KCL support has been greatly improved.
- High poly collisions can now be created (even higher than 65k+).
Collision should still be made with the game limitations and performance in mind!
- Support for all KCL versions (GC, Wii, DS, 3DS, etc). Keep in mind for various games to work, you must create a preset and configure the settings used for individual games. I will be adding many more soon to support a wide range of games.
- KCL files can now have the endianness switched and saved back allowing for direct conversion.
- OBJ importing will auto map materials by name COL_## (## being hex value). This allows to export and reimport collisions with all the data intact.
- File sizes are more optmized and improved.
- Speed signifcantly improved and is much faster for both exporting and replacing.
-Materials are now split in the node view for a KCL. This is to select and easily see all the material types and so they can be highlighted.
Add support for BCLAN. (It's basically the same as BRLAN)
Fix saving for BRLAN.
Fix 3DS textures being upside down for BCLYT.
Improve BCLYT rendering.
Improve texture transforms for BCLYT and BFLYT.
Fix tev stage properties not appearing for BCLYT editor.
Fix C4 and C8 decoding.
Fix loop error for 3DW stage files when creating the string table.
Fix converting yaml so it uses the custom syntax flow/tags.
Fix AAMP version issues for v1.
Add support for loading empty byaml files so data can be added onto them.
Fix bone importing issue with assimp.
- AAMP can now save back to YAML!
- Added text editor for AAMP editor
- AAMP library has been improved signifcantly, now using one library for all versions.
- BYAML now uses YAML by default. You can still right click in the editor and export as XML if needed.
- BYAML saving speed improved signifcantly.
- BYAML now supports reference nodes and works with 3DW byml files.
- BYAML can now load shift JIS encoding for japanese characters.
- YAML syntax for text editor improved with proper folding and highlighting for certain values.
General
- Always allow multiple instances of the tool by default. (UseSingleInstance in config.XML)
- Yaz0 now uses a new library using c code. This improves compression times and is comparable to wzst's yaz0 compressor. Thanks to AboodXD for helping port the code.
- Add flat buffer templates for gfbmdl and gfbanm.
- Redid UV editor. Now using new 2D engine with some improvements. Should work better with mutliple file formats than just bfres.
- Auto compress bfres with .sbfres extension.
BFLYT:
-Add animation reference list to panes if they have any animations.
- Note the animation editor in it is not functional yet.
GFBMDL
- Progress on model importing. Currently crashes on many tests so saving is currently disabled till i figure out why.
- Add new texture map display with UV coordinates shown. Displays how transforms are handled.
- Add option to export materials and models entirely as .json files.
DAE
- improve bone/joint check.
A brand new DAE exporter is now used built off the one used by Ploaj and Crossmod devs. This replaces the old assimp exporter which was very buggy.
The DAE exporter has many improvments such as multiple materials per mesh, node tree fixes, material improvements, and lots more.
Single binded bfres (only using a bone index) will now be rigged if exported as DAE.
More progress on CMB saving. It's almost done, still needs some adjustments.
Fixed GFMDL rigging on certain models (thanks to RTB's script to reference what controlled the bone type).
Update primative type for meshes. This will allow custom primative types for rendering.
Add strikers and punch out wii model/texture support (older formats of LM2/LM3).
Add LM2 Arcade model support (updated format of MKAGPDX)
Add support for LM2/LM3 pck audio archives.
Add support for LM2 message/localization data.
Fix LM3 meshes with large amounts of faces (ie Luigi's cutscene model).
Improvements to hashing.
Start on LM3 saving.
Start to support texture replacing.
Load vertex positions for layouts in rectangle class. This will be used for proper rotation adjusting.
Add latest muunt editor files.
Add somewhat functional mk8 camera bin editor. Points can be moved around. The map orientation determines the position of the icons to map over the model.
Fix window content UV map for layouts.
Add 2D KCL renderer for top down KCL preview for both muunt and camera editors.
Start to impliment a muunt editor. This plans to use the 2D engine i've been using with layouts mixed with 3d to fully edit object and path placements.
Start to add pane copying.
Brlyt improvements with window pane support.
Add bflyt texture combiner UI.
Rewrote the compression handling from scatch. It's way easier and cleaner to add new formats code wise as it's handled like file formats.
Added wip TVOL support (Touhou Azure Reflections)
Added XCI support. Note I plan to improve NSP, XCI, NCA, etc later for exefs exporting.
The compression rework now compresses via streams, so files get decompressed properly within archives as streams.
Added hyrule warriors bin.gz compression along with archive rebuilding. Note i do not have texture rebuilding done just yet.
Fixed loading files from clicked on when a single instance of the tool is used.
Fixed the UV editor, which loads materails and texture maps properly.
Adjusted loading archives which produced some duplicate file issues when the archive loads the file, and a tree node is clicked on. Ie bntx clearing, but another one would stay in memory.
Fixed bntx replacing.