|
case BRESGroupType.Embedded: return FileFilters.GetFilter(typeof(ExternalFileData));
|
|
|
|
|
default: return "All files(*.*)|*.*";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void Import(string[] FileNames) {
|
|
|
|
|
Import(FileNames, GetResFile(), GetResFileU());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Import(string[] FileNames, ResNX.ResFile resFileNX, ResU.ResFile resFileU)
|
|
|
|
|
{
|
|
|
|
|
if (Type == BRESGroupType.Textures)
|
|
|
|
|
{
|
|
|
|
|
ImportTexture(FileNames);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
foreach (string FileName in FileNames)
|
|
|
|
|
{
|
|
|
|
|
string ResourceName = Path.GetFileNameWithoutExtension(FileName);
|
|
|
|
|
string extension = Path.GetExtension(FileName);
|
|
|
|
|
|
|
|
|
|
switch (Type)
|
|
|
|
|
{
|
|
|
|
|
case BRESGroupType.Models:
|
|
|
|
|
FMDL fmdl = new FMDL();
|
|
|
|
|
fmdl.Text = ResourceName;
|
|
|
|
|
|
|
|
|
|
if (IsWiiU)
|
|
|
|
|
{
|
|
|
|
|
fmdl.ModelU = new ResU.Model();
|
|
|
|
|
fmdl.ModelU.Name = ResourceName;
|
2019-04-05 23:47:21 +00:00
|
|
|
|
fmdl.ModelU.Shapes.Add("", new ResU.Shape());
|
2019-04-06 22:30:22 +00:00
|
|
|
|
fmdl.ModelU.Materials.Add("", new ResU.Material());
|
2019-04-05 23:47:21 +00:00
|
|
|
|
fmdl.ModelU.VertexBuffers.Add(new ResU.VertexBuffer());
|
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
|
|
|
|
|
|
|
|
|
var skeleton = new ResU.Skeleton();
|
|
|
|
|
|
|
|
|
|
//Create skeleton with empty bone
|
|
|
|
|
skeleton.Bones.Add("Root", new ResU.Bone() { Name = "Root" });
|
|
|
|
|
|
|
|
|
|
fmdl.ModelU.Skeleton = skeleton;
|
2019-03-24 15:24:40 +00:00
|
|
|
|
|
|
|
|
|
BfresWiiU.ReadModel(fmdl, fmdl.ModelU);
|
|
|
|
|
((BFRES)Parent).AddSkeletonDrawable(fmdl.Skeleton);
|
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
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
fmdl.Model = new ResNX.Model();
|
|
|
|
|
fmdl.Model.Name = ResourceName;
|
2019-04-05 23:47:21 +00:00
|
|
|
|
fmdl.Model.Shapes.Add(new ResNX.Shape());
|
|
|
|
|
fmdl.Model.VertexBuffers.Add(new ResNX.VertexBuffer());
|
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
|
|
|
|
|
|
|
|
|
//Create skeleton with empty bone
|
|
|
|
|
var skeleton = new ResNX.Skeleton();
|
|
|
|
|
skeleton.Bones.Add(new ResNX.Bone() { Name = "Root" });
|
|
|
|
|
|
|
|
|
|
fmdl.Model.Skeleton = skeleton;
|
|
|
|
|
|
|
|
|
|
BfresSwitch.ReadModel(fmdl, fmdl.Model);
|
2019-03-24 15:24:40 +00:00
|
|
|
|
((BFRES)Parent).AddSkeletonDrawable(fmdl.Skeleton);
|
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
|
|
|
|
}
|
|
|
|
|
fmdl.Replace(FileName, resFileNX, resFileU);
|
|
|
|
|
|
|
|
|
|
Nodes.Add(fmdl);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
fmdl.UpdateVertexData();
|
|
|
|
|
break;
|
|
|
|
|
case BRESGroupType.SkeletalAnim:
|
|
|
|
|
FSKA fska = new FSKA();
|
|
|
|
|
fska.Text = ResourceName;
|
|
|
|
|
if (IsWiiU)
|
|
|
|
|
fska.SkeletalAnimU = new ResU.SkeletalAnim();
|
|
|
|
|
else
|
|
|
|
|
fska.SkeletalAnim = new ResNX.SkeletalAnim();
|
|
|
|
|
|
|
|
|
|
fska.Replace(FileName, resFileNX, resFileU);
|
|
|
|
|
Nodes.Add(fska);
|
|
|
|
|
break;
|
|
|
|
|
case BRESGroupType.ShaderParamAnim:
|
|
|
|
|
FSHU fshu = new FSHU(new ResU.ShaderParamAnim(), MaterialAnimation.AnimationType.ShaderParam);
|
|
|
|
|
fshu.Text = ResourceName;
|
|
|
|
|
fshu.Replace(FileName, resFileU);
|
|
|
|
|
Nodes.Add(fshu);
|
|
|
|
|
break;
|
|
|
|
|
case BRESGroupType.ColorAnim:
|
|
|
|
|
FSHU fclh = new FSHU(new ResU.ShaderParamAnim(), MaterialAnimation.AnimationType.Color);
|
|
|
|
|
fclh.Text = ResourceName;
|
|
|
|
|
fclh.Replace(FileName, resFileU);
|
|
|
|
|
Nodes.Add(fclh);
|
|
|
|
|
break;
|
|
|
|
|
case BRESGroupType.TexSrtAnim:
|
|
|
|
|
FSHU fsth = new FSHU(new ResU.ShaderParamAnim(), MaterialAnimation.AnimationType.TextureSrt);
|
|
|
|
|
fsth.Text = ResourceName;
|
|
|
|
|
fsth.Replace(FileName, resFileU);
|
|
|
|
|
Nodes.Add(fsth);
|
|
|
|
|
break;
|
|
|
|
|
case BRESGroupType.TexPatAnim:
|
|
|
|
|
FTXP ftxp = new FTXP(new ResU.TexPatternAnim());
|
|
|
|
|
ftxp.Text = ResourceName;
|
|
|
|
|
ftxp.Replace(FileName, resFileU);
|
|
|
|
|
Nodes.Add(ftxp);
|
|
|
|
|
break;
|
|
|
|
|
case BRESGroupType.BoneVisAnim:
|
|
|
|
|
FVIS fbnv = new FVIS();
|
|
|
|
|
fbnv.Text = ResourceName;
|
|
|
|
|
if (IsWiiU)
|
|
|
|
|
fbnv.VisibilityAnimU = new ResU.VisibilityAnim() { Type = ResU.VisibilityAnimType.Bone };
|
|
|
|
|
else
|
|
|
|
|
fbnv.VisibilityAnim = new ResNX.VisibilityAnim();
|
|
|
|
|
|
|
|
|
|
fbnv.Replace(FileName, resFileNX, resFileU);
|
|
|
|
|
Nodes.Add(fbnv);
|
|
|
|
|
break;
|
|
|
|
|
case BRESGroupType.MatVisAnim:
|
|
|
|
|
FVIS fmtv = new FVIS(new ResU.VisibilityAnim() { Type = ResU.VisibilityAnimType.Material });
|
|
|
|
|
fmtv.Text = ResourceName;
|
|
|
|
|
fmtv.Replace(FileName, resFileNX, resFileU);
|
|
|
|
|
Nodes.Add(fmtv);
|
|
|
|
|
break;
|
|
|
|
|
case BRESGroupType.ShapeAnim:
|
|
|
|
|
FSHA fsha = new FSHA();
|
|
|
|
|
fsha.Text = ResourceName;
|
|
|
|
|
if (IsWiiU)
|
|
|
|
|
fsha.ShapeAnimU = new ResU.ShapeAnim();
|
|
|
|
|
else
|
|
|
|
|
fsha.ShapeAnim = new ResNX.ShapeAnim();
|
|
|
|
|
|
|
|
|
|
fsha.Replace(FileName, resFileNX, resFileU);
|
|
|
|
|
Nodes.Add(fsha);
|
|
|
|
|
break;
|
|
|
|
|
case BRESGroupType.SceneAnim:
|
|
|
|
|
FSCN fscn = new FSCN();
|
|
|
|
|
fscn.Text = ResourceName;
|
|
|
|
|
if (IsWiiU)
|
|
|
|
|
fscn.SceneAnimU = new ResU.SceneAnim();
|
|
|
|
|
else
|
|
|
|
|
fscn.SceneAnim = new ResNX.SceneAnim();
|
|
|
|
|
|
|
|
|
|
fscn.Replace(FileName, resFileNX, resFileU);
|
|
|
|
|
Nodes.Add(fscn);
|
|
|
|
|
break;
|
|
|
|
|
case BRESGroupType.Embedded:
|
|
|
|
|
ExternalFileData ext = new ExternalFileData(ResourceName, File.ReadAllBytes(FileName));
|
|
|
|
|
ext.Replace(FileName);
|
|
|
|
|
Nodes.Add(ext);
|
|
|
|
|
break;
|
|
|
|
|
case BRESGroupType.MaterialAnim:
|
|
|
|
|
FMAA fmaa = new FMAA(new ResNX.MaterialAnim(), MaterialAnimation.AnimationType.ShaderParam);
|
|
|
|
|
fmaa.Replace(FileName);
|
|
|
|
|
Nodes.Add(fmaa);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void AddNode(STGenericWrapper node, string Name)
|
|
|
|
|
{
|
|
|
|
|
node.Text = SearchDuplicateName(Name);
|
|
|
|
|
|
|
|
|
|
AddNode(node);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void AddNode(STGenericWrapper node)
|
|
|
|
|
{
|
|
|
|
|
if (node.Text == string.Empty)
|
|
|
|
|
throw new System.Exception("Text invalid. Must not be empty! ");
|
|
|
|
|
|
|
|
|
|
Nodes.Add(node);
|
|
|
|
|
ResourceNodes.Add(node.Text, node);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void RemoveChild(STGenericWrapper node)
|
|
|
|
|
{
|
|
|
|
|
Nodes.Remove(node);
|
|
|
|
|
ResourceNodes.Remove(node.Text);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public override void Clear()
|
|
|
|
|
{
|
|
|
|
|
var result = MessageBox.Show("Are you sure you want to clear this section? This cannot be undone!",
|
|
|
|
|
"", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
|
|
|
|
|
|
|
|
|
|
if (result == DialogResult.Yes)
|
|
|
|
|
{
|
|
|
|
|
foreach (var node in Nodes)
|
|
|
|
|
{
|
2019-03-24 15:24:40 +00:00
|
|
|
|
if (node is STGenericWrapper)
|
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
|
|
|
|
{
|
|
|
|
|
((STGenericWrapper)node).Unload();
|
|
|
|
|
RemoveChild(((STGenericWrapper)node));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Nodes.Clear();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public STGenericWrapper GetFirstChild()
|
|
|
|
|
{
|
|
|
|
|
if (Nodes.Count > 0 && Nodes[0] is STGenericWrapper)
|
|
|
|
|
return (STGenericWrapper)Nodes[0];
|
|
|
|
|
else
|
|
|
|
|
return new STGenericWrapper();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void SetNameByType()
|
|
|
|
|
{
|
|
|
|
|
Text = SetName();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private string SetName()
|
|
|
|
|
{
|
|
|
|
|
switch (Type)
|
|
|
|
|
{
|
|
|
|
|
case BRESGroupType.Models: return "Models";
|
|
|
|
|
case BRESGroupType.Textures: return "Textures";
|
|
|
|
|
case BRESGroupType.SkeletalAnim: return "Skeletal Animations";
|
|
|
|
|
case BRESGroupType.ShaderParamAnim: return "Shader Param Animations";
|
|
|
|
|
case BRESGroupType.ColorAnim: return "Color Animations";
|
|
|
|
|
case BRESGroupType.TexSrtAnim: return "Texture SRT Animations";
|
|
|
|
|
case BRESGroupType.TexPatAnim: return "Texture Pattern Animations";
|
|
|
|
|
case BRESGroupType.BoneVisAnim: return "Bone Visibilty Animations";
|
|
|
|
|
case BRESGroupType.MatVisAnim: return "Material Visibilty Animations";
|
|
|
|
|
case BRESGroupType.ShapeAnim: return "Shape Animations";
|
|
|
|
|
case BRESGroupType.SceneAnim: return "Scene Animations";
|
|
|
|
|
case BRESGroupType.Embedded: return "Embedded Files";
|
|
|
|
|
case BRESGroupType.MaterialAnim: return "Material Animations";
|
|
|
|
|
default:
|
|
|
|
|
throw new System.Exception("Unknown type? " + Type);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void GetFileType()
|
|
|
|
|
{
|
|
|
|
|
var child = GetFirstChild();
|
|
|
|
|
|
|
|
|
|
if (Text == "Models" || child is FMDL)
|
|
|
|
|
Type = BRESGroupType.Models;
|
|
|
|
|
if (Text == "Textures" || child is FTEX)
|
|
|
|
|
Type = BRESGroupType.Textures;
|
|
|
|
|
if (Text == "Skeleton Animations" || child is FSKA)
|
|
|
|
|
Type = BRESGroupType.SkeletalAnim;
|
|
|
|
|
if (Text == "Material Animations" || child is FMAA)
|
|
|
|
|
Type = BRESGroupType.MaterialAnim;
|
|
|
|
|
if (Text == "Shader Param Animations" || child is FSHU)
|
|
|
|
|
Type = BRESGroupType.ShaderParamAnim;
|
|
|
|
|
if (Text == "Color Animations" || child is FSHU)
|
|
|
|
|
Type = BRESGroupType.ColorAnim;
|
|
|
|
|
if (Text == "Texture Srt Animations" || child is FSHU)
|
|
|
|
|
Type = BRESGroupType.TexSrtAnim;
|
|
|
|
|
if (Text == "Texture Pattern Animations" || child is FTXP)
|
|
|
|
|
Type = BRESGroupType.TexPatAnim;
|
|
|
|
|
if (Text == "Bone Visibilty Animations" || child is FVIS)
|
|
|
|
|
Type = BRESGroupType.BoneVisAnim;
|
|
|
|
|
if (Text == "Material Visibilty Animations" || child is FVIS)
|
|
|
|
|
Type = BRESGroupType.MatVisAnim;
|
|
|
|
|
if (Text == "Embedded Files" || child is ExternalFileData)
|
|
|
|
|
Type = BRESGroupType.Embedded;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int IndexStr = 0;
|
|
|
|
|
public string SearchDuplicateName(string Name)
|
|
|
|
|
{
|
|
|
|
|
if (ResourceNodes.ContainsKey(Name))
|
|
|
|
|
return SearchDuplicateName($"{Name}{IndexStr++}");
|
|
|
|
|
else
|
|
|
|
|
return Name;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void ImportTexture(string[] FileNames)
|
|
|
|
|
{
|
|
|
|
|
GTXTextureImporter importer = new GTXTextureImporter();
|
|
|
|
|
List<GTXImporterSettings> settings = new List<GTXImporterSettings>();
|
|
|
|
|
|
|
|
|
|
foreach (string name in FileNames)
|
|
|
|
|
{
|
|
|
|
|
string TextureName = Path.GetFileNameWithoutExtension(name);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
string ext = Path.GetExtension(name);
|
|
|
|
|
ext = ext.ToLower();
|
|
|
|
|
|
|
|
|
|
if (ext == ".bftex")
|
|
|
|
|
{
|
|
|
|
|
FTEX ftex = new FTEX();
|
|
|
|
|
ftex.texture = new ResU.Texture();
|
|
|
|
|
ftex.texture.Import(name, GetResFileU());
|
|
|
|
|
ftex.IsEdited = true;
|
|
|
|
|
ftex.Read(ftex.texture);
|
|
|
|
|
AddNode(ftex);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
else if (ext == ".dds" || ext == ".dds2")
|
|
|
|
|
{
|
|
|
|
|
FTEX ftex = new FTEX();
|
|
|
|
|
ftex.texture = new ResU.Texture();
|
|
|
|
|
|
|
|
|
|
GTXImporterSettings setting = FTEX.SetImporterSettings(name);
|
|
|
|
|
|
|
|
|
|
if (setting.DataBlockOutput != null)
|
|
|
|
|
{
|
|
|
|
|
var surface = setting.CreateGx2Texture(setting.DataBlockOutput[0]);
|
|
|
|
|
var tex = ftex.FromGx2Surface(surface, setting);
|
|
|
|
|
ftex.UpdateTex(tex);
|
|
|
|
|
|
|
|
|
|
ftex.IsEdited = true;
|
|
|
|
|
ftex.Read(ftex.texture);
|
|
|
|
|
ftex.LoadOpenGLTexture();
|
|
|
|
|
AddNode(ftex);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
settings.Add(FTEX.SetImporterSettings(name));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (settings.Count == 0)
|
|
|
|
|
{
|
|
|
|
|
importer.Dispose();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
importer.LoadSettings(settings);
|
|
|
|
|
if (importer.ShowDialog() == DialogResult.OK)
|
|
|
|
|
{
|
|
|
|
|
ImportTexture(settings);
|
|
|
|
|
}
|
|
|
|
|
settings.Clear();
|
|
|
|
|
GC.Collect();
|
|
|
|
|
Cursor.Current = Cursors.Default;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public GTXImporterSettings LoadSettings(System.Drawing.Image image, string Name)
|
|
|
|
|
{
|
|
|
|
|
var importer = new GTXImporterSettings();
|
|
|
|
|
importer.LoadBitMap(image, Name);
|
|
|
|
|
return importer;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void ImportTexture(List<GTXImporterSettings> settings)
|
|
|
|
|
{
|
|
|
|
|
Cursor.Current = Cursors.WaitCursor;
|
|
|
|
|
foreach (var setting in settings)
|
|
|
|
|
{
|
|
|
|
|
if (setting.GenerateMipmaps)
|
|
|
|
|
{
|
|
|
|
|
setting.DataBlockOutput.Clear();
|
|
|
|
|
setting.DataBlockOutput.Add(setting.GenerateMips());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (setting.DataBlockOutput != null)
|
|
|
|
|
{
|
|
|
|
|
FTEX ftex = new FTEX();
|
|
|
|
|
ftex.texture = new ResU.Texture();
|
|
|
|
|
var surface = setting.CreateGx2Texture(setting.DataBlockOutput[0]);
|
|
|
|
|
var tex = ftex.FromGx2Surface(surface, setting);
|
|
|
|
|
ftex.UpdateTex(tex);
|
|
|
|
|
ftex.IsEdited = true;
|
|
|
|
|
|
|
|
|
|
ftex.Read(ftex.texture);
|
|
|
|
|
ftex.LoadOpenGLTexture();
|
|
|
|
|
AddNode(ftex);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
MessageBox.Show("Something went wrong???");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void ImportTexture(ImageKeyFrame[] Keys, string TextureName)
|
|
|
|
|
{
|
|
|
|
|
if (ResourceNodes.ContainsKey(TextureName) || Type != BRESGroupType.Textures)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
GTXTextureImporter importer = new GTXTextureImporter();
|
|
|
|
|
List<GTXImporterSettings> settings = new List<GTXImporterSettings>();
|
|
|
|
|
|
|
|
|
|
foreach (var key in Keys) {
|
|
|
|
|
settings.Add(FTEX.SetImporterSettings(key.Image, $"{TextureName}{key.Frame}"));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
importer.LoadSettings(settings);
|
|
|
|
|
|
|
|
|
|
if (importer.ShowDialog() == DialogResult.OK) {
|
|
|
|
|
ImportTexture(settings);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
settings.Clear();
|
|
|
|
|
GC.Collect();
|
|
|
|
|
Cursor.Current = Cursors.Default;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void ImportPlaceholderTexture(string TextureName)
|
|
|
|
|
{
|
|
|
|
|
if (ResourceNodes.ContainsKey(TextureName) || Type != BRESGroupType.Textures)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (TextureName == "Basic_Alb")
|
|
|
|
|
ImportBasicTextures("Basic_Alb");
|
|
|
|
|
else if (TextureName == "Basic_Nrm")
|
|
|
|
|
ImportBasicTextures("Basic_Nrm");
|
|
|
|
|
else if (TextureName == "Basic_Spm")
|
|
|
|
|
ImportBasicTextures("Basic_Spm");
|
|
|
|
|
else if (TextureName == "Basic_Sphere")
|
|
|
|
|
ImportBasicTextures("Basic_Sphere");
|
|
|
|
|
else if (TextureName == "Basic_Mtl")
|
|
|
|
|
ImportBasicTextures("Basic_Mtl");
|
|
|
|
|
else if (TextureName == "Basic_Rgh")
|
|
|
|
|
ImportBasicTextures("Basic_Rgh");
|
|
|
|
|
else if (TextureName == "Basic_MRA")
|
|
|
|
|
ImportBasicTextures("Basic_MRA");
|
|
|
|
|
else if (TextureName == "Basic_Bake_st0")
|
|
|
|
|
ImportBasicTextures("Basic_Bake_st0");
|
|
|
|
|
else if (TextureName == "Basic_Bake_st1")
|
|
|
|
|
ImportBasicTextures("Basic_Bake_st1");
|
|
|
|
|
else if (TextureName == "Basic_Emm")
|
|
|
|
|
ImportBasicTextures("Basic_Emm");
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
ImportPlaceholderTexture(FirstPlugin.Properties.Resources.InjectTexErrored, TextureName);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
private void ImportPlaceholderTexture(byte[] data, string TextureName)
|
|
|
|
|
{
|
|
|
|
|
GTXImporterSettings setting = new GTXImporterSettings();
|
|
|
|
|
setting.LoadDDS(TextureName, data);
|
|
|
|
|
|
|
|
|
|
var surface = setting.CreateGx2Texture(setting.DataBlockOutput[0]);
|
|
|
|
|
FTEX ftex = new FTEX();
|
|
|
|
|
ftex.texture = new ResU.Texture();
|
|
|
|
|
ftex.texture = ftex.FromGx2Surface(surface, setting);
|
|
|
|
|
ftex.IsEdited = true;
|
|
|
|
|
ftex.Read(ftex.texture);
|
|
|
|
|
|
|
|
|
|
AddNode(ftex);
|
|
|
|
|
ftex.LoadOpenGLTexture();
|
|
|
|
|
}
|
|
|
|
|
public void ImportBasicTextures(string TextureName, bool BC5Nrm = true)
|
|
|
|
|
{
|
|
|
|
|
if (ResourceNodes.ContainsKey(TextureName) || Type != BRESGroupType.Textures)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (TextureName == "Basic_Alb")
|
|
|
|
|
ImportPlaceholderTexture(FirstPlugin.Properties.Resources.InjectTexErrored, TextureName);
|
|
|
|
|
if (TextureName == "Basic_Nrm" && BC5Nrm)
|
|
|
|
|
ImportPlaceholderTexture(FirstPlugin.Properties.Resources.Basic_NrmBC5, TextureName);
|
|
|
|
|
if (TextureName == "Basic_Nrm" && BC5Nrm == false)
|
|
|
|
|
ImportPlaceholderTexture(FirstPlugin.Properties.Resources.Basic_Nrm, TextureName);
|
|
|
|
|
if (TextureName == "Basic_Spm")
|
|
|
|
|
ImportPlaceholderTexture(FirstPlugin.Properties.Resources.Black, TextureName);
|
|
|
|
|
if (TextureName == "Basic_Sphere")
|
|
|
|
|
ImportPlaceholderTexture(FirstPlugin.Properties.Resources.Black, TextureName);
|
|
|
|
|
if (TextureName == "Basic_Mtl")
|
|
|
|
|
ImportPlaceholderTexture(FirstPlugin.Properties.Resources.Black, TextureName);
|
|
|
|
|
if (TextureName == "Basic_Rgh")
|
|
|
|
|
ImportPlaceholderTexture(FirstPlugin.Properties.Resources.White, TextureName);
|
|
|
|
|
if (TextureName == "Basic_MRA")
|
|
|
|
|
ImportPlaceholderTexture(FirstPlugin.Properties.Resources.Black, TextureName);
|
|
|
|
|
if (TextureName == "Basic_Bake_st0")
|
|
|
|
|
ImportPlaceholderTexture(FirstPlugin.Properties.Resources.Basic_Bake_st0, TextureName);
|
|
|
|
|
if (TextureName == "Basic_Bake_st1")
|
|
|
|
|
ImportPlaceholderTexture(FirstPlugin.Properties.Resources.Basic_Bake_st1, TextureName);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|