Here is a quick preview video of the new FXEditor currently under development. I still need to make it a little more robust, but this should give you an idea of what is coming.
Special effects getting out of control!
I still remember how this started. I had made a video tutorial about adding effects to an object using ModelConverterX. One of the remarks on that tutorial was like “he would it not be nice if we can see the actual effect in the preview as well?”. Well, why not I thought, it should be […]
Object Information form update
I have updated the Object Information form of ModelConverterX. Besides rearranging the information a bit, you can now also see and edit the placement information of the object on the form. This means you can see the latitude, longitude, heading and scale the object is placed at. If there is no placement yet, you can use the […]
ModelConverterX user interface update
I have just released another update of ModelConverterX, this time the changes mainly affect how the user interface works. I have made the code more modular, so that it is easier for me to develop. But this also has a benefit for you as end user. With this new design you can keep all editors […]
X-Plane OBJ reader
I have added a new object reader to ModelConverterX, this time for the X-Plane OBJ format. From tomorrow this new reader will be available in the development release. I don’t have an extensive collection of test objects in the X-Plane format yet, so it might be not all commands are properly supported yet. But the […]
How to deviate from your roadmap…
I usually keep a list of bugs and features that I want to work on first for ModelConverterX. This is sort of my roadmap to the next stable release. But as it goes with a hobby project like this, sometimes the fun things push you away from the planned roadmap. Let me give you an […]
ModelConverterX & crashbox granularity
In the previous post I talked about specifying the crashbox granularity in XtoMDL. I have now added an option to ModelConverterX as well to do this. The picture below shows the Exporter settings of ModelConverterX. If you want to specify the crashbox granularity you need to do two things here: Set the option SetCrashboxGranularity to […]
Alpha test level
ModelConverterX uses certain default values for the material settings when you press the “Set Default Transparent” button in the material editor. On of them is the alpha test value, which had a fixed value before. But with some alpha values in the texture that could result in the transparent part not showing up properly. This […]
ModelConverterX development release
Those following the forum might have noticed that in the last days the development release had some bugs on 64 bit systems. I posted a link to a fixed version on the forum. From now on you can just download the development release at the normal link again. The fixed version I posted is no […]
Ground Polygon Wizard becoming more popular
It is great to see that the ground polygon wizard in ModelConverterX is getting more popular. I added this functionality some time ago to ease the scenery design process and let people avoid the manual tweaking of ASM files (it seems most people don’t like to use text editor to tweak source code). So I […]