This update mainly focuses on BO3 export workflow improvements, GDT creation, material conversion, and fixes for newer-game animation exports. GDT Creation: - Creates xmodel entries - Creates xanim entries - Creates material entries for exported models - Creates image entries for material textures - Assigns BO3 material types based on the textures available - Links xanim entries to exported models where possible - Supports game-aware GDT output, so exports from the same game can be added to the same GDT - Added optional separate GDT per export mode Material / Texture Improvements: - Added Unreal packed texture handling for ORM/spec-mask style maps - Converts packed maps into BO3-friendly AO, gloss, and spec maps - Missing normal maps now use `$identitynormalmap` - Missing AO maps now use `$occlusion` - Improved diffuse/color image GDT setup - Improved emissive material setup - Improved Fortnite spec/gloss handling Fortnite Layered Material Support: - Added Fortnite layered material fixes - Models using layered materials can now be split into separate BO3 materials - Layered materials are assigned to the correct mesh faces where possible Fixes: - Fixed Cast exports for models and animations - Fixed BL3 animation export for XANIM and Cast - Fixed XMODEL/export transform issues that caused animated mesh parts to separate or fly away - Fixed BO3 xanim GDT entries to use the proper relative animation setup - Improved large batch exporting so the UI should freeze less when queueing lots of models Notes: - GDT creation is still WIP and will keep improving as more games/material edge cases are tested. - For GDT creation, export paths need to be inside the Black Ops III folder so generated paths work correctly.