The next development release of ModelConverterX contains a number of changes related to object placement. The main change is that you can now place multiple instances of the same object from within ModelConverterX. The placement is no longer done from the Object Information form, instead a new Object Placement form has been added. You still […]
Texture border in drawcall minimzer
The drawcall minimizer has a new option, you can now add a border around your textures. This means that a row of pixels is added with the same colour as the outside of your texture. Doing this can prevent visible edges or black lines after running the drawcall minimizer. Below is a screenshot of the […]
FSC exporter
I have added a new exporter to ModelConverterX, from now on you will also be able to export to the FSDS FSC format. The exporter will save the geometry, material and textures. Animations are not supported at this time. With this new additional it is now possible to convert both to and from FSDS. So […]
Where do the bug reports go?
A few months ago I added the error reporting function to ModelConverterX. This means that if the program crashes, you can send in an error report. But you might be wondering what happens after you send it in. At the moment 203 errors have been sent in and this is what happened with them: 3 […]
MSTS support?
So, I was on business trip and had an hour to spare or so before we would go to dinner. What would you do with that bit of time? Triggered by some reason discussion if exchange of objects between FS en MSTS could be possible, I decided to have a look at adding support for MSTS objects […]
64 bit version
Until now all of my tools were 32 bit, so even if you we’re running them on a 64 bit OS you could not access the additional memory. Especially for scenProc that was an annoying limitation, so today I took another look at making them 64 bit as well. In the end it turned out […]
Optimize model tutorial
I have made a new video tutorial. In this tutorial I demonstrate how you can use the new material editor to optimize a model. The optimize tab and the drawcall minimizer are demonstrated.
Material editor and saving textures
Until now the material editor would save a new texture directly for every change you made. So for example renaming the texture or changing the size. When doing multiple operations in a row that resulted in many textures in the texture folder that were not used in the end. And for the user there was […]
Drawcall minimizer and repeating textures
Tomorrows development release will contain a couple of improvements to the drawcall minimizer functionality. The main improvement is that you can now also minimize textures that are repeating. ModelConverterX will repeat those textures for you, before inserting them into the combined texture sheet. As you can see in the image below, there is a checkbox […]
Match texture function fixed
I have just fixed the match texture function in the material editor. Since the new material editor was introduced this function was broken, but it is working again. With this function you can look for the same texture, with a different name in the specified texture folder. I hope to finalize the new material editor in the next couple […]