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ViewsModelConverterXFrom FSDeveloper WikiModelConverterX is a tool which primary function is, as the name already implies, to convert models. The tool allows you to import models from different formats and can then export them to other formats. For example you can import your old SCASM macros or COLLADA files made with SketchUp and export them in the FSX MDL format. But also exporting to the 3DS or OpenFlight format is possible. A second functionality that you can use ModelConverterX for is as a model viewer. You can view a 3D presentation of your object. A third functionality is to make minor changes to your object, like changing a material parameter or an attachpoint. The rest of this manual will discuss how to install and use ModelConverterX. It also contains a detailed description of the features supported by the readers and writers of the different model format. This manual match the 1.2 stable release version of ModelConverterX.
[edit] Getting ModelConverterX[edit] PrerequisitesMicrosoft .NET Framework version 2.0 [edit] InstallationThe information on how and where to download the version of ModelConverterX you are looking for can be found in this thread on the support forum. Once you have downloaded the ZIP file containing the program, you need to unzip it to a folder of your choice. If you have used a previous version before, you can replace those files with the new version. [edit] How to ...Further down in this manual you will find a detailed explanation of the user interface and the features of the different object readers and writers. But in this section some quick howtos will be shown that explain how to perform common tasks. This should be enough to get you going quickly. When using ModelConverterX for the first time, make sure that you have set the options correctly. Especially the paths to compilers like XtoMDL or MakeMDL should correspond with the location of those compilers on your machine. [edit] Convert a SCASM macro into a FSX MDL objectThis howto explains how to convert a SCASM macro object into a FSX MDL object. So to complete this howto you need to have a SCASM macro that you want to convert. Start ModelConverterX and we are ready to go. You can find the images illustrating the steps at the bottom of this section.
Now you have the MDL file that you can use in your scenery, like you would do with any MDL object. So put it in an library BGL and start placing it with your favourite placement tool. [edit] Convert a SketchUp object into a FSX MDL objectThis howto explains how to convert an object made in SketchUp to a FSX MDL object. So you need an object made with SketchUp to complete this howto. You can find the images illustrating the steps at the bottom of this section.
Now you have the MDL file that you can use in your scenery, like you would do with any MDL object. So put it in an library BGL and start placing it with your favourite placement tool. [edit] Convert a SCASM macro into a 3DS object and import it into GMaxThis howto explains how to import a SCASM macro object into GMax, so that you can manipulate the object. In this process the 3DS format will be used as an intermediate step. So let's get started.
Now you have your object in GMax, so you can manipulate it further. From GMax you can export to MDL like usual. [edit] Batch convert objectsWhen you want to convert a lot of objects it can take quite some time to import and export them one by one in ModelConverterX. For this kind of situations the batch convert option has been included. It allows you to convert multiple objects at once, with the same settings. Just follow these steps and you should be done in no time. The images to illustrate the steps are at the bottom of this section.
That's all, now you will find the objects in the required format in the output folder you selected. [edit] User interfaceAll your activities in ModelConverterX are done from the main screen. At the top of this screen you can find a toolbar with buttons to access the frequent actions you will be taking. The rest of the form can display any of the three tabs, that allow you to see either a preview, a log of events or the options. Each of these tabs can have a toolbar to access functions specific to that tab. Below you will find three sections describing the details of each tab and those of the main toolbar. [edit] Main toolbarThe main toolbar is the toolbar of ModelConverterX that is always visible, no matter which of the tabs you are viewing at the moment. It gives you access to the most important functions like importing or exporting objects. In this section all of the functions accessible are explained.
[edit] StatusbarThe statusbar gives you feedback about the the activities currently taking place. During the import or export you will for example see a progress bar to indicate how far that process is at the moment. Besides that in the left corner of the statusbar an icon can be displayed to indicate the event log status. If there is no icon the event log is empty, but if there are entries in the log the following icons can be displayed:
[edit] Preview tabOn the preview tab you will see a 3D preview of your object. This allows you to see if your object has been imported correctly or that some parts might not be right. Also it can be used as a simple way to visualize your objects. You can move and rotate the preview with your mouse. If you keep the left mouse button pressed you can rotate around the object and if you keep the right mouse button pressed you can move the object. With the mouse wheel or the + and - keys you can zoom in or out. At the top of the tab, just below the main toolbar, you will find a toolbar with actions specific for the preview tab. These are described below.
The LOD combobox allows you to select which level of detail you want to be displayed in the preview.
The animation frame textbox allows you to view which frame of the animation is currently displayed and gives you the ability to enter a new desired frame number.
[edit] Event log tabOn the event log tab you can see all the messages that the preview renderer, the reader or writer module has generated. This can be information about a texture file being loaded correctly, a warning that the reader encountered some unknown command or a serious error. At the top of the tab, just below the main toolbar, you will find a toolbar with actions specific for the event log tab. These are described below.
The message filter combobox box allows you to select which message level to display. If you select Any all messages will show, if you select either Information, Warning or Error only messages with the appropriate level will be displayed. [edit] Options tabThe Options tab gives you access to all the settings of ModelConverterX. With the list at the left side you can select the different categories. Below all options are explained in detail. [edit] General settingsThe AutoSave section allows you to specify settings regarding automatically saving certain files. It contains the following options:
The Display section allows you to specify settings regarding the display of certain items in the user interface. It contains the following options:
[edit] Renderer settingsThe Renderer section allows you to specify settings related to the preview renderer. It contains the following options:
[edit] Importer settingsThe SCASMReader section allows you to specify settings specific to the SCASM reader. It contains the following options:
[edit] Exporter settingsThe FLTWriter section allows you to specify settings specific to the OpenFlight writer. It contains the following options:
The MDLWriter section allows you to specify settings specific to the FS2004 and FSX MDL writers. It contains the following options:
The XtoMDL section allows you to specify settings specific to the XtoMDL compiler. It contains the following options:
The XWriter section allows you to specify settings specific to the X writer. It contains the following options:
[edit] TextureLoader settingsThe TextureLoader section allows you to specify settings related to the texture loader. It contains the following options:
The TextureWriter section allows you to specify settings related to the texture writer. It contains the following options:
[edit] ObjectModel settingsThe Drawcall Minimizer section allows you to specify settings related to the drawcall minimizer. The following options are available: DrawcallMinimizerTextureSize : The size of the new texture sheet used by the drawcall minimizer. The Optimize section allows you to specify settings related to the optimization of objects. The following options are available:
[edit] Forms & EditorsBesides the basic functionality to import and export objects, ModelConverterX also contains a number of forms and editors that allow you to view or edit additional information about the object loaded. This section describes these forms and editors. [edit] Object informationThe object information form shows you the basic information about the object. This includes:
[edit] Material editorThe Material editor form shows you all materials that are used by the object. You can view and edit all properties of the material. For each material the colours and texture maps used are displayed. Besides that the FSX specific settings are shown. [edit] Mass texture editorThe mass texture editor allows you to manipulate multiple textures on the object at once. You can perform a combination of the following actions:
The Rename button will bring up a dialog to quick replace a certain text in all texture files used. The Match button will search in the specified texture folder and replace textures in the object by the same texture found in the texture folder. The Update button starts the process of renaming, resizing and/or converting the textures. Once this has finished the dialog will automatically close. [edit] Drawcall minimizerThe drawcall minizer is used to reduce the amount of textures used in the object. This will result in less drawcalls and a better performance. The Start button starts the process of combining the textures, the new textures are written to the specified folder. They will have the texture type specified as the default texture type set in the options. There are three options available that determine how the textures are combined:
When a material also has a night texture, bump map or other subtexture types, new texture sheets for these subtextures will also be generated by the drawcall minimizer. If the texture has an alpha chanel, this alpha channel is also copied in the combined texture sheet. However the total amount of drawcalls in the end also depends on the other material settings. So if one material has the alpha blending enabled and the other not, there will still be two drawcalls. Even when they use the same texture sheet. [edit] Attached object editorThe Attached object editor form shows you all objects that are attached to your object. You can view and edit all properties of the attached objects. The following type of objects can be attached:
[edit] Level of detail CreatorThe Level of detail Creator allows you to automatically generate lower level of details versions of your model. A simplification algorithm is used to determine which polygons to eliminate, so that the final model is still as similar to your original one as possible. The algorithm can be tuned with the following parameters:
When you want to create a new level of detail you should take the following steps:
When you select the Auto calculate box the LOD will automatically be recalculated once you change any of the settings or parameters in the form. This can be useful when adjusting the triangle target, but for complex models the calculation time might be too big for this auto update function to work efficiently. By clicking in the list of levels of detail you can select which one is displayed in the preview. If you hit the backspace key the selected LOD will be deleted from the model. [edit] Keyboard shortcutsTo make using ModelConverterX easier most actions and button you can click with the mouse also have a keyboard shortcut. This table gives an overview of the available shortcuts:
[edit] Object readersTo be able to read the objects from the different format ModelConverterX makes use of different object readers. This section gives an overview of the available readers and their capabilities. This means that features that are not explicitly mentioned are not implemented at the moment. [edit] SCASM readerThe SCASM reader allows you to import objects from SCASM source files. This could be either API or SCM macros or a complete SCA source file directly. In the current version the following features of the object can be read:
If the SCASM file contains multiple objects, they will be returned to you as a list of objects through which you can browse. So importing a whole SCASM library at once is also possible. [edit] FSX MDL readerThe FSX MDL reader allows you to import objects from the FSX MDL format. In the current version the following features of the object can be read:
[edit] FS2004 MDL readerThe FS2004 MDL reader allows you to import objects from the FS2004 scenery MDL format. Aircraft MDL files have a different format in FS2004 and are not yet supported. In the current version the following features of the object can be read:
[edit] BGLComp BGL readerThe BGLComp BGL reader allows you to import BGL files that have been compiled with BGLComp. The reader will extract any MDL file it finds from this BGL file and then use a MDL reader to read the object. Currently only the object itself is read, no position information or airport related data that can also be stored in these files is imported. [edit] FSDS FSC readerThe FSDS FSC MDL reader allows you to import objects from the FSC format. Objects from FSDS version 1 are currently not supported. The following features are supported:
[edit] Wavefront OBJ readerThe Wavefront OBJ reader allows you to import objects from the OBJ format. In the current version the following features of the object can be read:
[edit] COLLADA DAE readerThe COLLADA DAE reader allows you to import objects from the COLLADA DAE format. The COLLADA format is often used as interchange format and for example supported by Sketchup. The following features of the object can be read:
[edit] Google Earth KMZ readerThe Google Earth KMZ reader allows you to import object from the KMZ format. KMZ files are zipped files that contain a COLLADA DAE object file and the used textures. See the COLLADA DAE reader for details about the supported features. [edit] Object writersTo be able to write the objects to the different format ModelConverterX makes use of different object writers. This section gives an overview of the available writers and their capabilities/limitations. [edit] FSX X file writerThe FSX X file writer is able to generate a X file from an object. This X file can then be compiled with the XtoMDL tool from the SDK to get a MDL object to be used in Flight Simulator. The current version of the X file writer is able to export the following functionality:
[edit] FSX MDL file writerThe FSX MDL file writer is able to generate a MDL file for FSX directly. It makes use of the FSX X file writer, so please see its limitations as well. So in fact it is a wrapper that calls XtoMDL for you automatically. To do so you need to make sure you have set the XtoMDL path in the options. [edit] FS2004 MDL file writerThe FS2004 MDL file writer is able to generate a MDL file for FS2004 directly. It makes use of the FSX X file writer, so please see its limitations as well. So in fact it is a wrapper that calls MakeMDL for you automatically. To do so you need to make sure you have set the MakeMDL path in the options. Please note this exporter uses the FSX X file for FS2004, this could lead to problems for some features, but in general it works fine. [edit] 3DS writerThe 3DS writer is able to generate a 3DS file from an object. 3DS files are quite common and can therefore be imported in many other programs, for example into GMax or 3DS Max. This does allow you to import your old objects and update them for FSX. The current version of the 3DS writer is able to export the following functionality:
[edit] OpenFlight writerThe OpenFlight writer is able to generate a OpenFlight (FLT) file from an object. OpenFlight files are the de facto standard in professional flight simulators. The current version of the OpenFlight writer is able to export the following functionality:
[edit] Wavefront OBJ writerThe Wavefront OBJ writer is able to generate a OBJ file from an object. OBJ files are supported by many 3D programs, so they can be used to exchange objects. The current version of the OBJ writer is able to export the following functionality:
[edit] Texture loadersTo display the textures of your object in the preview window, ModelConverterX contains loaders for different texture formats. At the moment the following formats are supported:
[edit] Background informationThis section provides some interesting background information that might be useful to you while using ModelConverterX. [edit] Video tutorialsI have made a few video tutorials about ModelConverterX. [edit] PerformanceOne of the reasons why you might want to convert your objects to the FSX MDL format is to gain more performance. There are several reasons why FSX MDL objects have a better performance than older objects:
Another benefit of using ModelConverterX is that it will merge all polygons that use the same material automatically, that why the amount of drawcalls used by your object is optimized for you. That alone is good for the performance already. In some tests performed the results were quite surprising. By converting around 30 objects, used in a city, from API to FSX MDL file we were able to gain more than 10 frames. The improvement was bigger than expected. Of course one test is not full proof, but you will probably gain performance. [edit] DrawcallsFor the performance of an object in Flight Simulator the amount of drawcalls used by the object is an important factor. ModelConverterX has a tool to minimize the amount of drawcalls. But what is a drawcall? Simply said a drawcall is a group of triangles that use the same material settings (colours and textures) when the graphical card draws your object. Every change in a material setting means that the graphics card has to set its state again and that is a relatively expensive operations for the performance. So to optimize performance you can best make sure you have as little different materials as possible. Even one small parameter that is different in the material results in a new drawcall already. Another why to reduce them is to not use colours on your triangles, instead give a piece of unused texture that colour and map it on the triangle. [edit] SupportIf you have any problems while using the program or if you have suggestions and other feedback to improve the tool, please let me know. Any report about a object or a texture not loading correctly will help me to improve the tool, so please be sure to report those. You can either contact me directly or visit the ModelConverterX subforum at FSDeveloper.com. [edit] CreditsThe following persons or organisations deserve credit for helping me while creating this tool:
[edit] User licenseWhen using ModelConverterX you agree to the following user license: I do hereby agree that I will only use ModelConverterX to convert objects I have created myself. I will not change the work of others, without their prior written permission. This does include any objects obtained by decompilation of BGL files. (c) 2007-2010 SceneryDesign.org / Arno Gerretsen This software program is distributed without charge to other scenery designers, redistribution of the original ZIP file is allowed. You are NOT allowed to sell this software program or ask money for its distribution. Object created with this software program can be used in commercial scenery projects if you wish. The copyright and any intellectual property relating to this program remain the property of the author. The software distributed in this way may represent work in progress, and bears no warranty, either expressed or implied. Categories: FSX Acceleration | FSX | FS9 (FS2004) | Manuals | Tools | ModelConverterX |