A problem often reported for ModelConverterX is that XtoMDL throws some kind of error when trying to compile. These are often the result of missing dependencies on the system of the end user. For example DirectX 9.0c not being installed. But XtoMDL (and its DLL files) also depend on the Visual C++ runtime files. Unfortunately […]
Dynamic lighting
I have finished a new feature for ModelConverterX, so just in time as a big Christmas present to all ModelConverterX users. Since my summer vacation in July I had an idea how I wanted to support the new dynamic lighting feature of Prepar3D v4 and now I have finally implemented it. This means that you […]
FSW MDL support & Material editor filtering
Last week Dovetail (finally) released a SDK for Flight Sim World (FSW). I have now updated ModelConverterX to support the FSW MDL format as well. This means you can read and write the FSW MDL files. To write them (or the FSW BGL files) you need to have the SDK installed. I can’t garantuee that […]
X-Plane OBJ exporter
I have added an exporter for a new format to ModelConverterX, you can now also export to the X-Plane OBJ format. Importing this format was supported for quite a while already and now I have finally added the export as well. The following aspects are supported by the exporter: Textures (diffuse and nightmap) Levels of […]
ModelConverterX command line arguments
ModelConverterX supports a number of command line arguments, for example to load a file at startup or to start a batch convert. I have now added a few extra command line arguments to give more flexibility. Below example usages are given. Loading object To load an object at startup of ModelConverterX you can just specify […]
Mouse rectangle mess
ModelConverterX can read and write the mouse rectangles of virtual cockpit MDL files for quite a while already. But this week I fixed some annoying bug in that code. These bugs must have been there for quite a long time already. Now and then some issues with mouse rectangles were reported on the forum, but […]
Recent changes
Until today you could view the recent changes in my tools here on the website, there used to be a link for that in the menu on the left (or on the bottom if you are viewing on a mobile device). But lately that change log was not being updated correctly anymore, so that recent […]
Hierarchy editor improvements
Last week I made two changes to the hierarchy editor: You can now drag nodes in the hierarchy editor, so that you can give them another parent node. This can be used to animate attachpoints. You can specify a NoCrash option per modelpart now, this way certain parts can be excluded from the crash box […]
Prepar3D v4 MDL support
In my previous post about Prepar3D v4 support of my tools I mentioned that the MDL format didn’t seem to contain many changes. On further investigation it turned out that there are a number of changes and new sections in the MDL format. These are related to the following new functionalities: Support for a second […]
Prepar3D v4 support
I have just released a new build of my tools that supports Prepar3D v4 as well. Below it is listed what this means for the different tools. ModelConverterX As far as I know now the MDL and BGL format in Prepar3D v4 are the same as in Prepar3D v2, so there is no new file […]