Releases: LagoLunatic/SuperBMD
Releases · LagoLunatic/SuperBMD
v1.3.10-PlayerModels
- Fixed the error message SuperBMD gives when trying to read a dae with degenerate geometry incorrectly saying the cause of the error was multiple meshes using the same material.
- Added an error message when a single texture name has conflicting formats specified in tex_headers.json.
- Added legacy support for reading sanitized material names exported by Blender 2.79 (e.g. "ear_5_" instead of "ear(5)").
v1.3.9-PlayerModels
- Fixed the root joint of the skeleton not having its transformation set properly when converting bmd/bdl -> dae. This fixes several issues such as the ship's cannon being incorrectly rotated 90 degrees.
v1.3.8-PlayerModels
- Fixed a bug when converting bmd/bdl -> dae where the root bone would be treated as the armature instead of a bone.
v1.3.7-PlayerModels
- Fixed a regression from v1.3.6 where dae texture paths were output as absolute instead of relative.
v1.3.6-PlayerModels
- Material names now show up as their correct display names (e.g.
ear(2)
) instead of their sanitized versions (e.g.m17ear_2_
) when converting bmd/bdl -> dae. (The dae -> bmd/bdl conversion supports both the old style material names and the new ones.) - Fixed a bug when writing floating point numbers in rare cases.
- Added a
-glm
argument to generate materials for map models when converting dae -> bmd/bdl. - Added a
-r
/--rotate
argument to rotate the model 90 degrees when converting dae -> bmd/bdl. - Fix relative texture imports when no tex_headers.json is specified.
v1.3.5-PlayerModels
- When converting to dae, the texture paths in the exported dae are now relative instead of absolute. This should prevent issues like missing textures or outdated textures being used when you move where the model and textures are after you extracted them.
- When converting to bmd/bdl, if a single material is used by more than one mesh, an error will now be shown. This is because a model like that would crash ingame.
v1.3.4-PlayerModels
- When converting bmd/bdl -> dae, less precision is now used for writing values in the inverse bind matrices. This is because the higher precision could cause Blender to delete some bones for certain models when it imports the dae.
- Defaulted the mipmap count for textures imported from tex_headers.json to 1 instead of 0.
- Fixed an error being thrown when trying to convert from a dae exported by Blender 2.8 to bmd/bdl.
v1.3.3-PlayerModels
- Fixed a bug that caused the colors to be slightly inaccurate when packing images using C4 or C8 image format with RGB5A3 palette format.
v1.3.2-PlayerModels
- Fixed dae -> bmd/bdl conversion not working for models that have only 1 bone (e.g. Hero's Charm, Hyoi Pear) causing the model to be completely invisible ingame.
v1.3.1-PlayerModels
- Significantly reduced the filesize of BMD/BDL models output by SuperBMD. Models are now about 18% smaller than the previous version on average, which is about the same size as the original models from the vanilla game.