A few months ago I added the error reporting function to ModelConverterX. This means that if the program crashes, you can send in an error report. But you might be wondering what happens after you send it in. At the moment 203 errors have been sent in and this is what happened with them: 3 […]
scenProc GUI progress
I have made some progress on the scenProc user interface. The buttons to process the configuration file are working now, all processing steps report their progress and messages in the GUI, there is syntax highlighting and tool tips showing help about the processing steps. Next item to work on is auto completion while editing the […]
Bye bye command prompt interface
Today I have started working on the graphical user interface for scenProc. The idea is to make a kind of text editor that will help you to define the configuration file for scenProc. Below is a first screenshot of the new user interface. Once I have the basics finished, I will turn my attention to […]
MSTS support?
So, I was on business trip and had an hour to spare or so before we would go to dinner. What would you do with that bit of time? Triggered by some reason discussion if exchange of objects between FS en MSTS could be possible, I decided to have a look at adding support for MSTS objects […]
64 bit version
Until now all of my tools were 32 bit, so even if you we’re running them on a 64 bit OS you could not access the additional memory. Especially for scenProc that was an annoying limitation, so today I took another look at making them 64 bit as well. In the end it turned out […]
Optimize model tutorial
I have made a new video tutorial. In this tutorial I demonstrate how you can use the new material editor to optimize a model. The optimize tab and the drawcall minimizer are demonstrated.
Material editor and saving textures
Until now the material editor would save a new texture directly for every change you made. So for example renaming the texture or changing the size. When doing multiple operations in a row that resulted in many textures in the texture folder that were not used in the end. And for the user there was […]
Drawcall minimizer and repeating textures
Tomorrows development release will contain a couple of improvements to the drawcall minimizer functionality. The main improvement is that you can now also minimize textures that are repeating. ModelConverterX will repeat those textures for you, before inserting them into the combined texture sheet. As you can see in the image below, there is a checkbox […]
Match texture function fixed
I have just fixed the match texture function in the material editor. Since the new material editor was introduced this function was broken, but it is working again. With this function you can look for the same texture, with a different name in the specified texture folder. I hope to finalize the new material editor in the next couple […]
Merge objects
I have added a new function to ModelConverterX, you can now merge objects. After you bring up the form there are a couple of things you can do: You can specify the LOD that should be used for the model you are importing. So this allows you to import another model as a lower level […]