I usually keep a list of bugs and features that I want to work on first for ModelConverterX. This is sort of my roadmap to the next stable release. But as it goes with a hobby project like this, sometimes the fun things push you away from the planned roadmap. Let me give you an […]
ModelConverterX & crashbox granularity
In the previous post I talked about specifying the crashbox granularity in XtoMDL. I have now added an option to ModelConverterX as well to do this. The picture below shows the Exporter settings of ModelConverterX. If you want to specify the crashbox granularity you need to do two things here: Set the option SetCrashboxGranularity to […]
Alpha test level
ModelConverterX uses certain default values for the material settings when you press the “Set Default Transparent” button in the material editor. On of them is the alpha test value, which had a fixed value before. But with some alpha values in the texture that could result in the transparent part not showing up properly. This […]
ModelConverterX development release
Those following the forum might have noticed that in the last days the development release had some bugs on 64 bit systems. I posted a link to a fixed version on the forum. From now on you can just download the development release at the normal link again. The fixed version I posted is no […]
Ground Polygon Wizard becoming more popular
It is great to see that the ground polygon wizard in ModelConverterX is getting more popular. I added this functionality some time ago to ease the scenery design process and let people avoid the manual tweaking of ASM files (it seems most people don’t like to use text editor to tweak source code). So I […]
You’ve got an update!
I have added a new function to ModelConverterX, an notification when a newer development release is available. When a newer release is available you will get a notifcation message as shown in the image below. If you click on the balloon you will be taken to the ModelConverterX webpage where you can review the latest […]
Ground Polygon Wizard change
I have made a few small changes to the Ground Polygon Wizard. These changes deal with the way you can filter out polygons from your object after loading. In the previous version there were two buttons for this. “Filter out non-ground polygons” would remove all polygons that were not on the ground, while “Lower polygons […]
Better performance for line intersection calculations
Today I was “playing” a bit with a profiler on ModelConverterX. This gave some interesting insights in how often certain functions are called or how much time is spend in certain functions. One of the things I noticed was that while loading SCASM API macros the triangulation of the polygons took relatively a lot of […]
More preview functionality
After fixing some bugs that were reported last week, I spend most time today on adding more functionality to the 3D preview of ModelConverterX. So that means that from tomorrow there will be the following additional features: Texture clamp is now displayed correctly in the preview. This option is not widely used, but it can […]
YouTube channel
I know that the manual of ModelConverterX is lagging behind the development release a bit. This is actually on purpose, since I only update it when I make a new stable release. But I do realize that this means that many features are undocumented at the moment. Since reading manuals is not something every user […]