From the next development release scenProc will read the autogen configuration files from a different location. Until now these were read from the XML files in the Autogen SDK folder. But these might not always reflect the configuration that is actually loaded into FSX. So from the next version the tool will read the autogen […]
Axes colours
And the last (small) change for today. When viewing the grid the positive X, Y and Z axes are now coloured differently. This will make it easier to see what the orientation of the model is.
Solid ground below your feet
Another small change to the ModelConverterX preview. There is now an option to show a ground polygon as well. Especially when viewing buildings this might give a better impression of how the building will look. The color of the ground polygon can be adjusted in the options.
Where does the light come from?
A while ago I changed the way the lighting works in the ModelConverterX preview. Before the light would always come from the view point, while now there is a separate light location. The downside of this change is that you now can see that some sides of the model are always darker. I have been thinking about […]
Flattens from 3D objects
Last week I got approached by different developers with suggestions for ModelConverterX to create flattens. So given multiple questions about the same subject I was trigged to look into this issue. Since I mainly create scenery for the Netherlands I have never had trouble with flattens myself. I think in the Netherlands you would even […]
Import AGN files
Until now the scenProc tool could only be used to create AGN files. But when you want to enhance or view existing AGN files it is also useful to be able to import them again. That feature has been added to the development release versio now. To illustrate how it works I will explain two […]
Choosing shaders
A new option has been added to ModelConverterX, with this option you can force the preview to use simple shaders. This option has been added because certain graphics cards have performance issues with the more complex shaders that are used by default. By setting the ForceSimpleShader to true the preview is forced to use the […]
The animation editor became a real editor now
From the next development release the animation editor will have an additional feature, you will now be able to adjust the type of each of the animations. So in a way you can now really edit the animations (as the name of the editor already suggested of course). Just select the animation you want to […]
Improvements for aircraft models
In the next ModelConverterX development release there are two big changes that are mainly important for aircraft modellers: When a custom animation is used in the FSX MDL file that is not defined in the modeldef.xml file that you pointed ModelConverterX to it will no longer be ignored. Instead ModelConverterX will read the animation parameters […]
Moving around in the preview
To move around in the ModelConverterX object preview you would use your mouse. With the left button you can rotate the object, with the right button you can pan the object. And with the mouse wheel you can zoom. And to control how much zoom and pan you give there are two options: PanScale and […]