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Recent content by arno

  1. arno

    FS2004 AGN Density

    Looks like a bug, let me check.
  2. arno

    FS2004 AGN Density

    You can redirect the output to a txt file: agn2txt yourfile.agn > yourfile.txt
  3. arno

    FS2004 AGN Density

    Hi, You could try to use my agntools. With the agn2txt tool you can decompile to TXT. Then you can remove a number of objects from the TXT with a text editor and use the txt2agn9 to compile it back to a AGN file. https://www.scenerydesign.org//old-releases/stable/agntools.zip
  4. arno

    MCX Saving a single material change in the original BGL

    It sounds like you are working with MSFS. Then easiest would be to export just that object glTF to your package sources again and afterwards compile the package to get the new BGL. ModelConverterX does not export MSFS bgl files directly. For the FSX/P3D bgl format you always have to export the...
  5. arno

    MSFS24 Wrong ground texture coordinates

    If you convert the package all objects and placement information is converted. So I am not sure why some objects are not placed correctly while others are. Can you post a screenshot of the issue?
  6. arno

    scenProc Some thoughts on Create3DBuilding: Parapets and Texture Mirroring control

    Do you have an example of a polygon that gives issues? Could you show how the footprint polygon looks? If it is one building the height should be the same and that is not how it looks.
  7. arno

    MSFS24 Wrong ground texture coordinates

    Are these ground polygons part of the modellib as well?
  8. arno

    scenProc Some thoughts on Create3DBuilding: Parapets and Texture Mirroring control

    Depending on the height of the building segment the height of each floor can be calculated differently indeed. That is not desired indeed in this situation. It could be prevented by making sure the height difference is always exactly the floor height of your texture. But I'll also check if I can...
  9. arno

    scenProc Some thoughts on Create3DBuilding: Parapets and Texture Mirroring control

    Did you already try the suggestions I posted above with the mansard roof? In that case the edge of the roof has no width, so it's not exactly like your picture, but it is much more friendly on the polygon count (what matters with many buildings in a city).
  10. arno

    Exporting custom shadow models

    I am not sure what MakeMDL does in that case. The interior, exterior and shadow models are all compiled into the same MDL file. So are you saying the with the interior model the shadow model is normally not shown?
  11. arno

    Exporting custom shadow models

    For many years ModelConverterX has the function already to render a custom shadow model that has been imported from a FSX/P3D MDL file. But the feature to also export these custom shadow models to MDL files was on the wish-list for quite a while already. When working on the FS2004 unlimited...
  12. arno

    scenProc Some thoughts on Create3DBuilding: Parapets and Texture Mirroring control

    On second thought, I'll add an option to the texture configuration of horizontal flipping is allowed. Because by flipping the texture there will be more variation in the buildings, but I also understand that for some textures it's not desired.
  13. arno

    scenProc Some thoughts on Create3DBuilding: Parapets and Texture Mirroring control

    By the way, you were right about the flipped wall textures. I never noticed them before. I have fixed that bug now, so in the next development release that will be addressed.
  14. arno

    scenProc Some thoughts on Create3DBuilding: Parapets and Texture Mirroring control

    Hi, Is this the kind of effect you are looking for? What I did here is use a mansard roof for the building, with slope set to -80 degrees, slope2 set to 0.01 degrees (using 0 degrees gives some artefacts on the texture mapping) and a slope2distance of 0.1 meter. If it is a different kind of...
  15. arno

    scenProc Some thoughts on Create3DBuilding: Parapets and Texture Mirroring control

    Hi, I never considered the parapets befroe, might be a nice addition. The only option at the moment might be to use a mansard roof and use a negative first angle (I never tried negative angles so not sure if it breaks). For the long walls, scenProc does not mirror the texture, I have never...
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