Commit graph

309 commits

Author SHA1 Message Date
KillzXGaming
4dc1bbea29 Add ALBW hashes by Steven Tyler Sean Herr 2022-10-15 18:42:15 -04:00
KillzXGaming
1c6e9dc9e8 SARC : Fix issue with using Japanese characters 2022-10-12 18:47:17 -04:00
KillzXGaming
ed68711f5c Add latest KCL code 2022-10-12 18:37:32 -04:00
KillzXGaming
02273a7501 Support Mega Man 11 and MHGU (Switch) model/texture loading. 2022-10-08 15:48:40 -04:00
KillzXGaming
9ca9703a23 BFRES : Fix possible saving problems with latest changes 2022-08-26 17:50:30 -04:00
KillzXGaming
af0869d308 BFRES : Support v0.10 bfres loading (no saving with models).
This will not support saving with models currently.
Most material data will not be loaded due to varying changes in structure.
2022-08-25 19:33:46 -04:00
KillzXGaming
fd0f04adc1 Add ALBW sarc hashes 2022-08-14 20:27:17 -04:00
KillzXGaming
e77741a635 Few more adjustments and improvements to the sarc lib 2022-08-13 20:38:25 -04:00
KillzXGaming
18cde12fd8 Adjustments to update the hash path through the plugin instead 2022-08-13 20:34:36 -04:00
KillzXGaming
d5ceaed22b SARC : Support loading hashes externally from Lib\SarchHashes from .txt/.saht 2022-08-13 13:04:29 -04:00
KillzXGaming
1ada2a3b12 KCL : Fix potential errors from parsing .obj/.dae 2022-03-26 15:15:14 -04:00
KillzXGaming
679887556c BFRES : Fix newer versions breaking due to new shape flags.
Also adds a fix for user pointer data used by MPSA
2022-02-22 17:06:29 -05:00
KillzXGaming
0f9574101b KCL : Add the same fix to mtl parsing 2021-12-24 16:07:07 -05:00
KillzXGaming
1e00a15618 KCL : Fix float parsing in different regions using different format providers 2021-12-24 15:55:20 -05:00
KillzXGaming
67f355f953 KCL : Fix potential crash from .obj using different regional text handling. 2021-12-24 15:17:05 -05:00
KillzXGaming
ec73bbfe54 KCL : Support automatic triangulation and improve material detection. 2021-12-22 15:39:10 -05:00
KillzXGaming
865dd1b545 Add latest KCL presets 2021-10-08 19:36:49 -04:00
KillzXGaming
2deb8e077f More KCL lib updates. 2021-10-08 19:34:20 -04:00
KillzXGaming
1bee479cfc More KCL improvements with how materials are mapped to meshes/materials. 2021-10-08 19:17:23 -04:00
KillzXGaming
f9f209190d Add latest KCL library with some crash fixes 2021-10-08 17:48:21 -04:00
KillzXGaming
58adee48b7 Many byaml fixes. Should fix crash issues with mk8. 2021-09-07 19:50:23 -04:00
KillzXGaming
43dc09c39c SARC : Fix GraphicsPreset.szs failing to load/save from signed characters. 2021-08-30 20:55:11 -04:00
KillzXGaming
1a80f9207a Make sure to update the kcl gui 2021-06-15 20:19:36 -04:00
KillzXGaming
272d5b76fc Update to latest KCL library 2021-06-15 20:18:55 -04:00
KillzXGaming
00883d617b Push byaml saving fix for certain node types thanks to MonsterDruide1. 2021-05-13 17:58:02 -04:00
KillzXGaming
7b973d2b66 KCL : Fix import UI parsing COL_ collision with non numerical values. 2021-03-06 14:04:42 -05:00
KillzXGaming
0dd3ab072c KCL : Fix culture conversion when loading .obj files. 2021-03-06 11:06:37 -05:00
KillzXGaming
d8da7f0e3f KCL : Fix exporting with invalid values causing reimport to break. 2021-02-20 14:59:52 -05:00
KillzXGaming
dc6bb5a367 Fix kcl obj import issue with hash checking. 2021-02-20 14:34:55 -05:00
KillzXGaming
b88b28ab20 Fix V2 AAMP yaml conversion not keeping header flags (resulting in a crash) 2021-02-20 12:21:45 -05:00
KillzXGaming
ea93693c81 KCL : Some more adjustments with exporting 2020-10-23 21:00:43 -04:00
KillzXGaming
4071849d9e KCL : Also split collision IDs by meshes 2020-10-23 20:54:22 -04:00
KillzXGaming
2c754d3009 Update KCL lib with improved optimizations. 2020-10-22 17:09:37 -04:00
KillzXGaming
8dac30200a KCL : Fix model octree issues with higher levels of division 2020-10-10 13:10:11 -04:00
KillzXGaming
3fbd152032 KCL : Some optimizations with duped triangles to prevent division issues. 2020-09-27 15:01:26 -04:00
KillzXGaming
41efd8b517 KCL : Improve model octree loading/saving. 2020-09-26 19:25:40 -04:00
KillzXGaming
ba80f28323 KCL : Fix model octree ordering on complex sub divisions 2020-09-26 17:15:29 -04:00
KillzXGaming
ae1f239d67 KCL : Fix .obj files that use comma seperators for floats 2020-09-26 10:10:20 -04:00
KillzXGaming
85fb24ed09 KCL : Improve preset handling. 2020-09-21 19:45:48 -04:00
KillzXGaming
3126bef310 BMD : Add little endian support. 2020-09-20 10:36:51 -04:00
KillzXGaming
b239823a3c KCL : Fix collision generation from obj with NaN position values. 2020-09-17 11:05:16 -04:00
KillzXGaming
95baeadaf4 BFRES : Fix bounding box saving issues causing culling in game. 2020-09-02 17:57:12 -04:00
KillzXGaming
8328c132de Add latest bfres library 2020-08-30 10:45:39 -04:00
KillzXGaming
4b1e027e98 Some library fixes 2020-08-30 10:37:55 -04:00
KillzXGaming
48a7f46dce Revert "BFRES : Fix switch scene animations crashing from incorrect relocation data."
This reverts commit 6d16219ead.
2020-08-30 10:36:36 -04:00
KillzXGaming
6d16219ead BFRES : Fix switch scene animations crashing from incorrect relocation data. 2020-08-30 09:03:48 -04:00
KillzXGaming
e3ac2625ef KCL fixes for 3D World Presets 2020-08-19 16:29:40 -04:00
KillzXGaming
13285f9d5d Update KCL libraries to latest 2020-08-18 14:12:28 -04:00
KillzXGaming
e39d161d33 Some KCL obj importing fixes 2020-08-16 12:02:12 -04:00
KillzXGaming
232c44a605 Major KCL update.
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.
2020-08-16 11:42:39 -04:00