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12 | 12 | ### 3D Models |
13 | 13 | | 3D Model Features | Assassin's Creed: Odyssey | Assassin's Creed: Origins | Steep | Assassin's Creed: Valhalla | |
14 | 14 | |-|-|-|-|-| |
15 | | -| Geometry | ✔️ (>90%) | ✔️ (~50%) | ✔️ (~80%) | ✔️ (>90%) | |
| 15 | +| Geometry | ✔️ (>90%) | ✔️ (~50%) | ✔️ (>90%) | ✔️ (>90%) | |
16 | 16 | | Normals | ✔️ (may be incorrect) | ✔️ (may be incorrect) | ✔️ (may be incorrect) | ✔️ (may be incorrect) | |
17 | 17 | | UV0 | ✔️ | ✔️ | ✔️ | ✔️ | |
18 | 18 | | UV1 | partial | partial | N/A | partial | |
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29 | 29 | | TextureSets | ✔️ | ✔️ | ✔️ | ✔️ | |
30 | 30 |
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31 | 31 | ## Changelog |
| 32 | +## 1.9.5 |
| 33 | +- 12/15/2020 |
| 34 | +- added |
| 35 | + - (Save As) option to choose which UV to export, default is 0 |
| 36 | + - Valhalla support additions and improvements, including |
| 37 | + - partial model type 3 support |
| 38 | + - for now, these models are treated as having one all-encompassing mesh each |
| 39 | + - SharedGroup00 > Hair_ACK_Eivor_MF_01_LOD0 (1962990526045) can be exported |
| 40 | + - support for the addditional forge raw data format |
| 41 | + - (Valhalla only) filelist-based CompiledMip/TopMip searching, extraction, and loading |
| 42 | + - other games will follow once I get around to work on them |
| 43 | + - ability to brute-force TextureMap, in the case Blacksmith cannot interpret it |
| 44 | + - how to access |
| 45 | + - right-click a TextureMap node (one that reads "TextureMap") and select Texture > Brute-Force |
| 46 | + - find a TextureMap Blacksmith fails to interpret & convert, and click OK in the popup |
| 47 | + -*also, the "Failed to convert the texture" is no longer a failure popup, for it now has a special purpose* |
| 48 | + - this behaves identically to brute-forcing a CompiledMip/TopMip, as introduced in the previous update |
| 49 | + - added File > Quick Save Contents of Active Viewer (Ctrl+S), this skips to the file dialog |
| 50 | + - added File > Save Contents of Active Viewer (Ctrl+Shift+S), this shows the Save As window |
| 51 | + - references to Immortals: Fenyx Rising - no support yet, depending on demand |
| 52 | +- updated |
| 53 | + - improved Steep model support, can now handle models without ClusteredMesh, without failing |
| 54 | + - known issue: helicopter LOD2 fails to load |
| 55 | + - (3D Viewer) Blacksmith will no longer render the viewport under these conditions: |
| 56 | + - if the window is minimized |
| 57 | + - if the active Viewer is not the 3D Viewer |
| 58 | + - (3D Viewer) I restored mouse controls in 1.9.4; they were disabled for testing |
| 59 | + - **note: you must hold down Left Alt in order to use mouse controls** |
| 60 | + - (Image Viewer) added a Save As button |
| 61 | + - 3D model normals adjustment in all games |
| 62 | + - games are alphabetically sorted in the hierarchy |
| 63 | + - removed Tools > Save 3D Viewer Contents |
| 64 | + - slightly more Rainbow Six Siege support: ability to decompress & extract files (still no mesh or texture support) |
| 65 | + - strings |
| 66 | +- fixed |
| 67 | + - texture saving issue which affected all games, especially Valhalla |
| 68 | + - issue with applying saved panel distances |
| 69 | + - issues with context-menu > Datafile > Save Raw Data and Save Decompressed Data |
| 70 | + - files exported from context-menu > Datafile > Saw Raw Data and Save Decompressed Data would not overwrite existing files (saving was too cautious) |
| 71 | + - Vallaha-related issues |
| 72 | + - diffuse map conversion |
| 73 | + - inability to read TextureSets and Materials due to errors |
| 74 | + - CompiledMip DDS generation |
| 75 | + - (Save As, Find, Brute-Force) sometimes, these windows would never show again after closing them |
| 76 | + - (Find Window) the order of elements when cycling through them using the Tab key |
| 77 | + - if an image file (jpg, png, etc.) was selected, the dimensions did not update |
| 78 | + - context menu > Forge > Extract All did not extract to the user-specified folder |
| 79 | + |
32 | 80 | ## 1.9.4 Final Release |
33 | 81 | - 11/19/2020 |
34 | 82 | - added |
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