• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Search results

  1. 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...
  2. arno

    FS2004 Unlimited Export (part 2)

    The latest development release of ModelConverterX does also include the ASM tweaks that allow aircraft models with more than 65k vertices to export. All you have to do is enable the Unlimited Export Tweak option in the save file dialog. When a model has more than 65k vertices ModelConverterX...
  3. arno

    WIP FS2004 Unlimited Export

    I am making good progress with implementing the FS2004 Unlimited Export tweaks in ModelConverterX. It is now almost possible to export a model with over 65k vertices to FS2004 directly from ModelConverterX. As a test I did export the default Prepar3D F-16 to FS2004 (around 250k vertices)...
  4. arno

    “Helpful”AI

    I am working on implementing the FS2004 Unlimited Export tweaks into ModelConverterX. After I had the tweaks working for the external model, I was looking for some information on how to use different LOD in the internal model, since until now ModelConverterX only allowed exporting one LOD for...
  5. arno

    FS2004 Unlimited Export (part 1)

    For quite some time it has been on my wishlist to study the FS2004 Unlimited Export tutorial that Bill Lionheart made many years ago. It is a very well done and extensive tutorial of over 50 slides. So maybe that scared me off a bit. But recently I read through the tutorial and with my tool...
  6. arno

    Select nodes by dragging an area

    For a while ModelConverterX has a feature that you can use the select mode to select a node interactively in the preview. I have now modified this functionality so that you can also select multiple nodes at once by dragging an area with the mouse, before only a single click on an object was...
  7. arno

    Model attachments

    I have added a new feature to ModelConverterX. Reading and writing of MSFS model attachments is now also supported. This way you can attach one model XML into another model. ModelConverterX reads the model attachment as a new type of AttachedOobject, an AttachedModel. They can be rendered in the...
  8. arno

    Move and rotate parts with the mouse

    It has been requested multiple times already to add a feature to MCX to allow interactive moving and rotating of model parts in the preview. Now this can only be done with the hierarchy editor by editing the transformation (translation, rotation and scale) by entering new numbers in an edit...
  9. arno

    Self-contained builds released

    The self-contained builds of ModelConverterX and scenProc that I talked about in the last blog post have been released today. This means that if you download the latest development release of these two tools the download contains everything you need to run it, it is no longer needed to install...
  10. arno

    Self-contained builds released

    The self-contained builds of ModelConverterX and scenProc that I talked about in the last blog post have been released today. This means that if you download the latest development release of these two tools the download contains everything you need to run it, it is no longer needed to install...
  11. arno

    LibraryCreatorXML no longer developed

    As of today the LibraryCreatorXML is no longer developed as a separate tool. But the functionality is not lost, LibraryCreatorXML is now available as a tool inside the ModelConverterX 1.9. This means you can still use it to manage your object library XML files. Why did I make this decision? I...
  12. arno

    FXEditor no longer developed

    As of today the FXEditor is no longer developed as a separate tool. But the functionality is not lost, FXEditor is now available as a tool inside the ModelConverterX 1.9. This means you can still use it to edit your FX files. Why did I make this decision? I have updated the build of my tools to...
  13. arno

    Self contained releases

    Since the release of the latest ModelConverterX stable release, which switched from .NET Framework 4.7 to .NET 8.0, I noticed an increase in users who had trouble starting the tool because they did not have the right .NET version installed. The tool does not give an error, but just closes in...
  14. arno

    Self contained releases

    Since the release of the latest ModelConverterX stable release, which switched from .NET Framework 4.7 to .NET 8.0, I noticed an increase in users who had trouble starting the tool because they did not have the right .NET version installed. The tool does not give an error, but just closes in...
  15. arno

    ModelConverterX Object format

    While debugging an issue in ModelConverterX I had the need to compare the internal representation of the objects in detail. So I decided to write some code so that I can export this representation to a file and then compare those two files. But since I thought it might be useful for users as...
  16. arno

    Exporting skin and bone animations to glTF and FBX

    Adding support to read skin and bone animations from the glTF format took quite a while to implement. The functionality to also export the skin and bone animations was luckily a lot easier to implement. With all the changes and improvements I made for reading them, writing took me less than a...
  17. arno

    Reading skin and bone animations from glTF

    In the latest development release of ModelConverterX I have added the functionality to read skin and bone animations from the glTF format as well. This means that ModelConverterX can now also visualise this kind of animations for glTF objects (either standard glTF or MSFS glTF). There is one...
  18. arno

    Notification emails?

    Am I the only one that does not seem to get the notification emails no new forum replies currently? If more people have this issue I should probably check the server.
  19. arno

    An unplanned new feature: Unwrap Texture Creator

    Sometimes working on new features does not go as I expected. For example a few days ago I got the question on the forum is ModelConverterX can also export unwrap textures. So I replied to that user that this feature is on the wishlist (actually it has been on the wishlist since 2013), but that I...
  20. arno

    Skin and bone animations via Assimp

    Over the last few weeks I have been working hard on making sure that skin and bone animations are imported correctly for the formats that are read via the Assimp library. This means that you can now import such animations from COLLADA and FBX files. In itself this feature might not sound very...
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