For most programs I always use the stable release, because typically any new features are for sims later than mine. But for MCX this is not always true. So I think people are previously trained to rely on "stable releases".
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I'll try to test that later, I hardly use the AC3D format myself. And the TGI seems to work fine here now (I fixed some bugs today).One thing though about version 1.3 is that it handles the geometry of animated parts OK - when I output from the most recent (Feb 8, 2018) development release to AC3D (AC) format, the geometry is mangled there as well as the TGI.
I don't have to flip any textures here, they just show fine in AeroFly. Interesting that you need to flip them yourself. The 24 bit is indeed needed, I'm still checking how I can do that (in the default .NET functions I use there seems to be no easy switch to just drop the alpha).It would be nice to have an AFS2 option in the Texture output part of the Material Editor that would do the image flip and the conversion to 24 bit BMP. Objects with transparency like a propeller or a tree might have to be handled by the user with DXTBMP or GIMP.
That's easy to do. Just use the option in the material editor texture tab to convert all the textures to another format. That will update the names in the object as well.It would also be nice to have an option when I output to AC3D to have it use BMP instead of DDS for the textures.