Commit graph

482 commits

Author SHA1 Message Date
KillzXGaming
abe60bec56 Fix shaders erroring out on certain graphic cards from bad float returns. 2019-12-29 15:33:48 -05:00
KillzXGaming
2647aec5a4 BFRES : Update library to fix bounding box issues 2019-12-27 13:10:20 -05:00
KillzXGaming
c2ac556a13 Improve amb maps more 2019-12-19 21:01:48 -05:00
KillzXGaming
fbb86955ba Add support for loading amb green channels (shading) 2019-12-19 20:17:20 -05:00
KillzXGaming
b1cf8a25a9 Add support for viewing GFBMDL ambient occusion maps (amb, red channel inverted) 2019-12-19 20:00:06 -05:00
KillzXGaming
794e8e884f Update brawl lib for chr0 imports 2019-12-18 17:54:42 -05:00
KillzXGaming
d9248dfbf8 Fix saving issues with bntx using user data 2019-12-17 19:32:25 -05:00
KillzXGaming
c3f87fe24c Fix errors 2019-12-17 17:31:06 -05:00
KillzXGaming
57b721c8af More BNTX fixes with user data and UTF-8 characters 2019-12-17 17:26:30 -05:00
KillzXGaming
f4ad1030dc Fix UTF-8 User data in BNTX files 2019-12-16 17:17:31 -05:00
KillzXGaming
8840fb0191 BFRES : Fix user data UTF-8 encoding/Japanese characters. 2019-12-15 20:31:40 -05:00
KillzXGaming
114de9ba8a Check for github release assets to prevent index issue 2019-12-11 19:13:25 -05:00
KillzXGaming
4df4c13828 Add support for GFBMDL saving and model editing.
- Models can be swapped with DAE files. You can use custom rigs, custom bones, and also import additional meshes. Materials are selected in the import settings and you can swap and export them as .json. Note there are a few models (ie trees) which break atm.
- Adds support for proper GFBMDL wrap modes from texture params.
2019-12-10 18:46:16 -05:00
KillzXGaming
e4722ed1af Alot of additions.
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.
2019-12-07 20:16:13 -05:00
KillzXGaming
880ab08e79 Add option to reset settings to default 2019-12-02 18:18:09 -05:00
KillzXGaming
61550ac786 Alot of Pokemon additions.
Redid gfmdl parser completely. This allows the file to be rebuilt for custom models which will be coming soon.
Textures now load in the gfmdl section to easily edit without touching bntx.
Added a basic material editor (more like a viewer atm) for gfbmdl.
Added a Pokemon viewer (requires game path to be set). This shows icons of all the pokemon and opens the archive they are located in.
Start to parse GFBANIM. Not previewable yet because of rotations breaking. If anyone wants to help though be my guest :)
Basic GFBANIMCFG support. It can be used to view animation file names.
2019-11-26 19:54:59 -05:00
KillzXGaming
8acf9e7831 Fix RGB5A1 texture decoding and some chanel issues on others 2019-11-25 17:18:15 -05:00
KillzXGaming
d02ffca772 GFBModel shader improvements 2019-11-24 14:59:54 -05:00
KillzXGaming
0571546bb9 GFBModel shader fixes/improvements 2019-11-23 17:07:31 -05:00
KillzXGaming
f0c3fc5465 Add proper hash matching for GFPAK
Also add latest turbo muunt editor files
2019-11-21 21:46:51 -05:00
KillzXGaming
7e38484a3e BNTX : Add support for D32_FLOAT_S8X24_UINT 2019-11-17 09:24:53 -05:00
KillzXGaming
9c3ac9ae9f Improve DAE exporting.
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).
2019-11-15 19:27:03 -05:00
KillzXGaming
383613f7c2 Finally fix Z fighting on AMD and INTEL (set depth bit to 24) 2019-11-13 19:21:21 -05:00
KillzXGaming
4eb5ee8d37 Add additional batch export settings 2019-11-10 13:00:20 -05:00
KillzXGaming
616a2604c4 Add batch export option for all supported texture formats. 2019-11-10 12:36:56 -05:00
KillzXGaming
132f312484 Try to fix updates failing 2019-11-10 10:13:56 -05:00
KillzXGaming
fb81cc93b0 Fix MKAGPDX models mssing mesh data 2019-11-09 13:40:48 -05:00
KillzXGaming
a2a9f21035 KCL: Update lib to load proper material presets 2019-11-06 21:08:47 -05:00
KillzXGaming
92e535948e Some fixes to hash calculator 2019-11-06 20:06:22 -05:00
KillzXGaming
c1d25c8372 Add brute force options for NLG hashes 2019-11-06 19:40:19 -05:00
KillzXGaming
14982b80be A few additions
Add NLG hash calculator.
Add option to swap bone transform from csv max script.
2019-11-03 10:38:17 -05:00
KillzXGaming
44fb94584a Update bfres lib 2019-10-27 19:26:52 -04:00
KillzXGaming
0b9fd1767d Fix gl framwork build 2019-10-27 16:10:10 -04:00
KillzXGaming
8939687f6a Update files.
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.
2019-10-26 20:28:56 -04:00
KillzXGaming
5e7b65c669 AAMP V2 saving improvements.
AAMP files with strings should save perfectly fine. These should output identically to the original now if saved back and should have no issues.
2019-10-23 18:40:49 -04:00
KillzXGaming
9d91d967a6 KCL lib fixes and adjustments 2019-10-22 19:56:52 -04:00
KillzXGaming
871fc44178 More additions.
More progress on the basic pane animation editor. It can add and clear entries for frames, groups, etc.
Add the latest muunt editor files. A wip editor which is currently disabled. Planned to edit object placement paths paths supporting both 2D and 3D views.
2019-10-20 12:57:48 -04:00
KillzXGaming
a480afe31c Improve white theme 2019-10-19 20:32:44 -04:00
KillzXGaming
347fd412ce Scale bones according to preview scale properly 2019-10-19 17:49:20 -04:00
KillzXGaming
bbd3c89e18 Fix sarc's breaking from hashes calculating wrong 2019-10-17 19:42:07 -04:00
KillzXGaming
60a8cca957 Improve bfres shaders 2019-10-17 18:06:48 -04:00
KillzXGaming
5f7f9c3517 Add all the latest files 2019-10-15 19:27:17 -04:00
KillzXGaming
8300b0658f Try to fix some errors 2019-10-15 19:26:58 -04:00
KillzXGaming
04eec01042 Tons more layout editor improvements.
- The UI has been completely redone. It's far much more clean and intuitive to edit with.
- All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with.
- Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions.
- Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once).
- Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor.
- Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine.
- Fixed many flags for properties which didn't get set correctly if edited.
- Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes.
- Text panes now auto calculate the text length and allow restricted lengths to be edited.
- Properties can now be scrolled down, and kept at that state when refocused.
- Add a selection box for selecting multiple panes at once
- Textures can be added, removed and edited in editor. Make sure these are in the same archive!!!
 Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come
 - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes.
 - Fixed window pane rendering with 1 frame and flipping textures.
 - Materials can add textures, and have new custom blend and alpha modes.
 when i finish the new layout export dialog.
- Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-13 21:02:39 -04:00
Skyth
fef8460f08 Fix PAC file naming & update credits 2019-10-11 22:17:48 +03:00
KillzXGaming
a8e6d104f2 A few improvements.
Panes can now be selected and moved around.
Panes can be resized from corners or edges.
Improved hit detection for panes.
Mouse left click now selects and moves panes. Use middle mouse or hold shift + left mouse to pan/move camera.
More progress on timeline, but currently not functional so currently disabled atm.
Multiple layout animations can be selected and played at once. Goes to the highest amount of frames.
Start to impliment a parts manager. Will allow editing external layout and animation data, and saving back properly.
2019-10-05 13:25:28 -04:00
KillzXGaming
644d94090f A big layout editor update.
Added support for previewing layout animations.
This includes pane SRT, tex SRT, material color (white/black blending), texture patterns, pane visibilty, and vertex colors.
Added textbox previewing.  The scaling will be off, and more features is planned (caching font data to disk for faster loading, improve rendering, etc).
Rotations now render correctly for X/Y axis.
Added game window preview. This removes any editor only drawn objects and also fits the layout to the screen (aka root pane) size.
Add support for rendering custom blending with layout materials.
Add support for loading character icons for mk8d. These are hardcoded and have been manually set. Note these will only load if within the menu.szs.
2019-09-28 17:27:48 -04:00
KillzXGaming
0d0ad3c461 Add quick batch file table option 2019-09-26 17:58:33 -04:00
KillzXGaming
7928944bf4 Fix kcl rendering pass drawing, and add kcl material presets. 2019-09-22 21:52:08 -04:00
KillzXGaming
eba9adaa4d Quick fix for material animations not saving properly if invalid types detected 2019-09-21 17:43:29 -04:00