Switch-Toolbox/Switch_Toolbox_Library/Generics/Texture
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
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GenericTexture.cs Major KCL update. 2020-08-16 11:42:39 -04:00
ImageParameters.cs More format fixes. Add custom parameters for not swapping red and green channels 2019-07-29 15:48:36 -04:00
STTextureFolder.cs Fix kcl rendering pass drawing, and add kcl material presets. 2019-09-22 21:52:08 -04:00