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  • Reading X files

    I have added a new function to ModelConverterX. It can now also read X files. This can be a X file generated by the FS2004 or FSX gamepack, but also a X file generated by another tool that does not contain the FS specific information. The following features will be read from the X file: Geometry, normals...
    Posted to Arno Gerretsen by arno on Thu, May 17 2012
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  • First beta Animation Tweaker available

    I have just put the first version of the Animation Tweaker in the ModelConverterX development release. You will find it in the Wizards menu. This first version can do two things (or actually it does those two automatically to all files you process with it): Make FS2004 animations with more than 1024...
    Posted to Arno Gerretsen by arno on Fri, Feb 3 2012
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  • Longer FS2004 animations

    Remember the limitation in the FS2004 GMax for the length of animations? The tool does not allow us to export animations longer than 1024 frames. This is quite annoying, since that limits your animation length to only 55 seconds. Luckily the FSX gamepack does not have that limitation. I have written...
    Posted to Arno Gerretsen by arno on Sat, Jan 21 2012
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  • Level of detail for FS2004 models

    Tonight I have been improving how ModelConverterX reads levels of detail from FS2004 MDL files. The LOD values are now calculated more accurately. Since I spend quite some time figuring out some details I had figured out last year already (but forgot since then), let me sum up my main findings about...
    Posted to Arno Gerretsen by arno on Mon, Oct 3 2011
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  • Coordinate confusion - part 2

    After all the theory I blogged about yesterday, I thought it might be a good idea to illustrate the difference today. So let's take a quite common example. I have taken the threshold coordinates of runway 06-24 from Amsterdam Airport Schiphol. And I have chosen the reference point to be near the...
    Posted to Arno Gerretsen by arno on Mon, Aug 29 2011
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  • ModelConverterX special effects update now available

    I have just put a new development release of ModelConverterX online. The main change in this version is that it is now possible to visualize special effects in the 3D preview as well. So if you are placing such an effect, you will be able to preview how it is going to look in FS. Next to the paperclip...
    Posted to Arno Gerretsen by arno on Sat, Aug 6 2011
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  • Ground Polygon Wizard change

    I have made a few small changes to the Ground Polygon Wizard. These changes deal with the way you can filter out polygons from your object after loading. In the previous version there were two buttons for this. "Filter out non-ground polygons" would remove all polygons that were not on the...
    Posted to Arno Gerretsen by arno on Wed, Jun 8 2011
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  • Better performance for line intersection calculations

    Today I was "playing" a bit with a profiler on ModelConverterX. This gave some interesting insights in how often certain functions are called or how much time is spend in certain functions. One of the things I noticed was that while loading SCASM API macros the triangulation of the polygons...
    Posted to Arno Gerretsen by arno on Thu, Jun 2 2011
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  • More preview functionality

    After fixing some bugs that were reported last week, I spend most time today on adding more functionality to the 3D preview of ModelConverterX. So that means that from tomorrow there will be the following additional features: Texture clamp is now displayed correctly in the preview. This option is not...
    Posted to Arno Gerretsen by arno on Sun, May 15 2011
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  • Crashboxes

    I have added a new function to ModelConverterX, you can now also visualize the crashboxes of MDL objects. This can give a very interesting insight in how those crashboxes have been made by XtoMDL or MakeMDL when you exported the object. They do not always follow the shape of the object exactly. To turn...
    Posted to Arno Gerretsen by arno on Thu, May 5 2011
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  • Added platform support

    Sometimes a new feature is not that difficult to implement as you first think. For example adding support for platforms was on the ModelConverterX wishlist for a long time already. Yesterday I have started on it and now the new feature is done already. So from tomorrow you will find that the development...
    Posted to Arno Gerretsen by arno on Sat, Apr 23 2011
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  • Seasonal textures in the Ground Polygon Wizard

    About a week ago I already wrote about the new functionality I was working on for the ModelConverterX Ground Polygon Wizard. Now I have finished it and from tomorrow it is available in the development release. Since there is no manual for this tool yet, let me explain how to add night textures or seasonal...
    Posted to Arno Gerretsen by arno on Fri, Apr 22 2011
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  • Ground Polygon Wizard: night and seasons

    In the last few days I have been working on the last missing feature of the Ground Polygon Wizard of ModelConverterX, the option to add night and seasonal textures from the wizard. This work is not completely done yet, but the part that generates the actual code is done. I just need to finish the graphical...
    Posted to Arno Gerretsen by arno on Thu, Apr 14 2011
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  • Bug fix in Ground Polygon Wizard

    A little while ago a user reported problems with the Ground Polygon Wizard. When slicing the polygons, some polygons were missing. I have now debugged and fixed this issue. From tomorrow the improvements are available in the development release. So if you are using the Ground Polygon Wizard please update...
    Posted to Arno Gerretsen by arno on Thu, Apr 7 2011
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  • Ground Polygon Wizard available

    I have just released a new version of ModelConverterX. The big change in this new release is that the ground polygon wizard is now included. Before I will go into the details of how to use this wizard, let's first take a look at the problems it is trying to solve. When creating ground polygons scenery...
    Posted to Arno Gerretsen by arno on Sun, Feb 6 2011
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  • Leaking memory

    Tonight I have been doing some memory leak hunting in ModelConverterX. I have found (and fixed) a few leaks in the 3D preview of the objects. So from the next development release you should see less memory being used, especially when you make changes in the material editor. Also when browsing through...
    Posted to Arno Gerretsen by arno on Mon, Jan 31 2011
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  • Ground polygons and autogen

    Just before my vacation I already posted about the ground polygons wizard for ModelConverterX. Since then I have been working more on this feature and it is almost ready for inclusion in the development release. This wizard allows you to export your ground polygons without the FS2002 GMax gamepack, ModelConverterX...
    Posted to Arno Gerretsen by arno on Sat, Jan 29 2011
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  • Convert Wizard update

    I have released an update of the ModelConverterX Convert Wizard functionality. The main changes are: There is now also an option to combine textures while converting, thereby reducing the amount of drawcalls Before starting the conversion the wizard now checks if all compilers (like BGLComp and XtoMDL...
    Posted to Arno Gerretsen by arno on Tue, Dec 14 2010
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  • ModelConverterX Convert Wizard

    Today I have added a new feature to the ModelConverterX development release, the convert wizard. This function makes it even easier to convert and place an object into Flight Simulator. I have added this feature mainly with the novice developer in mind. Somebody who just wants to add a few objects to...
    Posted to Arno Gerretsen by arno on Sat, Nov 27 2010
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  • Fixed camera views

    I have added another small feature to ModelConverterX tonight. This is something I had in mind for some time already. You can now select a number of viewing directions for the preview. This allows you to fix the view to the front or left for example. In some case that makes it easier to monitor the object...
    Posted to Arno Gerretsen by arno on Sat, Oct 30 2010
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