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Finished the next version at last

In the last days I have been working hard on the next release of ModelConverterX, which I put online today. Every time when I thought I had fixed all bugs, some new problem appeared again. But now things seem to work good enough again. I am happy to get...
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Example of attached lights and effects

I just added the functionality to create FX effect files to ModelConverterX. This now allows the tool to write new FX files with the correct colour for light points that are used in the converted object. I am not an expert on making effect files, so maybe...
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Attached objects done

This evening I have been able to take one more step on the problem of attached objects. After cleaning up the ModelConverterX code a bit more they are now really working. It is quite cool to be able to attach effect files now to your object and convert...
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Attached effects

Although Adrian Woods has an interesting post about how to add attachpoints to your X file , it still took me most of the evening to get things working. First I probably picked a wrong effect that does not work for scenery, but I also forgot to add the...
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Lines done, but what about effects?

I have made some more progress on ModelConverterX by now. The extrusion of the 2D lines into 3D shapes is working fine and in the options the user can specify the shape he wants to extrude with. That can range from a flat plane (2 vertex circle) to a...
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Make those lines visible

One of the most important features still missing in ModelConverterX is the ability to read in API macros that use lines instead of polygons. I have started working on a solution for this now. Those lines will be read in and then transformed into a 3D...
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Next ModelConverterX version

After working on the Wiki for most of the last week, now it is time to spend some time on ModelConverterX again. I do have some good ideas for the next version. I want to add some features that will allow the conversion of even more objects and I think...
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ModelConverterX manual

Updating the manual is usually not my favourite part of making tools, so sometimes that seems to lag a bit behind the release of new tool versions. But I just found the time to update the ModelConverterX manual on the Wiki. I have mainly updated the part...
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ModelConverterX update avaible

Today I handed in the key of my old house, so the moving "project" is now really finished. The last days I already had some more time to do some programming on my FS tools again, so as a result of that I have also been able to release a new...
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A mention of the CAT

At the beginning of this week a colleague entered my office and told me that I had been mentioned in an article he read. I told him I had no idea what he was talking about. It appeared he had been reading the latest issue of PC Pilot and in their article...
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ModelConverterX 3DS exporter

Now that everything is settled a bit again in the new house, I finally found some time again to do some programming. So the last evening I tried to continue on the 3DS exporter for ModelConverterX, that I had been working on before the moving. And the...
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What about a 3DS exporter?

During discussion with a ModelConverterX user recently the subject of being able to import the objects into GMax or 3DS Max came up. If you want to continue editing your work that is indeed something that would be very useful. Now I did take a look at...
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New ModelConverterX release

I have just released the next alpha version of ModelConverterX. The main new feature is the support for the SCASM binary commands that are used a lot by FSDS. This feature alone already would justify a new release, as this will greatly improve the number...
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Hey, is that a manual?

I think almost any programmer will tell you the same, writing the manual or documentation for some work he has done (or is doing) is not the most fun part. So usually that part lacks a bit behind the program being made. For me that is also the case. Especially...
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Start of spring

Today was supposed to be the start of spring, but looking at the weather outside (snow, rain, cold) it seems not really to be the case yet. There is even some chance that we get a white Easter this year, maybe that can compensate for the lack of white...
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SCASM and binary commands

The next feature I will be working on for ModelConverterX is the support of the SCASM commands that enter the binary BGL/MDL code directly. With these commands you can enter certain hexadecimal values directly in the created file. You might expect that...
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DrawCallMonitor

The fact that the amount of drawcalls used by your object has a big influence on its performance is becoming more and more known in the community. A while ago I wrote about the performance I gained when optimizing one of my objects. If this still sounds...
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Multiple objects

Yesterday I continued working on a new feature for ModelConverterX that was high on the wishlist for a while. The ability to read in SCASM files with more than one object defined inside. So for example this would allow you to read in a SCASM object library...
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Transparent textures

Today I have been doing some work again on one of the main features still missing from ModelConverterX, transparent textures. In the FSX MDL format it is no longer enough to add an alpha channel to your texture file. You also have to specify in the material...
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(Almost) time for a manual

I have just released an updated version of ModelConverterX, check out the thread on the forum to see all changes. This time mainy improvements in the reading functionality and some small new features. The bigger new features that are planned have not...
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