Another object placement tool?

For a while I am thinking about how to integrate the different tools I have made better. An example of this integration would be to open objects from Library Creator XML directly into ModelConverterX or easily insert an object from ModelConverterX directly into a library. While playing with those integration idea I had another idea. ModelConverterX already has a simple object placement function, so why not extend it with a proper object placement tool? Like a FSX update of ObPlacer XML. Below is a quick video of a prototype tool I made for this. [View:http://www.youtube.com/watch?v=cWK_1K3hxWs:550:0] My question is would yet … Continue reading Another object placement tool?

Coordinate confusion – part 2

After all the theory I blogged about yesterday, I thought it might be a good idea to illustrate the difference today. So let’s take a quite common example. I have taken the threshold coordinates of runway 06-24 from Amsterdam Airport Schiphol. And I have chosen the reference point to be near the middle of the runway. What are my XY coordinates of the threshold when I am modelling the runway in my 3D editor? The two screenshots above show the XY coordinates for the threshold of 06 (top picture) and 24 (bottom picture). In the screenshots you can see both … Continue reading Coordinate confusion – part 2

Coordinate confusion

OK, I got a question for you. What kind of coordinates does your 3D modelling tool use? I mean a tool like GMax, FSDS, SketchUp or 3DS Max. Ah, that is an easy question you must think now, all of these programs use a 3D axis system where you model your object in meters (or maybe feet or inches for the developers in the US). So that question does not seem so difficult, does it? But how do these meters related to the position of the object on earth? The earth is a sphere (or more accurate an ellipsoid) and the … Continue reading Coordinate confusion

Effects with an offset

A topic that has been raised frequently on the FSDeveloper forums recently is that effects attached to an object in FSX have an offset in their placement. Especially when you use these effects for your taxiway lighting or approach lights that is an annoying “feature”. So tonight I did a little experiment to see if I could reproduce these complaints. I placed three objects at 250 meter distance, each with an effect at the top. The last one was 500 meters from the reference point and as you can see the effect is not at the top of the object, … Continue reading Effects with an offset

Performance indicator render mode

I have added a new experimental render mode to ModelConverterX. This mode gives the object a colour based on the amount of texture vertices at a certain location. So this mode should help you to see where your object can be optimized further to increase performance. I have made a quick video to demonstrate it, since this is tricky to explain in words: [View:http://www.youtube.com/watch?v=WeLuOiJsRSQ:1080:0] When analyzing the result keep in mind that this is calculated per modelpart. So where two different parts, with different material, meet, you will not see a higher texture vertex count. That is by design. As I … Continue reading Performance indicator render mode

The return of DrawCallMonitor!

In my previous post I already mentioned that the object statistics shown in the DrawCallMonitor tool and in the Object Information form of ModelConverterX differ. I have done some more studying on this and it is hard to say which one is better. DrawCallMonitor gives the right statistics if you want to know how many triangles, drawcalls and texture vertices a specific MDL file has. ModelConverterX on the other hand gives a good indication of how many drawcalls, triangles and texture vertices you will get when you export the object from that tool. There can be quite a difference between … Continue reading The return of DrawCallMonitor!

First version FXEditor released

I have just released the first beta version of the new FXEditor tool. With this tool you can edit the special effects of FS and it gives you an interactive preview while you are editing the effect. On FSDeveloper I have opened a new support forum for this tool. Especially take a look at the general information topic there, since it tells you where to download the tool and where to find the manual. Make sure that you set the path to your FS version in the options before using the tool, as else certain parts will not work correctly. … Continue reading First version FXEditor released

ModelConverterX special effects update now available

I have just put a new development release of ModelConverterX online. The main change in this version is that it is now possible to visualize special effects in the 3D preview as well. So if you are placing such an effect, you will be able to preview how it is going to look in FS. Next to the paperclip button that toggles the display of attachpoints, you will find a new button now that toggles the display of the particle effects. Since effect files reside in the effects folder of your FS installation, it is important that you make sure … Continue reading ModelConverterX special effects update now available

FXEditor preview video

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. [View:http://www.youtube.com/watch?v=E78gIPglsuE:550:0]

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 true, the default value is false which means the standard XtoMDL value is used Specify the granularity you want in the CrashboxGranularity option