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Releases: Shadowth117/Aqua-Toolset

9_9_2024

09 Sep 06:55
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-Added support for long and unicode bone names for Souls games

9_4_2024

04 Sep 04:11
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-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.
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7_26_2024

26 Jul 08:10
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-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

25 Jul 02:21
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-Update FromSoft Xbox 360 texture reading
-Add speedier method for UTF16 text reading

7_23_2024

24 Jul 02:42
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-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

11 Jul 16:40
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-Added baseline Otogi 1/2 support

7_05_2024

07 Jul 03:36
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-Fix metadata write for materials
-Fix conditional metadata use handling for bones

6_26_2024

26 Jun 04:39
4a7a103
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-Fix for bad command line implementation in SoulsModelTool, courtsy of ivi.

Add Compatibility For More Flver Variants

20 Jun 04:28
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-Fixes broken compatibility with some flver files

6_1_2024

01 Jun 04:24
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-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