The latest development release contains an updated version of the ground polygon wizard (GPW). The user interface has not changed a lot, but under water a lot has changed. So if you run into small issues with the new GPW, please let me know. The following changes are included: Before the GPW would set the […]
scenProc autogen building bug
This week I have fixed a bug in scenProc that could result in autogen buildings showing incorrectly in Prepar3D. This especially affects buildings that are oriented exactly north-south or east-west. They would show with a roof of the correct size, but with the walls too small, like in the image below. This bug has been […]
Prepar3D v5 support
I have just released new development release versions of all my tools with added support for Prepar3D v5. The impact of the new version on most tools is limited. Below I list the details per tool. Overall the impact on the tool is not that big. But let me know if you encounter any issues […]
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 […]
Editing animations and transformations
The latest development release of ModelConverterX adds new functionalities to the hierarchy editor. With them you can edit animations and transformations in your model and add new animations and transformations as well. In this video tutorial I demonstrate how it works: I hope this new functionality makes it easier to tweak your models. If you […]
Prepar3D v4.4 PBR materials
I know I haven’t posted on this blog for a while, but it’s time for an announcement that needs to be here on this blog as well. The development release of ModelConverterX does include support for the new Prepar3D v4.4 PBR materials. This means that MCX can now: Read the material settings from a P3D […]
Material conversions
Lately I have been doing a lot of experimentation with converting objects between FS, AeroFly and X-Plane. Converting objects between the different simulators is possible, but of course there are differences. For example the way materials work is slightly different in each simulator. I have now added an extra material conversion feature to the material […]
Which Visual C++ runtime files does XtoMDL use?
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 […]