For a little while we are having email troubles at the FSDeveloper website. This means that the forum software is not sending out notifications of new posts. But more annoying is that also new users registrations also don’t get the confirmation email. We are working hard on solving these issues. If you have registered recently […]
A nice surprise!
Yesterday I found a nice email in my inbox,I have received the Microsoft MVP award for another year. Last year, when the ACES studio had just been closed down for a couple of months, I was a little bit surprised already to still get the award. But to be honest, this year I was not […]
Where did March go?
I made my last blog post at the beginning of March and now it seems the month is almost over already. Where did all that time go? I guess it is partly because it has been quite a busy month at work and I also spend some time on finally finishing our wedding photo album. […]
Drawcall minimizer video
I have made a little demonstration video that shows how you can use the drawcall minimzer. In this video I will be converting a KMZ file to a MDL file. In that process I am using the mass texture editor and the drawcall minimizer to make sure the textures end up as efficient as possible. […]
ModelConverterX usage survey
To get a better understanding of how you are using the ModelConverterX tool I have setup a survey. So if you are using ModelConverterX, I would appreciate it if you spend some time to answer those questions. Knowing which functionality, importers and exporters matter most to you, helps me to make the tool even more […]
Drawcall minimizer in next development release
Just a quick note that the drawcall minimizer functionality of ModelConverterX will be available in the next development release (in a few hours). Please let me know if there are any bugs or issues.
Drawcall minimizer
Today I have been working on the drawcall minimizer and it is going quite well. For the diffuse textures I can now reduce the amount of textures by combining them onto one texture sheet, after which the texture mapping is updated automatically on the model. The biggest problem with this approach is that other textures […]
Jetlag almost gone
We are back home for a few days now, after enjoying a two week vacation in California. We had a lot of fun there and now that the jetlag is almost gone, it is time to spend some time on my FS tools again. Initially I plan to focus on ModelConverterX a bit more. I […]
San Francisco here we come!
Just a quite note, at the moment we are packing our bags and tomorrow we are flying to San Francisco for a two week vacation. So that means no computer, no FSDeveloper, no email and no tool updates. I am looking forward to this break and hope to come back with many new ideas for […]
Minimize drawcall functionality
One of the challenges when converting old API macros or COLLADA objects is often how to make them framerate friendly. It is not uncommon for such objects to use many small texture files. If you for example load an object from the Google 3D warehouse, don’t be surprised to find it uses 40 different texture […]