I have updated the ground polygon wizard in ModelConverterX. Two new features have been added to it in the latest development release: You can now specify which layer and visibility are used by default in the options. This should mean that you have to change less values while working on your ground polygons. An option […]
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: […]
Yes this blog is still alive
Just to let you know this blog is still alive. Just recently I did not have too much time to post interesting things here. But that does not mean I haven’t been (silently) working on new things. Here are some of the things I have been working on recently and once they are finished you […]
Animation Editor updated
I have update the Animation Editor in ModelConverterX. Before this form could only be used to remove all animations from your object, but now it can do more. The following features have been added: Select which animations are active and shown in the preview. Examine only sections of an animation, for example by looping […]
MDL Tweaker
I have just added a new feature to the ModelConverterX development release. It is a MDL Tweaker that you can find in the special tools menu. Let me first explain how this tweaker differs from loading a MDL into ModelConverterX itself. When you import a MDL into ModelConverterX the object is read and stored in […]
Custom shadow model
A recent question by Don Grovestine on the FSDeveloper forum made me look more at the shadows of FSX models. As everybody knows, turning on the shadows in FSX can have a considerable influence on the performance. But the FSX MDL format also does allow you to specify a custom model that is used to […]
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 frames Update the […]
The CAT is not dead
One of the first tool I made for scenery designers was the Conditional Animation Tool, CAT. The first version of this tool was released in 2003 and I mainly started making it because I grew tired of tweaking animations by hand (and I got tired of explaining people how to tweak them by hand). After […]
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 down how to tweak […]
Places multiple instances
I am working on a ModelConverterX update that will include better support for the placement of objects. One thing that will change is that placement information will be read from BGL files. But I am also changing the functionality in ModelConverterX that allows you to place objects. One of the main changes there is that […]