Flight1 has released a new tool, Instant Object Studio. This evening I had a play with the demo version and I must say I am surprised by the tool. After seeing the video I had the impression that the tool would be nice to make some quick buildings, but that it would be hard to make really detailed photo realistic objects with it. But after testing the demo version a bit I think I was wrong there. Since the demo version does not do export, I have not yet been able to see how optimized the output generated by the … Continue reading Instant Object Studio
Just a quick note that ModelConverterX 1.3 (stable version) has been released. It is the same as the development version of yesterday, but now with a updated manual. It will be the stable release for the near future, since version 1.2 was getting very old. You can read some more information here.
I have updated the ground polygon wizard in ModelConverterX. Two new features have been added to it in the latest development release: You can now specify which layer and visibility are used by default in the options. This should mean that you have to change less values while working on your ground polygons. An option has been added to convert the textures used on the ground polygons. This means they are converted to DDS (when using FSX) or DXT BMP (when using FS2004). Before you would have to do this conversion manual. In the screenshot on the right you see … Continue reading Ground polygon wizard upate
I have added a new function to ModelConverterX. It can now also read X files. This can be a X file generated by the FS2004 or FSX gamepack, but also a X file generated by another tool that does not contain the FS specific information. The following features will be read from the X file: Geometry, normals and texture coordinates Material settings (including FSX specific material settings) LOD information Animations This new functionality is in the latest development release. Let me know if you have any issues with this feature.
Just to let you know this blog is still alive. Just recently I did not have too much time to post interesting things here. But that does not mean I haven’t been (silently) working on new things. Here are some of the things I have been working on recently and once they are finished you will read more about them on this blog as well: Improving the reading of aircraft MDL files in ModelConverterX, especially when it comes to the animations of the aircraft. Improving the ModelConverterX preview. I have been experimenting with using shaders and that seems to be … Continue reading Yes this blog is still alive
I have update the Animation Editor in ModelConverterX. Before this form could only be used to remove all animations from your object, but now it can do more. The following features have been added: Select which animations are active and shown in the preview. Examine only sections of an animation, for example by looping only a subset of all frames. Remove the selected animations. These will then be “frozen” to the animation frame you have selected. This is similar to the function to remove all animations before, but now it can be done per animation. I have made … Continue reading Animation Editor updated
I have just added a new feature to the ModelConverterX development release. It is a MDL Tweaker that you can find in the special tools menu. Let me first explain how this tweaker differs from loading a MDL into ModelConverterX itself. When you import a MDL into ModelConverterX the object is read and stored in an internal representation. ModelConverterX then works with this internal representation when you make changes. In the end this internal representation is exported again to a MDL file. The MDL Tweaker works differently, it directly manipulates the binary code of the MDL file, without decoding it … Continue reading MDL Tweaker
A recent question by Don Grovestine on the FSDeveloper forum made me look more at the shadows of FSX models. As everybody knows, turning on the shadows in FSX can have a considerable influence on the performance. But the FSX MDL format also does allow you to specify a custom model that is used to render the shadow. I did some testing today to determine how big the performance difference can be. I started by making a rather complex object, with almost 6000 triangles. And I placed many instances of it at my favourite test location. The screenshot below shows how the … Continue reading Custom shadow model
I have just put the first version of the Animation Tweaker in the ModelConverterX development release. You will find it in the Wizards menu. This first version can do two things (or actually it does those two automatically to all files you process with it): Make FS2004 animations with more than 1024 frames Update the animation to use local variables As input to the wizard you should use FSX MDL files. I did test this new function with some test files here, but please let me know if you have issues with your files. It is a first beta, so … Continue reading First beta Animation Tweaker available
One of the first tool I made for scenery designers was the Conditional Animation Tool, CAT. The first version of this tool was released in 2003 and I mainly started making it because I grew tired of tweaking animations by hand (and I got tired of explaining people how to tweak them by hand). After the release of FSX, the development on CAT sort of stopped. The new native FSX format does not allow that kind of tweaking and for FS2004 the tool had most needed functionality already. But since then there is another kind of animation tweak that I … Continue reading The CAT is not dead