MCX performance optimizations

Lately it has been quiet with new features for ModelConverterX, but that doesn’t mean I have not been busy. After optimizing the import performance of glTF files for MSFS, I found quite a big inefficiency in the way ModelConverterX stores the model data internally. So I have been working on optimizing that internal structure of […]

MSFS materials

Since last week ModelConverterX supports reading and writing of glTF files for MSFS. But this version did not yet support all the material attributes that MSFS has. There are 15 different material types that can be used in MSFS and each of them have a different set of attributes. The latest development release of ModelConverterX […]

FS2020 support

With FS2020 being available I would like to let you know that I have started on adding support for the glTF models in ModelConverterX already. But it’s not yet finished or fully tested as my current machine doesn’t meet the FS2020 specs. Once I’m back from vacation I’ll continue on this feature. By that time […]

Bug reporting broken

I was quite happy the last few weeks that hardly any crashes were reported in my bug tracker from my tools. But today I found out why, the bug reporting is actually broken at the moment. It seems the interface into the bugtracker does not like the newer PHP version that i had to enable […]

Funny walks

I’m updating the Assimp library that ModelConverterX uses to a recent version and in the process I am also trying to read skin and bones animations from other formats using this new version. I don’t think I have it all right yet, but this video was too funny not to share with you. It directly […]

Best wishes!

Cough, cough, man this blog is dusty. I haven’t written here for much too long. I would like to wish all the users of my tools the best wishes for the holiday season and for 2020! I am working on a new update for ModelConverterX that adds support for additional formats. The screenshot below shows […]

Seasonal textures in MCX

At the moment the Ground Polygon Wizard in MCX only supports seasonal textures when you export using the FS2002 style code. But inspired by this thread on FSDeveloper I have started now to add support for seasonal textures to P3D v4 MDL files as well. I have some success already with using visibility conditions to […]