In the last week or so I got two requests to make small modifications to the batch convert functionality of ModelConverterX. But instead of just making these small changes, I have decided to give this functionality a bigger update (that was something I had in mind already). My goal is to make the batch convert […]
ModelConverterX on Linux
Yesterday I updated my Linux machine to the latest version of Ubuntu. One of the components that was updated along the way was Wine. So this morning I decided to try to start ModelConverterX using Wine. I had tried this before, but then it resulted in a crash as far as I remember, because one […]
Importing into GMax
Today I was trying to import an object into GMax again. As usual I used ModelConverterX to make a 3DS file and then imported that one. But, also as usual, that meant a lot of trouble with the textures. Especially since the 3DS format can only store short DOS filenames, it can be quite some […]
Level of detail for FS2004 models
Tonight I have been improving how ModelConverterX reads levels of detail from FS2004 MDL files. The LOD values are now calculated more accurately. Since I spend quite some time figuring out some details I had figured out last year already (but forgot since then), let me sum up my main findings about levels of detail: […]
Library Creator XML 3.0
I am working on an updated version of Library Creator XML. Not that there is much wrong with the current version, but I would like to add a few new features. And to be able to add them easier I decided that I would first cleanup and optimize the current code a bit. So that’s […]
SceneryDesign.org is back
In 2004 I started a community website for scenery designers and I called it SceneryDesign.org. In 2006 we decided to rebrand this site to FSDeveloper and expand it to discuss all kind of addons. All the time I still kept the SceneryDesign.org domain as well, it was just pointing to FSDeveloper. On the right you […]
Adding objects to FlightGear
This evening I took my first (baby) steps into scenery design for FlightGear. Having done scenery design for Microsoft Flight Simulator for such a long time, it takes a little time to get used to the differences. Let me start with the good news, in the end I was able to see my objects. In […]
Coordinate confusion – part 2
After all the theory I blogged about yesterday, I thought it might be a good idea to illustrate the difference today. So let’s take a quite common example. I have taken the threshold coordinates of runway 06-24 from Amsterdam Airport Schiphol. And I have chosen the reference point to be near the middle of the […]
AC3D support in ModelConverterX
I have added support for a new format to ModelConverterX today, this new format is the AC3D format. It is commonly used by FlightGear for aircraft and scenery models. In the next development release you will find a reader and writer for the AC3D format. There are a number of limitations at the moment: Shaded […]
Oops a mistake, undo please!
It’s probably on of the key combinations most used in computer programs, Ctrl-Z, to undo your last action. Until now ModelConverterX did not have any undo functionality. When I started with the tool an undo function was not really needed, since it was an object converter. You loaded an object and exported it into another […]