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]
I have made a few small changes to the Ground Polygon Wizard. These changes deal with the way you can filter out polygons from your object after loading. In the previous version there were two buttons for this. “Filter out non-ground polygons” would remove all polygons that were not on the ground, while “Lower polygons to ground level” would lower all horizontal polygons to the ground level. In the new version these two buttons are gone. But instead of them you will find two checkboxes directly under the box where you select the file to load. This means that you … Continue reading Ground Polygon Wizard change
Today I was “playing” a bit with a profiler on ModelConverterX. This gave some interesting insights in how often certain functions are called or how much time is spend in certain functions. One of the things I noticed was that while loading SCASM API macros the triangulation of the polygons took relatively a lot of time. So I decided to have a look at the code involved and found out that the calculations to determine if lines intersect were to blame for all this. So I have rewritten this logic now and that seems indeed to have increased the speed … Continue reading Better performance for line intersection calculations
After fixing some bugs that were reported last week, I spend most time today on adding more functionality to the 3D preview of ModelConverterX. So that means that from tomorrow there will be the following additional features: Texture clamp is now displayed correctly in the preview. This option is not widely used, but it can be useful to put logos on buildings, as the SDK mentions. Below you see a screenshot with a clamped texture. When the object uses a detail texture this is now displayed in the preview as well. The detail texture is blended through the normal diffuse … Continue reading More preview functionality
I have added a new function to ModelConverterX, you can now also visualize the crashboxes of MDL objects. This can give a very interesting insight in how those crashboxes have been made by XtoMDL or MakeMDL when you exported the object. They do not always follow the shape of the object exactly. To turn on the display of the crash boxes, you need to press the icon with the wall on it (next to the icon that toggles the display of bounding boxes). Below is a screenshot that shows a church I made with the crashboxes enabled.
Sometimes a new feature is not that difficult to implement as you first think. For example adding support for platforms was on the ModelConverterX wishlist for a long time already. Yesterday I have started on it and now the new feature is done already. So from tomorrow you will find that the development release can handle platforms as well. This means you can: Read platforms from FS2004 and FSX MDL files Write platforms to FS2004 and FSX MDL files Edit platforms using the Attached Object Editor Preview them in the preview Since I do not have FS2004 installed on my … Continue reading Added platform support
About a week ago I already wrote about the new functionality I was working on for the ModelConverterX Ground Polygon Wizard. Now I have finished it and from tomorrow it is available in the development release. Since there is no manual for this tool yet, let me explain how to add night textures or seasonal textures to your ground polygons while converting. Most of the process has not changed. So you still select the file you want to import. The gridview in the middle will then show all materials found in your object. In this view you will see two … Continue reading Seasonal textures in the Ground Polygon Wizard
In the last few days I have been working on the last missing feature of the Ground Polygon Wizard of ModelConverterX, the option to add night and seasonal textures from the wizard. This work is not completely done yet, but the part that generates the actual code is done. I just need to finish the graphical user interface and do some more testing. So hopefully I can release this feature in a couple of days. On the right is a small preview of how the user interface will probably look. For each material you can specify with a checkbox if … Continue reading Ground Polygon Wizard: night and seasons
A little while ago a user reported problems with the Ground Polygon Wizard. When slicing the polygons, some polygons were missing. I have now debugged and fixed this issue. From tomorrow the improvements are available in the development release. So if you are using the Ground Polygon Wizard please update to this version, the previous version can deform or loose some of your polygons.