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Releases: Blakintosh/apex
Releases · Blakintosh/apex
Release list
Apex 0.4.4
Apex 0.4.4
- Material slots. An xmodel's Skin Override lists each of the model's materials as a slot: its swatch and the
name of the material that draws there. Click the name to open the material. An overridden slot shows the model's own
material under it, struck through. Replace ▾ chooses another material, hides the surface (nodraw), puts the
model's material back or opens it; Delete puts it back too. Up to twenty slots show before the list scrolls. - Stock links open. An
asset://link to an asset that isn't in your GDTs, such as Radiant's Open in Apex on a
shipped model, now opens it from the Stock Library. - Fix: a long name in a list (a material, a tag) could push the list past its column, cutting off its right edge.
Apex 0.4.3
Apex 0.4.3
- EXR images preview. Image assets and material slot thumbnails now show
.exrsources, read by the Mod Tools' own
OpenEXR reader (bin\openexr64r.dll), as APE and the linker read them. Values are shown as stored, 0 to 1, so
brighter HDR values show as white. A file named.exrthat isn't an OpenEXR file (a PNG renamed, say) doesn't
preview, because the converter rejects it too.
Apex 0.4.2
Apex 0.4.2
A fixes release.
- Fix: Apex lists every GDT Radiant and APE do. Apex now takes its GDT folders from the same list the GDT database
uses (bin\converter_gdt_dirs_0.txt). Until now it read a fixed set, so GDTs inusermaps,mods,archetypes,
aitypeandtemp_assetswere missing, for example a map's own GDTs inusermaps\<map>\. 0.4.1 added
texture_assetsandart_assets; if you still can't find a stock asset such ast7_concrete_sidewalk_2x2_01, check
that you're on 0.4.1 or later (app menu, Updates).
Apex 0.4.1
Apex 0.4.1
A fixes release.
- Fix: assets in
texture_assetsandart_assetsare listed. Apex read GDTs only fromsource_data,
xanim_exportandmodel_export, so stock GDTs elsewhere were missing even though Radiant and APE show them,
for examplet7_concrete_sidewalk_2x2_01intexture_assets\t7_concrete.gdt. Apex now reads and watches the same
folders the GDT database indexes, which adds about 8,800 assets on a standard install.
Apex 0.4.0
Apex 0.4.0
- Stock Library. With the Stock Library installed, search lists the game's shipped assets after your own. Open one
to read it, preview its model, material or image, and see what it uses. Create local copy brings it into your
GDTs with everything it needs, and can be undone, even when the copy fails part way. With Dragon, a map can use a
stock asset by name without copying it. Components in the app menu shows which Mod Tools parts this install has. - Stock sounds. Browse and play the game's sounds from the app menu or the palette, and copy one into
sound_assetswith its alias line. Copies can be undone. - LOD fields. The xmodel LOD settings now use the keys the linker reads. Each LOD has Auto-Generate, its percent
and Force Rigid, and there are fields for the auto-generate priorities and the LOD bias. - Auto LODs in the preview. Auto-generated LODs now show in the preview, and the info line gives each LOD's face
count. Below 40,000 faces they are the LODs Dragon builds too. For larger models Dragon decimates differently; the
preview will show its LODs once Dragon writes them in a form the preview reads. - Stock Library and Dragon. Both are released alongside this version: Stock Library and Dragon. Apex works without either.
Apex 0.3.1
Apex 0.3.1
A fixes release.
- Decimal symbol warning. If Windows uses a comma as the decimal symbol, Apex says so when it starts: many
Black Ops III mod tools misread numbers that way and can write wrong values into assets and builds. The banner
opens the Region settings; set the decimal symbol to a full stop. Apex itself is not affected. - Fix: picking a material category could raise an "Index was outside the bounds of the array" error from the
dropdown. The pick is now applied once the dropdown has finished committing it.
Apex 0.3.0
Apex 0.3.0
- Change weapon class. Turn a weapon into any other weapon type (bulletweapon to projectileweapon, and so on) from
the ⋯ menu, the Explorer or the palette. The whole derivation chain changes together; the dialog lists the values
that don't carry over. One undo step. - Radiant sync. Changes are sent to Radiant as you make them, and saving updates its asset database, as APE does.
Turn it off with Sync changes with Radiant in the app menu. - asset:// links.
asset://<name>.<type>opens that asset, in the Apex window that's already open. - Custom shaders compile. Your own techset shaders in
share\raw\shaders_stable_toolsgfxare compiled when APE
hasn't cached them, and again after you edit them. Transparent shaders can sample the scene behind them. - Colour picker. Colour fields open a visual picker with hue, saturation, brightness and alpha.
- Material previews. Decals show on a grey surface, and animated materials (water, scrolling, sway) move.
- Per-component material settings. A tweak on one component of a value gets its own row, default and range.
- Lock the preview to keep it on one asset while you work on others.
- Pin a GDT to the top of the Explorer from its right-click menu.
- What's new shows these notes under the Apex mark, and opens by itself after an update.
- Fix: the ⚠ beside a missing file now shows its tooltip.
Apex 0.2.2
Apex 0.2.2
A fixes release; it replaces 0.2.1, whose resize handles did not work.
- Resize handles take the pointer. The edges between the editor, the preview and the Inspector are an 8 px strip
with the line in its middle, and all of it grabs; the line lights in the accent colour under the pointer. In 0.2.1
only the Explorer's edge did. - The preview's corner handle is reachable. A grip at the left end of the preview's bottom edge sizes the column's
width and the preview's height together; double-click it to put the height back to 16:9. - The preview opens at 16:9. Until you size it yourself, its height follows the width of its column. The preview
height saved by 0.2.0 is not carried over. - Derived assets preview. An xmodel or xanim that derives from another and sets no
filenameof its own showed
"No model filename set". It now previews the file it inherits.
Apex 0.2.1
Apex 0.2.1
A fixes release.
- The preview opens at 16:9. Until you size it yourself, the docked preview's height follows the width of its
column, so the render is 16:9 and the column can be widened without the picture going letterboxed. Your own size
is kept once you set one; the preview height saved by 0.2.0 is not carried over. - Resize handles are easier to find and to grab. The edge between two panes lights up in the accent colour under
the pointer, and the grab area is wider (11 px on the preview and editor edges, 4 px more either side of the
Explorer's). The handles sit above the panes beside them, so the pointer no longer has to be exact. - A corner handle on the preview. Where the column's edge meets the preview's, a grip sizes both at once: drag it
to set the width and the height together, double-click it to put the height back to 16:9. - Derived assets preview. An xmodel or xanim that derives from another and sets no
filenameof its own showed
"No model filename set". It now previews the file it inherits.
Apex 0.2.0
The first release of Apex, a replacement for Treyarch's Asset Property Editor for Black Ops III. It edits the same GDTs through the same deffiles, previews with APE's own renderer, and keeps your unsaved work through a crash.
It's a preview. It does most of what APE does, but not all of it: see Known gaps. Please report bugs.
Install: run apex-setup.exe. It puts Apex in place of APE (APE is kept, and uninstalling puts it back) or beside it as Apex.exe. apex-0.2.0-win-x64.zip is the same thing for a manual install.
Licensed under the GPLv3.