ModelConverterX with textures

As I posted some screenshots yesterday of a church in ModelConverterX, I can not held back this new screenshots. I have now been able to load some textures as well.

It will still take some time before this tool can do anything useful, but at least I can now visualize the models that I read in and check if the reading of the MDL file worked OK. That is very useful while I continue to explore the FsX MDL format.

And although I can display some textures now, the performance of loading them should still be improved a lot. If someone knows a way to load DDS/DXT textures directly in C# I would also be happy to hear that. In the past I used the graphics library from Martin Wright for that, but I don’t know if he also has some C# wrappers (mental note to self, ask Martin about that).

 

Is there a future for ObPlacer XML?

As you might already have read on Nicks blog, we are been playing a bit with the Object Placement Tool that comes with the FsX SDK. While this tool has probably been designed with missions in mind primarily, I think it can become a few powerful and useful tool for scenery designers as well.

The fact that you can place and move your objects from within FsX and that you can just move them around and see the effects instantly makes this a dream for every scenery designer as well. And when you have your own custom object library loaded, you are also able to place objects from them. In the screenshot below you can see how I placed three objects from one of my libraries (this was still a Fs2004 object library, so therefore some polygons show as black).


 

From within the object placement tool you can save your scenery. This is done as a BGLComp XML file. So if you compile that XML file you will get a BGL to make the placement of your objects permanent.

All these features are very similar to the EZ-Scenery tool of course. But the fact that you get this included with FsX now is great I think. And besides that the ability to move, scale and rotate your objects with the mouse as well makes it quite easy to use (I don’t think EZ-Scenery can do that, but to be honest I have not used EZ-Scenery that much so I could be wrong). 

At the moment the mission object placement tool also has some problems. For example when I load in my objects again after placing them, I do not always see them. In those cases I only see the bounding boxes. And besides that the GUI could be made a little more user friendly as well. Finding objects is quite hard now for example, due to the huge amount of object available to be placed.

But I like the concept of this tool that much, that I don’t know if I am going to update ObPlacer XML for FsX. And if I do, I guess it would be a much better idea to write it in the same form as the mission object placement tool, so as a plugin that runs in FsX.

Is it a gift to annoy people?

Over the last few days I found out that spammers have found a new way to annoy me. This time they are not spamming my blog or my email accounts (well, they are still spamming my email, but not more than usual). I noticed that on the Talk/Discussion pages of the FsDeveloper Wiki they have now started to post links to nonsense stuff.

Most of them don’t show up when you look at the page, but when you start to edit it you see the huge amount of links. I try to delete this stuff, but usually within 30 minutes they are back again. I’ll see how it develops in the next few days, but if the spam does not go away I guess the access to the Wiki needs to be restricted a bit. Like only allowing people who have registered to contribute. But if not needed, I would like to prevent such steps, as the Wiki should be as open to all users as possible. If we make it to hard people will not contribute that fast.
 

A nice morning GMax session

This morning I was chatting with [Nick] and it turned out that both of us had not been able to use the new FsX GMax gamepack as much as we would like to in the past weeks. So we decided to have a little session right away, while speaking to each other using Skype.

We went over some of the documentation, for example the documentation about the animated jetways and we exchanged some ideas on how we could use that on our own objects. And we also explored the new FlightSimX material type in more detail, to check all the cool options available on it.

But the most concrete result was that we also tested the platforms of the attachtool. Of course these work fine. But now the different types of platforms also work fine, while they did not in Fs2004. So if you set the type to GRAVEL you will see dust behind your aircraft, while there is none if you use the ASPHALT type. And when setting it to ICE you will certainly notice that the platform is more slippery.

In the end we both found it a very useful session, as it is a nice way to explore the new stuff and exchange ideas. Hopefully we have some time soon to do this again and I am sure we will be able to report over some interesting finds then.
 

Progress for today

As the screenshot of the new tool I posted earlier today is not that nice looking with all those weird colors, I thought it would be nice to post another one now at the end of my day to show you how far I have gotten.


 

As you can see the weird colors are gone now. This is because I have been able to figure out how to read most of the material information. So I can get the material color and texture now, just some of the more advanced material options I can’t get yet. At the moment I can’t read in the textures yet in the preview, although I can extract their names from the MDL file. That is why all textured parts show that checkerboard.

Besides that extra information can I can now read from the MDL file, I have also improved the preview picture in general, by applying the correct shading to all polygons and that short of stuff. So that all together makes it look more like a church now.

I will continue this weekend to see what other cool things I can read from the new MDL format and besides that I’ll also try to create a new page on the Wiki about this MDL format. So that other people can help with discovering it and don’t have to reinvent the same wheel again. 

Working on a new tool

The last few days I have been working on a new tool, it will be called ModelConverterX. In the end the purpose of this tool will be to allow you to convert 3D objects between different formats, for example loading old API macros and saving them again as FsX MDL objects. But I still have a long way to go before all that is ready.

At the moment I am mainly working on understanding the new FsX MDL format (and learning C# as a new programming language for my tools as well). The FsX MDL format has changed completely compared to the Fs2004 one, so that means a little work is needed again to understand it and be able to read and write it.

At the moment I can already read the shape of simple objects, but I still need to put some more work in reading the material section for example. Below you find a first screenshot of what will become the tool in the end. Hopefully you will be able to recognise a church in this picture. But I guess it is clear that I still have some work to do.

 

Happy Christmas!

I would like to wish all the readers of my blog a happy Christmas. And if you are lucky enough to have a few days free from work as well, I hope you have the chance to enjoy some FS as well during the coming period.

Personally I’ll be away the coming days, as I am with my family during Christmas. But from next tuesday I will be back home and I am looking forward to be able to spend some more time on FsX and tools during these days. So hopefully you can expect some tool updates as well during that period.

Randomize it!

I have added a little new feature to ObPlacer XML. While finishing some general aviation airports for the [NL2000] scenery I was planting trees with ObPlacer XML and I noticed that the resulting scenery was a bit boring with all trees having the same size. So I decided to add a little option that allows you to randomize the scale of certain objects.

Let me explain a little further how this work. First you just place all the trees like you normally do, so without taking care of the scale. After you are done you use the newly added “Scale Randomizer” tool. This will show you a list of all objects used in your XML file. So from this list you select your tree MDL file(s). You also enter between which two values the scale should be randomized. After that it is just one click to make the scale of all instances of the selected object type random.
This really makes the scenery look better in the end, as all trees look a little different now.

Another option I have added to ObPlacer XML is that you can also place Trigger objects of the type REFUEL_REPAIR. So this allows you to easily add a refueling area to your scenery.

I will use the Christmas break to finish the coding and release the new versions of the tools I have blogged about recently. So keep an eye on the site for news about the release. And of course I will also use that break to test the FsX changes some more and if possible add options to support FsX better with my tools.

 

Early christmas present

Most of you have probably already seen this, but MS has released an update to the FsX SDK. You can get it from the FsInsider download
page. Probably the most important component of this update is the GMax
gamepack for FsX, this allows us to make models from GMax in the new
MDL format.

One warning, as I have seen some discussion about
this on the forums already. You need to have FsX Deluxe to use this SDK
update (and to use the GMax gamepack as well thus). The update requires
that you have the origional SDK installed and that only came with the
Deluxe version. So take note of that.

I have not tried all new
features of the FsX gamepack, but already from some first tests I can
say that it is a big improvement over the past. There are some features
that we had to tweak for in the past, that can now be set directly from
GMax. For example to kill the shadow generated by an object or to unify
the shading of all polygons (often used on trees to match the autogen
trees).

Of course there are also some other features that we
still miss and at the moment I can’t say yet if we can tweak these in
again. That is because the MDL format has changed and I am still
studying the new format, to see all consequences of that. Once I
figured out some more, you will certainly hear more about it.

I
think this SDK update is a nice (early) Christmas present, that should
keep us busy exploring the new gamepack during the coming Christmas
holidays…