A user reported that the ground polygon wizard of ModelConverterX lost some of his polygons while converting them. When I was debugging this issue, I found out that this was because the polygons were not actually on the ground. They were a few centimeters above the ground. The code that makes sure the polygons are sliced correctly […]
Autogen suppression
In the previous post about the ground polygon wizard of ModelConverterX I already mentioned that the tool also helps to prevent the exclusion of autogen by your ground polygons. I forgot to post some screenshots to illustrate this with that post, so here they are. They show Gilze Rijen airport in the Netherlands as developed […]
Ground Polygon Wizard available
I have just released a new version of ModelConverterX. The big change in this new release is that the ground polygon wizard is now included. Before I will go into the details of how to use this wizard, let’s first take a look at the problems it is trying to solve. When creating ground polygons […]
Leaking memory
Tonight I have been doing some memory leak hunting in ModelConverterX. I have found (and fixed) a few leaks in the 3D preview of the objects. So from the next development release you should see less memory being used, especially when you make changes in the material editor. Also when browsing through object libraries or […]
Ground polygons and autogen
Just before my vacation I already posted about the ground polygons wizard for ModelConverterX. Since then I have been working more on this feature and it is almost ready for inclusion in the development release. This wizard allows you to export your ground polygons without the FS2002 GMax gamepack, ModelConverterX will take care of converting […]
Some bad news and some good news (and some more bad news)
Let me start with the bad news, I have decided to stop the development of gPoly for the moment. It seems developing two tools, ModelConverterX and gPoly, at the same time does not work that well. I don’t have enough time available to turn gPoly into a stable and usable tool at the moment. Maybe in the […]
Convert Wizard update
I have released an update of the ModelConverterX Convert Wizard functionality. The main changes are: There is now also an option to combine textures while converting, thereby reducing the amount of drawcalls Before starting the conversion the wizard now checks if all compilers (like BGLComp and XtoMDL) can be found. If not the user will […]
Integrate ModelConverterX and Library Creator XML?
It has been suggested multiple times that it would make sense to integrate Library Creator XML and ModelConverterX into one tool. I agree that this would make sense, but I would like to have your thoughts on how the combined tool should ideally work. So do you have some thoughts on this, please let me […]
ModelConverterX Convert Wizard
Today I have added a new feature to the ModelConverterX development release, the convert wizard. This function makes it even easier to convert and place an object into Flight Simulator. I have added this feature mainly with the novice developer in mind. Somebody who just wants to add a few objects to Flight Simulator. Even […]
Wizard update
Just a small update on the conversion wizard functionality for ModelConverterX. Over the last days I have made some progress again. The following features are done now: Positioning, scaling and rotating the object on the map. So you can do the placement. Exporting to a BGL file, with the model and placement in it The […]