3D buildings in scenProc

Creating autogen buildings with scenProc is quite easy. But the autogen buildings also do have some drawbacks, mainly the fact that they need to be rectangular. Therefore it has been on the scenProc wishlist for quite a while already to be able to create MDL buildings for footprints that are hard to represent with autogen. […]

ModelConverterX performance update

Over the past weeks I have been working hard to make ModelConverterX work more efficient. And the good news is that I have finished this improvement now, so the next development release contains these optimizations. So this is my (slightly early) Christmas present to all ModelConverterX users. It will give you more available RAM left […]

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 […]

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 […]

FXEditor update

I have just released an updated version of the FXEditor tool. In this new version the following new features are included: In the text editor you can use code folding on emitters, particles and particle attributes. This means that for complex effects you can collapse some of them and thereby navigate easier through the file. […]