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Alpha 3.0

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@riidefi riidefi released this 11 Aug 11:48
· 1535 commits to master since this release

Available at https://riidefi.github.io/RiiStudio/

Importing

Importing

  • DAE, FBX and OBJ files can be imported as either BMD or BRRES models. Simply drag one onto the window.
  • Transparent textures are automatically configured.
  • High-quality mipmaps are automatically generated.
  • Various optimizations: Duplicate material merging, bone collapsing, automatic correction of flipped normals.

File Formats

  • Experimental support for BRRES saving.
    • Files with more than one bone cannot be saved, yet. (That means no models imported with BrawlBox)
    • If you encounter any issues, let me know. I'm working on a comprehensive test suite. Ideally, the tool will be able to rebuild every Nintendo file we have with 1:1 accuracy.
  • KMP files can be read and rebuilt. Editing is only proof-of-concept. Code for U8 and SZS have been added, although they are not hooked up to the frontend yet.

UI

  • TEV stages can now be removed by closing their respective tabs.
  • Importer warnings are now displayed to the user.
  • Various usability improvements to Headers mode in the Property Editor.
  • Before, using a slider would pollute the history list with intermediate states. Now, history entries are only recorded when the mouse button is released.
  • Pressing CTRL in the viewport previously locked the mouse in a hidden state. This was confusing, so it was removed.
  • Improved selection logic to be more standard. Before, selection was local to each folder. Now, only one selection may exist in an editor; selecting a texture while a material is already selected will clear the prior selection.
  • Changed the default theme
  • Embedded the theme editor in the main toolbar

Fixes

  • Fixed a bug where altering the the Alpha Comparison settings in a material would not update the preview.
  • Fixed a bug where unused mip levels would not be read.
  • Fixed a crash when models used two vertex color channels.
  • Fixed a bug where updating N materials caused N^2 shader recompilations.
  • Various stability and performance improvements