In the last days I have been working hard on the next release of ModelConverterX, which I put online today. Every time when I thought I had fixed all bugs, some new problem appeared again. But now things seem to work good enough again. I am happy to get this new version online and I hope all the recently added features will be useful to the users.
I am quite excited that I got features like automatic alpha channel detection, conversion of lines into 3D objects and support of effects into the tool now. They had been on my wishlist for quite a while already.
Another big change is how the textures are handled in the tool. I switch to another library to load them, as the previous one had some trouble with the alpha channels. I have now come back to the graphical DLL files made by Martin Wright. I had used them in another tool before already and it seems when trying to read FS texture this library is just the best choice.
After this release I will relax a little bit, but then the next one is planned already. For version 0.5 (to indicate that the tool is more stable) I mainly plan to make the tool easier to use and clean up some aspects. And I also have a small update of the DrawCallMonitor tool planned. Luckily there are enough challenges left to work on…
SceneryDesign.org
I just added the functionality to create FX effect files to ModelConverterX. This now allows the tool to write new FX files with the correct colour for light points that are used in the converted object. I am not an expert on making effect files, so maybe the FX could be optimized a bit further. Let me know if there are suggestions in this field.
One of the most important features still missing in ModelConverterX is the ability to read in API macros that use lines instead of polygons. I have started working on a solution for this now. Those lines will be read in and then transformed into a 3D object. It is like you extra a certain shape along the line to get a 3D version. I will use a simple circle for the shape to extrude with, where the radius and number of vertices are an option the user can specify. By setting the number of vertices to 3 you would get a triangle to extrude, which costs the least polygons of course.