Releases: Shadowth117/Aqua-Toolset
9_9_2024
-Added support for long and unicode bone names for Souls games
9_4_2024
-Made "Use File Scale" scaling option far more reliable
-Made AMT settings save properly
-Removed vestigial aqua format to json option (It's been broken for a while and wasn't used)
-Fixed Billy Hatcher .lnd + .mc2 conversions
With this update, for model imports I highly recommend putting the Import File Scale option on 'Use File Scale' and importing and exporting from applications as 'Meters'. Doing this will let files be consistent through blender, max and whatever else. Previously I had issues getting that handled properly, but I think I got what I need there. Of course, the other options still work as they did, but now there's an option that requires less fiddling after setting it up.
7_26_2024
-Overhauled Souls FBX export, now by default will export in the coordinate system of Bloodborne Tool with no extra rotation
-Added SMD export option for Souls (Not recommended)
-Added Souls Mirroring options (Z is what was used before and what remains recommended)
-Added Souls FBX Coordinate System option (BBTool option default now, OpenGL was used before)
Okay so for a long time people complained about exports being off by 90 degrees. Turns out there's a quirk in the FBX SDK that causes that when you export models as Y up. Which would still kinda be okay, but unfortunately it seems to mess with the root node of the model when it does this in a destructive way. Still, it's an option you can choose if you want by selecting the OpenGL coord system.
Mirroring has been expanded to allow other axes, but you probably just want the Z mirroring.
SMD export has been added.
Bear in mind that with the FBX exports now export in the same layout as Bloodborne Tool SMD exports with the default settings.
So SMD support is more of a novelty, but this gets pretty much as close to the fabled Bloodborne Tool as is sensible. Mirroring options are supported though coordinate system stuff is limited to fbx for now. Still, by default it WILL export in the coordinate system of the original Bloodborne Tool, so consider this a replacement.
I do NOT recommend SMD exports to be clear! Exporting as SMD means you will experience these issues!
-No Vertex Colors
-No UV channels past 1
-Node names may break in max
-Material names may break in max
-Designated Mesh names simply won't be a thing.
-And possibly more weirdness!
Again, FBX exports will now align the same way as old Bloodborne Tool exports by default, however the FBX exports are much more feature full!
Node and Material names should load properly in Blender, which is great! However the Max plugins will probably garble ones outside the ASCII character range. You have been warned!
Noesis will also read these SMDs improperly due to going beyond the ASCII character limit. As this is actually very helpful in Blender, I have chosen to forsake Noesis and leave things as is.
Anyways, enjoy.
7_24_2024
-Update FromSoft Xbox 360 texture reading
-Add speedier method for UTF16 text reading
7_23_2024
-Added partial support for Xbox 360 Souls texture conversion (Only first mip level for now)
-Added support for PS4 (Bloodborne!) Souls texture conversion
-Added partial support for PS5 Souls texture conversion
7_11_2024
-Added baseline Otogi 1/2 support
7_05_2024
-Fix metadata write for materials
-Fix conditional metadata use handling for bones
6_26_2024
-Fix for bad command line implementation in SoulsModelTool, courtsy of ivi.
Add Compatibility For More Flver Variants
-Fixes broken compatibility with some flver files
6_1_2024
-Made Blue Dragon Archive extractor convert the internal .dds format to the standard one so it can actually be used
-Added compatibility for BluePoint Games' PS3 .ctxr variant, so MGS HD Collection PS3 and ICO+Shadow of the Colossus PS3 Port