Sometimes bugs spend quite some time on my todo list. For example there was a bug in rendering the default FSX EH101 model that has been on that list for over 12 years. At that time I could not found the cause of the rendering issue and since then the problem has not surfaced too […]
Upcoming stable releases
I will be releasing a new stable version of ModelConverterX and scenProc in the next few weeks.The reason behind these new releases is twofold. On one hand over the last months there have been many improvements to the tools, mainly in the area of performance. So it is worthwhile to have those improvements in the […]
Vertex colors
One of the new features of MSFS compared to FSX and P3D is that you can specify vertex colors in your model as well. This means that just like a position or a normal, each vertex of the model can have its own color as well. This can be a more efficient way to set […]
Animation mapping
The latest development release of ModelConverterX has a new feature that can help in converting models between different sims. Often these simulators use different names for their animations. For example FS2004 and FSX have different names for certain types of animations. Before ModelConverterX used a hardcoded mapping when importing these models, but now this mapping […]
Configuration files
For many years I have been using the standard .NET settings files to store the configuration options in my tools. But this week I learned that the way I was using them was not really the most efficient way. This resulted in performance and stability issues. So therefore in the current development release I have […]
Drawcall Minimizer improvements
In the latest development release of ModelConverterX I have included a number of improvements of the drawcall minimizer: The performance of the drawcall minimizer has been improved a lot. You should see that it takes a lot less time to calculate the combined texture sheet now. There is an additional option to specify that textures […]
scenProc building texture configuration change
I have made a change in the 3D building feature in scenProc that was introduced about two weeks ago. At that moment the building texture configuration file contained both a list of wall textures and a list of roof textures. I have realized that is not so flexible, as you might want to use the […]
NVidia vs AMD: Shader differences
Around Christmas last year I made quite some changes to the shaders that ModelConverterX uses to be able to implement the PBR materials. Around that time I also optimized the code of the ModelConverterX preview to have better performance and less memory usage. This week it turned out that these new shaders did not give […]
scenProc 3D buildings available!
The feature to create 3D buildings with scenProc is available now. Make sure to read Chapter 7 of the updated manual, as it explains how to use this new feature. And I have also make a quick video tutorial to demonstrate the feature.
3D buildings in scenProc
Creating autogen buildings with scenProc is quite easy. But the autogen buildings also do have some drawbacks, mainly the fact that they need to be rectangular. Therefore it has been on the scenProc wishlist for quite a while already to be able to create MDL buildings for footprints that are hard to represent with autogen. […]